Campaign One · A dungeon crawl in four bodies

The Nadir Vein

Forty-one steps under the drowned city, the stone is warm — and it is keeping a ledger with your name on it.

13
Landings catalogued
61
Highest level in the party
3
Landings before the knees go
0
Refunds issued, ever
I · The World

Cael Umber, drowned twice

A city that went under and refused to stay there. The old quarter lies nine feet deep in black standing water; the people live above it on stilt-walks and rope bridges, and everything smells of wet rope, tallow and riverweed.

Twilight lasts four hours here, and twilight is when adventurers go down. Not out of tradition — out of arithmetic. The guild pays by depth-grade: a stamped ledger entry for every Landing cleared, plus whatever a scrying-stone audience will pay to watch you do it. Popularity is currency. Popularity is also the reason nobody talks about the Vein honestly.

The Umber Guildhall occupies a converted granary and files the Nadir Vein under “C-Rank Training Dungeon — partial survey.” That file is a lie told by people who know exactly what the Vein does, to people who are about to find out. Every returner in the city signs a non-disclosure and collects a small stipend for their trouble, and drinks at a tavern on the third terrace where nobody asks.

A flooded underground chapel, pews standing in shallow black water beneath a broken stone saint
Landing 3 — the Drowned Chapel. The saint's face was filed off, not smashed.
A dungeon chamber whose walls are covered floor to ceiling in small brass plates engraved with names and figures
Landing 2 — the Counting Room. Every adventurer who enters is priced on arrival.
II · The Vein

It isn't a dungeon. It's a till.

Forty-one steps down behind the old customs house, the stairwell rises and falls a finger's width every few minutes — like something underneath is asleep and snoring. The stone is always warm.

The Nadir Vein does not want your blood and it does not particularly want you dead. It is a till — a taking-place, twelve floors deep and one floor deeper than the guild admits. It measures what walks in, writes the figure in brass, and then asks to be paid.

The currency is Resonance: raw heat, taken out of adventurers a little at a time, scaled to the level printed on your guild card. It never hurts. It never restrains. Nothing down there can be forced on you, and that is precisely the design — the Vein will only accept what you agree to, and it will wait, visibly and patiently, for as long as it takes.

“You are overestimating the price of dignity and underestimating the price of delay. Most do.” The Warden, Landing 4

And beneath everything, the Choir: six hundred years of overlapping whispers in the stone, just under hearing. On the first Landing it is a rustle. In the Counting Room it is a clerk's pen. By the Drowned Chapel it is breathing in time with you.

III · The Second Seal

Everyone who crosses the Fourth Landing is re-seated

It is total, painless, and takes about as long as a dizzy spell. The Vein reads your class card and lays you out to match the shape it prefers — men into women, women into men — then resizes your gear to fit, badly. Steel does not care about your dignity. Nothing is torn. It all fits, and everyone can see how.

Yvan Delacourt before the Turn: a tired man in patched crimson and cream mage robes
Before
Yvan Delacourt · Red Mage · Lv 61
⟶
Yvan after the Turn: a flushed woman in too-tight crimson robes, rune-brands glowing on her forearms
After
Yvan Delacourt · Red Mage · Lv 61

The body comes with a sensorium to match the card, and that is the cruellest joke in the Vein. A level-12 hedgewitch walks out with level-12 nerves: warm, thick, slow to overwrite. A level-61 Red Mage walks out able to feel the weave of her own shirt, the temperature of the air between her legs, and the grain of the stone through her boots.

Level is not only how much the Vein takes from you. It is how loudly you feel what it takes.

It reverses on the surface — step back into the wet street and you're yourself again in a breath. But the Vein does not forget what it made, and the next descent re-seats you instantly, and slightly better-fitted.

IV · The Party

Wick — three low flames, one good draught

A D-rank party of three, plus the A-rank Red Mage they hired at ninety silver and a survey contract. Two portraits each: on the left, the person who went down the stair. On the right, the one who came back up. Nothing on this page is a metaphor.

