Upper T'ell – [see also T'ell_notes] The visible city, ~83+ acres in size, is a mix of 3 and 4 story row houses with a few major building complexes mixed in. Noted for several famous Inns, the three major religious complexes and the Felkarl palace. The major (Public) gates into the city are the Bridge Gate, Wizard's Gate, Elven Gate and Farmers Gate. There are additionally several smaller gates such as Zim's Gate that are semi-public (at least 6).
Great Spiral Road – A wide road that descends from the New Terminal Lift shaft near Farmer's Gate in a great spiral down about 700' to the Dockside Market and Freemarket areas. Intersects or has connecting ramps to Hobbit Market and all three levels of the Arcade as well as the Warehouse levels. The road is about 40' wide with a slightly separated 8' wide walkway on the outer edge. Lighting is by gaslight the entire length. It's a very new creation, started as part of the repairs after Lord Belegost enthusiastically burned out a nest of Krellites in AE___ by burning a shaft straight down several hundred feet.
The Arcade / Hobbit Market / River Cliff Gallery / Hobbit Terraces – A zone of connected caverns, burrows and tunnels reaching about 400 ft. underground. Primarily inhabited by Hobbits, Humans, Gnomes and Half-Elves. Due to crystal sun shafts, clever ventilation and fairly large open spaces it's very pleasant to be in, like a big mall.
The Garden – Large cavern controlled by the Elven Houses as a private residential park. With sun stones, light shaft crystals and wind spells it mimics a quiet forrest. Located to the East side of the Arcade region and connected by several controlled accesses.
Warehouse Levels – A region controlled by the trading houses and used for cargo transshipment. Reaches from about 400 ft. down to about 800 ft. down. Lots of protected warehouses and storerooms, with a lower region containing a large hall known as the Free Market. It's a wholesale type market, with merchants trading in bulk lots and exchanging duty free chits for goods. The lighting is much dimmer, with glow moss and other lighting providing a dim twilight type environment. Many of the streets have tracks or slots for goods wagons.
Dockside Market – Another of the Hobbit controlled regions, with lots of cliffside burrows and a large food market. Located between 600 ft. down and 750 ft. down below T'ell on the river front cliffs. Small dock area on the riverside connects to the Dockside Market and then to the Free Market/Warehouse region.
Goblin Market – The Goblins [Orks, Goblins and similar races) hold a large cavern and the middle region under T'ell, with their own market and associated living caverns. The area of the lifts and the transfer stations are part of T'ell proper and patrolled by the Lift Guards or City Watch. Anything out of sight of the lifts is controlled by the Goblin Clans. Humans are barely tolerated and Elves and Dwarves take a large risk venturing into this region if not within the Lifts and city owned area. The region ranges from about 750 ft. down to 1100 ft. down.
Skaven Lair – At about the same levels and slightly North of the Goblin Market lies the cramped and twisted tunnels of the Skaven. Not citizens of T'ell, but by providing trash services and scavenging the sewers they earn tolerance. The Skaven are occasionally decimated if they start trying to overrun areas of the city.
Cavernside – An immense cavern with a suspended light source (the Everlight) that provides about ½ daylight at maximum, and twilight levels at a minimum. Many areas of the cavern are out of direct line of sight to the Everlight and are thus shadowed or dark. Mixed Drow, Human and other Undercity dwellers have built a semi-city on the rocky crags in the underground lake that fills part of the cavern, Located on a rocky shelf is a ring of jet black standing stones with a number of functioning Nexus Gates. The gates are controlled by the City and the T'ell Trading Houses. There is also the Wet Gate, which is a pair of stone pillars that large ships from other seas can sail through. There are quite a few protections and fortifications facing the Gates to keep control assured. Major roads have gas lights, many other paths have glow moss.
Underdock – Drow controlled portion of Cavernside, contains docks and storehouses. Only the Lifts and 150 meters around them are City controlled. All other areas are clan territories
Drow Market – The truly dangerous market below Underdock. Controlled by the clan council and subject to Drow customary laws. The Drow will trade just about anything, including strangers if they can't protect themselves. T'Ell Merchant Law holds in the main market and within 150 m. of the Lifts in most cases. Outside of the City and claimed islands it's clan law.