This room full of the arachnid is a perfect place to put a mortal with Arachnophobia, or is a spider type ghost/powers!
A lift that broke down and is used as a place for ghosts to hang out in. It can also be used as a place for mortals with Claustrophobia, or a ghost with trapping powers. It works so when a mortal wants to go in, a ghostly pressence lifts the lift, then the mortal goes in, gets stuck half way and goes gradually insane forever!
The Great Outdoors!
Aaaaaaaaah - what a perfect place to get fresh air! But not if you're Agoraphobic! Be warned........
A room which gradually rises with water when a mortal steps in! Just a place for Hydrophobic people, or if you're a water spirit!
If you're Xenophobic - don't venture here! But gazing at that lovely star portal makes you hypnotise to go in it - transporting you to another world! People will grow insane while drifting through space - FOREVER!
All these places make mortals with those fears turn insane!
The Panic Room: A very small metal room with a single button inside it, as well as a light. With the press of the button, the impenetrable closes and an astral ward is created around the room, protecting the occupant from ghosts and mortals alike. There's only room for one being inside it, so it's likely to get extremely lonely inside, perhaps causing insanity, even to ghosts. The room itself acts as a universal fetter. This room is the ultimate protection facility.
The Bank: At ghostmaster.proboards12.com/index.cgi?board=Withersun&action=display&thread=1079310121. Both ghosts and mortals may come here to get loans or make deposits. They accept gold plasm, money, and credit cards. Interest must be paid on loans at the rate indicated, and interest is paid for deposits at the rate indicated. Basically, the longer you leave a loan unpaid, the more you have to pay the bank back, and the longer you let your currency sit in the bank, the more the bank pays you. This place is run by a being known only as "The Teller", whom is neither living nor dead.
How to get in a Pocket Realm for Beginners Close your eyes and just make your mind go blank, while still vaguely thinking about pocket realms. The unbelievable force of the pocket realms will then draw you nearer, and when you open your eyes you'll be standing in front of a door. Open it and you'll be in the Pocket Lobby, a giant "bubble" where you just "know" where the pocket realm you want is located......
(The windows in The Octagon can also lead to a Pocket Realm...But could also lead to another time and/or space..)
Too much time in this world will make you gradually turn insane! You either survive by escaping fantasy to reality, or you turn insane! This border is a strange place where you drift endlessly through time until your mind fades and you turn insane! These are held in the portraits of death!
The Pirate Ship: Found at the bottom of the lake behind Withersun Manor. Ghosts with at water, outside, corpse, violence, or murder fetter can easily get here, as can other ghosts by using a fetter on a boat from the docks. Mortals can only get here by using a boat and, preferably, a diving suit. The ancient ruins of this ship hide many secrets. Perhaps treasure... perhaps pirate ghosts... perhaps an old cheese sanwich...