3. Enter: The Water Nation
[Continued from The Inner Circle]
The Water Nation bares life but brings forth an ominous sensation to the activity at first. The windows of the buildings look alight but no activity can be seen outside other than the fish flowing freely. As one looks further back, as the pagoda-like structures continue to dapple the landscape, they taper up into a narrow trench-like chasm, like a passing between two underwater mountains. The silhouette of a larger structure looms between them with a faint but similar glow to the pagoda windows.
Within the pagoda-like homes, there are few sounds to be heard. The lights dim in some of the structures as they approach, however, and silhouettes can be seen from behind curtains if observed closely. The village is home to mer-folk, nymphs, and sirens alike, along with other curious secrets.
Moving forward from the village means swimming one's way up the mountain-like slope toward the crest. Trench-like walls await at the top, which continues to slope upward at an angle that is gentler than the village itself. Should one pass through the pass accompanied by a Rider, once more a dappling of runes carved into the walls glow in wait for their arrival. The passage goes on for a span of a few minutes, twisting and turning gently until it reaches the end.
[To be continued.]
[Part 2] | [Part 4]