Just some more info on Hollow World:
First, some trivia: The "sun" casts a reddish light, so everything looks that way. In addition to the continents and oceans on the inner surface, there are floating continents that orbit the sun. There are openings at the poles of the planet that allow movement between the outer and inner worlds, but they are affected by a powerful (Immortal-level) antimagic effect, so it is very difficult and dangerous to schlep through these regions. Certain types of spells don't work in the HW--these mainly help maintain the balance of power between cultures and prevent easy travel, cultural change, etc. so that they stayed more or less "frozen in time." HW-born PCs get certain advantages and disadvantages according to the culture/race if they follow tradition but they can (as exceptional individuals) choose to violate those norms but lose some of the traditional benefits as a result. The famous _Rules Cyclopedia_ for OD&D rules (which is like a PHB, DMG, MM, setting overview for the outer AND inner world, plus rules for running dominions, mass combats, Immortals, EVERYTHING for cover price $25) includes a bit of info on and a two-page spread full-color map of the Hollow World.
The _Hollow World_ boxed set has maps, a player's guide that focuses on specific races and classes; a dm's guide with history of the HW; atlas, major cities, NPCs, alt rules, general campaign info, etc.; and an adventure booklet with some short adventures.
The _Wrath of the Immortals_ boxed set includes some material on the Hollow World and significant parts of the campaign take place there.
There are three Gazetteers (like the ones for which the Known World/Mystara is famous, although they are not called "Gazetteers" per se) for HW:
HWR1 Accessory: Sons of Azca [M-Aztecs]
HWR2 Accessory: Kingdom of Nithia [M-Ancient Egypt]
HWR3 Accessory: The Milenian Empire [M-Classical Greece]
There is one stand-alone adventure:
HWQ1 Adventure: The Milenian Scepter [effects of Wrath of the Immortals on Milenia]
There is a "Blood Brethren Trilogy" of adventures set in the HW that allows surface-worlders to enter the HW and romp across many of the HW lands and trying to foil a plot by an Entropic Immortal:
HWA1 Adventure: Nightwail [mostly in outer world and Azcan Empire]
HWA2 Adventure: Nightrage [mostly in Nithia]
HWA3 Adventure: Nightstorm [mostly in a land called Shahjapur, a sort of M-India that debuts and is highly detailed here (like a mini-Gazetteer as part of the adventure)]
I have DMed a Wrath of the Immortals campaign and incorporated the Blood Brethren Trilogy, modified largely because WotI events already got the PCs into the HW so I skipped all of the outer world stuff from HWA1. I also swapped the captive in HWA3 (I'm being vague to prevent major spoilers) with Benekander from WotI to further integrate the two plots. It was also interesting to have PCs encounter HW Hutaakans and Traldar given that they had, early in their adventuring career and years earlier in both game time and real time, come upon the few remaining ones on the outer world in the Valley of the Hutaakans.
HW is like a preserve the Immortals have set aside for creatures and cultures that would otherwise go extinct on the outer world. This is why you end up with a lot of things inspired by ancient Earth civilizations (compared to the more medieval ones on the outer surface) and all of the "Lost World" stuff. If you are interested in that sort of theme, regardless of the specifics, I'd recommend getting a hold of the HW boxed set and, if you like it, any of the other materials. Not all are superb, but assuming you can get them at an affordable price (the Gazetteer and adventure cover prices ranged from $9-$11 each, coming out in 1990-1992), I think it's worth the read.