Chapter 23:

Chapter 23: Knowledge and Decisions

Level up to survive


Chapter 23: Knowledge and Decisions

Alisar stepped out of the training room. Fatigue weighed on his shoulders—it was time to sleep. Rem and Sherial had returned yesterday. He hadn’t seen Sherial yet, but he did speak with Rem. Yes, the conversation had been awkward.

“If you think about it logically… If someone just peeked into my inn room, they’d probably assume I’m the laziest person in the world.”
He spent almost all of his time there—eating, sleeping, vanishing for a while, then eating and sleeping again.
“If Rem didn’t know about the training room, I’d have no way to explain myself…”

It seemed to be morning now.
“Maybe I can talk to her today.”
Yesterday he couldn’t—Rem had looked tired.
“Better not bother her. They just came back from the dungeon. Must’ve been exhausted…”
He yawned.
“Alright… sleep first. Then we’ll see.”

After that, he began spending more time with Rem and Sherial—mostly over shared breakfasts, lunches, and dinners. The girls weren’t very talkative by nature, but they seemed to have decided he needed to be educated.

They told him a lot: about the kingdom they were in, the structure of power, dungeons, and the Adventurer’s Guild. Sometimes they mentioned neighboring countries, names, cities, even old conflicts—though only in passing.

Alisar listened carefully, trying not to interrupt. He understood: Rem and Sherial saw him as a country bumpkin, someone raised in the middle of nowhere, unfamiliar with even the basics of this world.

And, truth be told, they weren’t far off.

No, he hadn’t grown up in some remote village. But in terms of knowledge about the world around him, he probably knew even less than someone who had.

For example, his ideas about dungeons were completely off.

He had imagined there were tons of dungeons scattered everywhere in this world. That you could stumble upon one in nearly every village, forest, or near any city. That they popped up like mushrooms after rain.

But the truth was very different.

Even in this large city, there were only three dungeons: one of Rank 2, one of Rank 4, and another of Rank 5.

And even the fourth-rank one—which Rem and Sherial had recently explored—was no easy task. Clearing it fully took even experienced professionals around eight to ten days. These were massive, multi-layered, dangerous spaces—not small caves filled with monsters.

Across the entire kingdom, there were only a few such serious dungeons.

Fewer than ten cities could boast having full-fledged dungeons nearby—places worthy of an adventurer’s attention. The rest had only a handful of minor sites at most, maybe Rank 1 or 2. And even those were carefully guarded and monitored.

This was a far cry from his naïve expectations.

He also learned that, in the past, there used to be far more dungeons.

But about 150 years ago, things started to change dramatically.

At that time, a religious movement began to spread through the region. Its followers believed that dungeons were the root of evil—either born from humanity’s sins or punishment from above. Instead of exploring or using them, they sought to destroy every last one.

According to Rem and Sherial, nearly all the dungeons in a neighboring kingdom were actually destroyed. Only a few especially powerful ones—Ranks 7 and 8—remained, which the religious fanatics simply couldn’t break. They lacked the power, even though, according to the girls, average human strength back then was higher than it is now.

Even in this kingdom, the fate of the dungeons hung by a thread. Around 90% of them were wiped off the map.

Even the dungeons that now exist near this very city had already been discovered back then—and had it not been for bold action, they would have been lost.

The Adventurer’s Guild and city authorities stood firm. The mayor—himself a former Rank 7 adventurer—personally stood at the dungeon’s entrance with sword in hand when the fanatics arrived, intent on destroying it.

He announced that he would kill anyone who tried. Behind him stood soldiers with the same orders.

The combined efforts of the mayor and the Guild halted the destruction. Thanks to their determination, the dungeon was preserved.

And now, more than a century later, it is one of the few remaining places where adventurers can train, fight, grow… and survive.

A dungeon is not just a place to fight monsters and grow stronger or die trying. No. The true value of dungeons goes much deeper.

They are colossal reservoirs of resources—rich sources of energy, knowledge, artifacts, and treasures that can’t be found on the surface.

When it comes to Rank 4 or 5 dungeons, even a single one can bring more benefit to a city—or an entire kingdom—than a typical gold mine.

Defeated monsters leave behind magic stones—cores filled with energy. These are used everywhere: in magical tools, devices, weapons—even to power streetlights.

All the lamps in this inn, and throughout the city, run on such stones. In the capital, Rem said, there are even more impressive constructs powered by dungeon energy.

