The World of Teréth End - Gazetteer - Oth (Old Empire)
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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 Oth

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:  ...


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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

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