The name Slæ̈rn Tunk-kar is derived from the Sylvin language, as Slæ̈rn Tunk-kar was founded by Pa, who was culturaly Gnoll.
Climate
Slæ̈rn Tunk-kar has a yearly average temperature of 14°C (57°F), with its average temperature during the summer being a warm 27°C (80°F) and its average temperature during the winter being a cold 2°C (35°F). Slæ̈rn Tunk-kar receives an average of 248 cm/y (97 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Slæ̈rn Tunk-kar covers an area of nearly 8 km2 (3 mi2), and an average elevation of 2148 m (7047 ft) above sea level.
Overview
Slæ̈rn Tunk-kar was founded durring the late 12th century in spring of the year 1093, by Pa. The establishment of Slæ̈rn Tunk-kar was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Pa struck deals with nearby nations and communities to establish Slæ̈rn Tunk-kar as a prison colony.
Slæ̈rn Tunk-kar was built using the conventions of Gnoll durring the late 12th century. Naturaly, all settlmentss have their own look to them, and Slæ̈rn Tunk-kar is no diffrent. The city's buildings feature plaster covered brickwork used to form structures with an emphasis on symmetry, proportion, geometry and the regularity of parts. Orderly arrangements of columns, pilasters and lintels, as well as the use of semicircular arches, hemispherical domes, niches and aediculae can be found everywhere such that only size of building and yard can be used to measure the general prosparity of a given building's owners due to a general wealthy feeling the style gives off.
Slæ̈rn Tunk-kar is buildings are grouped arround an odd layout of broad paverstone streets, which seems to be based on an overlapping squair patern such that there are small squares at the cornor of every bigger square. Sometimes buildings exist in the smaller squaires, other times they are open spaces, or occupied by temporary structures. The city has a fortified albit thin brick wall. The wall has most of the feeatures of a typical castle wall, just on a much smaller scale and and budget. Notably brick isn't a particuarly soild choice for resisting siege weapons. Slæ̈rn Tunk-kar's wall wouldn't hinder a proper army, but it is more than sufishent for bandits and other small marauding groups. The city's monster and outlaw focused fortifications are visibly old, but also obviously well maintained. Its likly the local malishia or garrison are tasked with routine mantance of the city's defences.
Something in your gut tells you that you may be unwelcome in Slæ̈rn Tunk-kar. The town seems like it’s not showing you the side of itself it would show to others. People mostly ignore your questions. Many folks ask you to leave their establishments, even before you’ve walked inside them.
Civic Infrastructure
Slæ̈rn Tunk-kar has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Slæ̈rn Tunk-kar 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 Tunk-kar. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Slæ̈rn Tunk-kar's parks.
Slæ̈rn Tunk-kar has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Slæ̈rn Tunk-kar.
Slæ̈rn Tunk-kar 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 Tunk-kar 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 Tunk-kar 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 Tunk-kar has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Slæ̈rn Tunk-kar's public wards, blessings, and other arcane systems.
Slæ̈rn Tunk-kar 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 Small City. Slæ̈rn Tunk-kar's grid is powered by an arcane means.
Slæ̈rn Tunk-kar 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 Tunk-kar 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 Tunk-kar's natural decorations nor waterways.
Slæ̈rn Tunk-kar 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 Tunk-kar 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 Tunk-kar 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
Slæ̈rn Tunk-kar's town hall was built using a different architectural style from the rest of the town. The style used is best known for the combined use of arcuated and trabeated construction, employing arches and constructed with post and lintel. The arch served as the style's chief structural element, with flanking columns serving as buttresses or decorations. While the general shape of their structures could be generously described as simplistic, the use of these arches and columns created a most distinct ascetic which is easily distinguishable on sight to armatures and experts alike.
In Slæ̈rn Tunk-kar hail is always enormous, yet harmlessly plinks off people, creatures, and structures.
The Raven, Giant near Slæ̈rn Tunk-kar are known to be almost tame, such that they can be put to domestic use.
Slæ̈rn Tunk-kar's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves sacrificing an animal to channel Necromancy energies of tier 3 via mimery.
