When a fragment of the scattered Aether kindred known as the King in yellow is merged with another fragment the surviving host gains a enhanced connection with the being, allowing them to peer into the eldritch beings memories and knowledge. The host must make a religion check as they delve into inky blackness that attempts to cling to them. DCs - 10,15,20 determine what information they are able to gleam from the strange alien mind. The initial entity fragment has but a single expertise while every additional fragment joined has three areas of expertise that might be gleamed from.
Delving into such a unknowable alien mind carries risk, for while the Aether kindred carries no ill will towards the host the very nature of the entity begins to break down the hosts mind. Once the host has gained the knowledge they've sought and begin to return to reality the pressures of the void try to claim them, host must make a wisdom saving throw DC - 15.
On a failed save the host gains a level of insanity (maximum of 6), should the host fail the save by 5 or more they are also unable to hold onto the knowledge they gained.
INSANITY CHART
1. Your mind creates a imaginary friend who seems completely real to you and whenever a decision or plan needs to be made the imaginary friend insists that they know what needs too be added to make the plan a success, their suggestions are always bizarre and ridiculous e.g to stealthily plant a banana peel onto the top of a monsters head.
2. You gain the compulsive need to hoard strange knickknacks to the point where if you see something that captures your eye even in the heat of combat, you will abandon all other actions until you have it in your hands.
3. Your mind is constantly racing as the lives of others bleed through your mind in quick flashes, leaving it difficult for you to focus completely on the present. (disadvantage of concentration checks).
4. Your mind starts to fragment severely and you being experiencing uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks and saving throws.
5. Your mind is now like fragile glass, whenever you take damage, you must succeed on a wisdom saving throw DC15 or suffer as if affected by the Confusion spell for 1 minute.
6. Your mind is no longer able to bear the strain upon it and begins to draw in on itself for self preservation. you fall unconscious and no about of jostling, damage or healing will make you. Only supremely strong magic like a wish spell, divine intervention or 1d4 years of psychiatric care will remove this level of insanity.
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