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"...[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.

  1. 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.
  2. 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.
  3. House of Barjor Ken (residence).
  4. Apartments (residence).
  5. 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).
  6. Residence.
  7. Merchant.
  8. Residence.
  9. 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).
  10. Merchant.
  11. Residence.
  12. Residence.
  13. Residence.
  14. Residence.
  15. 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)
  16. Merchant.
  17. Residence.
  18. Residence.
  19. Merchant.
  20. Residence.
  21. Residence.
  22. House of Um Mar-Keth.
  23. Merchant.
  24. Merchant.
  25. Merchant.
  26. Merchant.
  27. Merchant.
  28. Residence.
  29. Merchant.
  30. Merchant.
  31. Residence.
  32. Residence.
  33. Residence.
  34. Merchant.
  35. Merchant.
  36. Residence.
  37. Residence.
  38. Merchant.
  39. Residence.
  40. Merchant.
  41. Merchant.
  42. Merchant.
  43. Merchant.
  44. Residence.
  45. Residence.
  46. Residence.
  47. Residence.
  48. Merchant.
  49. Residence.
  50. Residence.
  51. Residence.
  52. Merchant.
  53. Residence.
  54. Residence.
  55. Residence.
  56. Residence.
  57. Residence.
  58. Merchant.
  59. Residence.
  60. Merchant.
  61. Residence.
  62. Merchant.
  63. Merchant.
  64. Merchant.
  65. Merchant.
  66. Merchant.
  67. Residence.
  68. Residence.
  69. City Building.
  70. Religious Building.
  71. Merchant.
  72. Residence.
  73. Residence.
  74. Merchant.
  75. Merchant.
  76. Merchant.
  77. Merchant.
  78. City Building.
  79. Merchant.
  80. Residence.
  81. Residence.
  82. Residence.
  83. Residence.
  84. Merchant.
  85. Religious Building.
  86. Merchant.
  87. Residence.
  88. Residence.
  89. Residence.
  90. 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)
  91. Residence.
  92. Residence.
  93. Residence.
  94. Residence.
  95. Residence.
  96. Residence.

  1. Residence.
  2. Residence.
  3. Residence.
  4. Residence.
  5. Residence.
  6. Residence.
  7. Residence.
  8. Residence.
  9. Residence.
  10. Merchant.
  11. Residence.
  12. Residence.
  13. Residence.
  14. Residence.
  15. City Building (city). Columned facade.
  16. Residence.
  17. Residence.
  18. Residence.
  19. Residence.
  20. Merchant.
  21. Merchant.
  22. Merchant (merchant). Columned facade.
  23. Residence.
  24. Residence.
  25. Residence.
  26. Religious Building (religious).Columned facade.
  27. Residence.
  28. Residence.
  29. Merchant.
  30. Residence.
  31. Residence.
  32. Merchant.
  33. Merchant.
  34. Residence.
  35. Merchant.
  36. Merchant.
  37. Residence.
  38. Residence.
  39. Merchant.
  40. Residence.
  41. Residence.
  42. Residence.
  43. Residence.
  44. Residence.
  45. Residence.
  46. Merchant.
  47. Residence.
  48. Residence.
  49. Residence.
  50. Merchant.
  51. Residence.
  52. Residence.
  53. Residence.
  54. Residence.
  55. Residence
  56. Residence.
  57. Residence.
  58. Residence.
  59. Residence.
  60. Residence.
  61. Merchant.
  62. Residence.
  63. Merchant.
  64. Residence.
  65. Merchant.
  66. Merchant.
  67. Merchant.
  68. City Building (city). Columned facade.
  69. Merchant.
  70. Merchant.
  71. Residence.
  72. Residence.
  73. Merchant.
  74. Residence.
  75. Residence.
  76. Residence.
  77. Merchant.
  78. [Thieves Guild] (organization).
  79. Residence.
  80. Merchant.
  81. Residence.
  82. Residence.
  83. Merchant.
  84. Residence.
  85. Residence.
  86. Residence.
  87. Merchant.
  88. Residence.
  89. Residence.
  90. Residence.
  91. Merchant.
  92. Merchant.
  93. Residence.
  94. Residence.
  95. Residence.
  96. Residence.
  97. Merchant.
  98. Merchant.
  99. Merchant.
  100. Residence.
  101. Merchant.
  102. Residence.
  103. Residence.
  104. Residence.
  105. Merchant.
  106. Residence.
  107. Merchant.
  108. Merchant.
  109. Merchant.
  110. Residence.
  111. Residence.
  112. Residence.
  113. Merchant.
  114. Residence.
  115. Residence.
  116. Residence.
  117. Religious Building.
  118. Residence.
  119. Residence.
  120. Residence.
  121. Residence.
  122. Residence.
  123. City Building.
  124. Merchant.
  125. Merchant.
  126. Merchant.

