The Seventh Realm
Escarpment, City of Dirápzir
The City of Dirápzir is divided into seven Rings (e.g., Chaos, Great, Hunters, Outsiders, Palace, Soldiers, Upper). 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.
Wards
- Outsiders’ Ring. A Lower Ring…
- Hunters Ring. A Lower Ring…
- Chaos Ring. A Lower Ring…
- Soldiers’ Ring. A Lower Ring…
- Great Ring. The Great Ring comprises most of the city’s buildings and inhabitants. It is the next highest tier above the lower Rings. Most who live and work in the City of Dirápzir 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 Great Ring are its two “True Gates” and the “Orb of Dirápzir”.
- Upper Ring. 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.
- Palace Ring. 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 Dirápziri 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 Dirápzir. The Orb of Dirápzir 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 Dirápzir 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 Dirápzir leaves no being unchanged.
- The Waterwheel.