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Whitecrypt

Purpose / Function

Whitecrypt was made in order to train and reward travelers by giving them a real challenge at every turn.

Design

Each room on the first floor is made of dark grey bricks and tiles, with a varying degree of bones settled in the corners. The first layer of the labyrinth is the normal maze that most people think of when they hear the word "maze", whereas the second is much more confusing, using portals to transport the person to different rooms depending on the cardinal alignment (North, South, East, West). These rooms range from being a square about 30 feet by 30 feet, all designed with ivory tiles as the floor and ivory towers right outside of each of the cardinal directions, indicating that's where the traveler needs to go before they actually finish the room. Sometimes each of these rooms could look like the traveler is outside or inside, or even in a different dimension, confusing the person even more and guaranteeing no sure way of escaping except by death or victory.

Entries

The first layer of the maze has an entrance at the far West, the doors overshadowing most races as their brass decorations shine in the morning sun. Engravings of several orbiting circles leading toward a center, much larger, circle each with an elemental sigil carefully etched into the centers. Brass bars laid over the door like a jail cell gives it a vibe of being close, yet out of reach to knowledge buried millennia ago. The second entrance for this labyrinth is located within the center of the first, a good 20 or so foot drop into a small body of water that leads to the first ivory room, asking the travel if he's ready to venture forth. Only one portal lies within this room, complete with an arch of ivory outlining the portal and ebony letters engraved into the front face to create the question.

Sensory & Appearance

Upon entering Whitecrypt, travelers are met with an increasingly strong smell of rotting flesh. The stench almost being implanted onto their tongues, making them gag just from the combined senses. The only thing heard is the subtle echoing of prior souls lost within the corridors of the maze until they reach the center of the labyrinth, in which a subtle breeze of saltwater arises from the bottom of the cavern. After descending and bringing themselves out of the watery grave, trainees will find themselves deep within a semi-thick mist of decaying corpses and fecal matter. The pungent smell violating their senses enough to distort their vision slightly as they traverse through the deadly maze.

Denizens

Natural inhabitants of Whitecrypt are a wide and diverse variety of monsters within the corridors and even the floors of this maze, crawling out or reanimating in order to destroy any possible threat to their homes, themselves, or just those who are looking for powerful treasure. These monsters can range from slightly oversized bugs to animated skeletons, to gargantuan beasts created as a forbidden amalgamation of nature.

Contents & Furnishings

On the first layer, few rooms or dead-ends are met with small bags of money, a mediocre weapon or piece of armor, or just the page to a spellbook. But more often than not, travelers are met with an ancient coffin or even more monsters. In the second layer of the labyrinth, some rooms can have weapons or entire armor sets that come with powerful buffs that could change the tide of battle or curses that break down the spirit and physical form of the wielder depending on how often the weapon is used. Some weapons may even disappear if certain conditions are not met before exiting the maze.

Valuables

There are hidden stashes among the walls of the first floor from those who have perished within the corridors of Whitecrypt, and who've left their findings behind in an attempt to help others get further than they did prior. These stashes, unbeknownst to the ones who died allow access to buying certain things that could help a traveler proceed further through either layer of the maze as well as possibly get a shortcut or weapon.

Hazards & Traps

Whitecrypt is aligned with a variety of traps along the walls and floors ranging from poison gas, acid pits, sudden protruding spikes, and more. Trainees need to learn how to avoid and detect such traps if they really value their lives and the possibility of gaining treasure.

Special Properties

The entire labyrinth, both layers included, is covered by magic dampening fields as well as ability negators. For example, if someone had a mutation that enables them to protrude strong bone claws from their knuckles, steel skin, or superhuman speed, the labyrinth would dampen or negate these abilities, making it so bone claws become brittle and weak, steel skin becomes easily penetrable and soft like puter, and speed is dialed down several notches making them slightly faster than an average person of their species or race. Within the second layer of the maze, there are some rooms in which they seem to be outside of the natural order of things, existing beyond space, time, or before both. Some exist within other dimensions of hellish lighting, heavenly peace, and everything far and in between.
Alternative Names
Bloodfall Point, Dragontooth Caverns, The Red Catacombs
Type
Dungeon
Environmental Effects
Depending on where one ends up within the labyrinth, they can experience reversed gravity, oxygen depravity, increased pressure, and more, in which they have to finish the room and move on before they succumb to the natural laws of the room.
Characters in Location

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