Araya v1c19

Volume 1 Chapter 19 Dungeon


Edited by: Kanaa-senpai


 Good morning! It’s another glorious day out there. Daisuke at your service.


 Yesterday’s imaginary partner was Rin-chan, a tall, stacked high-schooler. I took my time with her, letting the mood simmer like a slow-cooked stew. I started with her neck and ears, gradually working my way down to tease every inch-her breasts, n**ipss, navel, the back of her knees, her inner thighs, and finally her clitoris. Even that stoic, silent mask of hers eventually shattered, leaving her sweet and melting in my arms. When she started begging, I let her take the lead in the cowgirl position so I could enjoy the view of her chest bouncing.


 Then, I pinned her against the wall and took her from behind. She kept reaching back for more, so we exchanged a long, scorching deep kiss. It was a hell of a night-a far cry from that frigid Ice Mage in my class. (Note: Total delusion, obviously.)


 Since we’re training in a dungeon near the capital today, I spent my Skill Points yesterday on “Danger Sense”¹. I went back and forth between that and “Presence Detection”², but in a dungeon where traps are as much of a threat as monsters, “Danger Sense” felt like the smarter play. Sensory skills are actually split into two categories.


 You have “Sensing” types-like “Mana Sensing”³, Heat Sensing, and Malice Sensing-which are Passive Skills. They trigger automatically when something enters your range, giving you a general direction but leaving the distance and headcount fuzzy. On the other hand, “Detection” types-like Presence Detection, Mana Detection, or Heat Source Detection-are Active Skills. You have to turn them on manually, but they provide exact coordinates and numbers.


 (Wait, isn’t that a distinction without a difference?), I wondered at first. But there’s a catch: Detection pulses can be felt by the target. I skipped them because the last thing I want to do in a monster-filled dungeon is ring the dinner bell. Even my “Appraisal” skill works like a Detection pulse; anyone with Mana Sensing will notice it. Using it without permission is basically a hostile act or an opening move for a fight, so I’ve learned to keep my eyes to myself unless I have the green light.


 ”I wonder what dungeons actually are?” I mused aloud.

 ”Are you seriously starting with that again?” Juliet asked, her face a mask of pure exasperation.


 Hey, can you blame me? These places are the peak of that fantasy vibe you’d never find back home. I mean, I’d be screwed if my old world turned into a “Kusoge” full of dungeons, but the logic here is fascinating. Monsters just pop into existence, creatures that usually hate each other form organized parties, and the dungeon itself absorbs the corpses of the dead. It’s got treasure chests, traps, and even teleportation circles that let you warp back to floors you’ve already cleared. It’s just… weird.


 ”To an adventurer, it’s just ‘the office’-the place where you go to make bank,” Ines said.

 ”The fact that monsters get stronger floor-by-floor is why people claim they’re ‘Trials of the Gods’,” Mercedes added. “Off the record? I personally think the dungeons themselves are the trials.”

 ”The Elven researchers agree,” Sylvie said. “The will of the gods is definitely woven into the architecture.”


 Ines isn’t a meathead, so I guess that’s the standard pro-adventurer take. Honestly, Mercedes’ “off the record” theory feels more right than any religious dogma.


 ”Stop daydreaming and move it!” Juliet barked.

 ”Yes, ma’am, Instructor-sama,” I teased.

 ”Are you mocking me?”

 ”Not at all. I have nothing but the utmost respect for your flawless technique and vast wisdom.”


 (Seriously, I’ve gotta do something about this girl’s attitude…)


 ”Then show a little more ‘utmost respect’!” Juliet snapped.

 ”As you wish, Juliet-sama. Please, continue to bestow your divine guidance upon this humble, pathetic novice.”

 ”…Ugh, you’re giving me the creeps,” Juliet replied, shivering. “Stop it. Go back to normal.”

 ”Roger that.”

 ”Now that’s just annoying in a different way!”

 ”What do you want from me!?” I cried.


 Dungeons are divided into floors, and you generally work your way down. Occasionally, there are hidden rooms you can only enter from the floor below. The areas around the stairs are usually “Safe Zones” where the teleport circles are located. In this capital dungeon, the first floor is strictly Goblins, Kobolds show up on the second, and Skeletons start appearing on the third. The cave walls have a faint, natural luminescence, so you’re never truly in the dark. That’s a huge help; fighting with a torch in one hand while trying to cast magic would be a nightmare. It’s not like that outside, of course.


 While this place is a classic cave, I’ve heard other dungeons are totally different. You can find underground spaces with fake suns and blue skies, deep canyons, deserts, volcanoes, or even frozen tundras. It’s a complete middle finger to the laws of physics. However, you have to be smart about where you pop a tent. We have maps for this place, but they aren’t complete. If you’re on an unmapped floor-or if a “Fluctuation” happens-you’re on your own.


 A “Fluctuation” is basically the dungeon re-rolling its map. The layout, the traps, and even the monster spawns all change. If you’re inside when it happens, you either get warped to a Safe Zone or, in the worst-case scenario, locked in a room until it’s over. If you get locked in, you’re stuck until the dungeon settles, which is why pros always recommend carrying extra rations. It’s like the Dungeon Master hates people speed-running his content. Very “Gods’ Trial” behavior.


 During today’s fights, I asked my three instructors to show me their full styles. Ines showed me a blend of Wind Magic and Swordsmanship. She uses wind bursts for insane acceleration and sharp, mid-air pivots. Even in heavy armor, she blurs across the battlefield, circling into blind spots for a heavy finisher. She’s a perfect tank-hybrid. I’ll have to tell Kenta-kun to make her his goal.


