"...[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
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City of Oth
- Overview
- Landmarks
- Kreyard (Harbor Ward) (A):
- Kyard (Keep Ward) (B):
- Naryard (North Ward) (C): Jaris...
- Prayard (Holy / Temple Ward) (D):
- Sulyard (South Ward) (E):
- North Wall (F): Candan, Darshshell, Eswerd,
Farren...
- Runyard (River Ward) (G): Cenotaph, Dolor,
Dreg's Brewery, Erhet...
- Narmurth (North Shore) (H): Aldale, Argud,
Botton Liche, Darada...
- Southswall (I): Adkul, Adnadt, Adnal,
Baraz, Brennad, Buune...
- Lower Streets (J): Vishashun, Tormolis,
Uchor
- The Barrens (K):
The City
of Oth is the crown and soul of Nor Kalas Oth. A
sprawling grime-coated stone metropolis, the crowded port
city has stood upon the ship-devouring Kre Dùlnar long
before the rise and fall of the Old Empire. Previously
named Ezir by indigenous people of this region, the City of
Iron has been rebuilt many times over the centuries, forming
a labyrinth of dark layers deep beneath the present streets.
Fed by two rivers, supported by a bountiful ring of
farmlands and kept working by an advanced system of sewers,
plumbing and oil works, the city boasts a population of almost
300,000 people; one of the most populous cities in the World
of Teréth End. The walled City of Oth is covered
by an omnipresent oily black pall (rf. The
Wheel) which rotates above a towering mountain of iron (rf.
Temple of Roth aka Krym
Oryroth). This massive edifice is the same artifact
described in ancient texts that the God Roth instructed his
people to build so that he might come to the world and live
and work among them. The Iron Temple's vents and chimneys
still glow with the light of unquenchable furnaces and forges
deep beneath its sloping walls.
Surrounded by deep forests, pounding sea, rocky
hills and towering mountains, the City of Oth s divorced from
the world surrounding. An ocassional ship passes across
the sea's horizon but few draw near to the harbor's ruin-choked
maw. Those rare ships that do stop keep their distance,
not wishing to be visited by the City's shadows. Fishermen
have claimed to see the skeletons of ships that drew too near,
their fractured masts standing in the harbor's shifting depths.
The City is serviced by an efficient and old
sewage system as well as elaborate oil and water works. Much
of these services were destroyed in the Earthquake of 221 DR
although the Kyard, Prayard and a handful of neighboring areas
have had their systems rebuilt. For most of the city,
there is no running water despite efforts to rebuild the the
South and West aquaducts for last few centuries. The structures
are ever-popular targets for sabotage. |
Landmarks
Gibbet
Hill is a set of mounds north of Kry Shurulm where criminals
are taken to be executed or publicly imprisoned / humiliated.
Only those criminals that have been judged by the High
Lord or a representative acting on the Lord's behalf are brought
to this windswept place. Presiding over a collection of
rusted and broken apparatuses stand three posts. A gibbet
creaks and turns at the end of a heavy chain from the first
post. A large iron bar hangs from a ring atop the second
post, a device used to hang multiple persons. The last
post is crowned by a iron wheel fixed with chain restraints
to hold a person prone before the heavens until they starve,
or the gods take mercy. The wheel is a special punishment,
for the law allows friends and family to offer food and water
to the condemned from the ground, so long as they do not touch
the pole, the wheel, or the person. It is similarly allowable
to "lance" the condemned from the ground, though no
wound may be mortal. These posts are surrounded by shallows
in the tall grasses where the condemned are buried by guards
or loved ones. It is a crime to remove any condemned person
from the hilltop, whether alive or dead. It is common
for loved ones to bring a shovel when visiting the condemned.
On the windward side of the hill
are situated two half-circle rows of heavy cages along two flagstone
paths. At the center of these boxes is a small stone fire-ring
where firebrands can be shoved into glowing coals. Most
of these cages are broken and serve as nests for animals but
the few that have survived the centuries ocassionally are fitted
with military prisoners. In recent years the cages have
been filled with captured Urdari. Unlike the top of Gibbet
Hill, there are few laws governing the prisoners that are brought
here. Most that are brought to the Cages do not survive
to tell their tale.
Krym
Oryroth... Northwall
Inn stands on the outside of Oth's north wall. Primarily
a military watering hole, the inn consists of a central inn,
a general store, a fish market, scattered staff residences,
warehouses and a good stable.
The
Tower... |
Kreyard
(Harbor Ward)
...
Neighborhoods: Cirorus, Dulnara,
Volos, Wich... |
Kyard
(Keep Ward)
...
Neighborhoods: Ilaylin, Imril, Kelea,
Northgate, Wyrymor... |
Naryard
(North Ward)
The Naryard
exists upon three hills in the northwestern portion of the City
of Oth. The curving hilly streets here are sandwiched
with crowding buildings. The Naryard is divided into two
regions, the Lowardra and
the Morardra.
The Lowardra are those low areas at the bottom
and along the lower hillsides where the old cobble streets are
deeply rutted and the ruts are littered with trash and the buzz
of rats and flies. Tens of thousdans live here behind
the closed shutters and decaying facades. Many of the
city's once pleasant common squares and circles are now trash
heaps, harvested by stray dogs and the most destitute Humans.
Higher on those same hills the streets become
cleaner and the houses and building fronts appear better repaired.
