Though it seems that the world is limited to only the confines of the city, let this not deter you – Glimhollow is a gargantuan oasis in the sands, with well over a million citizens presiding within its walls, all of them spread throughout the great height, width, and depths of the city. Glimhollow is split into five primary Districts, with each District housing essential sectors that support the entire metropolis.
Serving as the backbone of the entire city, the Drop-Ferry acts as the primary causeway of travel to-and-from the five districts in Glimhollow. Extending from the base of the Sky District to the mouth of Deepwell, the Drop-Ferry’s two main elevators make the normally arduous ascent or descent from each district significantly faster, at minimal expense to the average civilian. While numerous other such hoists exist across the entire city, most of these conveyors are either privately owned or dangerously constructed, making the Drop-Ferry the obvious choice for the majority of the populace.
The city of Glimhollow is contained by two monolithic sandstone walls, both of which constructed to block the majority of the city from the ravaging sandstorms that normally threaten the perilous Dunes. The Inner Wall is the taller of the two enclosures, reaching all the way up toward the foot of the Sky District, while the Outer Wall meets the roof of the Gold District and grips the edges of the Gateway – the single looming entrance into and out of the city. While the Outer Wall has only one entry, the Inner Wall has an assortment of doors and gates scattered across its surface, allowing easy access to the space circling around the two walls for both Juggernaut patrols and repairmen.
Set at the highest region of Glimhollow, Hallivarr is predominantly housed by the upper-class members of society – nobility, military officials, and wealthy businessmen alike. Amongst themselves, the residents of the Sky District refer to each other as the most sophisticated, well-mannered, and well-dressed members of the entire city. To the rest of the populace, these same characters are regarded as the most pompous, arrogant, and deceitful snobs which recoil at the sight of sand on their boots. Frequently, the large towers and theatre halls of this district are tenanted by an array of festivities and feasts, which all are invited to attend – though whether you can pay your way in is entirely another feat.
Access to the Sky District is practically hopeless for those born below a noble stature, as there is a notably high price on placing your name on the selection ballot for access into the district, let-alone the purchasing of one’s license to ride the drop-ferry up after you’ve been deemed worthy of admittance. This impregnable restriction is truly in place so as to keep the ‘common rabble’ from disturbing the Hallivarrian community, though the members of this society would never admit such prejudice in mixed company – heavens forbid they have to face the reality of the growing poverty sweeping across the populace beneath their very feet.
Paragon Keep Standing alone as the highest peak in all of Glimhollow rests Paragon Keep – a vast white tower jutting into the sky, serving as the beacon of the city and the first point seen by those who journey there from beyond the Dunes. Inside this monolithic building is where almost all political proceedings of the city occur, as it serves as both housing and workplace for the Paragon Council – the list of fifteen elected officials from each of the five districts who are selected for office every nine years.
The first-floor of the building serves as the commons area, where every day hundreds of citizens pour in from across the entire city to voice their complaints, grievances, suggestions, and demands – though recently, such activity often comes to little or no avail. The second-floor acts as the center of the city’s treasury department, office to the governmental lapidaries and always being heavily patrolled by the most elite guards of the Juggernaut forces – the Castigates. Floor three is the official Council chamber, where each member of the Paragon carries out their duties to discuss issues from across the city and attempt to find the means to solve them, though anymore most discourse ends in heated debate with little solution being reached. The remainder of the building serves as the housing chambers for the Paragon, with floors nineteen through twenty-three acting as the housing for the Prime Paragon – the five chief officials elected from each of their respective districts to oversee all Paragon proceedings.
Though there is a twenty-fourth and twenty-fifth floor, the actual purposes of these levels are entirely hidden from the general populace. On the few occasions that the reason for their existence were called into question, the Prime Paragon has stated that these floors are either extensions of the living quarters or perform as worship space, though the validity of these claims have come under much scrutiny in recent inquiries.
