3. Enter: The Water Nation

 

The cliff base that looms behind the rocky entrance is littered with subtle glowing lights. The structures settled on the rocky terrain were oriental in nature, suspended in the water no different than if it were air. The sea life flourishes around the rocky edges and buildings, most of which hold a dull glow to their window panes. Down below in the trench, it looks to resemble the molten pit, but the glowing below was more attune to energy flowing up to its source.

The glowing lights show life in some form. The pagoda-like buildings show promise of human activity... or human-like in the least. As for the dragons... just where are they? 

[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.]


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