Slæ̈rn Fidï-zmurl (/glɑ/ /zmurl/ [curve] [leg; foot]) is a subtropical Large City located in the Mididïleghi Principality of the Nutheli.
The name Slæ̈rn Fidï-zmurl is derived from the Sylvin language, as Slæ̈rn Fidï-zmurl was founded by Zlkdo, who was culturaly Gnoll.
Climate
Slæ̈rn Fidï-zmurl has a yearly average temperature of 3°C (37°F), with its average temperature during the summer being an icy 28°C (82°F) and its average temperature during the winter being a cold -22°C (-7°F). Slæ̈rn Fidï-zmurl receives an average of 224 cm/y (88 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Slæ̈rn Fidï-zmurl covers an area of nearly 113 km2 (45 mi2), and an average elevation of 3622 m (11883 ft) above sea level.
Overview
Slæ̈rn Fidï-zmurl was founded durring the late 16th century in summer of the year 1489, by Zlkdo. The establishment of Slæ̈rn Fidï-zmurl was somewhat plagued by a lack of willing colonists, leading to Zlkdo electing to pay people to resettle in Slæ̈rn Fidï-zmurl.
Slæ̈rn Fidï-zmurl was built using the conventions of Gnoll durring the late 16th century. Naturaly, all settlmentss have their own look to them, and Slæ̈rn Fidï-zmurl is no diffrent. The city's buildings feature masoned stone construction which prominantly features pointed arches, pointed ribbed vault cielings, flying buttress', and window tracery all of which share a simmilar gemoetetic patern halfway between organic and inorganic in design formaing a very distinct aesthetically integrated style. BUildings tend to reach for the havens, and more expencive homes are easily identified by their floor count as well as the addition of decorative features intigrated into the building's design such as statues, gargoyals, and embelished joinery.
Slæ̈rn Fidï-zmurl is buildings folow an organic layout of premissive baked earthen streets whihch gives the city a shape simmilar to a tree, if one views its streets from above. The city rests behind a thin stone wall. The wall's design was likly directly copied from a castle's parmiter defences. It's simply that the arcatect made Slæ̈rn Fidï-zmurl's wall substancialy thinner than a castle's walls. While the towers and gatehouses are adiquite, the obvious cost savings measure of making the walls drasticaly thinner reduces their ability to resist siege weapons greatly. The city's impressive-looking wall could fail at a critical moment in battle, and would likely not even resist a few bandits with improvised siege equipment. The city's budget oriented have recently undergone extensive repairs and renovations, such that the repairwork is imeadiently apparent and can be spotted due to the diffring ages of materials. One can't help but wonder what brought the need for those repairs to the city.
Slæ̈rn Fidï-zmurl has the unmistakable air of a city on its last legs. Everything is a bit slipshod and ramshackle. Everyone is at work, or drinking. No one has anything in their eyes other than fear and despair. Whatever industry once fueled Slæ̈rn Fidï-zmurl ’s existence has dried up and the city is drifting down the stream of history as it dries up. Even with that as it is, everything is just a little too worn down, a little too dirty, or much of both. The town should be gone, not dying. No one makes eye contact. Kids play quietly, but happily. Occasionally a passerby glances at you out of the corner of their eye, staring just long enough for it to be uncomfortable.
Civic Infrastructure
Slæ̈rn Fidï-zmurl possesses a Aethary Link for its accademic, government, and financial institutions. Public Aethary access is available through one or more of these intitutions.
Slæ̈rn Fidï-zmurl has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Slæ̈rn Fidï-zmurl has an Office of Civil Groundskeeping, which works to enforce local ordinances relating to the construction and upkeep up of all plant life, water features, and other natural decorations within Slæ̈rn Fidï-zmurl. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Slæ̈rn Fidï-zmurl's parks.
Slæ̈rn Fidï-zmurl has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Slæ̈rn Fidï-zmurl.
Slæ̈rn Fidï-zmurl has a government-funded child care program, overseen by the local Department of Nursemaids, which is responsible for providing childcare to working-class citizens according to local ordinances.
Slæ̈rn Fidï-zmurl has a Gravedigger's Guild, which is responsible for collecting the dead and laying them to rest according to all applicable laws and religious customs.
Slæ̈rn Fidï-zmurl has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.
Slæ̈rn Fidï-zmurl has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.
Slæ̈rn Fidï-zmurl has a Highwayman's Guild, which is tasked with maintaining the roads and highways leading into town as well as keeping them safe for travelers.
Slæ̈rn Fidï-zmurl has a Hall of Slayers, which is tasked with maintaining the roads and highways leading into town as well as keeping them safe for travelers.
Slæ̈rn Fidï-zmurl has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Slæ̈rn Fidï-zmurl's public wards, blessings, and other arcane systems.
