The World of Teréth End - Cosmography - Dream

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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 ruins of Ildûn

 

Dream

"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.  If indeed this is Her creation, then She is the most treacherous and obdurate denizen of all the Nether."
Soáhlan Gun-Mor, Circle of the Empty Throne
upon the day of her death

Dream 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...), 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 within the dreaming realm.  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.

Dream Traits*
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) PHB1

* Traits defined in MOP.

The Lands of Dream

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.  

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.

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.

Map of DreamOne 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 is a barren circle of wasteland...

The Upper Land is many things, but mostly it is covered with impenetrable forests and snow-covered mountains.

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.

Living in Dream

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

 

Endnotes

  1. [City One] - Laws of Fulfillment
  2. [City Two] - Laws of Fulfillment
  3. [City Three] - Laws of Fulfillment

Footnotes

  1. MOP. - WOTC: Manual of the Planes (MOPpp7-14)
  2. PHB1. - WOTC: Players Handbook (PHBp82)

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Regions

Dirapzir
City One
City Two
City Three
City Four
City Five
City Six

Geography

Teréth End is a Dekàlan name meaning "Whole of the Land".  This terrestrial world consists of five continents,

Emer (The Lost Isle)
Lyrast (Ancient Land)
Tasserus (Wild Land)
Terèthor (Uncharted Land)
Vulmura (Center Land)

nine seas,

Acentran (Inner Sea)
Dekàlan (Western Sea)
Endless (Last Sea)
Great South (Inhuman Sea)
Kirydian (Emperor's Sea)
Odimis (Northern Sea)
Path (Sea of Eels)
Vulmuran (Forbidden Sea)
Zaloo (Eastern Sea)

and three moons.

Mamra (Green Lady)
Woad (Blue Moon)
Nuléun (Elfin Moon)

 

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