Large City: Slæ̈rn Nerk-lork

Slæ̈rn Nerk-lork

Slæ̈rn Nerk-lork
Example Gnoll architecture.
StateOlatkana
ProvenceFïtaglokīē Principality
RegionI̽r Le Forest
Founded707
Community LeaderLord Gersel
Area78 km2 (31 mi2)
Average Yearly Temp8°C (46°F)
Average Elevation3416 m (11207 ft)
Average Yearly Precipitation210 cm/y (82 in/y)
Population18490
Population Density237 people per km2 (596 people per mi2)
Town AuraIllusion
Naming
Native nameSlæ̈rn Nerk-lork
Pronunciation/nerk/ /lork/
Direct Translation[stiff; sturdy] [thunder]
Translation[Not Yet Translated]

Slæ̈rn Nerk-lork (/nerk/ /lork/ [stiff; sturdy] [thunder]) is a temperate Large City located in the Fïtaglokīē Principality of the Olatkana.

The name Slæ̈rn Nerk-lork is derived from the Sylvin language, as Slæ̈rn Nerk-lork was founded by Dhoghirth, who was culturaly Gnoll.

Climate

Slæ̈rn Nerk-lork has a yearly average temperature of 8°C (46°F), with its average temperature during the summer being a pleasant 23°C (73°F) and its average temperature during the winter being a freezing -7°C (20°F). Slæ̈rn Nerk-lork receives an average of 210 cm/y (82 in/y) of precipitation, most of which comes in the form of snow during the brutaly long winter months. Slæ̈rn Nerk-lork covers an area of nearly 78 km2 (31 mi2), and an average elevation of 3416 m (11207 ft) above sea level.

Overview

Slæ̈rn Nerk-lork was founded in time immemorial, reportedly some time durring the early 8th century, by Dhoghirth. The establishment of the new community went well, with no major obsticles durring construction.

Slæ̈rn Nerk-lork was built using the conventions of Gnoll durring the early 8th century. Naturaly, all settlmentss have their own look to them, and Slæ̈rn Nerk-lork 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 Nerk-lork is buildings are speckled and packed arround narrow paverstone streets with seemingly no patern to them. It appears as if the city's residents simply built streets as they pleased and squeazed buildings in wherever and howeave rpossible, creating an organic, frustrating to navigate, maze of a city. The city rests behind a thick wall made from clay bricks. The wall has all of the proper fortifications and is well made. Unfortuantly the nature of clay brick leaves it quite vulnerable to siege equipment, though the thickness of the wall lends it simmilar resistnace to a thinner hardrock wall. The city's millitarily questionable fortifications are visibly old, but also obviously maintained semi-regularly. Its likly the local malishia or garrison are tasked with ocasional mantance of the citys defences.

A look around Slæ̈rn Nerk-lork seems to be home to a quite vibrant and boisterous community. Everywhere one looks they can see people going out their daily business with a smile and a spring in their step. Children play loudly in the streets, causing untold havoc as youth are want and allowed to do.

Civic Infrastructure

Slæ̈rn Nerk-lork possesses a Aethary Link for its accademic, government, and financial institutions. Public Aethary access is available through one or more of these intitutions.

Slæ̈rn Nerk-lork has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

Slæ̈rn Nerk-lork 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 Nerk-lork. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Slæ̈rn Nerk-lork's parks.

Slæ̈rn Nerk-lork has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Slæ̈rn Nerk-lork.

Slæ̈rn Nerk-lork 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 Nerk-lork 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 Nerk-lork 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 Nerk-lork 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 Nerk-lork 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 Nerk-lork 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 Nerk-lork has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Slæ̈rn Nerk-lork's public wards, blessings, and other arcane systems.

Slæ̈rn Nerk-lork has an Millitary Academy which trains military officers and specilists.

Slæ̈rn Nerk-lork 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 Nerk-lork's grid is powered by a direct leyline tap.

Slæ̈rn Nerk-lork 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 Nerk-lork has a first rate hospital which caters to anyone in need of long term medical care.