Here, the oylers still
go about their evening duties and Merchant
Guard maintain their prescribed order. The homes and
buildings of the Morardra are no less crowded than those below,
but along the north wall some have enclosed gardens. On
the eastern edge of the Naryard, the Morardra homes often have
balconies overlooking the slope of uneven rooftops and the raging
Kre Dùlnar beyond.
An aspect that is unique to the Naryard are
the oldumra. The oldumra
are warehouses or factories where indentured persons and families
toil endlessly for a business or guild. Those that work
in each oldum are bound by contracts called Oldan
Num which can compel work from individuals and families
over more than one lifetime.
Neighborhoods: Edin Dan, Jaris,
Sarnus, Tethera... |
Prayard
(Holy Ward)
The Prayard
is the southwestern most region of the walled-city. Dominated
by the Temple of Roth, the prayard is also the filthiest of
the city wards, soiled by the intermittent drizzle of oil and
soot. Despite the grime and darkness, the Prayard is also
one of the busiest wards due to the giant common known simply
as the Temple Square.
The Temple Square serves as a vast marketplace almost
a mile to a side where the city's merchants come to sell and
barter wares.
Neighborhoods: Attradon, Orum Tenoth,
Orydan, Yyrem... |
Sulyard
(South Ward)
...
Neighborhoods: Damnar,
Jhutul... |
North
Wall
...
Areas: Candan, Darshshell,
Eswerd, Lowswall, Mothsmire, Narhaven, Seereth, Snidh,
Tavernton, Toch's Square, Valeden. Wesridge
|
Runyard
(River Ward)
The Runyard is that region which
falls between the Run Merdus and Run
Dul beyond the western
wall of Oth.
Areas: Cenotaph,
Dolor, Dreg's Brewery, Erhet, Girrig, Jarant, Merdton, Oris,
Orosa, Shuul, Tyrol, Zor, Arcadth, Targan, Cryym
|
Narmurth
(North Shore)
The Narmurth region of Oth extends
from Kry Shurulm to the Dnur Fen. A collection of small
fishing villages...
Areas: Aldale, Argud,
Botton Liche, Darada, Fellis Port, Gulshart, Irwal, Scruwl,
Wurm
|
Southswall
...
Areas: Adkul, Adnadt,
Adnal, Baraz, Brennad, Buune, Calanar, Caleth, Ceederess,
Culpath, Dednenn, Duvell, Erresh, Feerd, Fulgrom, Irewen,
Irik, Irswal, Jaccanar, Karelt, Kulm, Lavek, Lunren, Nallas,
Nevern, Ordol, Padan, Palor, Qoluth, Raddak, Shekkled, Shuldeth,
Southshore, Sudwol, Takath, Tooln, Unnus Miketh, Varnt, Velorn,
Vleshend, Walal, Widdin, Wudun
|
Lower
Streets
...
Areas: Vishashun, Tormolis,
Uchor |
The
Barrens
Like a raw sore, The
Barrens stretch from one side of the city to other. The
Barrens was formed centuries ago when an earthquake rocked the
city, opening a deep ravine along the Run
Dul riverbed. The resulting fires devastated a wide
swath through the center of the Prayard and Harbor Ward. The
region was never reclaimed by the city's inhabitants as the
newly formed chasm opened dangerous entryways into the Lower
Streets.
Neighborhoods: ... |
|
Navigation
Index
Teréthor
North Coast
Oth
City of Oth
Places
Adashart
Kdar
Candan
Cenotaph
Dagwurdunjun
Dreg's Brewery
Erhet
Kry Shurulm
Kyrm Oryroth
Lower Streets
Northfields
Oddon
Portage
Southswall
Toch's Square
Vullinshrith
Wesridge
Oth: Dyn I, House 1
House Jurn
...
Oth: Dyn II, House 1
House Kar-Tharûn
...
Oth: Dyn III, House 1
House Skarçard
Zir'a II (630-637)
Endmun II (637-651)
Endmun III (651-658)
Karan I (658-681)
Endmun IV (681-703)
Sharn I (703-747)
Ettikus I (747-769)
Sordon I (769-792)
Karan II (792-816)
Ettikus II (816-837)
Nâran I (837-852)
Dirama I (852-861)
Valanya I (861-879)
Valanya II (861-892)
Davan I (892-895)
Davan II (895-972)
Orvud I (972-974)
Nolda II (974-986)
Orvud II (986-998)
Sharn II (998-1004)
Valanya III (1004-1037)
Orvud III (1037-1067)
Zir'a III (1067-1121)
Oth: Dyn IV, House 2
House Zyan
Dryryn I (55-68)
Edgur I (68-70)
Esulle I (70-76)
Aradda I (76-102)
Orvud V (102-111)
Orvud VI (111-124)
Verus I (124-143)
Azalla I (143-181)
Orvud VII (181-194)
Eldin I (194-238)
Oth: Dyn V, House 1
House Rott
Hela I (243-270)
Cyrys I (270-303)
Mothrim I (303-349)
Hela II (349-355)
Nuala I (355-382)
Azra I (382-389)
Ilarya I (389-420)
Adarran I (420-440)
Drezen I (440-466)
Adarran II (466-471)
Edgur II (471-489)
Orvud VIII (489-514)
Adarran III (514-568)
Astyral I (568-575)
Astyral II (575-585)
Adarran IV (585-617)
Edgur III (617-now)
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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