After the Great Weathering stripped the land and broke the old world, the survivors fled to what remained. They found shelter in the ruins of an ancient seabed, where the ground was barren, and the Bloom had not yet taken hold.
So they built upward.
They raised ten towers from limestone, clay, steel, and salvaged faith. Bricks moved by hand. Glass shaped to catch the sun. Scaffold lines strung between stone and sky until the city could hold itself above the damage below.
The city was built close. A climber could cross its heights by rope and rigging; on foot, you could walk it before dusk. Voices carried. Every tower depended on the next.
Above the city, they hung the Cloudline. Suspended from the Central Spire like spokes on a wheel, it gathered light and returned it as rain. The minerals carried in the mist softened the scarred ground and helped gardens take hold again.
For a time, Halidom was a fresh start.
Then the generations passed, and Halidom divided. Those who lived above the Cloudline embraced order and systems. Gardens moved indoors. The hands that once hauled bricks found other hands to do it.
The people of the upper towers came to be known as the Highborn. Below them, the Rooted still worked the ropes and kept the rain systems running.
Some stopped looking down. Others were told to stay below.
The Cloudline became a shroud between two cities sharing one structure. Both depended on the same sun and the same rain, and the law made certain neither forgot it.
The Grand Barter: no hand could cross the Cloudline unsanctioned.
The old shape lingers anyway. In murals. In songs. In the systems that need tending, if Halidom is going to last.
Once the beating heart of the sky system. Renamed. The seat of the Council and the story's central lie.
Ancestral spire of House Larik. Long, narrow, and unnervingly still, built by engineers who prized listening over spectacle.
The oldest tower in Halidom. Cracked, patched, and stubbornly standing, with the oldest Cloudline regulators buried deep below.
Once burned so fiercely the sky glowed red for a week. Now sealed and fireproof, its heat still feeds ovens, pipes, and the labor below.
Halidom's furnace tower. Blazing white and ringed with vents, mirrors, and ductwork, where glass, panels, and polished surfaces began.
A spiraled tower at the cliffs, shell-like in morning light. Once a wind-messaging hub, and the stone around it still seems to remember the old codes.
Tower of springs and steamworks. Warm, mineral-fed, and half practical, half sacred in the way people talk about it.
A reflective tower that never seems to hold one shape for long. Always shifting with weather, light, and distance.
A hardened fortress-tower wrapped in security mesh, with a sealed lower structure and the feel of a place built to keep things in as much as out.
Vault of Council records, algorithms, and sanctioned memory. The place where history is stored, altered, and hidden behind locked glass.
Cut off from the Cloudline and hidden in a valley of coral limestone, the forgotten tower rises where no one thought to look. Its rooftop terraces are ringed with air-drinking plants—broad, cupped leaves angled toward the sky, stealing moisture straight from the wind.
Inside, the atrium soars three stories high. Flowers cascade down carved stone channels in shades of midnight blue, burnished gold, and burgundy so dark it borders black. Colors Halidom has never seen. Bioluminescent moss lines the lower walls. Prisms of light scatter through cut glass and fall across the blooms. Each variety is deliberate. Each family cultivated their contribution over generations.
The Seedbinder descendants had generations. They used them.
The largest and most central Rooted settlement beneath the towers. A busy hub of scaffold homes, gardens, rigging lines, shared meals, trade, and daily labor.
A quieter village beneath the shadow of the Needle of Sarin, shaped by old timber, narrow paths, and a culture of patience, listening, and careful craft
A stony, older-feeling settlement where the tower shadows fall long. Its name suggests weathered stone, muted colors, and people used to living close to old foundations.
A damp, green village marked by overgrowth, soft ground, and patched structures reclaimed by moss and vine. It feels resourceful, handmade, and close to the living world.
A raft settlement built on pooled water and drifting platforms rather than fixed ground. More fluid and improvised than the other villages, with a life shaped by water, rope, and salvage.
A lower settlement tied to springs, steam, and warmth. Practical and communal, with an atmosphere shaped by mineral water, rising heat, and old habits of healing and trade.
A cliff-carved settlement beneath Thessa's Crown, built into the rock with homes, paths, and openings that catch the wind. Known for its exposed heights, old signal paths, and the sound of air moving through stone.
A lower settlement built among the trees beneath the towers, with platforms, ropeways, and connected walkways strung through the canopy.