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Chapter 6 of 20

Resurrection: Beyond Sunset

Chapter 6: Dharma Ka Chakra (The Wheel of Dharma)

1,488 words | 7 min read

Day 7 in Bharatvarsha. Level 10. The levelling being: fast by game standards, the fast-levelling being the product of Vikram's strategic grinding and Vidya's efficient healing. They had cleared three more dungeons since the mines — a bandit cave (Level 6-8 enemies), a haunted temple (Level 7-9 undead), and a Rakshasa outpost (Level 8-10 demons). Each dungeon had produced: XP, equipment, gold, and the particular satisfaction that RPG progression delivered: numbers going up.

But numbers were not the story. The story was: the main quest, the quest that the game's narrative promised but that the game had not yet revealed. Side quests in villages — escort missions, fetch quests, the standard RPG filler — had filled the first week. The filler being: necessary for levelling but unsatisfying for a player who wanted: the narrative, the purpose, the why-am-I-here question answered.

The answer came in Devgram's temple.

Purohit Devdas — the Level 8 temple priest who had provided information about the mine — had a new quest marker. The golden lotus floating above his head, but: different. Not golden. The lotus was: white, the white-lotus being a marker that Vikram had not seen before. Different quest category.

"Yuvak, tumne is kshetra mein bahut kaam kiya hai. Tumhari karma — shuddh hai. Tumhara dharma-path shuru hone ke liye tayyar hai." The NPC's voice carrying a gravitas that the side-quest NPCs did not produce — the gravitas being the game's audio-design signalling: this is important.

Young one, you've done much in this region. Your karma is pure. Your dharma-path is ready to begin.

MAIN QUEST OFFERED: THE DHARMA WHEEL

This is the central narrative of Beyond Sunset.

The Dharma Wheel has been broken. Its seven spokes — representing the seven great virtues (Satya, Ahimsa, Asteya, Brahmacharya, Aparigraha, Tapas, Svadhyaya) — have been scattered across Bharatvarsha. Without the Wheel, the cycle of birth-death-rebirth is corrupted. Souls are trapped. The world is dying.

Collect the seven spokes. Restore the Dharma Wheel. Save Bharatvarsha.

Seven spokes. Seven virtues. The seven being: the game's structuring device — seven MacGuffins that the quest demanded, each presumably guarded by a boss, each located in a different region of Bharatvarsha. The seven-quest-structure being the RPG convention that Beyond Sunset adopted and that the adopting was made specific through Hindu philosophy: the seven virtues were not arbitrary; they were the Yamas and Niyamas of Patanjali's Yoga Sutras, the ethical guidelines that Indian philosophy prescribed.

"Accept," Vikram said.

The world changed. The changing being: the sky darkening for a moment, the temple's interior glowing, the NPC's eyes producing the particular light that game-NPCs produced when they were channelling the game's narrative engine.

"Pehla spoke: Satya. Truth. Satya ka spoke Mithyalok mein hai — the Realm of Illusions. Varanasi se uttar mein — Himalaya ki taraf. Wahan ek nagari hai — Maya Nagari, the City of Deceptions. Nagari ke raja — Mayavi Raja — ke paas Satya ka spoke hai. Woh satya ko chupata hai kyunki satya uski shakti ko khatam karega."

The first spoke: Satya. Truth. It's in Mithyalok — the Realm of Illusions. North of Varanasi, toward the Himalayas. There's a city — Maya Nagari, the City of Deceptions. The city's king — Mayavi Raja — has the spoke. He hides truth because truth destroys his power.

Varanasi. The game using Varanasi as a reference point — Vikram's real-world home city rendered in the game's mythological geography. The using being: the particular resonance that game-designers created when they mapped virtual geography to real geography, the mapping producing: familiarity within the fantastical.

Vidya received the quest simultaneously — the party-sharing that main quests triggered.

"Maya Nagari. City of Deceptions. Level recommendation?" she asked.

Vikram checked the quest details. "Level 15-20 zone. We're Level 10."

"Toh pehle Level 15 tak pahunchna padega." So we need to reach Level 15 first.

"Haan. But — sun. Quest description mein likha hai: 'Satya ka spoke truth requires, not strength. The City of Deceptions tests perception, not power.' Matlab: Level recommendation guideline hai, requirement nahi. Agar hum city ke puzzles solve kar sakein — toh Level 10 pe bhi possible hai."

But listen — the description says truth, not strength. If we can solve the puzzles, it's possible at Level 10.

"Tu har cheez mein shortcut dhundhta hai." You look for shortcuts in everything.

"Shortcut nahi. Optimization." Not shortcuts. Optimization.