Juggernaut Citadel Just beside Paragon Keep sits the broad, gray, and cold Juggernaut Citadel, headquarters for the city’s elite military force. Though only half as tall as it’s neighboring spire, this stronghold houses the thousands of officers required to thoroughly police the grandiose magnitude of Glimhollow, and as such measures the girth of an extravagant fortress. Though little is known about the interior of this monumental building, it is commonly understood that the center of the bastion is the Chief Commissioner’s residency, and that rank-residency decreases as one moves closer to the outside, with trainee Cadets being stationed along the outer walls.
Ivory Way The Ivory Way serves as the main path of travel through the Sky District, starting and ending at the mouth of the Drop-Ferry and wrapping its way around the entirety of Hallivarr. All along the edges of the white sandstone brick-way are an assortment of elegant shops, exquisite restaurants, majestic theatres, and refined museums. Upon witness of this marvelous display of art and décor, it comes as no surprise that this road is acclaimed as being the most beautiful display of wealth in nearly all of Peylor.
Appropriately dubbed the Pale District, Wid is home to the largest concentration of elfenkind in all of Peylor. After the attempted genocide of the elfen peoples at the end of the second era, an exodus of elves flocked into the Dunes so as to find refuge in the city of Glimhollow; a decision considered to the rest of Peylor as an assurance of their demise. Surprisingly enough, the elves were able to brave the Dunes for a long three-month journey – now referred to as the Burning Egress – and even assimilate into the predominantly human culture upon arrival; and as a consequence, most of their culture was either lost or integrated into that of the general populace.
Notably opulent when compared to the other districts – with the exception of Hallivarr – Wid is set just below the Sky District, illustrating the pyramid of wealth that Glimhollow is established upon. Though it isn’t entirely uncommon to see dwarves or humans sauntering about this district, the residents of Wid pride themselves in their elfen heritage, believing themselves to be the last remaining symbol of elfenkind – despite the evident diminishment of their language and traditional lifestyle. However, Wid has recently come under severe hardship, as the divulgence of the Pale Plague has the entirety of the elfen community in disarray, worried that such a contagion cannot be suppressed.
The Gardens The Gardens are the city’s main source of vegetation, managed entirely by the once jungle-dwelling elves and quenched by a continuous supply of water from the Deepwell. Since the Garden’s construction, Glimhollow has been able to sustain a growing populace exponentially larger than before, and as such is regarded as one of the most important sites in the entire city – with well-regarded recognition of the Bellows that keep the water pumping upward. While the main Gardens are located on the western side of the Wid, the actual expanse of the growing verdure circles the entirety of the Pale District, lining the Inner Wall with an abundance of fruits, vegetables, and herbs.
Silver Square Silver Square is perhaps the most elegant section within Glimhollow that isn’t confined to the Sky District – set in the center of Wid, this hub of commerce and gossip encircles the Drop-Ferry station, where citizens come to spend their hard-earned coins for high-end clothing and dining that is still reasonably affordable. From the Square stems eight main brick-ways that lead to the different sides of the District, until they all meet along the edge of the Inner Wall where they connect to the Silver Ring – the outermost brick-way that circles the Inner Wall and connects each of the main roads.
The Ivy Leaf On the southern edge of Wid, a small wooden building rests tightly between two larger sandstone structures, standing out in its mahogany color as one of the few establishments in the entirety of Glimhollow built entirely of lumber. This is the Ivy Leaf, an esteemed tavern and inn serving as the headquarters of the Eildi Society – an elfen-nationalist organization that has grown in influence over the past half-century among the residents of the Pale District. Their goal: establish a contingency to traverse their way across the Dunes and reclaim the jungles of Eir.
Of course, you could always order yourself a couple of drinks and fall out the door, even if nationalism isn’t your style.
The Wan Veranda In the wake of the Pale Plague’s proliferation, a ward for the sickly and dying was necessary to ensure that any outbreak from the disease would be swiftly subdued. As such, the Wan Veranda was constructed in the northern portion of the Pale District, placed opposite the Inner Wall to ensure that entry to the disease-ridden populace was properly secured from any possible spreading of contaminants. Though originally built to be a temporary clinic, the Veranda has since been converted into a full-fledged infirmary, housing hundreds of afflicted elves that have had the unfortunate circumstance of showing symptoms of the Plague.
