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basythiamods ([personal profile] basythiamods) wrote2025-08-06 03:08 pm

PREMISE & ARRIVAL



CHARACTER ARRIVAL

Your character awakens in a small, dark Sanctuary, protected from the rest of the city by their patron gods: a simple park square, plants long withered and fountain run dry. The whole city is dark, though characters will find that they have adapted to it in the way of a nocturnal creature– wide pupils to take in every tiny bit of bioluminescent light available to them (or the very limited light filtered down from somewhere above them), though this does make them extremely sensitive to anything brighter than a soft glow.

The circular fountain is decorated with a number of symbols associated with the gods, one of which matches the marking carved into your character’s hand. Through this they will find their peers, and the direction in which their congregation’s personal sanctuary lies– the place where they can safely eat, sleep, and rest without fear of the dipsao reaching them.

Each congregation’s sanctuary is in a different neighborhood of Basythia, and while each looks aesthetically different they all share a basic commonality: it is a limited floor of a small apartment building, hotel, or similar housing arrangement, with shared rooms, the doors and walls hastily scribbled with the warding symbol of their patron god. These places are in good condition, with all furniture, fixtures, and other home decor looking as if they were all abandoned in a hurry. Personal sanctuaries have running water and mysteriously generate a small ration for each of the congregation twice per day, tailored to their needs.

Even if characters cannot find their peers by sight they will certainly be able to feel them– each character is apparently connected through their patron god and will be able to feel dim, vague senses of each other: emotions, thoughts, physical health, distance. Every member of the congregation has their own distinct “scent”; not an actual smell, but some sort of identifying feeling that differentiates them from others. Each congregation's Praecordis-- their "heart"-- is especially notable to their own; their position is always known, and their "scent" the strongest.

There is one more thing of note that a character may not notice immediately: no matter what they felt before, or how it may or may not have manifested, one thing is certain. Within their chest, their heart and mind, lies one very important and irrepressible prerogative. No matter the way, no matter the cost:

You MUST survive.




PREMISE

Basythia, the Midnight City is a panfandom team game based in an abandoned and deteriorating domed city deep beneath the surface of the ocean. Characters will find themselves forcefully raised from their deaths, however that may have been, and sorted under various patron gods to help cleanse the corruption that infests the city, the gods, and their own bodies.

Like many teamnesia games, Basythia operates on a system of “play games, win prizes” with the prizes being cleansing corruption more and more from characters, gods, or surroundings. The game will also feature prayer rituals unique to each team, through which the congregation and prayer leader will all collect “purity” which can then be used to further cleanse, or be offered to their gods in exchange for goods or services.

This game will deal with (somewhat optional) amnesia, frequent talk of parasite-like infection or monstrous transformation, and deep sea horrors. While not inherently a smut game, the game itself will be smut friendly and may be rewarded as a form of ritual should the characters choose to make use of it.