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: 3
Farmers: 5
Farm Laborer: 9
Hunters: 8
Milk Maids: 4
Ranchers: 2
Ranch Hands: 5
Shepherds: 6
Farmland: 8261 m2
Cattle and Similar Creatures: 511
Poultry: 6135
Swine: 409
Sheep: 20
Goats: 4
Horses, Mounts, and Beasts of Burden: 204
Craftsmen
Arms and Toolmakers: 4
Blacksmiths: 4
Bookbinders: 2
Buckle-makers: 2
Cabinetmakers: 4
Candlemakers: 6
Carpenters: 6
Clothmakers: 5
Coach and Harness Makers: 2
Coopers: 4
Copper, Brass, Tin, Zinc, and Lead Workers: 2
Copyists: 1
Cutlers: 1
Fabricworkers: 4
Farrier: 11
Furriers: 1
Glassworkers: 6
Gunsmiths: 4
Harness-Makers: 1
Hatters: 3
Hosiery Workers: 1
Jewelers: 2
Leatherwrights: 4
Locksmiths: 2
Matchstick makers: 3
Musical Instrument Makers: 3
Painters, Structures and Fixtures: 2
Paper Workers: 3
Plasterers: 2
Pursemakers: 3
Roofers: 2
Ropemakers: 2
Rugmakers: 2
Saddlers: 3
Scabbardmakers: 4
Scalemakers: 2
Scientific, Surgical, and Optical Instrument Makers: 1
Sculptors, Structures and Fixtures: 1
Shoemakers: 1
Soap and Tallow Workers: 7
Tailors: 12
Tanners: 2
Upholsterers: 2
Watchmakers: 2
Weavers: 5
Whitesmiths: 1
Merchants
Adventuring Goods Retellers: 1
Arcana Sellers: 1
Beer-Sellers: 2
Booksellers: 3
Butchers: 4
Chandlers: 5
Chicken Butchers: 6
Entrepreneurs: 2
Fine Clothiers: 4
Fishmongers: 5
Florists: 1
Potion Sellers: 3
Resellers: 7
Spice Merchants: 2
Wine-sellers: 4
Wheelwright: 3
Woodsellers: 2
Service workers
Bakers: 10
Barbers: 10
Coachmen: 3
Cooks: 7
Doctors: 4
Gamekeepers: 3
Grooms: 1
Hairdressers: 7
Healers: 5
Housekeepers: 6
Housemaids: 9
House Stewards: 6
Inns: 2
Laundry maids: 3
Maidservants: 7
Nursery Maids: 3
Pastrycooks: 7
Restaurateur: 8
Tavern Keepers: 8
Specialized Laborer
Ashworkers: 2
Bleachers: 1
Chemical Workers: 1
Coal Heavers: 4
In-Town Couriers: 4
Long Haul Couriers: 4
Dockyard Workers: 4
Gas Workers: 1
Hay Merchants: 1
Leech Collectors: 4
Millers: 4
Miners: 4
Oilmen and Polishers: 3
Postmen: 4
Pure Finder: 2
Skinners: 6
Sugar Refiners: 1
Tosher: 3
Warehousemen: 6
Watercarriers: 4
Watermen, Bargemen, etc.: 5
Skilled Laborers
Accountants: 2
Alchemist: 3
Clerk: 4
Dentists: 2
Educators: 5
Engineers: 3
Gardeners: 2
Mages: 1
Plumbers: 2
Pharmacist: 2
Scientists: 1
Civil Servants
Adventurers: 2
Bankers: 2
Civil Clerks: 4
Civic Iudex: 2
Consultants: 1
Exorcist: 4
Fixers: 2
Kami Clerk: 3
Landlords: 3
Lawyers: 2
Legend Keepers: 3
Militia Officers: 22
Monks, Monastic: 6
Monks, Civic: 7
Historian, Oral: 4
Historian, Textual: 2
Policemen, Sheriffs, etc.: 4
Priests: 7
Rangers: 2
Rat Catchers: 3
Scholars: 3
Spiritualist: 3
Slayers: 1
Storytellers: 6
Military Officers: 7
Cottage Industries
Brewers: 5
Comfort Services: 7
Enchanters: 2
Herbalists: 2
Jaminators: 6
Needleworkers: 5
Potters: 3
Preserve Makers: 6
Quilters: 2
Seamsters: 10
Spinners: 6
Tinker: 2
Weaver: 5
Artists
Actors: 2
Bards: 3
Costumers: 1
Dancers: 2
Drafters: 1
Engravers: 1
Fine Furniture Carpenters: 1
Glaziers: 2
Inlayers: 2
Musicians: 6
Painters, Art: 1
Playwrights: 2
Sculptors, Art: 1
Wood Carvers: 7
Writers: 7
Produce Industries
Butter Churners: 6
Canners: 5
Cheesmakers: 6
Millers: 4
Picklers: 3
Smokers: 2
Stockmakers: 2
Tobacconists: 3
Tallowmakers: 4
685 of Slæ̈rn Tunk-kar's population work within a Foundational Occupation.
39 work in Agriculture
147 work as Craftsmen
55 work as Merchants
109 work as Service Workers
68 work as General Laborers
27 work as Skilled Laborers
105 work as Civil Servants
61 work in Cottage Industries
39 work as Artists
35 work in Produce Industries
1238 of Slæ̈rn Tunk-kar's population do not work in a formal occupation, but do contribute to the local economy. 122 (6%) are noncontributers.
Points of Interest
Slæ̈rn Tunk-kar makes use of canals for some of its streets. Locals often fish in the canals.
POI
History
The the a broach of Summoning, an a broach imbued with notable amounts of Summoning energies was created near Slæ̈rn Tunk-kar by in time immemorial, reportedly some time during the early 2nd century.