"...[name] stood in the [name2]
Hall, a hundred peers watching from the galleys above. She called
her Provider's name, and all could feel the power she commanded.
[name3] summoned his wards, but all that watched knew his efforts
were in vain. The next name she offered was his, and the misery
of [name3] was legend."
translated from Dekàlan
fragment
found in ruined Ildûn
 |
|
City of Dirapzir
Dirapzir (The
Seventh Realm) |
Capital: City of Dirapzir
Population: Unkn.
Cities: Dirapzir
Government: Circle of the Empty Throne
Ruler: None
Religions: Creator (Unu-ud
Ahd, ...)
Imports: Dreamers, gems, nectar
Exports: Furnishings, metalwork, timber
Alignment: LN
|
One of the seven great cities of Dream, Dirapzir
stands atop the Great Escarpment nearest the Mountain of the Setting Moon. The
rulers of this city are long gone. The only memory of their passing are names
inscribed in the ivory stone beneath their ancient palace. This might
be significant if there remained anyone that could read the carefully chiseled
ancient characters.
The
City of Dirapzir is divided into seven Rings. Each
of the rings is encircled by a large ivory stone wall. It is uncertain
how the city was built, for the walls are not constructed from blocks,
but rather carved from (what appears to be) a solid mass of stone. The
Rings are separated both by these curving walls and their relative
tiers.
The Lower
Rings are the Outsiders' Ring,
the Hunters Ring, the Chaos
Ring and the Soldiers' Ring.
The Main
Ring comprises most of the city's buildings and
inhabitants. It is the next highest tier above the
lower Rings.
The Upper
Ring looms above the Main Ring. Here live
the wealthy and powerful members of the city. Families
of great antiquity live within this area. People
of the other Rings rarely visit this area.
The Palace
Ring is the highest of the rings, joined by three
lower-tiered Garden Rings. Here
(it is believed) lived the the great families and builders
of Dirapzir, though the palace has remained empty for a
great time. It is unknown whether an heir to the
ruling family exists or if the powers-that-be prefer the
absence of power on the Dirapzir throne. Some have
suggested that the powers have been waiting for a someone
to meet the high (or esoteric) standards to become the
next monarch. Whatever the reason, no-one living remembers
a seated ruler. |
Landmarks
Orb
of Dirapzir. The Orb
of Dirapzir is a relic of great age and power. Appearing
as a large ball of light (estimated to be about 80 feet in
diameter) the orb is viewed by many as the centerpiece of
the city. Suspended between three giant iron arms rising
from an ivory stone dias, the orb draws visitors and spirits
alike to the city's heart. Spirits seeking the orb
often enter the light without exiting. The draw for
these spirits is unknown though they travel the countryside
blindly by the thousands seeking its call. Visitors
from the Waking World entering the Orb of Dirapzir often
emerge whole, having traveled the dreamlands as Spectators
for a time. Those who chose "completion" often
find themselves different than they were, pulling from the
experiences and lives of the many spirits contained there. Those
who chose to not "complete" themselves have been
known to exit the Orb and continue through the lands as a
Spectator. When the life of a Spectator dwindles and
is lost, he may Dream no more. This path lies madness. Regardless
of the path a visitor choses, immersion into the Orb of Dirapzir
leaves no being unchanged.
Waterwheel... |
The
Main Ring
Most who live and work in the City of Dirapzir
spend most of their lives in the Main Ring. Everything
required for living exists within the walls of this ward and
most that
reside here live contentedly. Most remarkable about the
Main Ring are its two "True Gates" and the "Orb
of Dirapzir". Because of the Main Ring's size, details
of the Ring will be outlined by quadrant. These divisions
have little bearing within the actual city.