Slæ̈rn Fidï-zmurl has an Arcane Academy which provides higher education in the arcane sciences.
Slæ̈rn Fidï-zmurl possesses a Galvanic Power Grid, which brings galvanic current to most if not all buildings in town, and permits a great many consumer goods to function within the Large City. Slæ̈rn Fidï-zmurl's grid is powered by a boiler and turbine based power plant.
Slæ̈rn Fidï-zmurl possesses an older civil lighting system consisting of street lamps. In spite of the Galvanic Grid, these lights continue to use their old fule sources to provide nighttime illumination to all city streets.
Slæ̈rn Fidï-zmurl has a first rate hospital which caters to anyone in need of long term medical care.
Slæ̈rn Fidï-zmurl has a library, which keeps a large collection of books, scrolls, and archives all manner of physical items. While not open to the public, the librarians and scholars employed by the library will assist anyone with their research needs, and wealthy individuals can purchase membership to access the library's materials themselves. In spite of being generally closed to the public, the library has a room with several Aether Linked devices available to the public during business hours.
Slæ̈rn Fidï-zmurl has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands. They are not to be confused with the Office of Civil Groundskeeping as they do not hold authority over nor responsibility for Slæ̈rn Fidï-zmurl's natural decorations nor waterways.
Slæ̈rn Fidï-zmurl has a Guild of Roadworkers, who are responsible for maintaining the roadways and public paths within town. They also have the duty of enforcing all civil laws relating to the roadways.
Slæ̈rn Fidï-zmurl has a public schooling program overseen by the Hall of Sages who has the responsibility of ensuring access to affordable high-quality education in all basic classes (Reading, Writing, Mathmatics, General Sciences, General Arcana, and Social Education) is made available to all citizens.
Slæ̈rn Fidï-zmurl has a public septic system, which allows its citizens to have indoor bathrooms. The septic system is overseen by the League of Sewerkeepers, who posses the legal authority to enforce all laws relating to the septic system, and are also tasked with its maintenance and upkeep.
Cultural Notes
The locals are convinced that there is some terrible threat against them working from within their society. It may be a matter of dark sorcerers, foreign spies, traitorous neighbors, shape shifting monsters, or some other hidden evil. This evil may be a recent fear, or it may be an inherited peril they’ve always had to guard against. The danger itself may or may not exist, or if it exists it may not justify the steps being taken.
Slæ̈rn Fidï-zmurl's bank was built using a different architectural style from the rest of the town. The style used is best known for its functional shapes, abstract shapes used sparingly for decor, simple color schemes, holistic design, and basic industrial materials. Its simple designs were created to be beautiful, functional, and mass-producible. The style used little to no embellishment or ornamentation, instead drawing attention to the streamlined design, such as flat roofs to create a simple, geometric look. The simplicity masks the style's nearly sinister functionality, as every last feature is designed to guide the people living in the building in how to make the most efficient use of the structure.
In Slæ̈rn Fidï-zmurl there is a constant smell of overcooked presumably ethnic food.
The Soulsliver near Slæ̈rn Fidï-zmurl are known to be quite timid.
Slæ̈rn Fidï-zmurl's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves line dance to channel Transmutation energies of tier 3 via proclamations.
Economy
The following information was obtained via the Imperial Census Bureau as part of the Eyom Economic Outreach Program. It differs from Standard Imperial censuses in that many of Tom's citizens, regardless of culture, work in more than one occupation or hold more than a single job. The Imperial Census Bureau has ruled that a job is a job, hence, the intigers within the data presented here can count an individual more than once.
