Much of the reason for and record of the Pyramid's construction has been lost to the fathoms of unfathomable bureaucracy and ivory tower disinterestedness. For those presently living there it's been there their whole lives - three generations of students have gradually hollowed out the Pyramid from the inside like termites building a limestone fortress. It is an impenetrable labyrinth, one filled with territorial traps and students without governance.
Also, people go missing. It's not talked about, as those who tend to talk about it tend to go missing.
However, it has its perks. Namely: no Spell Shark would dare venture within to collect debts and rents, and Police won't venture inside for fear of being disappeared. An enterprising student can get ahead in the Pyramid, provided they don't disappear themselves.
It's the home of the Bootleg Spell Market and a haven for desperate or radical students. Criminalized oracles also flock to its depths to practice their craft - for whatever reason the future is translucent within more so than without. The Third Eyes wizard gang holds uncertain responsibility for the disappearances. Are they the cause, or just the messenger? Who knows? Well, them probably...
Pyramid of Providence
When searching for a particular class of person, roll 1d6 in the third column.
For a dungeon experience, generate the pyramid using the table below.
I stole this method from Esoteric Enterprises, Cavegirl.
Grab some dice.
Roll a number of dice equal to the floor level. Start on Level 10 (ground level).
I.E. The topmost floor will have 1 die composing its layout. The 14th floor will have 14 dice.
For potential room details, just go with whatever feels natural or appropriate.