A few hours later:
With the preparations complete, the five adventurers climbed into a sturdy carriage, designed for long journeys beyond the city walls.
The dark wood of the vehicle still bore the marks of previous trips, and the horses, calm yet powerful, tapped their hooves gently on the ground, awaiting the signal to depart.
Tap tap tap tap tap tap tap tap tap tap tap
The horses' hooves pounded against the ground as they pulled the carriage.
The carriage slowly lurched forward, leaving the cobblestone streets and heading towards the main gate.
Inside, the atmosphere was surprisingly calm.
Everyone seemed lost in thought, a mix of apprehension and excitement:
- Bram was checking his weapon one last time.
- Lyra watched the landscape drift by through the small window.
- Meanwhile, the other two adventurers (Eron and Kael) were quietly discussing rumors about the dungeons and monsters of the Abyss.
Tap tap tap tap tap tap tap tap tap tap
As the carriage passed under the city's monumental arch, Venti couldn't help but glance at the two guards stationed at the entrance.
As always, they simply watched the vehicle go by without asking for any documents or asking any questions.
No check, no identity verification.
Venti frowned slightly.
Venti: "Again…"
He thought.
Venti: "Why bother asking for papers if no one ever checks them?"
Part of him found it almost absurd, especially after all the effort he'd put into being in order.
Another, more cautious part thought that this negligence could one day cause problems for the city, or for the adventurers themselves.
The carriage finally passed through the gate, leaving behind the protective walls and the urban bustle.
Before them stretched the open plains, bathed in daylight, with hills and paths leading into the unknown in the distance.
The keep awaited them somewhere beyond that horizon.
Venti leaned back slightly in the seat, feeling the wind rush in through the carriage opening. Whatever happened, he had once again left the safety of the city… and this time, it wasn't for a simple mission, but for a dungeon connected to the Abyss.
On the way, as the carriage moved steadily along the dirt path, the five adventurers decided to review their skills.
The idea stemmed primarily from a concern for coordination: in a dungeon, ignoring the abilities of one's allies could be very costly.
Each took turns speaking, briefly describing their role in combat and their main strengths:
- Bram: Two-handed swordsmanship
- Lyra: Fire and lightning magic
- Kael: Danger detection
- Eron: Environment manipulation
When it was Venti's turn, he paused for a moment to think.
He knew perfectly well that revealing the full extent of his abilities would attract attention and perhaps even suspicion.
Some of his skills were rare, even unsettling, especially to strangers he'd met that very day.
So he chose his words carefully.
He calmly introduced himself as a support adventurer, specializing in battlefield control and remote assistance.
He explained that he possessed skills that allowed him to temporarily enhance his allies' abilities, as well as skills useful for weakening enemies before an offensive.
Finally, he mentioned his "Wind Communication" skill, a practical ability for transmitting information or signals over long distances using air currents—particularly useful in a labyrinthine dungeon.
For logical reasons, he deliberately omitted everything else:
- Telekinesis
- Intangibility
- Flight
- Soul Manipulation & Lie Detection
- Elementary Anemo Mastery
- Illusion Creation
- Mass Increase/Decrease
- Teleportation
- Wind Communication
Instead, he adopted a modest tone, explaining that his skills weren't particularly advanced and that he preferred to stay in the background, supporting the group rather than shining on the front lines.
The other adventurers nodded without asking too many questions.
To them, Venti simply seemed like a versatile support character, useful but not exceptional.
Exactly the image he wanted to project.
Inside, however, Venti let out a small sigh of relief.
The less they know, the better, he thought, watching the landscape unfold.
In a dungeon linked to the Abyss, caution was not only about monsters… but also about temporary allies.
A few hours later:
After several hours of travel, the carriage finally slowed down before coming to a complete stop.
The five adventurers disembarked one after another and found themselves facing the entrance to the dungeon.
Bram: "....".
Lyra: "....".
Kael: "....".
Eron: "....".
Venti: "....".
Before them stood a massive stone structure, embedded directly into the rock face, exactly like those found in the tales.
The door was monumental, formed of two leaves engraved with ancient motifs, worn by time but still perfectly intact.
In the center, a luminous triangular symbol shone with an azure blue and pulsed slowly, as if breathing.
The geometric lines carved into the stone glowed intermittently, releasing fine particles of elemental energy that floated in the air before vanishing.
The atmosphere around the dungeon was eerily silent:
- No birdsong
- No breath of wind
As if nature itself avoided this place.
Venti immediately sensed a familiar presence.
Venti: "Why do I feel so tense?"
