Teluval, The City of Names:
Here, the hand of the Obliteration maimed the earth, and split her belly wide. The city would come in time, stone by stone, bridge by bridge. Teluval is built between two cliffs cut deep into the earth on a wide flat plain known as Abandonment. The city is inaccessible from this plain, and so a labyrinthine series of tunnels and canals have been cut in the lowest halls and chambers of the city, extending for hundreds of miles north and south. These canals became known as the Water-Road, or the Woad. Abandonment is inhospitable, a deserted and dangerous plateau where the lingering magics of the Obliteration poison any living thing that dares to cross it.
The highest quarter in Teluval is the Moral Quarter, where gathers the wealthiest families, priests and wizards. Moral receives a fair bit of sunlight every day, and there are wide vistas and verandas with lush green gardens and topiary gardens. Water, hoisted from cisterns deep beneath Teluval flows freely.
Just beneath the wealthy district is the Merchants Quarter. Goods from as far away as Beltane and Corvasquer reach the city trading plazas. Spices, fruits, dried meats, root vegetables and wines, cog-parts, clock-parts, weapons, curiosities, familiars and exotic birds and lizards of all sort are available to buy. Here, as well the Merchant Masters make their homes in elaborate manor homes that are built over the ravine. Walled vistas extend over the breach, where business is discussed or pleasures taken.
A step further into the gap will bring you to the Merry Quarter, where the taverns, ale-houses and wine-gardens are located. Other (less reputable) establishments are also built here. These businesses retreat into the very cliffs themselves, however. Unlike the lofty manor homes or the opulent gardens of the upper quarters, the cliffs are bare here save for connecting bridges, stairways and passages. There are no railings here, and one slip of the foot or poor judgement will send you spinning into...
The Mourning Quarter. A quiet, somber place lighted only by the effervescent moss and lichen that clings to the dark stone walls. Here are the enclaves of Grumblers and Ophidian exiles, hidden away in secret caves that amount to small 'villages'. There are a few industries, mostly weaving and textiles. Some cloth dying, ironworking. But the prominent feature of the Mourning Quarter is the Mortuary, where the dead are taken and disposed of.
In the heart of the ravine is the terminal of the Woad. A dozen gates leading to various places outside Teluval are reached by a stone platform sitting in the middle of a subterranean lake, with deep, icy water. The ferrymen work barges, turn enormous wooden wheels and conduct travel from a stone bastion in the center of the platform.
Beltane, The City of Cogs:
Corvasquer: