The Great Labyrinth

The Great Labyrinth

The Paths Beneath

Special Location

The Great Labyrinth

Beneath the five cities, older than the towers that now define them, lies the Great Labyrinth—a sprawling network of tunnels, passages, and chambers that connects all of civilization through darkness. The labyrinth is not merely a dungeon to be conquered; it is a living record of the world's forgotten past, holding secrets that the surface has long since buried.

History

The labyrinth predates the corruption and the towers that rose to contain it. In an age now lost to memory, the five races were not separate peoples divided by distance and culture—they were one great civilization, united in purpose and bound by the underground roads they built together.

Each race contributed their expertise to its construction. The humans carved the northern passages with geometric precision. The elves wove protective magic into the eastern corridors. The dwarves reinforced the southern depths with their unmatched stonecraft. The gnomes installed mechanisms and shortcuts throughout. The orcs fortified key junctions against the creatures that lurked in the deeper dark.

When the corruption came and the towers rose, the surface world fractured. The five races retreated to their separate cities, and the labyrinth was gradually forgotten—its entrances sealed, its history lost, its purpose obscured by time. But the tunnels remained, patient and eternal, waiting to be rediscovered.

Structure

The Great Labyrinth spans forty chambers in each direction, comprising over 1,600 interconnected rooms. Five great gates mark the entrances from each city:

  • Ironhaven Gate — The human entrance, marked by crumbling marble columns
  • Sylvanthal Gate — The elven entrance, where bioluminescent moss still glows faintly
  • Khazad-Karn Gate — The dwarven entrance, reinforced with ancient runework
  • Cogsworth Gate — The gnomish entrance, surrounded by dormant machinery
  • Skullgar Gate — The orcish entrance, flanked by weathered bone totems

The passages between are a chaotic blend of architectural styles—smooth elven curves giving way to precise human angles, dwarven reinforcements shoring up gnomish contraptions. Secret shortcuts exist, passages that seem to fold space itself, allowing rapid travel between distant chambers. The gnomes claim they built these. The elves claim magic created them. The truth may be stranger than either explanation.

Denizens

The labyrinth is not uninhabited. Creatures have adapted to its eternal darkness:

Labyrinth Crawlers — Pale, eyeless things that navigate by sound and vibration. They are more scavenger than predator, but will attack if cornered.

Lost Spirits — The ghosts of travelers who never found their way out. They drift through the passages, sometimes helpful, sometimes hostile, always sorrowful.

Tunnel Spiders — Large arachnids with legs adapted for the narrow passages. They spin webs across junctions, waiting for the unwary.

Maze Lurkers — Hunched humanoids of uncertain origin. Whether they were once surface-dwellers who adapted to the dark or something that evolved here is unknown.

Stone Elementals — Creatures formed from the labyrinth's ancient walls. They emerge when the tunnels themselves feel threatened.

Passage Wraiths — Dark, incorporeal beings that seek the warmth of the living. Their touch drains vitality and hope in equal measure.

The Lore Keepers

Five mysterious figures dwell within the labyrinth, each possessing fragments of knowledge about the world's true history. Finding and speaking with all five is said to grant profound understanding—and the title of "Keeper of Forgotten Lore."

The Ancient Scholar — A wizened figure surrounded by scrolls and tomes, who speaks of the time before the cities were separate.

The Maze Historian — An obsessive cataloger who has documented how each race built their section of the labyrinth.

The Forgotten Sage — A translucent figure who flickers between visibility and shadow, bearing witness to events from before the corruption.

The Wandering Archivist — A perpetually lost scholar who nonetheless knows more about the labyrinth's connections than anyone alive.

The Keeper of Passages — A cloaked figure who speaks in riddles about the labyrinth's living, changing nature.

The Wanderer's Title

Those brave enough to visit all five city gates earn recognition as a "Wanderer of the Ways." This journey requires navigating the labyrinth's full breadth, surviving its creatures, and proving that the ancient roads can still unite what the surface has divided.

Hidden Merchants

Shadow merchants operate throughout the labyrinth, selling supplies to desperate travelers. They accept gold without question and ask none in return. Where they come from, where they go, and how they survive in the darkness are mysteries they refuse to discuss.

Atmosphere

The labyrinth is silent in ways the surface never is. No wind stirs the air. No birds call. Sound behaves strangely—footsteps echo for too long, or not at all. The darkness is absolute beyond the reach of torchlight, and even magical illumination seems dimmer here, as if the labyrinth itself resents being seen.

Yet there is beauty in the depths. Ancient mosaics survive on some walls, depicting the unified civilization that built these passages. Crystals grow in unexpected chambers, casting prismatic light. And occasionally, a traveler will hear music—faint, distant, and impossibly ancient—drifting through the tunnels from no discernible source.

"The five cities were not always separate, you know. Once, they were one great civilization. The labyrinth remembers, even if the surface has forgotten." — The Ancient Scholar