A bunch of beings trying to survive in a broken clock

Story Details

This page is for the details for story-telling, to note the mode going for Chimeric, along with the main setting details to keep in mind. At its base, the mode is more aimed towards fantasy/horror, with a more mythological/mystical presentation. It is given to keep note of references for each card. All may be left to practice, but it is worth keeping key ideas in mind.

Fantasy

This is the base, and because this is more from the human side, think more about the concept and history of "sacred landscapes," to the more positive aspects of time and self. It should be low impact in aesthetics (i.e. nothing too flashy), where it feels increasingly distant the more one looks into it, with the real power put into structure/configuration.

Horror

This is more from the daemons and setting side, regardless if the daemons are good. Generally, it should concern themes towards fear of time and self. This should heavily juxtapose with the fantasy card, as if finding something horrible about the sacred landscape. Essentially, these draw from ghost stories. Since daemons roughly represent the past, idea is to be a haunting feeling. Like the fantasy card, the real power is in the structure/configuration.

Presentation

While not too specific to any myth, go about it with a slightly tragic outfit: the emphasis of actions, the noble and ignoble traits amplified, etc. If a strange hodge-podge of gloom, anxiety, introspectiveness, and majesticness/mystery (coupled with others) is invoked, then the presentation is right. In a more abstract and artsy-fartsy way to put it: does it give off the feeling of all sorts of psychopomps looming over?

Structure

There is an abstract story, in that abstract story are atmospheric stories, and in those atmospheric stories are tragedies, with a few of them signalling the next part of the abstract story. The atmospheric stories are told by the tragedies in configuration to each other. The tragedies themselves are complete, and the general motif is actions which don't quite line up with intended results and instead progressing in out there ways, along with actions done with a sense of uncertainty or concern of time, and drawing inspiration from mystery cults. It's a fancy way of saying episodes, but on a lot of fronts, I am aiming towards something more complete.

What I'm trying to do, I'm not too sure. However, I don't think I need to as long as I'm satisfied with the result, and regardless of where I take things, the main question is: does it give off the feeling of all sorts of psychopomps and ghosts looming over?

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