Kazar, City of Dreams
Collage by me. Kazar (2025)
City of Dreams
Welcome to Kazar, the westernmost city of the Rumpizh Desert. It's known as the City of Dreams for good reason - there's something in the well water, maybe, but people flit through dreams as easily as a bird through the sky. Kazar is a city of strange magics, with illusions of shimmering fountains, the most powerful warding magic in the known world, the undead and the tattooed deathmen who control their creation, and the Speaker of God residing in his exclusive and beautiful palace, Shös Da.
Be sure to check out the following attractions upon your visit to Kazar.
Speaker's Fountain - the Speaker's Fountain is the largest of the illusory fountains in Kazar. It's in the city center and is a very popular site for both tourists and locals.
Day Market - the largest market in Kazar. It can be found all along the northern wall of the city. Buyers beware, however; the Day Market is a tourist trap, so be sure to avoid the stalls closest to the gates, where you'll be dramatically upcharged, and find the stalls further back where you can find the same goods for far better prices. If you get lost, look for Shös Da in the distance and head towards it.
Hall of Treasures - attached to Shös Da is the Hall of Treasures. The most beautiful objects in the known world can be found inside. Free to visit, although there are rigorous security screenings. Protected by warding magic.
Library of the Dead - contains the records of all known people who have lived and died in Kazar. Updated every 15 years with a census. It's run by God's Scribes, the scurrying administrators of Kazar. It's a treasure trove of historical knowledge.
Shös Da - the beautiful estate of the Speaker of God. A pilgrimage site renowned across the known world. Hear from the Speaker himself every Friday at sunset. Most of the Shös Da is off limits to the public, as this is where the Esoterica live and work with the Speaker.
The Oasis - the oasis is off-limits for public use, as it is officially owned by the Speaker of God. God's Scribes are responsible for the complex water system that distributes oasis water to each of the wells inside the city. You can however walk along the walls that rim the oasis, a very popular pastime. Powerful families keep second homes on the south side of the oasis where they share a tiny access point to the oasis.
Old Ward - the oldest part of the city that is untouched by dream magic. Dreams are forbidden here, and a powerful homeowner's association maintains a permanent seal keeping out magic.
Mother of Golems - Sbësh lives in the Crow's District, which should otherwise be avoided. She runs the known world's greatest collection of golems. She showcases, sells, and will even create you a custom golem if you can afford it. Other crafters make crappy knockoffs; accept no alternatives.
Map of the Rumpizh desert
Other Lore
God - the genderless sun deity
Speaker of God - lives in the Shös Da. The Speaker is a lifelong position, and he is not allowed outside the walls of Shös Da into the city. There is a presentation platform where the Speaker comes to speak to the people every Friday at noon
The Esoterica - the religious and magical advisors to the Speaker. Once chosen, they swear an oath of loyalty and rarely leave the Shös Da.
Deathmen - the tattooed men who use stonemagic to lift the dead up to the sun for their bones to be picked over by vultures. They are factionless and allowed to move throughout the entire city. The Deathman's War was a conflict 10 years ago with turfers where the Deathmen stopped lifting the dead, creating lots of wraiths.
The Ancients - The city's elite. In a city where currency doesn't matter and anything is possible through illusion or dream magic, the city hierarchy is determined by how far back a family's lineage can be traced. They're an insular group that can only be joined through marriage if you're a powerful dream magician.
Turfers - people that protect or provide services for parts of the city and will fight with other turfers for control. The middle class and wealthy parts of the city don't use the term.
Dream walking - magic special to Kazar that allows dreamers to shape the world around them. It requires a long rest during the day to use at night.
Kazarites - an ultra-religious community that came to the city from across the Quiet Sea but follow the same religion as the rest of Kazar. They took the name Kazarite to show their appreciation of the city that took them in. They burn their dead.
Food and drink - Kazar is a desert city. The people eat desert rat, insects, lizards, cactus fruits, legumes, nuts, and illusions. Water comes from the wells located throughout the city. God's Scribes control the pipes that link the wells to the oasis and turfers control water access.
Farflyers and vultures - farflyers are the holy birds that the Speaker sends out to communicate with other cities. Vultures eat the dead high above the city.
Wraiths - Unofficially led by Kët. Produced when dead bodies aren't raised up to the sky to be picked over by vultures. If they die as wraiths, they lose their memories and wake back up as wraiths again.
Dream Madness - the state of failing to differentiate between dreams and reality. It can happen with dreaming too frequently or using dreams as a substitute for reality. Mental ward magic can protect against it.



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