|| DAY 022: GENERAL
As the sun rises,all seems normal. However, later in the morning, the moon becomes visible in the sky, beginning to move towards the sun. The celestial disks' paths soon cross, and the world begins to darken, sunset-like light appearing across all horizons above the fog. Soon, totality is achieved as the moon completely blocks out all but the sun's corona. However, this doesn't end as quickly as it would in most worlds; indeed, the darkness continues well into the day.
As the sky darkens mid-morning, an unpleasant sickness begins to creep over the servants and residents of the town. They will begin to feel abnormally tired and weak, lightheaded and dizzy. Their heads will ache and their ears will ring, becoming progressively louder and more distracting, and their vision will begin to fade out until they can see nothing at all. This will wax and wane in episodes throughout the day, at its worst accompanied by crippling faintness and nausea.
Strangely, all of these sensations seem to become less persistent only when one is in the direct company of other people. And yet more strangely, the more familiar one is with a person, the less of an effect their presence seems to have in alleviating the sickness.
|| THE RUINS
Above the walls and beyond the ruins, the fog is billowing and churning. Upon closer observation, it will become apparent that the shapes of many faces are embedded within, pressing against it as though by some means trapped in its confines. They wear tortured expressions, writhing in agony and seething in rage, screaming from behind a smothering veil of silence.
If one watches for long enough, they will begin to notice that some of the faces seem familiar. Perhaps of those they had loved, cared for, or admired; those who have influenced them; those who they have not seen in a very long time.
If they continue to watch even longer, they will start to feel overcome with the pressing desire to reach out and help--even despite their better senses perhaps telling them otherwise.
The hunters, although normally only out in the open at night, have not left the riverbanks. While they are somewhat lazier than usual and not actively hunting, they should still be regarded with caution.
Several hellhounds are roaming through the ruins, occasionally stopping to nose through the rubble as though somehow curious. They do not seem interested in confrontation, however, and will dart away if approached.
|| CASTLE
As day breaks, what sounds like the chimes of a grandfather clock can be heard tolling the hour. The clock is audible to all, no matter where they may be, although for most it is impossible to tell which direction it may be coming from. The clock chimes out throughout the day, calling the hours - spaced long, as though the unnaturally long days of this realm were a normal twelve-hour period. For anyone in the Colonial Study when it sounds, the sound is deafening, enough to leave their ears ringing and make it hard to hear anything around them for hours afterwards.
Anyone who spends time in the Magpie Bedroom will experience a strong feeling of being closely watched. Even upon investigation, however, the reason why is not clear.
In the Common Room, the chore board still notes that servants who participate in cleaning the Third Floor in addition to their usual assignments will receive extra wages.
|| GARDENS AND YARD
A number of the Guards pace restlessly throughout the yard. They are notably on edge, however, they will not leave the castle grounds.
The chores for the day have been assigned:
Dorm 18: Basement Dorm 19: Groundskeeping - Yard/Road, Stables Dorm 20: Second Floor Dorm 21: Groundskeeping - Garden Dorm 22: Groundskeeping - Yard/Road, Stables Dorm 23: First Floor Dorm 24: Second Floor Dorm 25: First Floor Dorm 26: Kitchen Dorm 27: Kitchen
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