::This is in-character for Ephram/Joe and out-of-character for everyone else::
You walk forward, having surrendered your name, and the darkness reaches out to swallow you.
You are inside.
There is dense silence and terrible cold, and the sounds of wind moving throughout the Labrynth. The walls are high and made of a cracked, weathered material that seems impregnable. It is hard to imagine the turning of time that would require to pockmark such a material, or what forces might have scarred it or marked it in any way – and yet it is scarred, marked, discolored, here and there as you proceed.
The ambient light is dim, and as you turn your first corner, you are plunged into darkness, the dim light from the entrance cut off. It is possible, though difficult, to summon soft light to show your way. Your light, and the cold, and a feeling of increasing heaviness, follow you.
The Labrynth gives the impression of immensity. There are corridors so long they seem infinite, the way ahead always hungry and dark. You wander until you are hungry and thirsty and exhausted, and you are quite lost.
There is some order, however, that emerges in your mind. This is not a simple maze. There are irregular chambers, slopes in the floor going gradually up or down, curves in the passages. You continue walking, however, the cold wind now at your back, now in you face, now pulling crosswise, seemingly irrespective of the walls and passages themselves.
It is lonely here, but there is the occasional dim shade. The vague outline of a living being, illuminated by grief, perhaps, wandering soundlessly through the halls, stricken, withered. They do not acknowledge you when you see them, but stare through you, like shell-shocked soldiers. Their vague outlines reveal dress both modern and reminiscent of the past.