Yvan Delacourt before the Turn: a tired man in patched crimson and cream robes
Before
Yvan Delacourt after the Turn: a flushed woman in too-tight crimson robes
After
Red Mage · Conduit
Yvan Delacourt
27 · Lv 61 · A-rank certified, D-rank paid

“I do my job. I want all of us to remember that I do mine.”

POVPays 6.1 a LandingEx–Thunder Pike
RESONANCE▮▮▮▯▯▯▯
Silwen Aeras before the Turn: a dark elf ranger with a silver braid
Before
Silwen Aeras after the Turn: a male dark elf ranger, silver braid, longbow
After
Dark Elf · Ranger
Silwen Aeras
94 (looks 22) · Lv 17 · D-rank

“Ninety silver. You were cheap for the same reason we are.”

ScoutPays 1.7Reads you, not the corridor
RESONANCE▮▯▯▯▯▯▯
Dagny Rourke before the Turn: a copper-haired knight in dented plate
Before
Dagny Rourke after the Turn: a broad male knight, copper hair, stubble, dented plate
After
Knight · Warder
Dagny Rourke
25 · Lv 15 · D-rank

“Say it again. Not because I didn't hear it. Because I need to know you meant it.”

Front linePays 1.5Shield, then questions
RESONANCE▮▯▯▯▯▯▯
Pell Lanthe before the Turn: a hedgewitch with curly hair, spectacles and a charm staff
Before
Pell Lanthe after the Turn: a male hedgewitch, spectacles, green robe, charm staff
After
Hedgewitch · Evoker
Pell Lanthe
22 · Lv 12 · D-rank

“It's not a dungeon. That's guild language. It's a till.”

HealerPays 1.2Read the sealed files
RESONANCE▮▯▯▯▯▯▯
The Opposition

Thunder Pike — A-rank, for now

Six years Yvan kept their wards overlapping, mapped their choke-points and carried their spare water, and Brannoc Tarr called him a find at ninety silver a month. He is broad, silver-templed and magnificent, remembers everyone's name, hugs everyone's shoulder, and has never once considered that the party's survival was the support work.

Thunder Pike does not know how to read a trail, cook a meal, or spend a night in the dark. Their contracts are already failing. When Brannoc finds out what the Vein did to Yvan, he will not be horrified — he will be interested, because now there is something about Yvan he can value.

Brannoc Tarr · Lv 68Sister Elowen · Lv 55Kaeli Vast · Lv 60Dax · Lv 44
V · The Rules

Three mechanics, and the whole tragedy

The Vein is not cruel. It is a system with rules, and the rules are the story.

MECHANIC 01

The Tithe

Resonance accrues per Landing as Level × depth ÷ 10. It never fades while you're inside. Solitary relief takes the edge off and returns at 1.5× — the only true discharge is a partnered, willing tithe. Delay feels like dignity. Delay is what ruins you.

MECHANIC 02

The Second Seal

Crossing Landing 4 re-seats the body to match the shape the Vein prefers, and re-pitches the senses to match your level. Gear resizes wrong. It reverses at the surface — but the body remembers, and every descent fits a little better than the last.

MECHANIC 03

The Conduit

Red Mage was never a joke class. It converts physical contact into party mana — the trickle Brannoc called “pocket tricks.” Inside the Vein the converter goes critical, which makes Yvan the most necessary person in the party, and the way it's necessary is the exact thing Brannoc would have mocked.

Interactive

The Till, priced

Drag your level · the Vein does the rest
WarmHummingDrowningTaken
Your level
61
Resonance / Landing
6.1raw
Landings before you're taken
3

Bands are calibrated to a level-20 nervous system. A level-61 Red Mage feels the same 6.1 the way a hedgewitch feels 18 — which is why the highest card in the party is the most exposed person in the room.

VI · The House

The Vein takes heat. It also takes an audience.

In Cael Umber a party's live viewer count is printed on a brass ticker in the guildhall and clacked out every ten seconds. That number is not vanity. Down there, it's a door key.