The energy emanating from the door wasn't simply elemental:
- It was heavy
- Oppressive
- Tinged with something darker.
The Abyss
Even without having yet faced it directly, he understood why that word alone was enough to make adventurers uneasy.
Brrrrrrrr
His adventurer's crystal vibrated very slightly against his chest, a sign that his skills were reacting to the environment, even though none had yet been activated.
Around him, the other adventurers watched the door with expressions of a mixture of excitement and apprehension.
Some instinctively tightened their grip on their weapons, others swallowed silently.
The knight who had escorted them stepped forward, firmly reminding them of the entry rules:
- 1) Destroying structures is forbidden.
- 2) The dungeon is not a garbage dump; littering is forbidden.
- 3) Always be on your guard.
- 4) Avoid internal conflicts within your group.
- 5) Do not damage resting places.
- 6) All defeated monsters disappear.
- 7) Watch your step.
- 8) Do not fall into the void.
- 9) Beware of the abyss.
Once through the door, it would be impossible to leave until the trial was completed or until the dungeon itself had forcibly expelled them.
Venti, for his part, remained behind, gazing up at the glowing symbol at the top of the door.
Venti: "A dungeon…"
He thought calmly.
Perfect for making progress without attracting too much attention.
As the ancient mechanism slowly began to activate, the stone emitted a low rumble, and the dungeon door opened a crack in a flash of bluish light, inviting—or perhaps daring—the five adventurers to enter.
Bram: "....".
Lyra: "....".
Kael: "....".
Eron: "....".
Venti: "....".
The five adventurers stood motionless before the imposing dungeon gate, as a heavy silence fell around them.
The memory of the knight's words returned to them almost simultaneously, like a warning etched into their minds.
None of them spoke, but each mentally reviewed the strict rules that governed this ancient and dangerous place.
The first rule seemed obvious:
1) It was strictly forbidden to destroy the structures: The walls, pillars, mechanisms, and even the platforms were integral parts of the dungeon; damaging them could cause unpredictable collapses or deadly traps.
2) The second rule seemed almost trivial, but just as serious: The dungeon was not a garbage dump, and leaving objects or trash lying around could trigger unknown punitive mechanisms.
3) Remain constantly vigilant: In a dungeon, danger came not only from monsters, but also from the environment itself: booby-trapped floors, surprise attacks, illusions, or sudden shifts in elemental energy.
4) Avoid internal conflicts. A single argument could be enough to shatter the group's cohesion and lead to a needless death.
5) It was strictly forbidden to damage resting places: These areas, meant to offer adventurers a brief respite, could be desecrated and transformed into a tomb.
6) All defeated monsters vanished. This meant that no trace remained… and it was impossible to know what had actually been faced before them.
7) Watch every step. One mistake, one wrong move, and it was a fall—sometimes literally.
8) Never fall into the void. The dungeon wasn't entirely solid; Some areas could open onto bottomless abysses, from which no one returned.
9) Beware the Abyss.
That word alone was enough to send a chill down your spine.
The Abyss was not only a hostile force, but an entity capable of corrupting, manipulating, and transforming those who came too close.
Venti: "..........".
Venti silently observed the luminous door while listening to the gentle breeze around him.
FFFFFFFFffffffffffffffffffffff
Unlike the others, he showed nothing, but deep down, he clearly felt that familiar and unsettling energy.
Bbbbbbbbbrrrrrrrrrrrr
His adventurer's crystal barely vibrated, as if to remind him that once they crossed this threshold, there would be no turning back until the end of the trial.
GGGGGGGRRRRRRRRR
When the heavy mechanisms began to activate again, the five adventurers exchanged one last look.
Then, without a word, they prepared to enter, knowing that every forgotten rule could cost them their lives.
As the heavy dungeon doors began to open, a low rumble echoed through the valley, as if the mountain itself were awakening.
The stone panels slid slowly to the sides, revealing an intense violet glow emanating from within.
This light wasn't merely bright:
WWWWWWWHHHHHHHHHHH
It seemed alive, pulsing gently, imbued with a strange and oppressive energy.
The air around the entrance grew colder, laden with a slight tingling that made the hairs on the back of the neck stand on end.
A breath of air escaped from the dungeon, carrying with it a mineral scent mingled with something ancient, almost forgotten.
Venti immediately felt this energy brush against him, like a silent wind laden with the Abyss.
Venti: "Well then."
"I hope we survive."
His gaze instinctively fell on the threshold, curious… but also cautious.
Eron, visibly impatient and eager to prove his worth, took a step forward, ready to be the first to enter the dungeon without further delay.
