• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. World of Thalmyr
  2. Lore

The First Labyrinth The Gilded Maw

@The Imperial Labyrinth — The Gilded Maw

Theme: Order, Light, Dominion

Architecture: Marble halls, radiant bridges, mirrored sanctums, clockwork gates

Mana Density: Low → Moderate

Common Inhabitants

• Gilded Sentinels – Animated knight-constructs enforcing ancient law

• Lumen Wraiths – Spirits formed from fractured divine light

• Oathbound Templars – Spectral warriors bound to forgotten vows

Environmental Hazards

• Light-based traps that burn shadow and illusion

• Authority Sigils forcing obedience or restraint checks

• Judgment Platforms that test alignment and intent

Deeper Floors

• Solar Arbiters – Angelic judges that rewrite battlefield rules

• Imperial Echoes – Phantasms mimicking famous rulers

The labyrinth reshapes itself to punish tyranny or cowardice more than brute force.

FLOORS 1–5: The Threshold of Law

Introductory floors; monsters test obedience and discipline.

Floor 1

• Gilded Rats (construct vermin)

• Lumen Beetles (light-based pests)

• Training Sentinels (non-lethal constructs)

Floor 2

• Bronze Watchers (animated statues)

• Light Wisps (harass casters)

• Oathbound Hounds (track hostile intent)

Floor 3

• Imperial Footman Echoes (spectral soldiers)

• Radiant Slimes (split when struck improperly)

Floor 4

• Clockwork Wardens (shield formations)

• Lumen Archers (stationary turrets)

Floor 5

• Trial Knight Constructs

• Judgment Orbs (apply debuffs based on actions)

FLOORS 6–10: Halls of Authority

Monsters begin enforcing hierarchy and command.

Floor 6

• Silver Sentinels (adaptive AC)

• Oath Wraiths (punish broken promises)

Floor 7

• Imperial Inquisitors (anti-magic units)

• Lawbound Gargoyles

Floor 8

• Contract Phantoms (bind movement/actions)

• Radiant Chain Spirits

Floor 9

• Banner Beasts (buff nearby enemies)

• Lightforged Soldiers (team tactics)

Floor 10

• Arbiter Knight (mini-boss-tier guardian)

• Judgment Choir (multi-entity caster unit)

FLOORS 11–15: The Courts of Judgment

Reality begins enforcing moral consequence.

Floor 11

• Verdict Shades (react to alignment)

• Memory Sentinels (target past actions)

Floor 12

• Golden Magistrates (spell-reflecting constructs)

• Scale-Bound Serpents (balance-based damage)

Floor 13

• Truthseekers (detect lies, punish illusion)

• Radiant Beholderspawn (law-themed eyes)

Floor 14

• Edict Golems (rewrite battlefield rules)

• Conviction Spirits (fear-based enemies)

Floor 15

• The Twin Arbiters (judge body vs soul)

FLOORS 16–20: Sanctum of Dominion

The labyrinth asserts absolute control.

Floor 16

• Dominion Knights (command-based abilities)

• Light Drakes (law-aspected dragons)

Floor 17

• Authority Phantasms (force obedience saves)

• Imperial Executioners

Floor 18

• Sunbound Colossi (siege constructs)

• Lumen Devourers (consume spell slots)

Floor 19

• Oathbreak Punishers (scale with party sins)

• Radiant Leviathans (hall-filling threats)

Floor 20

• Solar Adjudicator (major guardian entity)

FLOORS 21–25: The Divine Ascension

Monsters blur into celestial territory.

Floor 21

• Angelic Remnants (fallen celestials)

• Halo Wraiths

Floor 22

• Light Seraph Constructs

• Choir Elementals (harmonic spellcasters)

Floor 23

• Dawnbound Judges (rewrite conditions mid-fight)

• Time-Locked Sentinels

Floor 24

• Radiant Titans (terrain-altering battles)

• Willbreakers (mental domination units)

Floor 25

• The Solar Chorus (multi-entity boss encounter)

FLOORS 26–29: The Throne Before the Throne

The labyrinth tests worthiness, not strength.

Floor 26

• Ascended Templars (immune to fear)

• Law Incarnates (pure concept beings)

Floor 27

• Lightbound Paragons (mirror party abilities)

• Sanctum Beasts (perfect predators)

Floor 28

• Judgment Incarnations (party-specific counters)

• Radiant Worldshapers

Floor 29

• Imperial Echo of the First Emperor

• The Golden Sentinel Prime

FLOOR 30: The Court of Eternal Dawn

Boss Floor

• The Sovereign Arbiter

A near-divine entity enforcing cosmic law.

The battlefield itself obeys its rulings.

Victory does not grant conquest—only recognition.