Agriculture
Dairy Farmers: 54
Farmers: 77
Farm Laborer: 149
Hunters: 89
Milk Maids: 62
Ranchers: 33
Ranch Hands: 68
Shepherds: 65
Farmland: 109465 m2
Cattle and Similar Creatures: 6740
Poultry: 80886
Swine: 5392
Sheep: 269
Goats: 53
Horses, Mounts, and Beasts of Burden: 2696
Craftsmen
Arms and Toolmakers: 52
Blacksmiths: 64
Bookbinders: 33
Buckle-makers: 37
Cabinetmakers: 58
Candlemakers: 89
Carpenters: 85
Clothmakers: 72
Coach and Harness Makers: 28
Coopers: 69
Copper, Brass, Tin, Zinc, and Lead Workers: 38
Copyists: 25
Cutlers: 23
Fabricworkers: 62
Farrier: 185
Furriers: 17
Glassworkers: 81
Gunsmiths: 57
Harness-Makers: 25
Hatters: 54
Hosiery Workers: 19
Jewelers: 31
Leatherwrights: 70
Locksmiths: 27
Matchstick makers: 42
Musical Instrument Makers: 37
Painters, Structures and Fixtures: 33
Paper Workers: 40
Plasterers: 36
Pursemakers: 43
Roofers: 29
Ropemakers: 27
Rugmakers: 26
Saddlers: 48
Scabbardmakers: 56
Scalemakers: 28
Scientific, Surgical, and Optical Instrument Makers: 17
Sculptors, Structures and Fixtures: 25
Shoemakers: 26
Soap and Tallow Workers: 98
Tailors: 215
Tanners: 34
Upholsterers: 39
Watchmakers: 37
Weavers: 79
Whitesmiths: 22
Merchants
Adventuring Goods Retellers: 18
Arcana Sellers: 18
Beer-Sellers: 35
Booksellers: 40
Butchers: 64
Chandlers: 72
Chicken Butchers: 80
Entrepreneurs: 27
Fine Clothiers: 67
Fishmongers: 72
Florists: 16
Potion Sellers: 46
Resellers: 96
Spice Merchants: 36
Wine-sellers: 55
Wheelwright: 42
Woodsellers: 26
Service workers
Bakers: 128
Barbers: 145
Coachmen: 37
Cooks: 103
Doctors: 57
Gamekeepers: 39
Grooms: 23
Hairdressers: 89
Healers: 70
Housekeepers: 92
Housemaids: 158
House Stewards: 72
Inns: 25
Laundry maids: 49
Maidservants: 84
Nursery Maids: 49
Pastrycooks: 89
Restaurateur: 99
Tavern Keepers: 99
Specialized Laborer
Ashworkers: 37
Bleachers: 24
Chemical Workers: 15
Coal Heavers: 57
In-Town Couriers: 59
Long Haul Couriers: 59
Dockyard Workers: 52
Gas Workers: 13
Hay Merchants: 22
Leech Collectors: 75
Millers: 58
Miners: 61
Oilmen and Polishers: 44
Postmen: 58
Pure Finder: 36
Skinners: 89
Sugar Refiners: 15
Tosher: 44
Warehousemen: 86
Watercarriers: 60
Watermen, Bargemen, etc.: 77
Skilled Laborers
Accountants: 33
Alchemist: 39
Clerk: 55
Dentists: 26
Educators: 78
Engineers: 39
Gardeners: 26
Mages: 19
Plumbers: 28
Pharmacist: 33
Professors: 11
Scientists: 19
Wizards: 11
Civil Servants
Adventurers: 26
Bankers: 38
Civil Clerks: 59
Civic Iudex: 30
Consultants: 17
Exorcist: 61
Fixers: 33
Kami Clerk: 52
Landlords: 55
Lawyers: 33
Legend Keepers: 44
Militia Officers: 207
Monks, Monastic: 86
Monks, Civic: 81
Historian, Oral: 69
Historian, Textual: 31
Policemen, Sheriffs, etc.: 62
Priests: 112
Rangers: 36
Rat Catchers: 41
Scholars: 43
Spiritualist: 51
Slayers: 15
Storytellers: 98
Military Officers: 99
Cottage Industries
Brewers: 92
Comfort Services: 112
Enchanters: 31
Herbalists: 29
Jaminators: 84
Needleworkers: 86
Potters: 45
Preserve Makers: 74
Quilters: 39
Seamsters: 192
Spinners: 81
Tinker: 30
Weaver: 74
Artists
Actors: 29
Architects: 10
Bards: 43
Costumers: 16
Dancers: 33
Drafters: 17
Engravers: 21
Fine Furniture Carpenters: 13
Glaziers: 28
Inlayers: 25
Musicians: 79
Painters, Art: 13
Playwrights: 28
Sculptors, Art: 23
Wood Carvers: 99
Writers: 89
Produce Industries
Butter Churners: 99
Canners: 77
Cheesmakers: 92
Ice Merchants: 11
Millers: 51
Picklers: 46
Smokers: 32
Stockmakers: 31
Tobacconists: 45
Tallowmakers: 59
10213 of Slæ̈rn Fidï-zmurl's population work within a Foundational Occupation.
543 work in Agriculture
2338 work as Craftsmen
810 work as Merchants
1507 work as Service Workers
1041 work as General Laborers
417 work as Skilled Laborers
1479 work as Civil Servants
969 work in Cottage Industries
566 work as Artists
543 work in Produce Industries
15132 of Slæ̈rn Fidï-zmurl's population do not work in a formal occupation, but do contribute to the local economy. 1617 (6%) are noncontributers.
Points of Interest
Slæ̈rn Fidï-zmurl is known for its odd use of round-a-bouts, small ring roads used in place of intersections.
POI
History
In time immemorial, reportedly some time during the early 2nd century a local hero by the name of killed a tyrannical who had controlled Slæ̈rn Fidï-zmurl for years. Slæ̈rn Fidï-zmurl's militia's elite squad is named after .