- Temple of Azel-Mar Ak (religious). A
brown stone building with arched doorsways nestled deep into
the corner of the quadrant. Statues of naked and hairless Uren stand
to either side of the main door holding tridents in their
hands while looking away from the door, their heads lowered
and turned. The door is fashioned from a beautiful
black wood whose veins curve through the surface like smoke. Anyone
pushing the silver rings finds a deep columned interior with
fine mosaic tile-work reaching into the dim candlelit recesses. The
priests here wear their hair long and straight, covering
their faces and shoulders.
- Jaran's Boarding House (residence). Jaran
runs a low income boarding house. The walls and mattresses
are overrun by biting and stinging bugs (note:
no surrounding buildings are similarly infested). Jaran
seems oddly immune (and oblivious) to these pests.
- House of Barjor Ken (residence).
- Apartments (residence).
- The Dagger and Sword (merchant). A
tavern of some bad repute within the Main Ring, the Dagger
and Sword caters to those not seeking a peaceful evening. Many
believe the establishment would do better in the Outsiders'
Ring. The place is run by a burly half-Agàru named
Garak Or. Garak Or's customers enjoys games and rowdy
entertainment. Most nights musicians can be heard drumming
up the revelry. Garak
Or, male half-Agàru, War 5/Exp; CR 18; Size
M (5 ft., 9 in. tall); HD 5d8 + 15d6; hp 76; Init +3 (+3
Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +20/+15/+10/+5 melee,
or +19/+14/+9/+4 ranged; SV Fort +9, Ref +9, Will +11; AL
LN; Str 18, Dex 17, Con 11, Int 7, Wis 13, Cha 6; Languages
Spoken: Common, Ortor; Skill points: War 8, Exp 60; Skills
and feats: Appraise +17, Concentration +4.5, Hide +3, Intimidate
+2, Listen +3, Move silently +3, Profession (innkeeping)
+7, Read lips +18, Search +0.5, Spellcraft +1, Spot +17;
Alertness, Dodge, Skill focus (appraise), Skill focus (search),
Skill focus (handle animal), Skill focus (concentration),
Skill focus (read lips).
- Residence.
- Merchant.
- Residence.
- Lar-Urdul's Textile Emporium (merchant). A
large open-air building with colorful awnings. The
streets around the store's base are always mobbed with people
(and creatures) picking through the folded columns of cloth
and feeling the newest bolts received from the distant lands. Milling
through the loud and pushing crowds one is overcome with
the smell of sweet cinnamon-like incense that wafts around
inside, burning from hanging bronze censers. Lar-Gum,
grandson of the founder of the emporium, has run the market
for many years. A shrewd business-man, Lar-Gum is one
of the most well-connected businessmen in the City having
contacts in six of the seven cities. Lar-Gum,
male Nuth, Exp12: CR 11;
Size M (4 ft., 9 in. tall); HD 12d6; hp 39; Init +4 (+4 Dex);
Spd 30 ft.; AC 14 (+4 Dex); Attack +9/+4 melee, or +13/+8
ranged; SV Fort +4, Ref +8, Will +10; AL LG; Str 10, Dex
18, Con 10, Int 16, Wis 15, Cha 10; Languages Spoken: Common,
Nuth; Skill points: Exp 129; Skills and feats: Concentration
+8, Diplomacy +12, Hide +4, Intuit direction +6, Knowledge
(textiles) +15, Knowledge (nature) +6.5, Listen +10, Move
silently +6, Search +8, Spellcraft +10, Spot +12; Alertness,
Expertise, Skill focus (listen), Skill focus (spot), Skill
focus (...). Lar-Gum's family helps with the store;
Us-Sala (wife), Lar-Un (cousin), Lar-Dor (cousin), Zoh-Ana
(cousin's wife), Lar-Dan (son), Lar-Mana (daughter) and Lar-Sola
(daughter).
- Merchant.
- Residence.
- Residence.
- Residence.
- Residence.