They prepared. The preparing being: three game-days of focused activity. Potions purchased (health, mana, antidotes). Equipment upgraded at Devgram's blacksmith (Vikram's Iron Dagger enhanced with a sharpening stone; Vidya's staff reinforced with iron bands). Food supplies gathered. The preparing that was the expedition's logistics — the logistics that separated successful adventurers from dead adventurers.

During preparation, they encountered another player-party. The encountering being: two players — a Kshatriya named Arjun (Level 12, male, Delhi accent) and a Vanachari named Priya (Level 11, female, Bangalore accent). The encountering happening at Devgram's marketplace.

"Tum bhi Dharma Wheel quest pe ho?" Arjun asked. The Kshatriya's directness — the directness that warriors produced because warriors were direct and the direct-being was the class-identity.

Are you on the Dharma Wheel quest too?

"Haan. Maya Nagari." Yes.

"Hum bhi. Alliance banana chahoge? Four-person party — stronger than two." The offer that was: strategically sound. Four players covering more roles — tank (Arjun's Kshatriya), healer (Vidya's Vaidya), DPS (Vikram's Chara), and support-DPS (Priya's Vanachari, the ranger class that provided both damage and utility).

Vikram assessed. The assessing being: tactical. Arjun was: Level 12, higher than them, but his combat style (Vikram had observed him fighting a creature near the marketplace) was: brute-force. Swing hard, take hits, rely on health pool. Effective but unsophisticated. Priya was: Level 11, her Vanachari skills including a spectral wolf companion that added DPS and a tracking ability that was useful for navigation.

"Alliance. But — temporary. Maya Nagari ke liye. Uske baad — renegotiate." The terms that Vikram set — the terms being the particular caution of a man who did not commit to permanent arrangements without data.

Alliance for Maya Nagari. After that — renegotiate.

"Done." Arjun — the warrior accepting terms without negotiation because the warrior's instinct was: join the fight, negotiate later.

The four-person party set north. North toward the Himalayas — the game's Himalayas, which were: the real Himalayas scaled to mythological proportions. The game's Himalayas were: taller, more dramatic, the peaks piercing a sky that was the deep-blue of divine geography.

The journey was: five game-days. The five-days producing: encounters (road bandits, wild creatures, the road-encounters that RPGs populated travel with), scenery (the landscape shifting from the Gangetic plains to the foothills to the lower Himalayas, each zone biome-accurate but mythologically enhanced — the forests denser, the rivers wider, the mountains taller), and conversation.

Conversation being: the party getting to know each other. Arjun was: a software engineer from Noida, single, twenty-eight, recruited by Nakshatra through LinkedIn. Priya was: a game designer from Bangalore, twenty-five, recruited at a gaming convention. Both had been in Bharatvarsha since Day 1, like Vikram and Vidya.

"Tum dono pehle se party mein ho?" Priya asked. The question directed at Vikram and Vidya.

You two have been partied up from the start?

"Day 1 se. Dono mar gaye the — respawn mein mile," Vidya said. The meeting-story that was: efficient, accurate, the efficiency-accuracy being Vidya's communication style.

From Day 1. Both died — met at respawn.

"Romantic," Arjun said. The joke that was the warrior's humour — the humour that Vikram noted and filed because the noting-and-filing was the Chara's habit: observe everything, use later.

"Functional," Vikram corrected. Functional.

"Functional romantic," Vidya said. The addition that made Arjun laugh and that made Vikram look at her and that the looking was: the first time Vikram acknowledged that the functional might be becoming: something else.

Maya Nagari appeared on Day 12 of their Bharatvarsha journey — the city emerging from mist at the base of a Himalayan valley. The city being: beautiful, the beautiful that was designed to deceive. Walls of white stone. Towers capped with gold. Gardens visible above the walls — green, lush, the green that contrasted with the journey's increasingly barren landscape.

The city's gates were: open. No guards. The open-gates being: the first deception. Cities with open gates in games were always: traps. The trap being: the ease of entry that contrasted with the difficulty of exit.

"Ready?" Vikram asked the party. Standing before the gates. The gates that were the entrance to the first spoke's trial.

"Ready," three voices said.

They entered Maya Nagari. The entering being: the crossing of the threshold into the game's first major narrative challenge. The City of Deceptions. The place where truth was hidden and the hidden-truth was: the spoke that they needed.

The gate closed behind them. The closing being: silent, the silent-closing that was the trap's confirmation. No exit.

The game had begun in earnest. The earnest being: the narrative's teeth showing for the first time.

© 2026 Atharva Inamdar. Licensed under CC BY-NC-ND 4.0. Free to read and share with attribution.