SUNKFALL
Lore

What is left of the sea

Four panels. Everything the trench expects you to know before you drop in.

  1. 01

    The night the water came up

    Nobody agreed on the cause. One cycle the sea was where it had always been, the next it stood in the lower floors and kept climbing.

    The towers held. The people did not. Most left for high ground that turned out not to be high enough.

    The ones who stayed learned to breathe out of tanks and call the water by its new name: brine.

  2. 02

    The trench

    What is left of the city sits in a long cut in the seabed. Towers lean on each other. Kelp grows out of the windows.

    The brine is all that is left of the sea, and it is not staying. Every cycle the line sits a little lower on the rock.

    The people who stayed are called Drifters. They do not swim so much as fall slowly in whichever direction the current picks.

  3. 03

    The descent

    The trench is nine layers deep. Every layer holds something the city dropped on its way down: a gauge, a bell, now and then a chest. The deeper the layer, the better the find.

    Air is the only clock. Each layer takes some, pressure takes more, and the things that live down there take it in bites. A harpoon settles a crab. Nothing settles a leviathan.

    At every layer you make one call: deeper, or up. The trench dealt the whole dive before you took your first breath, and anyone can check its work afterward.

  4. 04

    Surfacing

    Whoever comes up with the hold gets the current. It carries them up, past the brine line, toward whatever light is still up there.

    A few have touched the floor and come back to talk about it. Most turn around somewhere in the middle, with a sextant and enough air to tell the story.

    The ones who run the tank dry stay where they stopped. Their finds are still down there, waiting for the next dive.