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eGroup Board
"...[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
|
Dirapzir
Capital: City of Dirapzir
Population: Unknown
Cities: Dirapzir (...)
Government: Circle of the Empty Throne
Ruler: None
Religions: Creator (Unu-ud
Ahd, ...)
Imports: 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.
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".
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.
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.
|
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)
|