The open price
×1
Heat, paid with the stone running and the audience watching. The Choir feeds on being heard as much as the stone feeds on being touched.
The closed price
×3
Heat, paid in private. The stone accepts it — three times over, on a body that already spent the day.
A glowing scrying stone on an ornate brass stand in a dark tavern, small screens on the shelves behind
The House's stone. Nine seconds to switch off, and every party does it once.

Every gated Landing is quoted twice, and the quote is stamped beside the door. Witnessed heat is worth three times unwitnessed heat. So the arithmetic never changes: the cheap way through is the way with an audience.

Interactive

The ticker

Drag your Standing · see what opens
Live standing
41
Doors unlocked
1
Next door needs
400
Landing 1–3
The Throat
ungated
Landing 4
Second Gate
400 viewers
Landing 6
Low Warm Room
900 viewers
Landing 7
Amphitheatre
2,000 viewers
Landing 8
Mirror Gallery
5,000 viewers
Landing 9
Nursery
12,000 viewers
Landing 10
Tithe-Barn
20,000 viewers
Landing 12
Long Stair
40,000 viewers

Some doors are witness-or-nothing: below the number there is no closed price at all. Wick's stone is currently in Pell's bag, switched off, reading zero.

The Bill of the Week

The House posts a theme. Hit it on camera, earn Pips.

Pips are brass counters the Vein and the Warden both accept — for knocking a door's price down, buying an hour of safe dark, or buying a true answer.

Week I

The Bill of Counting

Say the numbers aloud. Levels, meters, minutes, costs. The audience wants arithmetic.

6 Pips◆
Week II

The Bill of Masks

Faces hidden. Everything else visible.

8 Pips◆
Week III

The Bill of Vows

A promise, spoken by each of them, that must be kept for the week. The Vein listens.

10 Pips◆
Week IV

The Bill of Small Mercies

Kindness, witnessed. The cruellest Bill the House has ever posted.

12 Pips◆
Week V

The Bill of Hands

Nothing in frame but hands. Everything else stays off-camera.

8 Pips◆
Week VI

The Bill of the Ledger

One of them must read their own price aloud, in full, in a steady voice.

20 Pips◆
Calls

Every ten minutes, the audience asks for something

Accept a Call and take the Pips. Refuse it, and the ticker bleeds. The audience learns what a party flinches at, and then asks for that.

Call of Light
A lantern must be lit and carried openly for the next Landing.
−300 if refused
Call of Names
Each of them must say the others' names aloud, in full, before the next door.
−500 if refused
Call of the Open Door
The stone turns so the audience sees the next room before the party does.
−800 if refused
Call of Standing
A single viewer pays for one door outright. The party is not told who.
cannot be refused
Call of the Long Look
The stone is held steady on one of them for a full minute, doing nothing.
−1,200 if refused
VII · The Descent

Thirteen Landings

Twelve the guild admits to. One it doesn't.

01The ThroatResonance begins
A wet descending corridor. The first charge lands without warning and is charged to whoever has the most to give. The Choir is inaudible to D-ranks and loud to anyone above level forty.
02The Counting RoomThe Vein prices you
Thousands of brass plates, names and figures, floor to ceiling. It is a ledger, not a treasury. The Vein values what the guild didn't — and prints the difference in a number you have to stand next to.
03The Drowned ChapelThreshold
Pews in ankle-deep water, a stone font, a saint with its face filed flat. Forty paces of warm water that is cold for everyone else. By the far wall the party learns the arithmetic of one member's body.
04The Second Gate400 standing · the Turn
Basalt doors, a brass slot, no handle, and one word in three languages above them: SETTLE. Beyond it, everyone is re-seated. The shortest Landing. The longest scene.
05The Bathhouse of Black TileNo doors
Hot water, brass hooks, no privacy and nowhere to look. Four strangers washing off the descent in front of each other, and one folded transcript falling out of a robe lining.
All thirteen Landings →
Chapter One

The Hall

Three quests, costed on the back of the slips in his own hand. A grey card with five names scored through. And a receptionist who starts a sentence about the last party and does not finish it.

Read the opening scene →