Magical ores, rare alloys, unique materials—all of these are found only deep underground.

Studied artifacts from dungeons allowed craftsmen to create high-quality weapons that even ordinary soldiers could use to fight magical beasts.

And then there are the true treasures.

Some are legendary—like Skill Stones. A stone capable of bestowing a new skill directly into one’s mind.

Even the mere possibility of obtaining one intrigued Alisar, but Rem quickly cooled his excitement.

Such stones, though incredibly rare, don’t end up in the hands of commoners.

They’re snapped up at auctions—starting at ten thousand gold and up. Usually purchased by nobles, mages, or heirs to great houses.

A regular adventurer can only dream of them… or one day find one deep in a dungeon, if fate allows.

As for potions—this subject especially interested Alisar.

It turned out many rare and valuable potions could only be found in dungeons.

Especially health potions—they weren’t just tools for healing wounds. They weren’t just a medical resource. They were a vital part of society’s survival.

After the majority of dungeons were destroyed, health potions became the most scarce and sought-after resource.

Because humans are fragile. They get injured easily, fall ill often, and without developed medicine, health potions became practically the only method of recovery.

Yes, healing spells exist. There are mages capable of healing.

But their services are too expensive for the average person. And besides, not everyone can wait for a mage when blood is pouring out.

Alisar learned that in the neighboring kingdom, the religious organization that declared dungeons evil still rules.

And that very church controls most medical aid. All healing is done by temple priests—and every treatment requires a hefty price.

Mortality in that kingdom is significantly higher.

In this country, things are better. Yes, potion shortages are still felt.

But even so, regular people can afford Rank 1 and sometimes Rank 2 potions.

Not often—but at least they have a chance.

And all of this is thanks to the preserved dungeons. Thanks to those who once took up arms to defend the source of strength.

Rank 1 potions, it turned out, weren’t very expensive.

Alisar sold them to the Guild for 80 copper coins, and the Guild resold them for 1 silver.

At first glance—affordable. Especially for adventurers.

But when he shared this with Rem and Sherial, he realized he’d been deeply mistaken.

Yes, in this city—with dungeons nearby—potions were indeed cheaper.

But the kingdom is vast, and the overwhelming majority of settlements have no access to dungeons.

And there, health potions are a rare and precious commodity.

The farther from the source, the higher the price.

In some remote areas, a potion might cost 5 silver coins—or even a whole gold piece.

In the most isolated regions, where no dungeons remain, the price could increase tenfold.

The Guild tries to regulate the market.

Strict restrictions exist: adventurers aren’t allowed to sell potions in bulk to merchants or transport them to other cities.

One or two flasks—fine. But large batches attract attention and disciplinary action.

The punishments aren’t fatal, but unpleasant enough to deter rule-breaking.

Even so, thanks to the Guild’s controls, prices don’t skyrocket.

And because of these limits, even common folk have a chance to buy a healing potion.

Sometimes—it’s the only thing standing between them and death.

Nowadays, with so few dungeons remaining, cities like Gildorra have become especially valuable and prosperous for their nations. Their lands are veritable treasure troves.

The nobles who once allowed dungeons to be destroyed likely began regretting their decisions even back then—and now, their descendants regret it twice as much.

When dungeons were plentiful and resources abundant, no one thought about their value.

But now that most are gone, every remaining crystal, every magic stone, every potion—has become worth ten times more.

The lost opportunities became clear, but it was too late.

In those countries where most dungeons were destroyed, only a few high-ranking labyrinths remain. Yes, they still contain incredible wealth.

But who can obtain it?

Ordinary adventurers can only handle low-ranking dungeons—and even those can be tough to clear.

Those capable of conquering Rank 7 or 8 dungeons are few.

Across an entire country, there might be no more than ten—fifteen at most.

That’s why the destruction of dungeons is now strictly forbidden.

Anyone who dares to destroy a dungeon’s core is executed—by the Guild’s laws and the kingdom’s.

Exceptions are made only for unstable dungeons where monsters begin spilling out uncontrollably. But such cases are extremely rare.

Even now, 150 years later, new dungeons still appear from time to time.

But almost all of them are weak—Rank 0 or 1—and offer only crumbs compared to the old ones.

Yes, dungeons do grow over time—but the process is agonizingly slow.