Slæ̈rn Nerk-lork has a library, which keeps a large collection of books, scrolls, and archives all manner of physical items. The library is open to the public, including the Aether Link.

Slæ̈rn Nerk-lork 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 Nerk-lork's natural decorations nor waterways.

Slæ̈rn Nerk-lork 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 Nerk-lork 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 Nerk-lork 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

While Slæ̈rn Nerk-lork might ostensibly be ruled by some other power, real control lies with the senior members of the local craft and labor guilds. Their decisions have the practical weight of law, and much of their time and effort is spent squeezing out competitors and parceling out economic opportunities in the community. Some guilds might have little or nothing to do with their original trade, and now exist purely as shells for political influence.

Slæ̈rn Nerk-lork's garrison was built using a different architectural style from the rest of the town. The style used embraces individualism and experimentation. It emerged as a movement against traditional, classical styles and sought to make buildings dynamic and fun while breaking the rules. The style incorporated elements of previous architectural styles in exaggerated and whimsical ways. Traditional, conservative leanings were void in this era, with most scholars of architecture agreeing it was a time of “anything goes.”.

In Slæ̈rn Nerk-lork there are unidentifiable people in the fog, but it seems to be okay.

The Leopard (Cat, Great) near Slæ̈rn Nerk-lork are known to be more aggressive than normal.

Slæ̈rn Nerk-lork's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves orgies to channel Charm energies of tier 3 via oratory performances.

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: 38
  • Farmers: 49
  • Farm Laborer: 84
  • Hunters: 63
  • Milk Maids: 46
  • Ranchers: 25
  • Ranch Hands: 53
  • Shepherds: 48
    • Farmland: 74144 m2
    • Cattle and Similar Creatures: 4622
    • Poultry: 55470
    • Swine: 3698
    • Sheep: 184
    • Goats: 36
    • Horses, Mounts, and Beasts of Burden: 1849

Craftsmen

  • Arms and Toolmakers: 35
  • Blacksmiths: 38
  • Bookbinders: 23
  • Buckle-makers: 24
  • Cabinetmakers: 43
  • Candlemakers: 61
  • Carpenters: 64
  • Clothmakers: 52
  • Coach and Harness Makers: 19
  • Coopers: 47
  • Copper, Brass, Tin, Zinc, and Lead Workers: 26
  • Copyists: 17
  • Cutlers: 15
  • Fabricworkers: 45
  • Farrier: 119
  • Furriers: 11
  • Glassworkers: 61
  • Gunsmiths: 37
  • Harness-Makers: 18
  • Hatters: 33
  • Hosiery Workers: 13
  • Jewelers: 20
  • Leatherwrights: 45
  • Locksmiths: 18
  • Matchstick makers: 28
  • Musical Instrument Makers: 26
  • Painters, Structures and Fixtures: 23
  • Paper Workers: 28
  • Plasterers: 26
  • Pursemakers: 33
  • Roofers: 19
  • Ropemakers: 19
  • Rugmakers: 17
  • Saddlers: 36
  • Scabbardmakers: 35
  • Scalemakers: 19
  • Scientific, Surgical, and Optical Instrument Makers: 11
  • Sculptors, Structures and Fixtures: 18
  • Shoemakers: 17
  • Soap and Tallow Workers: 64
  • Tailors: 94
  • Tanners: 23
  • Upholsterers: 28
  • Watchmakers: 24
  • Weavers: 57
  • Whitesmiths: 15

Merchants

  • Adventuring Goods Retellers: 12
  • Arcana Sellers: 12
  • Beer-Sellers: 24
  • Booksellers: 28
  • Butchers: 52
  • Chandlers: 46
  • Chicken Butchers: 55
  • Entrepreneurs: 18
  • Fine Clothiers: 49
  • Fishmongers: 46
  • Florists: 11
  • Potion Sellers: 33
  • Resellers: 77
  • Spice Merchants: 25
  • Wine-sellers: 36
  • Wheelwright: 29
  • Woodsellers: 17

