Great Ring: First

First Quadrant

Great Ring of Dirápzir: First Quarter

Great Ring of Dirápzir: First Quarter

Buildings

  1. Temple of Azèl-Mar Ak. A brown stone building with arched doorways nestled deep into the corner of the quadrant. Statues of naked and hairless Yrūn 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.
  2. Jaran’s Boarding House. 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.
  3. House of Barjòr Ken
  4. Apartments
  5. The Dagger and Sword. 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 Garák Or. Garák Or’s customers enjoys games and rowdy entertainment. Most nights, musicians can be heard drumming up the revelry.
  6. Residence
  7. Merchant
  8. Residence
  9. Lar-Urdul’s Textile Emporium. 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’s family helps with the store; Us-Sàla (wife), Lar-Un (cousin), Lar-Dor (cousin), Zoh-Ana (cousin’s wife), Lar-Dan (son), Lar-Màna (daughter) and Lar-Sòla (daughter).
  10. Merchant
  11. Residence
  12. Residence
  13. Residence
  14. Residence
  15. Hall of Passage. 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)
  16. Merchant
  17. Residence
  18. Residence
  19. Merchant
  20. Residence
  21. Residence
  22. House of Um Màr-Keð
  23. Merchant
  24. Merchant
  25. Merchant
  26. Merchant
  27. Merchant
  28. Residence
  29. Merchant
  30. Merchant
  31. Residence
  32. Residence
  33. Residence
  34. Merchant
  35. Merchant
  36. Residence
  37. Residence
  38. Merchant
  39. Residence
  40. Merchant
  41. Merchant
  42. Merchant
  43. Merchant
  44. Residence
  45. Residence
  46. Residence
  47. Residence
  48. Merchant
  49. Residence
  50. Residence
  51. Residence
  52. Merchant
  53. Residence
  54. Residence
  55. Residence
  56. Residence
  57. Residence
  58. Merchant
  59. Residence
  60. Merchant
  61. Residence
  62. Merchant
  63. Merchant
  64. Merchant
  65. Merchant
  66. Merchant
  67. Residence
  68. Residence
  69. City Building
  70. Religious Building
  71. Merchant
  72. Residence
  73. Residence
  74. Merchant
  75. Merchant
  76. Merchant
  77. Merchant
  78. City Building
  79. Merchant
  80. Residence
  81. Residence
  82. Residence
  83. Residence
  84. Merchant
  85. Religious Building
  86. Merchant
  87. Residence
  88. Residence
  89. Residence
  90. Hall of the Orb. 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 Fortitude 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 or darkvision for 2d hours)
  91. Residence
  92. Residence
  93. Residence
  94. Residence
  95. Residence
  96. Residence