The World of Teréth End - Cosmography - Mortal Dreaming
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"Too often days swiftly pass / Weeping in the evening grass / There just is not enough time / Forthings you dreamt you'd do / The hours still drift by.

"Too many years, too high a cost / Too many lessons earned but lost / And still you complain all the time / Cursing the days before you / Lamentng the days gone by.

"And finally laying in your bed / Staring skyward, nearly dead / It all floods back one last time, / The chances that you left behind / But alas there's little left to do / ... but cry."

Dirimoran song

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Cosmography > Outside Lands > Mortal Dreaming


Present (653 DR) --

...


Mortal Dreaming

Dreaming Lands.  Mortal Dreaming is infinitely large but is bounded by the crumbling edges of an island disc that floats through the Zarátam.  Known by many different names (i.e. the Twilight Realm, Land of the Lone Mountain...), the Mortal Dream exists differently to all that reside there.  Each Dreamer, whether indigenous or transient, carries with them an envelope of their own reality.  This core truth is the foundation of all that is wonderful and horrible exists within the dreaming realm.

"The realm of the Creator is not Hers alone.  Too many Dreamers that arrive with thoughts that Sudul's favor will preserve them are unprepared for Her capricious will.  These travelers soon fill the graves of all Seven Cities; the others are lost to the Storm.  Dreamers do not count Her among the named Dark Gods, not until their final turning."
Soáhlan Gun-Mor, Circle of the Empty Throne
upon the day of her death

Many believe that all happening, good or evil, is 'pulled-in' by the Dreamer (the Law of Fulfillment).  In the first three Cities, no crime is recognized under this one law.  In order for a crime to occur there must a victim but the only victims are those that brought misfortune upon themselves.  Needless to say, there are many in those cities that draw misfortune.

Features.  The geography of Dream is more constant than it appears. The land consists of a single island disc surrounded by smaller islets that presumably separated from the main body in the distant past.  The Land of Dream appears to exist somewhere in the vicinity of the moon Nuléun, long associated with the powers of the goddess Sudul.  Whether the glowing orb seen from these lands is indeed the same moon seen from the Waking world is unknown.

Mortal Dreaming Traits (rf. MOPp)
  • Physical
    • Gravity: normal
    • Time: flowing time
    • Shape and Size: self-contained
    • Morphic: divinely morphic
  • Elemental
    • Dominance: none
  • Alignment
    • Moral: neutral/mild
    • Ethical: chaotic/mild
  • Magic
    • Wild: all spells are potentially unreliable
    • Enhanced: kreád'a (enlarge spell, extend spell)

The center of the main disc is a raised plateau separated from the Rim by a long unbroken escarpment.  The disc's hub is obscured by a swirling vortex called the Maelstrom.  The four regions of the land are therefore the Isles, the Rim, the Upper Land and the Maelstrom.

Those that remain in Dream for any length of time become very familiar with Nectar.

The Isles

The Isles are small chunks of land adrift in the ethereal Zarátam.  These isles are not restricted to the same plane as the main land maintains but instead float 'aimlessly' around, over and under the central Island.  It is not easy to predict the movements of these objects as they all seem to move independently from one another on different paths and at different speeds.  Some isles pass over the same location every day while others are only seen once every 10,000 days and even then at seemingly random locations.  Surprisingly, there are few records of roaming isles colliding over the Island.  Many theorize that all those that were on crossing paths were destroyed in collisions long ago.

One of these floating isles is Dun Ngur, where long ago the Elve composer Oberyl settled to complete one of his masterpieces.  Finishing, he left behind his assistant Ilsôryl of Darshyrael and the obedient and tireless Slave.  The Elve's enchanted Harp of Calyra is said to remain on the isle as well, guarded by Oberyl's undying assistants and the forsaken Listeners who pray to their unknown gods that they might hear the golden sounds of Oberyl's harp again.


The Rim

The Rim is a barren circle of wasteland...


The Plateau

Upper Lands.  The Plateau is many things, but mostly it is covered with impenetrable forests and snow-covered mountains.  All life in the Mortal Dreaming originates from the Maelstrom and flows outward through the Plateau, to the barren Rim and finally into the Empyrean void.  Life is siphoned from these streams of power by each region, the Plateau being the first.  It should be no wonder then that the Plateau is rich with all forms of life, flora and fauna, while the remaining regions are starved. In fact, the power is so great upon the Upper Lands that it can become unstable, initiating large scale recreations that rework the landscape and its inhabitants.  Fortunately, recreations are not common else there would be little use in compiling a cosmography at all.


The Maelstrom

The Maelstrom turns, thunders and howls at the Island's center like a tortured god, drawing all things toward it, but revealing none of its mysteries.  The perimeter of the Maelstrom is lined by hundreds of ruined fortresses and walls, erected by madmen hoping to contain the Storm's entropic fury.  Though the forces there sometime swell beyond their 'bounds', the ancient and abandoned stones remain.  There are many theories (many conflicting) as to why the Maelstrom exists but most agree that one day the Storm will grow to envelope all of the Twilight Realm.  The outcome of such an event has been dubbed both the Undoing and the Remaking. 


The Empyrean

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Notes / References
  1. To Do: more work...
  2. [City One] - Laws of Fulfillment
  3. [City Two] - Laws of Fulfillment
  4. [City Three] - Laws of Fulfillment

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Navigation

Cosmography
Outside Lands
Mortal Dreaming

Geography

The Gazetteer details the following regions:

Emer (The Lost Isle)
Lyrast (Ancient Land)
Tasserus (Wild Lands)
Terèthor (Uncharted Land)
Vulmura (Middle Lands)
Great Seas
Wonders of the World

The Cosmography details more "distant" locations:

Zarátam
Moons
Ethereal
Nether
Outside Lands

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Ref. PHB35 (Player's Handbook), © Wizards of the Coast
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