The entirety of medical personnel here is strictly human or dwarfen, as they have proven to be impervious to the disease and as such can offer the best treatment without risk of catching the contagion. This distinction of racial care can be quite taxing on the mental state of some patients, as many elves feel discomfort when being handled by members of races that had previously sought an elfen extinction. However, no matter the elf’s outlook, one thing is for certain: if an elf finds himself inside the Veranda, he will almost certainly never leave.
The first level of the city visited by travelers and geographic center of Glimhollow, Brenson is the most populated and busiest district of the entire metropolis, appropriately named the Gold District for its distinct yellow coloration and role in the city’s economy. Experiencing the heaviest traffic at all times of the year, Brenson is built upon a thick level of sandstone, iron, and rock mined from the Pits to ensure that it can withstand the sheer weight of the city above it. The Gold District is split into a Northern and Southern precinct, separated by the Bazaar stretching to the east and Roberham Hall to the west. Both precincts are housed by the city’s human population, making this District the heaviest populated of all the city’s sections, as well as the previous seat of the old government when Glimhollow was still primarily a mining community.
The Southern precinct is predominantly populated by engineers, artisans, builders, and craftsmen of similar trades, whereas the Northern precinct is home to the majority of the city’s human scholars, orators, alchemists, and clergymen; though such a divide becomes less prevalent the closer one gets to the District’s central latitude, where the majority of the merchants and shopkeeps set their stores and boutiques.
The Gateway Broad as thirty dwarves and tall as a hundred men, the Gateway to Glimhollow rests along the eastern side of the Outer Wall, opening only twice a month as the much-anticipated Kevol Caravan enters and leaves the city, bringing with them an extensive variety of goods, travelers, and reports from the rest of Peylor. While technically separate from the main portion of Brenson, the Gateway is maintained and operated by a combination of Juggernaut patrolmen and Brensonian engineers, as is the space dividing the Inner and Outer Walls.
Built from two monumental slabs of limestone from the ceiling of Deepwell, the Gateway is elaborately cut and decorated with a mosaic of artwork from some of the finest stonemasons and sculptors in Glimhollow’s history, making it perhaps the heaviest piece of art in all of Peylor. Despite the severe sandstorms that erode the sides of the Outer Wall, the Gateway is coated in a protective resin from the Gardens each year, allowing the artwork to remain practically untouched by the sands and winds that so thoroughly grind against the city’s most prominent portal.
The Bazaar The Bazaar is the single-largest marketplace in all of Glimhollow, stretching through Brenson’s central avenue to the mouth of the Inner Wall, where each month thousands of residents flock to peruse the incoming wares and outgoing merchandise with the Kevol Caravans. The majority of the city’s more prominent storefronts are located along the north and south sides of the Bazaar, as well as a variety of pop-up stands and stalls filling the alleys and brick-ways nearby when there is no longer room to set up these makeshift shops. Almost any variety of goods can be bought here, from fresh, exotic fruits to treasured and costly textiles, and even the somewhat-illicit armament of sparkpistols – so long as they aren’t supplied with any sort of crystal canister.
Roberham Hall Following the Bazaar past the Drop-Ferry station and across the Golden Court lands one at the entrance to Roberham Hall, prior seat of the city’s government and renovated housing for the Kevol Caravans. Though only occupied a single evening per month, Roberham Hall still acts as a monument for holidays and city-wide festivals, as its width stretches from the center of Glimhollow toward the face of the Inner Wall, allowing an immense occupancy of nearly ten-thousand if required. The building has been used for an assortment of important events, from the wakes of prominent officials to wedding ceremonies for members of the Paragon and Juggernaut Council.
Quillsman Manor Approximately set in the center of the Northern precinct, the Quillsman Manor house is the base of operations for the Librettist’s Guild – a fellowship of playwrights, poets, and scripters whose professions are otherwise banned in Glimhollow. Due to the severe scarcity of paper in the city, the task of writing with quill and ink is reserved to chiefly members of the government, however a demand for calligraphic education in the year 3E194 established the Guild as a distinct school of writing, where members of the city’s elite can go to gain the skills necessary for pencraft. As such, the Manor is a uniquely distinct area of Brenson for its pomposity and exclusivity, making it one of the wealthiest and most difficult leagues to gain admission in the whole city.