Service workers

  • Bakers: 102
  • Barbers: 90
  • Coachmen: 26
  • Cooks: 80
  • Doctors: 38
  • Gamekeepers: 27
  • Grooms: 16
  • Hairdressers: 56
  • Healers: 56
  • Housekeepers: 52
  • Housemaids: 102
  • House Stewards: 52
  • Inns: 17
  • Laundry maids: 32
  • Maidservants: 66
  • Nursery Maids: 36
  • Pastrycooks: 66
  • Restaurateur: 77
  • Tavern Keepers: 97

Specialized Laborer

  • Ashworkers: 24
  • Bleachers: 17
  • Chemical Workers: 10
  • Coal Heavers: 39
  • In-Town Couriers: 41
  • Long Haul Couriers: 42
  • Dockyard Workers: 38
  • Gas Workers: 9
  • Hay Merchants: 15
  • Leech Collectors: 53
  • Millers: 42
  • Miners: 44
  • Oilmen and Polishers: 29
  • Postmen: 41
  • Pure Finder: 23
  • Skinners: 57
  • Sugar Refiners: 10
  • Tosher: 29
  • Warehousemen: 59
  • Watercarriers: 38
  • Watermen, Bargemen, etc.: 56

Skilled Laborers

  • Accountants: 22
  • Alchemist: 27
  • Clerk: 36
  • Dentists: 19
  • Educators: 50
  • Engineers: 26
  • Gardeners: 18
  • Mages: 13
  • Plumbers: 19
  • Pharmacist: 22
  • Professors: 8
  • Scientists: 13
  • Wizards: 8

Civil Servants

  • Adventurers: 17
  • Bankers: 26
  • Civil Clerks: 40
  • Civic Iudex: 21
  • Consultants: 11
  • Exorcist: 38
  • Fixers: 21
  • Kami Clerk: 37
  • Landlords: 35
  • Lawyers: 22
  • Legend Keepers: 31
  • Militia Officers: 123
  • Monks, Monastic: 59
  • Monks, Civic: 54
  • Historian, Oral: 42
  • Historian, Textual: 22
  • Policemen, Sheriffs, etc.: 41
  • Priests: 77
  • Rangers: 24
  • Rat Catchers: 28
  • Scholars: 28
  • Spiritualist: 35
  • Slayers: 10
  • Storytellers: 67
  • Military Officers: 56

Cottage Industries

  • Brewers: 59
  • Comfort Services: 71
  • Enchanters: 20
  • Herbalists: 20
  • Jaminators: 61
  • Needleworkers: 61
  • Potters: 30
  • Preserve Makers: 57
  • Quilters: 28
  • Seamsters: 108
  • Spinners: 57
  • Tinker: 20
  • Weaver: 49

Artists

  • Actors: 19
  • Architects: 7
  • Bards: 28
  • Costumers: 11
  • Dancers: 22
  • Drafters: 12
  • Engravers: 14
  • Fine Furniture Carpenters: 9
  • Glaziers: 19
  • Inlayers: 17
  • Musicians: 52
  • Painters, Art: 9
  • Playwrights: 20
  • Sculptors, Art: 16
  • Wood Carvers: 66
  • Writers: 59

Produce Industries

  • Butter Churners: 66
  • Canners: 61
  • Cheesmakers: 77
  • Ice Merchants: 8
  • Millers: 39
  • Picklers: 30
  • Smokers: 24
  • Stockmakers: 20
  • Tobacconists: 27
  • Tallowmakers: 42

6947 of Slæ̈rn Nerk-lork's population work within a Foundational Occupation.

10619 of Slæ̈rn Nerk-lork's population do not work in a formal occupation, but do contribute to the local economy. 924 (5%) are noncontributers.

Points of Interest

The center of Slæ̈rn Nerk-lork's town square was built around an ancient standing stone.

POI

History

The the a Poleyn of Chronomancy, an a Poleyn imbued with potent amounts of Chronomancy energies was created near Slæ̈rn Nerk-lork by in time immemorial, reportedly some time during the late 2nd century.

History