Once per session, when you try to do something you think would be cool, you may call for a vote. For every player that votes for the cool thing to happen, take +1 to your roll. Every player that votes against the cool thing happening takes +1 to their next roll.
You may roll Attune+1d to influence a sentient being by opening a channel that connects you temporarily through the ghost field. If the roll is a critical success, you also suffer level 1 harm Passion. If the roll is a failure you also suffer level 1 harm Heartbreak.
In the Western Reaches of the Embaran Desert, the undulating dunes are broken by a large sinkhole. It is hundreds of feet wide and hundreds of feet deep and, at the bottom, shot through with the torrential flow of a vast subterranean river.
At the end of Umber Lane, down a narrow gap between two buildings, behind a plain unmarked door, there is a long narrow shop whose walls are lined with thousands of drawers. It has no name, but the few who know of it tend to call it The Lost. There, for a price, you may buy things you once owned that have passed beyond your knowledge. A family heirloom that you regret selling; a broken childhood toy, good as new; a treasured keepsake, stolen in the dead of night.