As the site where the first pick struck the stone that would later widen out into the bottom half of Glimhollow, Shenul is a region of heritage and history, despite its modern charge as a colony of thugs and degenerates. Upper Shenul fortunately has the higher esteem of the two districts: previously a natural deposit of the enchanted spark crystals, this district was entirely carved out of the landscape for its coveted jewels over the span of two-hundred years, carefully etched and mined away to leave the rocks shaped so they could support the weight of the growing community above them. Now colloquially the Red District, Upper Shenul is given such a crimson title in reference to both its scarce glow from the sun and as the seat of the Bellows, giving the entire district a distinct vermilion hue by day and a deep maroon shade by night.
Populated by predominantly dwarfen families, Upper Shenul is built like a funnel, with the highborn households dispersed across the upper rim in the August Estates, and the laboring tribes scattered throughout the slanting cone. While it isn’t unheard of for humans and half-breeds to inhabit this region, such individuals are typically to be found along the lowest levels of the district, falling in-line with their social standing.
The Bellows The Bellows are the heart, lungs, and veins of the city – burning the energy from the spark crystals mined below, the Bellows push water, heat, and energy through the whole of Glimhollow, ensuring a continuity of power for the various districts and keeping the metropolis running. With hundreds of forges filling its chambers, the workers of the Bellows are often exposed to heat greater than even the Dunes themselves, and as such can come under exhaustion and stroke if extreme amounts of labor are requested of them. As such, the Bellows also has its own clinic to service these individuals (almost all of them dwarves), as well as a pool of water pumped directly from the aquifer below.
Drop-Alley The plans for an automated, sanctioned conveyor system across the height of the city underwent numerous developments, including a popular choice of numerous different lifts split across all of the districts. However, partway through this plan’s original assembly, due to the incredible cost and manpower needed for such a system, the idea was scrapped for a more streamlined, singular model. The resulting abandonment left the residents of Upper Shenul with a conspicuous crater in the western sector of their district, and the rock and sand that was exhumed from this hole was already being implemented in numerous other city projects. So, instead of filling the void, Drop-Alley was ingeniously devised – a gorge of stores and repositories, serving as the Red District’s hub of commerce and storage.
August Estates Scattered across the upper perimeter of the Red District are the dignified manors of the August Estates, where the majority of the dwarfen highborn make residence. These families can trace their lineages back to the foundation of Glimhollow, when the first dwarfen miners discovered the great deposit of spark crystals in the most unlikely region of the Dunes. As such, these clans often also hold lead political, social, or economic positions, ruling over the majority of business and culture within Upper Shenul.
Scarlet Quarter In the lowest portion of the Red District rests the Scarlet Quarter – the unofficial filter of perversion from either half of Shenul. Aptly named for the notable concentration of courtesans and hustlers, the Quarter is where many men of the Gray District travel to escape from the regular turmoil of the streets below. The most notable building in this area of town is called the Rusty Rut – a rather conspicuous brothel that gets away with its perverse business practices by buying off and ‘servicing’ the regional police.
In stark contrast to its brother district, Lower Shenul embraces the connotation of abhorrence often belittling the underground portion of Glimhollow, being populated almost entirely with lawless lowlifes, impoverished outcasts, and apathetic addicts. The Gray District is dimly lit with the greenish-glow of sparklamps, allowing for the frequent infractions that plague the Underfolk. There’s notably a minimal Juggernaut presence here – save for the dense guard patrols inside the Pits – as the elite police force seems only interested in pacifying the populace enough to keep them from acting on anarchistic ambitions.
As the Gray District was dug away, a sharp decline in the amount of spark crystals harvested from the stone brought with it a concern that the entire city would have to be abandoned, though with the breakthrough to Deepwell, as well as the discovery of a giant deposit in what would come to be known as the Pits, hope for the continued growth of the city grew as the population rose upward into the sky far above. However, this expansion left behind a despondent community of those Glimhollow cared little to remember – particularly half-breeds, as the children of these bastard unions of man, dwarf, or elf have the deplorable affliction of sterility, making these scorned souls appear as little more than mules in the eyes of the pure-bred living above.
