The Curse of Tundraal – Why Only 13 Can Enter

 

Professor Chote Ram steps forward in the strategy room with ancient scrolls and holograms.


> “This land is older than war,” he begins. “Tundraal is built on a pre-civilization tomb, once sealed by warrior-priests. Long ago, it was said a darkness was locked inside—a horde cursed to rise if disturbed. That’s what happened when the bunker teams went digging.”




He places a cracked metallic relic on the table.


> “The moment we sent more than 13 soldiers... they vanished. Not killed. Not captured. Gone. Erased from time—forgotten even by their families. Only the number thirteen is tolerated by this cursed land.”




Chronospeter’s research logs confirm this:


Any unit larger than 13 suffers from temporal displacement.


Tech malfunctions.


Memories reset.


No signal escapes.


The region becomes a loop of death.



Commander Kanine adds:


> “AEGIS sent drones. They exploded. Sent squads. They vanished. Sent 12... no response. Sent 14... full reset. But 13… they fought. Some survived. That’s our window.”





---


Conclusion:


Only 13 warriors, by mystical or ancient quantum curse, can pass the Tundraal Threshold. Any more than that, and the region reacts—collapsing time or resetting history itself. The Mist Hunters are not just killers—they’re part of the loop… maybe even its guardians.

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