Thirty floors, tons of traps and treasures, good thing this place is good for training beginners though. -- Anon Guest
Some have called it the worst dungeon in Alfarell. There's thousands of ways to get in. There's even more ways to get out, especially if you're not fussy about how clean you are when you reach the sunlight. Some say the labyrinths of Skymire's fallen city were never meant to be a dungeon. Some say that adventuring down there is a scam. Some say that there's a truly worthy treasure waiting for whomsoever can find its secret depository. Some say there's a cursed princess, trapped god, or supernatural entity that will grant one life-changing boon to the one who extracts them.
Some people will say anything.
Most junior adventuring parties begin there, they're hired to retrieve a MacGuffin from the labyrinth, and write off further adventures in the ancient ruins as not worth their bother. Some argue - unsuccessfully - that all those traps, puzzles, and confounding passageways have to be guarding something valuable.
The adventurers find other places to be, other daring to do. They rarely, if ever, return to Skymire to discover what the labyrinths actually guard.
If they did, they'd be gravely disappointed.
Skymire's fallen city attracted scavengers before the fires could die out. Anything of worth was picked out of every possible crack within a decade. The legend of what was in the ruins of the once-glorious floating city kept bringing in the tourists, so the denizens decided to refurbish the ruins into something interesting.
Unhealthy competition between the engineering prowess of the Kobolds, Gobelliin, and D'Varuv pretty much did the rest.
If anything, the labyrinths of Skymire's fallen city are guarding the various guildhouses of the city's Trap-makers, Thief-takers, and Riddlecrafters.
The secret is only so well kept because those who find it also find it tremendously boring.
[Photo by Clark Van Der Beken on Unsplash]
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