Before the Spellplague, Delzimmer sat on trade routes that connected Dambrath, Luiren, Estagund, The Great Rift, The Shaar, Lapaliiya, the Vilhon Reach, and the Old Empires of Unther and Mulhorand. To the north and east of Delzimmer were the nearby foothills of the Toadsquat Mountains. North and west were the Eastern Shaar, the Riftwood, and the Trader's Way to Eartheart and beyond. To the southwest were miles of open country before reaching the Forest of Amtar. Due south was the road to Cathyr in Dambrath, and to the southeast was the road that split the Lluirwood from the Southern Lluirwood leading to Beluir in Luiren.
After the Spellplague, the Great Sea swallowed much of Luiren, the Lluirwood, and the lower Toadsquat Mountains, bringing the shores of the new Gulf of Luiren nigh to Delzimmer, and in a short time, the city became a shipping port. The cataclysmic collapse that created the Underchasm destroyed the lands west of Eartheart and turned Underhome into a ruin. The once fertile Eastern Shaar became part of the Shaar Desolation, and the Forest of Amtar was cut off from Delzimmer by a miles-wide canyon of the Underchasm. Roads connected Delzimmer with Hammergate (gateway to Eartheart), Underwatch (near Underhome), and the Dust Road that led to Tymanther and High Imaskar.
For most of the year, Delzimmer is hot and humid-to-damp, interspersed with occasional dry spells that turn the mud to dust. In Delzimmer, winters tend to be two months of lashing cold rainstorms that are hurried through the city in swift succession by fierce winds. Sometimes rain falls hard enough to flood the streets for some hours at a time. That potential for flooding and the snakes and dust the rest of the year combine to make cellars rare, to make ground-floor rooms sparsely furnished, (and often tile-, flagstone-, or dirt-floored), and to restrict any opulence of furnishing and storage of valuable items to upper floors.
Delzimmer has city walls, which are of stone and about twenty feet high, sloping from a thickness of three feet or so at the top to thrice that at the base and lacking battlements or a walltop walk for defenders. However, their condition is somewhat akin to those of the ring walls of Malthuk's Tower: crumbling and pierced by many breaks, which now carry streets through them, and which long since allowed Delzimmer to expand beyond and in the end ignore its walls. The cute little one-room, spire-topped towers that cap the wall every so often now serve as rookeries for trained message doves and pigeons. (The ranks of which are often thinned by hungry local urchins skilled at slinging stones and desirous of pigeon pie.)