places you can find magissa
liminalia — her own realm, tucked between erebus and slumber. this eternally dark realm is built from the decomposing body of a fallen titan, and magissa is queen of the realm and spokesperson for the fungi that create it. typically accessible by psychoactive and/or hallucinatory substances coupled with prayer, if not by specific invitation. can be accessed by mirror portals, mushroom circles, and the underside of rotting wood.
haides — one of the many names of the underworld. magissa belongs to the court of the underworld, though she does not hold a position of power nor any sway over the operations of it. this is a position she married into.
slumber — the realm of sleep and dreams; hypnos' realm. here, magissa is queen and rules alongside her husband, though she primarily acts as a source of encouragement for her children to find their place in the court, and as a source of comfort for hypnos when rulership takes too long. can be accessed by sleeping, but only with express invitation can one access slumber proper, which pretty much excludes all olympians.
naxos — the island domain of dionysus and ariadne of crete; magissa's paternal uncle and maternal cousin, respectively. having spent a not-insignificant amount of time as a maenad, magissa feels a strong kinship with the high priestesses of the island, and often can be found there when she needs some sunlight (being the granddaughter of the sun and the skies means this is kind of a requirement, despite her best attempts otherwise). can be accessed by express invitation by dionysus and/or ariadne.
midnight diner — a demi-plane held within the overlap of slumber and erebus, this place is open to souls who need additional healing and care, and a more … hands-on approach. often a place of refuge for those who have hit rock bottom, this place is a gentle restorative center with the aesthetic of a 1950s diner. created and operated by magissa's youngest, kaluciyo. nightmares and other beings that feed on fear are not allowed to enter, but most everyone else is – provided they're allowed in slumber and erebus. so again, most olympians are excluded.
forests — the wetter, the better. magissa finds comfort in shadow and mud, and often can appear from seemingly nowhere, though a placid puddle can function as a mirror, and mushroom circles can grow anywhere. she has her limits of what types of plant life she can communicate with, but she is still deeply respectful of all forests, knowing how closely connected they can be to her realm.
beaches — she grew up on an island and despite all the horrors of that, she did leave with a deep appreciation for the beach. she's an absolute water baby, loves swimming, but knows (sort of) when she has to take breaks. again; very respectful, especially as her family does include some nereids.
meadows — peaceful naps in the sunlight hit the best in a meadow, she's found. sometimes she tries to take advantage of the floral life there and work on her communication with them, but most often she lays down to rest. when she's ready to return home, or if danger comes, she'll slink back to the shadows.
(poison) gardens/greenhouses — this is to gather gossip, primarily. poisonous plants and witchcraft ingredients are the easiest to communicate with, aside from fungi. she will spend hours here; good luck getting her to leave. even if you work here. even if it's supposed to be closed. even if you swore you saw her leave …
occult shops — she remains, fundamentally, a witch. and some supplies just hit nice when made with the power of belief as filtered by mortal hands and souls. if she wanted divine intervention, she'd just show up to the god in question. sometimes, a gentler touch is preferred; and she likes to see how the craft circles and grows, like the rings of a tree.
coffee shops — her father's daughter, she loves caffeine. asking to meet up at any coffee shop is a pretty good bet that she'll be there, if she's not already there for her own means. the coffee shop aesthetic is very important to her, she loves it.
graveyards — sacred to so many members of her family as well as her own craft, graveyards are a helpful, therapeutic place for her. again, here she can gather witchcraft supplies, but she can also pay her respects to the dead and all those who work with them.
natural history/art museums — despite her very long life, she has not been academically inclined. museums are where she does most of her “book learning” that isn't witchcraft or her own realm related. she learns of the past – eras she lived through! – in new ways, and feels more connected to earth and all its creatures afterwards.