For a Rank 0 dungeon to reach Rank 1 may take decades. To go from Rank 1 to Rank 2? Sometimes 50 years or more.

The Guild has records where this took over a hundred years.

That’s why, when an adventurer reaches the dungeon’s end and enters the core room, they are strictly forbidden from touching it.

The core is the dungeon’s heart—the source of monsters, treasures, and magical resources.

Instead, a portal appears in the room leading back outside. That is the only way to exit.

Even touching the core is a serious offense.

Destroying it means destroying the entire dungeon. And the loss of such a rare and valuable source of magical resources is irreplaceable.

Nowadays, every dungeon is well guarded. Even the one Rem and Sherial discovered recently is now under observation.

After their report, the Guild sent out a few guards.

Their job isn’t to close the entrance—but to keep watch, maintain order, and warn adventurers.

Adventurers are still allowed to enter.

Groups come every day to train, earn money, or explore.

But the guards strictly warn: touching the core is forbidden. Even contact is a violation.

Once, long ago, they tried guarding the core room directly—but it led to strange consequences.

Monsters began appearing where they shouldn’t have and attacked the guards.

The Guild concluded that constant human presence in the core room disrupts dungeon growth and causes instability.

Such internal guarding is now banned.

So dungeons aren’t just playgrounds for adventurers.

They are vital sources of resources—a cornerstone of the kingdom’s power and prosperity.

If the state could use its army to acquire those resources, it would’ve done so long ago.

But as Alisar learned days ago—that’s not an option.

—So… do you want to come to the dungeon with us? —Rem suddenly asked.

Alisar froze a little. He didn’t know what to say.

—Well, how should I put it… Yes, you’ve leveled up, —she continued. —You’re already Rank 4. But you need more than just level. You need real experience. Real combat.

And if you come with us, you’ll be able to learn safely.

To gain that experience in actual battles.

—Don’t worry, we’ll protect you, —Sherial added with a soft smile. —You can come with us.

—Yeah… I’d love to… —Alisar replied quietly. —But… how should I put it… I thought I’d just be a burden to you…

He truly thought so.

Despite growing stronger, he still saw himself as a hindrance.

—Oh, don’t worry. You won’t be a burden, —Rem said with a gentle smile. —You need real battle experience someday. It’s fine.

—Alright… I’m ready to go to the dungeon with you, —Alisar said, a little embarrassed, but with determination in his voice.

—Good, —Rem nodded. —Tomorrow we’re still resting. It’s the last day of our planned break.

But the day after that—be ready in the morning.

After that, they parted ways. Alisar went up to his room.

As always after dinner, he vanished from his inn room for a few minutes—then came back exhausted, collapsed on the bed, and immediately closed his eyes.


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POV: Rem

The evening turned out to be surprisingly calm. Rem sat cross-legged on the bed, staring at the dimly glowing lantern on the wall. Sherial was already lying on her bed, stretched out in a relaxed pose, though she wasn’t in a hurry to fall asleep.

— Do you think it was a good idea to invite Alisar into the dungeon? — Rem asked quietly, not taking her eyes off the light.

— Well, you understand these things better than I do, — Sherial answered with a lazy smile. — I always support your decisions.

— It would be nice to rest a bit and take our time in the dungeon. Unlike last time, — Sherial said, stretching. — Back then, we encountered more monsters than we expected. I got really tired, — she added after a short pause.

— Yeah, but it gave us a ton of experience. We’ve never earned that many points before. Even if we had to work hard for it, — Rem replied.

— And we spent a lot of time and resources… — Sherial sighed. — I’m still very tired.

— True, — Rem nodded, gazing at the ceiling. — As for Alisar… I think clearing it will take more than ten days, maybe even fifteen if we take it slow. A fourth-rank dungeon is no joke. But in that time, we’ll get to know him much better.

— It’s your plan. I won’t interfere, but I’ll support you, — Sherial said, smiling with her eyes already almost closed.

— You know, you’re much easier to talk to when you’ve had enough sleep and aren’t cranky, — Rem teased.

— Not my fault, — Sherial huffed. — When I’m tired, everything gets on my nerves.

— Alright, good night, — said Rem, making herself comfortable.

— Same to you, — came the reply.

Only silence remained, and the flickering glow of the lantern.

“Well then…” Rem thought, closing her eyes. “Over these next days, we’ll not only gain experience… but get to know you better, Alisar. I’ll better understand whether or not we should invite you into our group.”

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