- Hall of Passage (city). Large
stone building with striped columns in front. Above
the entrance is a sign carved in ancient letters that no-one
seems to read (or is able to read). In the front chamber
is a wide shallow bronze bowl where golden water swirls in
an unstopping whirlpool. At the center of the whirlpool
(bowl has a 20 foot diameter) is a glittering pile of coins
that people have thrown into the water over the centures. (note:
water is an oddity in Dream and offers no nutritional or
slaking effects, in fact imbibing forces a save vs Fortitude
DC 15 or vomiting) People visiting the Hall
of Passage mill about the common room until they are noticed. People
that are noticed are taken up or downstairs to individual
offices where their applications for Passage are reviewed,
approved or denied. "Passage" allows a person
to use the "True Gates". A person approved
for Passage is given a pendant which must be worn to pass
to the next Ring. (note: iron
pendant = Soldiers' Ring, crystal pendant = Chaos Ring, bone
pendant = Hunters Ring, silver Pendant = Upper Ring and gold
pendant = Palace Ring) Approval for Passage
is based upon a person's need to access those areas and their
lack of ill-intent. If a pendant is given to another,
it loses its magic properties and leaves a stain on the original
wearer's record once used inappropriately. People may
appeal such uses, but most appeals are denied. (note:
no pendant is required to move back-and-forth to the Outsiders'
Ring)
- Merchant.
- Residence.
- Residence.
- Merchant.
- Residence.
- Residence.
- House of Um Mar-Keth.
- Merchant.
- Merchant.
- Merchant.
- Merchant.
- Merchant.
- Residence.
- Merchant.
- Merchant.
- Residence.
- Residence.
- Residence.
- Merchant.
- Merchant.
- Residence.
- Residence.
- Merchant.
- Residence.
- Merchant.
- Merchant.
- Merchant.
- Merchant.
- Residence.
- Residence.
- Residence.
- Residence.
- Merchant.
- Residence.
- Residence.
- Residence.
- Merchant.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Merchant.
- Residence.
- Merchant.
- Residence.
- Merchant.
- Merchant.
- Merchant.
- Merchant.
- Merchant.
- Residence.
- Residence.
- City Building.
- Religious Building.
- Merchant.
- Residence.
- Residence.
- Merchant.
- Merchant.
- Merchant.
- Merchant.
- City Building.
- Merchant.
- Residence.
- Residence.
- Residence.
- Residence.
- Merchant.
- Religious Building.
- Merchant.
- Residence.
- Residence.
- Residence.
- Hall of the Orb (city). A
wide columned building of ivory and pink stone. Before
each pillar is a beautifully carved statue of a robed creature,
thirty-two in all. These are (or were) the races of
Dream and dreamers that came to the place and built this
city. At least, that's what people believe it means. The
building is among the oldest in the city. Inside the
hall are paintings and states arranged around empty pools
and three empty baths. Settling into an empty bath
causes the recess to shine very brightly and warmly. The
light that is emitted is blinding (note:
save vs Fortidue DC 10 or blinded for 1d4 hours) but
thoroughly cleansing. (note:
it is possible to hide in the light. the light blinds
people with low-light vision for 2d4 hours, and darkvision
for 2d6 hours)
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.

- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Merchant.
- Residence.
- Residence.
- Residence.
- Residence.
- City Building (city).
Columned facade.
- Residence.
- Residence.
- Residence.
- Residence.
- Merchant.
- Merchant.
- Merchant (merchant).
Columned facade.
- Residence.
- Residence.
- Residence.
- Religious Building (religious).Columned
facade.
- Residence.
- Residence.
- Merchant.
- Residence.
- Residence.
- Merchant.
- Merchant.
- Residence.
- Merchant.
- Merchant.
- Residence.
- Residence.
- Merchant.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Merchant.
- Residence.
- Residence.
- Residence.
- Merchant.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Merchant.
- Residence.
- Merchant.
- Residence.
- Merchant.
- Merchant.
- Merchant.
- City Building (city).
Columned facade.
- Merchant.
- Merchant.
- Residence.
- Residence.
- Merchant.
- Residence.
- Residence.
- Residence.
- Merchant.
- [Thieves Guild] (organization).