The Pits The Pits are the city’s penitentiary, as well as the site of the largest known supply of spark crystals that have yet to be harvested. As such, the unfortunate souls that find themselves unlucky enough to be locked up here are forced to mine the rock in penance for their misdeeds, whether they be serving short spouts for petty thievery, or life-sentences for the murder of a noble.
Heavily patrolled by some of the most elite members of the Juggernaut forces, the Castigates, no one has ever managed to escape the confines of the cragged prison, as even fights between inmates are swiftly cut short with a single shot of a sparkrifle from these brutal jailkeepers. There is no consequence for these Castigates if they should kill a prisoner, as those who are forced to work here are already deemed the lowest members of society and would be better off killed than to have valuable resources wasted on their preservation.
The Nest Just a few stories above the mouth of Deepwell sits a run-down, rickety cabin simply called the Nest. This ramshackle shed is the headquarters of the nefarious Dusthawks, a rag-tag team of lowlifes and miscreants that have gained some prominence in the Gray District over the past few years for their involvement with the revolutionary movement started by Rikoris Lex – the self-proclaimed liberator of the half-breeds and impoverished presiding within Lower Shenul. Though they don’t necessarily run with Lex’s organization, the Dusthawks have been regarded as Lexian sympathizers, despite the fact that they’ve only been employed by Lex’s men twice in the past five years.
Upon entering the Nest, the interior is little more than a typical Underfolk hut: a cramped, musty room with a few chairs, a hearth, and a bar against the north wall, with enough space beside the eastern hearth for about four individuals to lie in relative comfort. Though uncomfortably congested when the whole Dusthawk team is present, the space is typically only inhabited by two or three members at a time, as most affiliates will drift in and out to receive payment and pick up their next mark. Other than the western doorway, there are two exits from the building – one through the hearth’s chimney and another under the bar, opening into a hatch that tunnels through the floor to the sewers below.
Drunkard’s Compass The one good place to get some brew in Lower Shenul is in the unlikeliest of places: set just above a prominent sewer ditch, the Drunkard’s Compass’s motto dictates that if you can’t stand the smell, buy another drink. One of the few establishments in the Gray District that has security outside the Juggernauts, the Compass serves as the single haven of refreshment below the surface that has minimal regulation or rules. Just don’t cause any problems, or Bruto’s brutes will throw you into the muck and filth below.
The Weeping Fiddle A popular alternative to the Compass, the Weeping Fiddle is set in a slightly more aromatic side of town, though with a much greater presence of Juggernaut forces policing the area. A surprisingly decent place to catch some live musicianship and order half-decent booze, the Fiddle is set just a few plots above the mouth of Drop-Ferry station, and as such enjoys a livelier crowd than the impecunious inns below.
Beneath the mines of the city lies a vast, pitch-dark aquifer with no known edges – Deepwell. Discovered during a tragic mining accident when the Pits were still active quarries, Deepwell has since become a major role in the preservation and development of Glimhollow, acting as the city’s primary source of water and continuous provider of the marvelous spark crystals – the very lifeblood of the city’s energy. Stemming from the base of the Drop-Ferry to the air just above the aquifer’s waters is the masterfully crafted Cranelift Marina, where the numerous sparkboats tie anchor after their journeys into the Deep. While most within the city regard Deepwell as a foul, accursed sea, few would dare discount it’s necessity as Glimhollow’s sustenance.
Cranelift Marina The Marina is the single place below the surface that is devoid of the social and economic feuds plaguing the rest of Glimhollow. A colony of seafarers, Cranelift Marina is home to a variety of men, dwarves, elves, and half-breeds alike that seek adventure and solitude amidst the waves of Deepwell. If one can afford themselves a sparkboat and a crew, they can proudly bear the title of Captain, regardless of how they’d be looked upon in the city above. Most residents who spend their time at the Marina operate the cranes that transport shipments of spark crystal or tend to the dockside, repairing and maintaining any damages incurred from falling stalactites or the wear and tear of the waves upon the hanging anchors.