  1. Merchant.
  2. City Building.
  3. Merchant.
  4. Merchant.
  5. Merchant.
  6. Merchant.
  7. Residence.
  8. Residence.
  9. Residence.
  10. Residence.
  11. Residence.
  12. Residence.
  13. Residence.
  14. Residence.
  15. Merchant.
  16. Residence.
  17. Residence.
  18. Residence.
  19. Residence.
  20. Merchant.
  21. Merchant.
  22. Merchant.
  23. Merchant.
  24. Residence.
  25. Merchant.
  26. Residence.
  27. Merchant.
  28. Residence.
  29. Merchant.
  30. Residence.
  31. Residence.
  32. Religious Building.
  33. Residence.
  34. Residence.
  35. Merchant.
  36. City Building.
  37. Merchant.
  38. Merchant.
  39. 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.
  40. Residence.
  41. Residence.
  42. Residence.
  43. Merchant (merchant). Columned facade.
  44. Merchant.
  45. Merchant.
  46. Residence.
  47. Residence.
  48. Residence.
  49. Residence.
  50. Residence.
  51. Merchant.
  52. Merchant.
  53. Merchant.
  54. Residence.
  55. Residence.
  56. Residence.
  57. Merchant.
  58. Religious Building (religious). Columned facade.
  59. City Building (city). Columned facade.
  60. Merchant.
  61. Merchant.
  62. 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.
  63. Residence.
  64. Residence.
  65. Residence.
  66. Residence.
  67. Merchant.
  68. Merchant.
  69. Merchant.
  70. Residence.
  71. Residence.
  72. Residence.
  73. Residence.
  74. Merchant.
  75. Residence.
  76. Residence.
  77. Residence.
  78. Merchant.
  79. Residence.
  80. Residence.
  81. Residence.
  82. Residence.
  83. Residence.
  84. Merchant.
  85. Residence.
  86. Residence.
  87. [House of Ill Repute] (merchant).
  88. Residence.
  89. Residence.
  90. Residence.
  91. Residence.
  92. Residence.
  93. Tower Temple of Zar Al-Ben (religious).
  94. Merchant.
  95. Residence.
  96. Residence.
  97. Residence.
  98. Residence.
  99. Residence.
  100. Residence.
  101. Residence.
  102. Merchant.
  103. Merchant.
  104. Merchant.
  105. Merchant.
  106. Merchant.
  107. Residence.
  108. Merchant.
  109. Merchant.
  110. Merchant.
  111. City Building.
  112. Residence.
  113. Merchant.
  114. Merchant.

  1. Merchant (merchant). Columned facade.
  2. 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.
  3. Merchant.
  4. Merchant.
  5. Merchant.
  6. Merchant.
  7. Religious Building (religious). Columned facade with hanging flower gardens.
  8. Merchant (merchant). Columned facade.
  9. Residence.
  10. Merchant.
  11. Residence.
  12. Residence.
  13. Merchant.
  14. Residence.
  15. Residence.
  16. Merchant.
  17. Residence.
  18. Residence.
  19. Residence.
  20. Residence.
  21. Residence.
  22. Merchant.
  23. Residence.
  24. Residence.
  25. Residence.
  26. Merchant.
  27. Residence.
  28. Religious Building.
  29. Residence.
  30. Residence.
  31. Residence.
  32. Residence.
  33. Residence.
  34. Residence.
  35. Religious Building.
  36. Residence.
  37. Merchant.
  38. Merchant.
  39. Merchant.
  40. Residence.
  41. City Building.
  42. Merchant.
  43. 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.
  44. Residence.
  45. Residence.
  46. Residence.
  47. Residence.
  48. Residence.
  49. Residence.
  50. Residence.
  51. Merchant.
  52. Residence.
  53. Residence.
  54. Merchant.
  55. Residence.
  56. Residence.
  57. Merchant.
  58. Merchant.
  59. Merchant.
  60. Residence.
  61. Residence.
  62. Residence.
  63. Merchant.
  64. Residence.
  65. Residence.
  66. Residence.
  67. Residence.
  68. Residence.
  69. Residence.
  70. Residence.
  71. Residence.
  72. Residence.
  73. Residence.
  74. Residence.
  75. Merchant (merchant). Slave quarters are attached to the rear of the store.
  76. Residence.
  77. Merchant (merchant). Columned facade.
  78. Religious Building (religious). Columned facade.
  79. Residence.
  80. Residence.
  81. Merchant.
  82. Merchant.
  83. Merchant.
  84. Residence.
  85. Residence.
  86. Merchant.
  87. Merchant.
  88. Merchant.
  89. Merchant.
  90. Residence.
  91. Residence.
  92. Merchant.
  93. Residence.
  94. Merchant.
  95. Residence.
  96. Residence.
  97. Residence.
  98. Residence.
  99. Merchant.
  100. Residence.
  101. Merchant.
  102. Residence.
  103. Residence.
  104. Merchant.
  105. Residence.
  106. Residence.
  107. City Building.
  108. Residence.
  109. Merchant.
  110. Merchant.
  111. Merchant.
  112. Residence.
  113. Residence.
  114. Residence.
  115. Merchant.
  116. Merchant.
  117. Residence.
  118. Residence.
  119. Residence.
  120. Residence.
  121. Residence.
  122. Residence.
  123. Residence.
  124. Religious Building.
  125. Residence.
  126. Residence.
  127. Residence.
  128. Residence.
  129. Residence.
  130. Residence.
  131. Residence.
  132. Residence.

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The World of Teréth End, © 1995-2004, Dennis V. Stanley; Site Design by Three-Headed Baby Studios;
Site content not OGC unless otherwise labeled

Regions

Index
Outside Lands
Mortal Dream
The Plateau
Dirapzir

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

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