- Residence.
- Merchant.
- Residence.
- Residence.
- Merchant.
- Residence.
- Residence.
- Residence.
- Merchant.
- Residence.
- Residence.
- Residence.
- Merchant.
- Merchant.
- Residence.
- Residence.
- Residence.
- Residence.
- Merchant.
- Merchant.
- Merchant.
- Residence.
- Merchant.
- Residence.
- Residence.
- Residence.
- Merchant.
- Residence.
- Merchant.
- Merchant.
- Merchant.
- Residence.
- Residence.
- Residence.
- Merchant.
- Residence.
- Residence.
- Residence.
- Religious Building.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- City Building.
- Merchant.
- Merchant.
- Merchant.

- Merchant.
- City Building.
- Merchant.
- Merchant.
- Merchant.
- Merchant.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Merchant.
- Residence.
- Residence.
- Residence.
- Residence.
- Merchant.
- Merchant.
- Merchant.
- Merchant.
- Residence.
- Merchant.
- Residence.
- Merchant.
- Residence.
- Merchant.
- Residence.
- Residence.
- Religious Building.
- Residence.
- Residence.
- Merchant.
- City Building.
- Merchant.
- Merchant.
- Hall of Doors / Under Bazaar (city). Columned
facade. The first piece of the City of Dirapzir that many
adventurers find is not the Outsiders' Gate, but the Market
Hall of the Hall of Doors. Believed to have originally
been a temple, the Hall of Doors is a large empty edifice
except for its bustling ground floor and basements. Adventurers
seeking fortunes (or passage) beneath Dirapzir can find both
entrance and exit through the basements of this massive building. The
basements are also home to makeshift bazaars where goods
from below the city, in the city, and elsewhere are brought
to be sold and bought. Many goods and deals may be
had in the Under Bazaar. (note: all
sales have a 10% tax in the Under Bazaar) The
Hall of Doors also has the densest contingent of city guards,
present to enforce taxation and protect the city from undesirable
elements that might issue forth from the tunnels and dungeons
far below.
- Residence.
- Residence.
- Residence.
- Merchant (merchant).
Columned facade.
- Merchant.
- Merchant.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Merchant.
- Merchant.
- Merchant.
- Residence.
- Residence.
- Residence.
- Merchant.
- Religious Building (religious).
Columned facade.
- City Building (city).
Columned facade.
- Merchant.
- Merchant.
- The Broken Lantern (merchant). One
of the largest inns in the City of Dirapzir, the Broken Lantern
has something for everyone. The bottom two-floors are
divided into four separate taverns ranging in atmosphere
from rowdy to scholarly. Entering the inn one walks
to a central open-air atrium where trees and flowers grow
beneath the night sky. From this central area there
are doors and staircases leading to the four taverns, while
the upper two storeys are reserved for guests of the inn. The
atrium is an interesting place to people-watch as it is one
of the few places in the city where one can see commoners,
rogues, warriors and mages in the same place. The inn
is named for a magical lantern that rests on a stone pedestal
at the center of the atrium pool. Showers of multi-colored
lights spray from a broken lens on the lantern, filling the
atrium with colorful lights. The lantern was brought
to Dream by a Visitor many years ago. Rumor has it
that the Visitor was slain by a Dagari and that the lantern
is all that remains of the adventurer.
- Residence.
- Residence.
- Residence.
- Residence.
- Merchant.
- Merchant.
- Merchant.
- Residence.
- Residence.
- Residence.
- Residence.
- Merchant.
- Residence.
- Residence.
- Residence.
- Merchant.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Merchant.
- Residence.
- Residence.
- [House of Ill Repute] (merchant).
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Tower Temple of Zar Al-Ben (religious).
- Merchant.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Merchant.
- Merchant.
- Merchant.
- Merchant.
- Merchant.
- Residence.
- Merchant.
- Merchant.
- Merchant.
- City Building.
- Residence.
- Merchant.
- Merchant.