 Juliet showed off her Dual-Wielding. It’s all about high-frequency attacks, so speed is everything. She can’t use magic, but she has the “Idaten” skill, making her even faster than Ines. While Ines pins an enemy down, Juliet blurs in to shred their vitals. “Twin Winds” comes from the synergy between her speed and Ines’s wind-buffs.


 Then there’s Sylvie. She uses “Spirit Magic”, contracting with both water and wind spirits. Spirit Magic isn’t like other skills-you need a contract, and humans have zero aptitude for it. The point cost is insane, so humans who use it are considered total freaks. By the way, Sylvie is actually the highest level in the group. She could probably take all of us down with her bare hands. She looks like a kid, but her combat mileage is through the roof. I almost asked how many decades she’s been at this, but my “Danger Sense” started screaming at the sight of her “innocent” smile, so I shut my mouth.


 ”Well? What did you think?” Juliet asked.

 ”That was incredible. Seriously, thanks for the lesson,” I said, genuinely grateful.

 ”…Ugh, it’s so weird when you’re actually being sincere,” Juliet muttered. “It’s throwing me off.”

 ”What do you want from me!?” I yelled.


 If I’m a jerk, I get hit. If I’m nice, she gets weird. The rest of the day was a Goblin-slaughtering marathon, and I hit Level 8. Goblins are trash mobs when it comes to selling loot, so I’m not exactly making bank yet, but right now, I need to focus on the grind.


 —


 Summary:


 Daisuke begins training in a capital dungeon under the mentorship of the ‘Twin Winds’ (Ines and Juliet) and Sylvie. He optimizes his skill build by choosing ‘Danger Sense’ for trap detection. The chapter focuses on dungeon mechanics and demonstrating the advanced combat styles of his instructors.


 —


 Trivia:


 - The difference between Passive ‘Sensing’ and Active ‘Detection’ skills.

 - Detection skills can be felt by others, making them risky for stealth.

 - Appraisal is an active-type skill that can trigger hostility.

 - Fluctuations can physically trap adventurers or change floor layouts entirely.

 - Humans have naturally high ‘cost’ for learning Spirit Magic compared to Elves/Dwarves


 —


 Character Insight:


 Daisuke shows growth in tactical thinking over raw power-gaming by selecting a safety skill. Juliet shows a tsundere-like vulnerability to sincere praise. Sylvie’s true power and age are hinted to be significantly higher than her appearance suggests.


 —


 Behind the Scenes:


 The author notes that writing ‘erotic openers’ is a highlight of the creative process, maintaining the ‘ecchi’ flavor of the web novel.


 —


 TL Notes:


1 Danger Sense (感知): A passive ability to perceive immediate threats.

2 Presence Detection (探知): An active ability to pinpoint specific locations of enemies.

3 Mana Sensing (魔力感知): The ability to feel magical energy in the environment.

4 Kusoge (クソゲー): Literally ‘crap game,’ referring to games with poor mechanics or unfair difficulty.

5 Safe Zone (安全地帯): Areas near dungeon stairs where monsters do not spawn.

6 Fluctuation (変動): A rare event where a dungeon’s layout and contents are reshuffled.

7 Idaten (韋駄天): A skill named after a swift Buddhist deity, granting extreme movement speed.

8 Twin Winds (双風): The moniker for the duo Ines and Juliet.

9 Spirit Magic (精霊魔法): Magic performed through contracts with elemental spirits.


Notes:


• Rin – Ice Mage reincarnated as a tall, large‑breasted high‑school girl (JK). Long shaggy hair, thick chest armor, physically large yet fragile (low VIT). Usually silent; her quiet “mask” cracks only in intimate moments. Appears in Daisuke’s opening delusion, her overwhelming presence dominates those around her.

• Juliet – Beastman adventurer, 150 cm tall, blue bob hair, light armor, large chest, dual‑wielder with Idaten skill who wields a two‑handed sword. Short‑tempered, snarky instructor of the Twin Winds duo, bluntly insults the protagonist and snaps at Daisuke’s teasing about her age and status.

• Ines – Leader of the Twin Winds duo, a 170 cm human with long green hair, heavy metal armor and a voluptuous build. A D‑Rank, Level 21+ magic swordsman who fuses wind magic with swordplay, she accelerates with wind, moves swiftly, and is cool‑headed yet shy and pouting when teased. Dignified instructor for the party, light‑weight drinker.

• Mercedes – Brown semi‑long hair, thick chest armor, and a self‑styled ‘pure and lovely maiden‑knight’ look define her. As a Royal Knight and Guide she mediates, teaches shield techniques, leads the party, and despises goblins and orcs. Intelligent, elite, high‑level in combat and destruction magic, she knows guild mechanics, sees dungeons as divine trials, and seeks a boyfriend.

• Sylvie – Solo C‑Rank adventurer, 140 cm tall Elf with long wavy blonde hair and modest robes, small chest. A pure, lovely spirit‑magic user and instructor for Daisuke’s party; despite her youthful look she’s the group’s highest‑leveled member, radiating a terrifying aura when her age is hinted, refined yet mature.

• Kenta – Normal‑built Magic Swordsman, fan of a famous RPG, lacks confidence to lead. Reincarnated and summoned, he serves Salarymans and Leemans parties, switching between vanguard and mid‑guard. Uses Water Magic, is a companion of Daisuke and a member of the protagonist’s party, still adjusting to the new world.


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Edited by Kanaa-senpai.
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