ARIANA IRENDALE

Characters

The Dungeon

Those who enter risk their very souls. Major spoilers.

Sentient and Hungry the Dungeon Lives to Feed

Again, major MAJOR spoilers warning.

Don't say I didn't warn you. This is an info dump to consolidate the information that is trickled out throughout the span of the books because I want people who are unfamiliar with lit-rpg and isekai to understand the full concept of the Dungeon. This includes details Fiz doesn't know.

Many of these additional details can be found in Deiri Di's side stories.

The Dungeon is an underground ever shifting trans liminal space created by the God of Chaos, Balor. It is sentient and it has some of the powers of Balor, able to create spaces and monsters out of its stored energy. To gain energy it dissolves anything that falls within it, including the bodies and souls of adventurers that are slain within its maze.

The Dungeon is a catch-22 of sorts. (A catch 22 copy pasted description is: is an impossible, circular problem where you cannot escape or solve a situation because the rules or conditions contradict each other.)

The excess power of the Dungeon is used to maintain the separation of the worlds, among another thing that I won't spoil involving the Goddess of Order's situation, and if it is starved then the worlds will collide and monsters will be let loose upon the mundanes, but if it is allowed to grow unchecked, then it will consume the Magic Realm in its entirety.

The only way to have any control of this is to seize the Dungeon's core, the Eye of Balor.

But those pure in Order, the Seelie, cannot enter the Dungeon on their own or they will be devoured with unescapable traps. It also will aggressively target those who are entrenched in the Order hierarchy of power, meaning the council members and Ard Ris and such can't enter without extreme risk.

The only ones able to enter and leave the Dungeon with (some) safety are groups of students that include creations of Chaos, the Unseelie. They are still at risk if as the Dungeon will test them, but it doesn't (often) trap them in situations they can't get out of, or have dumb moments, but on the whole, there is always a way out. To be safe, dungeon diving groups carry recall stones that are charged with powerful teleportation spells that will bring them back to a set location while paying a magic tax to the Dungeon to allow the spell to go through.

So the students who dive into its depths, both to weaken it and feed it, are also trained and strengthened by it, receiving greater rewards the deeper they go.

The school also feeds the Dungeon make up the balance of the gifts given by dumping waste in it in the form of mundane corpses, excess food, and spell components. A section of the Order Army is stationed outside the entrance to the Dungeon, to prevent it from sending out monster surges and to mount rescue attempts for students. The encampment can be broken down and moved to prevent it being destroyed every Blood Moon when the monsters surge from the Dungeon and try to retake the school.