Glitterhome

Ervenian Era, 1051 AB
Glitterhome is the largest of the Seven Golden Hills gleams like late-autumn sunlight poured over stone. Glitterhome is equal parts sanctuary, workshop, and playhouse: a ring of worked caverns and burrow-streets around a domed forum where lessons are told as jokes, verdicts arrive as parables, and laughter keeps fear small. The hill’s gold sheen isn’t mere wealth; it’s the plane’s reciprocity made visible: keep your community bright, and the stone answers in kind. Fey seams lace the oak-crowns above, reminding all that the Hidden Kin once danced in the twilight courts—and gnome ways now bridge both worlds.  

Customs and Law

Jest-with-Bond
Humor that heals is law; a prank must leave a way to save face. Malice marks you for penance duty in kitchens and clinics.  
Open Hall, Open Hand
Temples double as guildhalls and courts; any case may begin with a story. Perjury tastes of ash and makes the tongue stumble.  
Work Made Public
Tools, weights, and recipes for civic goods are posted; hoarders find their locks rusting and customers absent.  
Tenhammers Kept
Every tenth day the wardens strike the shield, first for Gaerdal’s memory, then for present duties.  
Guest-Leaf
Visitors offered a gilded oak leaf owe frank speech and safe conduct; hosts owe bread, light, and a fair hearing.

Geography

Notable Locations

The Goldleaf Shambles
Market-lanes for honest work, weights open for inspection, jokes for change, and guild scribes who duel in couplets.  
Glitterglass School
Illusion and rhetoric academy; graduates must make three enemies laugh before they may take a fee.  
The Prankyard
A safe trap-garden where wardens learn to spot deadly malice disguised as jokes.  
Vault of the Uncut
Raw gems returned as offerings become stipends for widows, apprentices, and common works; the ledgers are public.  
The Laughing Dome
A circular, gold-leafed hall beneath a ribbed, mirror-inlaid cupola; worship, town meetings, trials, and open-stage comedy share the floor.  
Cabochon Court
Four great arches (Craft, Ward, Lore, Mirth) divide the plaza; each arch bears living bas-reliefs of gnome life that subtly change to honor recent deeds.  
Treasury of Tales
An archive where jokes, rulings, and travelogues are bound as “gold-leaf chapbooks”; illusions replay performances for students.  
Arumdina’s Anvil
A resonant dais; disputes end with a single strike that rings true only when the verdict is fair.  
Gilt-Stair Burrows
Concentric burrow-wards (smiths, gemcutters, teachers, caretakers), all feeding into common kitchens and laughter-yards.  

Travel and Access

Gilt-Thread Paths
On festival nights, gold-veined roots braid into stairs to sober glades of the Feywild; leave a freely given kindness to come back the same way.  
Midrun Perches
Crane-docks launch rope trams to Dothion towns and Shurrock test sites; aid runs find steady winds, profiteers meet headwinds and comedic delays.  
Ledger-Doors
Signed arches open to the Brasswork Bazaar and the Mithril Forge when a party bears a community writ or shared commission.  
Stronghaven Spur
A secure tunnel links the Annex to outer watch-posts; oath-stones track who keeps the rota.  

Inhabitants

Petitioners
Craftfolk, teachers, wardens, storytellers, smiling-eyed, ink- and gold-dusted. They gain a knack for harmless silent image used only to teach, soothe, or safely confound.
Celestials
Archons, such as hound, trumpet serve as roadwardens and magistrates; Agathions (cervidal/leonal) mentor guardians; Azatas (lillends) curate the Treasury of Tales.
Fey Guests
Sprite scribes and jesters cross the moon-seams; their tricks must end in consent and betterment, or the hill politely refuses them.

Localized Phenomena

Comic Reproof
Spiteful boasts misfire, slips of tongue, stuck buckles, or a harmless pie from nowhere, until amends are made.  
Kindly Audit
Ledger-wisps tally service; a day of honest help steadies the heart, a day of petty grift curdles luck in the small things.  
Mirror of Motive
In the Dome, shadows mouth the truth of why you came; it’s gentle but hard to ignore.  
Oath-Tree Bloom
Keep a posted promise and the oath-oak buds a pearl-knot charm; break it and the branch withers until you repair the harm.  
Joker’s Favor
heroism, sanctuary, calm emotions, communal protection cast in public service last a step longer; zone of truth in the Dome hums with music.  
Teaching Glamers
silent image, minor image, disguise self meant to teach, reconcile, or defuse gain steadier concentration and kinder interpretations by bystanders.  
Wardwright’s Hand
make whole, stone/wood shape, fabricate that finish a civic work feel crisper; traps set to harm the innocent sputter or reveal themselves with a comic tell.  
Undeath Refused
Necromancy that harms life strains or fails; memorial and protection rites take gentle hold.  
Arumdina’s Mercy
Once per day per party, a single fair strike (attack, argument, or craft check) gains a tiny, ringing boon, just enough to land true if it protects others.
Trait Type
Description
Gravity Normal.
Time Normal.
Shape & Size Finite crown-hill. A broad, terraced tor riddled with jewel-lit caverns, a city-burrow beneath a gilded dome, and root-roads that brush the Feywild at festival moons. The Plane is always expanding.
Morphic Traits Harmonious-Whimsical as: It is Working that teach, shelter, adjudicate fairly, or entertain without cruelty shape easily and enhanced. While schemes that exploit, defraud, or shame suffer are impeded.
Elemental Energy None Dominant
Alignment Strongly Good, mildly Lawful.
Magic Community and Ward spells, such as sanctuary, protection from evil, circle of protection, glyph of warding, communal protections; Illusion as as Nonlethal figments/glamers/patterns used to teach, reconcile, distract from fear, or expose folly; Making and Mending such as make whole, stone shape, fabricate, wall of stone/wood, heroes’ feast are enhanced. While coercion and Cruelty, such as dominate, geas/quest (coercive), fear/crushing despair; Desecration and Undeath such as desecrate, unhallow, unholy aura fail; undead creation fails unless sanctioned by Garl (which is nearly never Light and Weather asuch as perpetual “warm-eve” glow; magical darkness with evil effects are impeded.; torchlight throws playful, truth-telling shadows in courts of law.
Type
Dimensional plane
Location under
Owner/Ruler

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