TRAVAILS
ANONYMOUS
DEEPPOCKETS
TEMPERANCE
UHLSGOUT
NATURE'S CALM
LABYRINTH
GRAVE WISDOM
LINKS
|
|
Character:
Wandering and constantly searching, never finding that which is most important: freedom. Features constantly shift and change, yet the Labyrinth is always the same. Anyone met may be trapped like you, but they could be your captors, watching and smiling. They may have the answer to the way out, so it's best to do something about it. Escape may only lead out to the rest of Carceri, but it's better than nothing.
Ruler:
In a realm where no one can be trusted, it's rare that an effective leader ever shows up. There have been a few who stand up and try to organize parties to find their way out, but they take the fall when no results are produced. It's usually a vacant post, since any leader worth their merit in the Labyrinth would find a way out and never return to the mazes anyway.
Behind the Throne:
There is a statue in a modest circular room, some would say in the center of the Labyrinth. The positioning is foolish, since no one has ever successfully mapped, let alone traversed the entire Labyrinth. It stands over fifteen feet tall, made out of smooth black and green rock that has been cracked through repeated blows from travelers. There are a number of protrusions from its body that reach out to the walls of the room, appearing to be spikes that have pierced its body. The statue is remarkably resilient and can endure much abuse to its benefit. Occasionally it's head will animate and it will belittle visitors seeking freedom or knowledge. It's manner is demeaning, berating others with facts of their helplessness and futility. Some say that this creature is responsible for the Labyrinth, while others believe it to be the one true prisoner. Either way, the patrolling minotaurs always give this room a wide berth.
Description:
Deep below the inhospitable sands of Minethys, the third layer of Carceri, lies the Inescapable Labyrinth. It is a twisting, underground tangle of maze upon maze that would shame the famed Mazes of Sigil. There are few open rooms, consisting mostly of crooked corners and stairways. Many halls are lit by an ambient glow from the ceiling, yet other places have no light to shield against the dark. The population is hard to estimate, with most inhabitants choosing to travel separate with good reason.
Of course, with a moniker like the Inescapable Labyrinth, there are always going to be those stubborn scoundrels who strive for a way out. There are several one-way portals that lead into the Labyrinth, but everyone seeks that all-important way out. It is heavily rumored and likely true that there is a way out. It may consist of a random shifting portal that has some obscure gate key, but everyone who searches here believes that there is a way out. It is this very idea that makes the suffering here that much worse.
Emotions are preyed upon heavily within the maze. Thoughts of oppression and betrayal from others are fostered and magnified here. After a while, a lone cutter is almost convinced that those he meets within the halls are holding back information that could help him get out. Anyone knows that those trapped in Carceri are there because they're distrustful, and it's no doubt that anyone here in the Labyrinth is out for himself only, even at the cost of others. This deep-rooted paranoia makes most normal encounters difficult, violent in the worst case.
Those within also get a hunted feeling. There are things lurking in the darker recesses like fiends and minotaurs which can prey on the unwary. The lack of cooperation between inhabitants means that one cannot relax or ever let down their guard. Most wanderers suffer from a lack of sleep and have a perpetual haggard look about them. This effect seems to be the worst downfall of the Labyrinth. A good deal of sods found in the corners here seem to have come from either the hopelessness of the Grey Waste or the insane reaches of Pandemonium, yet this brand of torture belongs solely to Carceri.
Militia:
There are a group of dark blue-furred minotaurs known as the Nimon that fill the role of militia within the Inescapable Labyrinth. They roam the twisting, warping corridors either singly or in pairs, dispensing 'justice'. They speak little and do not possess the usual bloodlust of their race. Their goal at times seems to be promoting confusion and preventing groups from banding together. The Nimon can be crafty, selling false maps and occasionally letting a dangerous fiend roam the halls for short periods of time.
Services:
The various services offered within the Inescapable Labyrinth are usually only good to those so trapped and not worth the trouble of reaching the town. Still, there are always those who come to test their mettle. Many cross-trading bashers work the maze, and can offer goods taken from fallen wanderers. Since the portals into the mazes range from a variety of locales, many interesting objects can be found.
There always seems to be someone offering a map they've made or come across, or someone with ink and parchment, which can be valuable commodities here for those looking for a way out. Others hawk items which can help orient a basher. Of course, the question always lies in 'why haven't these bashers used them already?'
As far as rumors of useful items, there are those who believe there are gems that can be found here with interesting powers. It seems that the sight of these baubles can captivate an unwary berk and leave them helpless until the gem is removed. Such an item can be invaluable to a careful rogue. It is also speculated by sages that the rare berk who enters the Labyrinth and leaves is forever gifted with an uncanny sense of direction, and very rarely gets lost in similar mazes. This hasn't been proven, since not too many escape the Labyrinth's confines and boast about it.
|