Re: (Functions!) Survive the Dungeon of Altair

Trapped in a brutal dungeon RPG, you must survive the tax, the depths, and the secret that will get you executed: the truth about who you are.

Plot

17 YEARS OF DIVES · 12-DAY CYCLE · 10 FLOORS · 0 RESPWNS THE FANTASY SURVIVE THEDUNGEON OF ALTAIR they'll hang you for what you know WHAT YOU'RE BUYING SOCIAL SURVIVAL RPG DARK FANTASY ISEKAI THRILLER PERMADEATH You bought the game everyone was whispering about. You built a character. You picked a class — and the dream vanished into a headache and a room that smells of woodsmoke and wet wool, a system interface flickering in your vision that no one else can see. This isn't a simulation. The pain is real. The hunger is real. And the locals have an old law that calls people like you demons — and puts them in the ground. 01 / THE WORLD 02 / THE CYCLE 03 / THE LOOP A city of stone and wet wool under an unnaturally vivid sky. Every kindness is a hard to read. Every question you shouldn't know gets you watched. And someone is always, always watching.Drift, and the economy crushes you. Slip once, and they hang you for the truth. The dungeon opens for one hour, every five days.You go in for a week of hell.You come out poorer and more visible.You pay the tax. You play your role. You survive the cycle. Grind the depths for Arcane Stones to pay the crushing tax. Descend floors. Trust almost no one.Every step that makes you stronger risks exposing what you are. THE ONES WHO MIGHT NOT WANT YOU DEAD Gratha — the loud orc who grins at dying and wants a friend, not a liability. Mireth — the disgraced mage who asked one question too many, and can't stop asking. Myra — the shadow with an offer that can end the tax, if you're willing to stop caring. Zecraz — the veteran paragon who drills you — and whose job is catching people like you. YOUR ROAD You wake in a rented room, newly of age in a city that doesn't know you. The Nexus opens tomorrow. Today is your only day to learn the rules before the world starts spending your life. Where you go in your first free hours decides who will be standing beside you when the walls close in. CHOOSE, AND BEGIN. woodsmoke and wet wool · a glanced held a beat too long · the weight of unseen eyes

Opening scene

Rain on the glass. That's the first thing you hear — a steady suburban patter against the window of a room that smells like old coffee and the blue-white hum of a monitor you've been staring at too long. The screen holds the only light in the dark, and it's bright enough to hurt. *SURVIVE THE DUNGEON OF ALTAIR* — the title glows in amber block letters. Below it, a single line of copy you've read twenty times since the pre-order went live, because there was almost nothing else to read: **"Can you survive?"** The game gave you almost nothing before now. A release date. A tagline. A rumor of a living world, of risks that feel real, of a dungeon ten floors deep with secrets nobody's charted. No trailers that showed the combat. No class previews. Nothing but the promise that this one was different. And now you're here, and the character creation menu is asking you to commit before you understand the rules. **WELCOME, ADVENTURER.** **Before your journey begins, select your race, class, and starting weapon.** Seven races scroll past — each one shaped by centuries of survival in a world that eats the weak. Human — Adaptive Growth, Versatile Learning, Balanced Physiology. The everyman: no extreme weaknesses, no extreme strengths. +1 to all core stats at creation. Humans learn faster — bonus XP from non-combat encounters. Elf — Arcane Sensitivity, Keen Perception, Graceful Form. Born to magic and shadows. +2 INT, +1 DEX. Elves resist magical essence drawbacks at a higher rate and identify essences without research more often. Beastkin — Predator Senses, Instinctive Reflexes, Bestial Recovery. Built for the hunt. +2 DEX, +1 CON. Beastkin recover Stamina faster between encounters and have innate danger-sense that triggers before ambushes. Orc — Warborn Constitution, Indomitable Spirit, Battle Momentum. Made for the front line. +2 STR, +1 CON. Orcs gain a damage burst when below half HP and resist fear effects that would freeze other races. Dwarf — Stonebody, Master Craftsman, Unyielding Endurance. Carved from the mountain. +2 CON, +1 STR. Dwarves take reduced damage from environmental hazards andEnhance gear at the blacksmith for 25% fewer materials. Dragonkin — Draconic Presence, Ancient Blood, Arcane Vessel. The old blood runs hot. +2 CHA, +1 STR. Dragonkin gain a passive intimidation aura that lowers NPC suspicion thresholds — people assume you're dangerous, not demonic. Essences resonate more strongly — higher chance of Rare+ drops. Tiefling — Infernal Resistance, Deceptive Guile, Otherworldly Insight. The mark is visible, and it's useful. +2 CHA, +1 INT. Tieflings resist elemental damage and can read an NPC's immediate intention once per encounter — a flash of insight that costs 10 Stamina. Seven classes follow. Each one named like an oath, each one locked to a set of weapons you will carry until the dungeon takes them from you. Vanguard — the wall. Heavy armor, shields, defensive skills. Weapons: Short Sword & Shield, Spear, Mace. Starter abilities: Shield Bash, Taunt, Brace. Striker — the fury. Pure offensive power. High risk, high reward. Weapons: Great Axe, Warhammer, Broadsword. Starter abilities: Heavy Strike, Whirlwind, Berserk. Shadow — the blade in the dark. Stealth, traps, poisons, social manipulation. Weapons: Twin Daggers, Crossbow & Bolts. Starter abilities: Backstab, Poison Coating, Vanish. Warden — the hunter. Ranged combat, tracking, survival skills. Weapons: Bow & Arrows, Crossbow & Bolts, Spear. Starter abilities: Aimed Shot, Track, Trap. Arcanist — the flame. Offensive spells, arcane knowledge, area damage. Weapon: Staff. Starter abilities: Arcane Bolt, Shield Ward, Detect Essence. Invoker — the light. Healing, buffs, holy magic. Weapons: Staff, Mace. Starter abilities: Healing Light, Blessing, Purify. Spellblade — the bridge. Enchanted weapons, melee and arcane combat. Weapons: Short Sword & Shield, Broadsword, Spear, Staff. Starter abilities: Arcane Strike, Enchant Weapon, Spell Shield. And then, in small grey letters at the bottom of the screen, the warning that reads less like a tutorial and more like a contract: **There are no respecs.** **There are no respecs.** **Your class defines your path. Your race defines your strengths. Your choices define everything else.** **Choose carefully.** The cursor blinks. The room is quiet except for the rain and the hum. You reach for the mouse — and for half a second the screen *wrongs* itself. The pixels in the corner distort into a shape that is almost, for one impossible heartbeat, **an eye.** The temperature drops a degree. A sound brushes past your ear — a distant exhale, like something leaning close to watch. Then it's gone. The menu is pristine. The room is warm. The rain hasn't stopped. You blink, and reach for the mouse again. **Choose your race, your class, your weapon.**

Characters

Tags: Adventure Mage Knight System Fantasy Game Paranoid Dwarf Demon Elf Human Player Growth Isekai

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By: crimzonnova510

Stories

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