- Merchant (merchant).
Columned facade.
- House of Gurm (residence). A
modest stone and wood house stands near the corner of the
Avenue of the Orb and Ajzdèranta Boulevard. Every
moon-rise, an old Uren man opens the door, props it open
with a blue rock, goes inside and retrieves a chair and sits
and watches the people moving up and down the street. Sometimes
he smokes a long bone pipe and chuckles softly to himself. Everyday
when at high-moon he gathers his things and returns inside. Those
that ask him his business find that he does not speak any
known tongue, but he's pleasant with all visitors. None
of this would be exceptional odd, if not that his house only
appeared on the spot a couple years ago, overnight.
- Merchant.
- Merchant.
- Merchant.
- Merchant.
- Religious Building (religious).
Columned facade with hanging flower gardens.
- Merchant (merchant).
Columned facade.
- Residence.
- Merchant.
- Residence.
- Residence.
- Merchant.
- Residence.
- Residence.
- Merchant.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Merchant.
- Residence.
- Residence.
- Residence.
- Merchant.
- Residence.
- Religious Building.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Religious Building.
- Residence.
- Merchant.
- Merchant.
- Merchant.
- Residence.
- City Building.
- Merchant.
- Sool's Discretion (merchant).
A small unassuming building at the far end of the Ajzdèranta
Boulevard behind the the Leaving Gate, has a broken plaque
swinging above the door. If something was once painted
on the sign, it doesn't remain. (note: a character with low-light
or darkvision that makes a spot check of DC 20 can see the
crude outline of a dagger handle) Inside is a simple
small room with four curtained rooms with a wooden chair
in the center of each. Customers are expected to find
an empty seat, draw the curtain closed and await a "salesperson". If
no salesperson arrives, it is common courtesy after
some moments, to return at another time. Sool's Discretion
is renown in certain circles of providing equipment, drugs
and poisons that other merchants will not deal with. Messing
with Sool's employees is a bad idea, as the establishment
is supported by the local thieves guild. Additionally,
Sool is no-one to mess with. Sool, female Uren, Rog16;
CR 16; Size M (5 ft., 11 in. tall); HD 16d6+16; hp 68; Init
+6 (+2 Dex, +4 Improved initiative); Spd 30 ft.; AC 12 (+2
Dex); Attack +11/+6/+1 melee, or +14/+9/+4 ranged; SV Fort
+8, Ref +14, Will +7; AL CN; Str 9, Dex 15, Con 13, Int 13,
Wis 14, Cha 10; Languages Spoken: Common; Skill points: Rog
190; Skills and feats: Appraise +18, Decipher script +12,
Disguise +18, Hide +20, Listen +6, Pick pocket +17, Profession
(merchant) +16, Sense motive +12; Alertness, Bazaar Veteran
(KoKPGp83), Combat reflexes, Great fortitude, Improved initiative,
Light Footed (KoKPGp88), Lightning reflexes.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Merchant.
- Residence.
- Residence.
- Merchant.
- Residence.
- Residence.
- Merchant.
- Merchant.
- Merchant.
- Residence.
- Residence.
- Residence.
- Merchant.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Merchant (merchant).
Slave quarters are attached to the rear of the store.
- Residence.
- Merchant (merchant).
Columned facade.
- Religious Building (religious).
Columned facade.
- Residence.
- Residence.
- Merchant.
- Merchant.
- Merchant.
- Residence.
- Residence.
- Merchant.
- Merchant.
- Merchant.
- Merchant.
- Residence.
- Residence.
- Merchant.
- Residence.
- Merchant.
- Residence.
- Residence.
- Residence.
- Residence.
- Merchant.
- Residence.
- Merchant.
- Residence.
- Residence.
- Merchant.
- Residence.
- Residence.
- City Building.
- Residence.
- Merchant.
- Merchant.
- Merchant.
- Residence.
- Residence.
- Residence.
- Merchant.
- Merchant.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Religious Building.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
- Residence.
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