The Sages' Labyrinth Building / Landmark in Halika | World Anvil
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The Sages' Labyrinth

In the early days of the ancient Gods, the Sage's Labyrinth was a mundane mountain of enormous size known to the locals as the Godpeak. In the later days of the Divine Era, the Chimera transformed the inside and outside Godpeak into a great labyrinth of minor puzzles and magical riddles. It is now known as the Sage's Labyrinth.   The outside of the Sage's Labyrinth appears to be an enormous snow-capped peak in the Kigura Mountains, surrounded by bustling urban settlement and temples. The mountain is 24,000 feet above sea level at its peak, and the closer one gets the clearer it becomes that its shape is not natural - every foot of stone is intricated shaped or carved, like a temple of preposterous proportions. All across the Labyrinth are dozens of entrances - each magically or mechanically sealed, some long since opened.   The inside of the Labyrinth is an enormous maze, parts of which defy all laws of physics or spatial reasoning. Numerous "trial rooms" interrupt the otherwise nightmarish maze, each containing a trial of wits or ability. This can range from riddle-gates, to enormous puzzle rooms, to over-the-top trap rooms. There are no monsters here (outside of the Gluttonmaws have that infested the corners of the maze in unusual density, but those are outside creatures seemingly attracted to the maze rather than guardians), just cold dead stone. The air pressure and quality here is perfect - smoke dissolves nearly instantly, oxygen is never thin even standing on the mountain's peak. The traps that do exist usually have clear warnings and deadly consequences. This is not a place that takes life without warning.   The challenges of the Labyrinth grow more difficult and frequent the closer one gets to the mountain's core. At its very heart, the Labyrinth has a grand reward: the Pillar of Knowledge, a massive obelisk surrounded by layers of observation decks and stairs. The pillar of knowledge contains every written language ever created, all laid out in use to allow for mortal translation. The chamber surrounding the pillar, known as the Sage's Heart, is covered with words upon words, layered beyond comprehension in their carving. Those who master a translation from the Pillar who meditate while looking at the wall see further vocabulary of that newly discovered language emerge from the otherwise incomprehensible patterns. Those who learn from the pillar also have an intuitive knowledge of how the language is spoken and pronounced (if it can be). The obelisk and chamber seem to expand to accommodate new languages over time.   Those who have been exposed to Ederstone radiation at any point in their lives can also see glowing runes on the obelisk and surrounding observation decks - and those who try to copy down and decipher the runes have the ability to become a wizard.   One mysterious language, known as The Sacred Code, is unique and alluring in that it isn't actually complete. It is the only such language to not only be incomplete, but that the Heart denies additional vocabulary for through meditation. The Sacred Code is believed to be one of the great keys to True Knowledge by the Cult of the Sacred Geometry. The Cult, which is embedded in the Sarakan Church structure, has found curious bits of additional text in the language of the Sacred Code scattered throughout the world (seemingly at random). It hoards any of this language that it can find, and is said to be willing to pay large sums for any genuine Sacred Code artifacts.

Purpose / Function

The Sages' Labyrinth is one of five great monuments created by the Chimera, along with Sorosko Island, The Vault of Nightmares, The Underworld of Asalay, and the Sunken Palace of Halcyon

Alterations

People have worked to bend the Sages' Labyrinth to their will since the day they discovered it. So many groups have just set to trying to mine through the walls, only to discover an unhappy surprise: that space works very differently here, and you have no idea what direction you are mining in or if the walls are actually as thin as they appear (a wall may appear to be a few feet thick only for the mining attempt to go on for hundreds of feet). These curious spatial anomalies make attempts to cheat the Labyrinth more difficult and complicated than actually just solving the puzzles.   While the anomalies make cheating the labyrinth complicated, they have turned their own profit for those seeking more mundane goals: some of the paths through the labyrinth from one side of the mountain to the other are impossibly even and quick, allowing for easy travel through an otherwise impossible obstacle. Similarly, paths from the base to the summit exist that don't involve stairs!   As for the trial rooms, twisting them has been far more useful than breaking them as well. Most of the trials cannot be easily brute forced; some have secondary puzzles that activate when you break the first, others just permanently lock the path forward, and others don't lead you the correct direction when broken, and regenerate when people aren't in the chamber. A few attempts to remove the puzzles entirely for personal use have been successful, but these are extremely rare occurrences.   Generally speaking, there are three main sections of modified labyrinth: the Sage's Road, or the passageways that lead most quickly through the mountain for merchant caravans; the Palace of Ezekos, which has modified some of the more luxurious trial rooms and hallways into the capital building for the Kingdom of Ezekos; and several residential zones, that have transformed sections of old trial rooms and passageways into housing.
Founding Date
-100 DE
Alternative Names
The Labyrinth of Ezekos, the Labyrinth of Lore, the Godpeak
Type
World wonder
Parent Location
Owning Organization

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