His foot was already just inches from the purple-tinged stone floor when Lyra suddenly extended her arm, stopping him dead in his tracks.
Lyra: "Wait."
She said in a firm voice, not raising her voice, but clear enough to capture the attention of the entire group.
Eron turned to her, slightly surprised, even a little annoyed.
Eron: "What now?"
"The doors are open."
We're wasting time.
Lyra slowly shook her head, her serious gaze gliding over each of the adventurers in turn.
Lyra: "Exactly."
"It's a dungeon."
"We can't just walk in any old way."
She took a deep breath before adding:
Lyra: "We need to establish a specific order before crossing the threshold."
A brief silence followed her words.
Even the wind seemed to calm for a moment.
Bram: "An order?"
Repeated another adventurer, intrigued.
Lyra: "Yes."
"Who leads the way, who covers the rear, who stays in the center."
"If something attacks us as soon as we enter and it often does improvising would be suicidal."
She gestured toward the inside of the dungeon, where the violet light shimmered softly, like a silent warning.
Lyra: "We don't know what awaits us just beyond the door."
"A trap, an ambush, or worse."
"If someone falls in the first few seconds, the whole group will suffer the consequences."
Eron grimaced, but finally withdrew his foot, realizing Lyra wasn't wrong.
Eron: "Very well…"
He mumbled.
Eron: "So how do we organize ourselves?"
All eyes naturally turned to Venti.
Venti: "…"
He remained calm, almost detached, but carefully observed each of them.
As support, he knew his place would likely be in the center of the group, where he could amplify his allies, weaken the enemies, and communicate discreetly through the wind without being directly exposed.
FFFFFFFFFFfffffffffffffffff
Venti: "I might have an idea."
A few minutes later:
After several discussions and a few adjustments, the group finally managed to establish a clear and coherent formation, designed to maximize their chances of survival from the very first steps into the dungeon.
Each person naturally found their place, in accordance with their skills and role within the team.
In the front line: Bram and Kael.
Bram, massive and firmly planted, wielded a two-handed sword almost as long as he was. His role was clear:
To absorb the initial attacks, break through enemy defenses, and draw attention.
His mere presence inspired a sense of security, like a wall of flesh and steel ready to take the blows.
At his side advanced Kael, much lighter and quieter.
As scout, he observed every nook and cranny, scanned the ground for traps, and kept a watchful eye on the heights and narrow passages.
Where Bram advanced with force, Kael compensated with vigilance and speed.
At the center of the formation: Eron.
As an alchemist, he needed to be able to see everything happening around him. His position allowed him to intervene quickly, whether it was to throw an explosive vial forward, release a paralyzing gas to the flanks, or use a defensive concoction in an emergency.
He kept his hands constantly near his satchel, ready to react to the slightest unforeseen event.
Finally, at the rear: Lyra and Venti.
Lyra, an elemental mage wielding fire and lightning, was responsible for providing ranged attack power.
From this position, she could cast her spells over her allies without risking hitting them, while also covering blind spots and the rear of the group.
Her eyes already shone with a determined gleam, eager to unleash her magic if necessary.
Beside him, Venti occupied a more discreet but equally crucial role.
As a support, he stood ready to bolster his allies, weaken the enemy, or relay information using the wind.
His position also allowed him to react swiftly to any surprise attack from the rear or unforeseen danger.
Even though he was stronger than he let on.
This simple arrangement gave the group a sense of stability and confidence. They now knew who to protect, who to support, and who to follow.
Before them, the dungeon's violet glow continued to pulse softly, as if taking note of their organization.
WWWWWWHHHHHHHHHHH
The five adventurers crossed the violet substance one after the other.
WWWWWHHHHHHHHHHH
Upon contact with this strange substance, Venti felt a peculiar sensation, as if the air itself became heavier and colder.
Venti: "From now on, we'll have to be careful."
The violet light rippled around them, molding itself to their silhouettes before engulfing them completely.
For a fraction of a second, everything seemed to dissolve:
- The ground
- The sky
- The sounds of the outside world.
BAM
Then, the dungeon doors slammed shut behind them with a deafening metallic crash.
The impact resonated for a long time, amplified by the echo of the invisible walls, as if the dungeon wanted to remind them that there was no turning back.
The silence that followed was heavy, almost oppressive.
The knight: "...................."
On the other side of the gates, in the outside world, the knight remained motionless.
His gaze was fixed on the now perfectly smooth stone surface, as if nothing had ever opened here.
He inhaled slowly, then murmured in a low, almost respectful voice:
The knight: "You may leave now."
Chapter 29: Team lineup
The End
