Small City: Slæ̈rn Sdäglip-mæ̈nt

Slæ̈rn Sdäglip-mæ̈nt

Slæ̈rn Sdäglip-mæ̈nt
Example Gnoll architecture.
StateTano
ProvenceVeláïkulk Principality
RegionVra-fyoz Grasslands
Founded1529
Community LeaderLord Zlkdo
Area10 km2 (4 mi2)
Average Yearly Temp0°C (32°F)
Average Elevation2196 m (7204 ft)
Average Yearly Precipitation205 cm/y (80 in/y)
Population2422
Population Density242 people per km2 (605 people per mi2)
Town AuraWild Magic
Naming
Native nameSlæ̈rn Sdäglip-mæ̈nt
Pronunciation/sdæ̝ˈglip/ /mæ̝nt/
Direct Translation[offensive] [device; appliance; apparatus]
Translation[Not Yet Translated]

Slæ̈rn Sdäglip-mæ̈nt (/sdæ̝ˈglip/ /mæ̝nt/ [offensive] [device; appliance; apparatus]) is a temperate Small City located in the Veláïkulk Principality of the Tano.

The name Slæ̈rn Sdäglip-mæ̈nt is derived from the Sylvin language, as Slæ̈rn Sdäglip-mæ̈nt was founded by Shesí, who was culturaly Gnoll.

Climate

Slæ̈rn Sdäglip-mæ̈nt has a yearly average temperature of 0°C (32°F), with its average temperature during the summer being an icy 17°C (62°F) and its average temperature during the winter being a cold -18°C (0°F). Slæ̈rn Sdäglip-mæ̈nt receives an average of 205 cm/y (80 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Slæ̈rn Sdäglip-mæ̈nt covers an area of nearly 10 km2 (4 mi2), and an average elevation of 2196 m (7204 ft) above sea level.

Overview

Slæ̈rn Sdäglip-mæ̈nt was founded durring the early 16th century in spring of the year 1529, by Shesí. The establishment of Slæ̈rn Sdäglip-mæ̈nt was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Shesí struck deals with nearby nations and communities to establish Slæ̈rn Sdäglip-mæ̈nt as a prison colony.

Slæ̈rn Sdäglip-mæ̈nt was built using the conventions of Gnoll durring the early 16th century. Naturaly, all settlmentss have their own look to them, and Slæ̈rn Sdäglip-mæ̈nt is no diffrent. The city's buildings feature waddle and daub construction with good timber frames and a stone foundation protected by thatched or shingled rooves. Most buildings with second floors are built in such a way as to overhang into the streets on the upper floors for more space, as building size seems to be the primary indicator of wealth within the community. Most buildings are not decorated with any integral features, but instead use ivy, flowers, and other natural elements in planters of on trellices to breathe life into the structure they grow upon.

Slæ̈rn Sdäglip-mæ̈nt is buildings have been located at convienant points along the valley Slæ̈rn Sdäglip-mæ̈nt was built upon. Navigating the town is therefore a little chalanging as the distance between buildings verris greatly and the spacious paverstone streets flow where they are able to be made rather than folowing the most convienant paths. 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 Sdäglip-mæ̈nt'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. Astonishigly, the budget oriented are in pristine condishion, as if they had just been finished before you laied eyes upon them.

A look around Slæ̈rn Sdäglip-mæ̈nt has something terribly wrong with it. It’s impossible to put one’s finger on, but something is horribly wrong. Maybe it’s the way fog blankets the ground, but only in the connors of places. Maybe it’s the vermin scuttling between shadows in the corner of your eyes. Perhaps it’s the overcast sky which seemed to creep out of nowhere, or the distant howling of wolves. Maybe it’s all of those things together, or perhaps it's the way these elements combine which makes you worry someone might stab you in a dark ally for your boots. It’s not filthy, or dark, but the smiles seem strained, the locals seem to glare daggers in eachothers backs a little too much, and everyone is armed at all times. You may want to keep an eye on your valuables, and make sure you don’t wind up in any position of power. Regardless, you do not feel it would be wise to remain in Slæ̈rn Sdäglip-mæ̈nt long.

Civic Infrastructure

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

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

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

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

Slæ̈rn Sdäglip-mæ̈nt 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 Sdäglip-mæ̈nt's grid is powered by an arcane means.

Slæ̈rn Sdäglip-mæ̈nt 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 Sdäglip-mæ̈nt 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 Sdäglip-mæ̈nt's natural decorations nor waterways.

Slæ̈rn Sdäglip-mæ̈nt 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 Sdäglip-mæ̈nt 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 Sdäglip-mæ̈nt 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 Sdäglip-mæ̈nt has a long tradition of martial expertise. This may be a crisply-organized history of skilled native levies, or it may be a natural belligerence in the people that leaves them familiar with bloodshed. While their neighbors and liege doubtless respect their talents, this very aptitude might make them more willing to turn to steel than prudence would advise.

Slæ̈rn Sdäglip-mæ̈nt's garrison was built using a different architectural style from the rest of the town. The style used is known for its fluid and florid elaborate style, comprising ornate, asymmetric designs and pastel shades. It is often considered to be a playful, light style, which made exuberant use of curves and emphasized subtle asymmetry in the general shape of its structures. Walls, ceilings and moldings are decorated with numerous interlacing of curves and counter-curves based on the shapes of ‘C’ and ‘S’, along with shell forms and other naturalistic shapes.

In Slæ̈rn Sdäglip-mæ̈nt birds speak prophesy.

The Ramidreju near Slæ̈rn Sdäglip-mæ̈nt are known to be quite timid.

Slæ̈rn Sdäglip-mæ̈nt's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves drinking to channel Augury energies of tier 3 via speaking in tongues.

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: 4
  • Farmers: 7
  • Farm Laborer: 11
  • Hunters: 8
  • Milk Maids: 6
  • Ranchers: 3
  • Ranch Hands: 6
  • Shepherds: 6
    • Farmland: 9736 m2
    • Cattle and Similar Creatures: 605
    • Poultry: 7266
    • Swine: 484
    • Sheep: 24
    • Goats: 4
    • Horses, Mounts, and Beasts of Burden: 242

Craftsmen

  • Arms and Toolmakers: 5
  • Blacksmiths: 5
  • Bookbinders: 3
  • Buckle-makers: 3
  • Cabinetmakers: 5
  • Candlemakers: 8
  • Carpenters: 8
  • Clothmakers: 6
  • Coach and Harness Makers: 2
  • Coopers: 6
  • Copper, Brass, Tin, Zinc, and Lead Workers: 3
  • Copyists: 2
  • Cutlers: 2
  • Fabricworkers: 5
  • Farrier: 14
  • Furriers: 1
  • Glassworkers: 8
  • Gunsmiths: 4
  • Harness-Makers: 2
  • Hatters: 4
  • Hosiery Workers: 1
  • Jewelers: 2
  • Leatherwrights: 6
  • Locksmiths: 2
  • Matchstick makers: 3
  • Musical Instrument Makers: 3
  • Painters, Structures and Fixtures: 3
  • Paper Workers: 3
  • Plasterers: 3
  • Pursemakers: 3
  • Roofers: 2
  • Ropemakers: 2
  • Rugmakers: 2
  • Saddlers: 4
  • Scabbardmakers: 5
  • Scalemakers: 2
  • Scientific, Surgical, and Optical Instrument Makers: 1
  • Sculptors, Structures and Fixtures: 2
  • Shoemakers: 2
  • Soap and Tallow Workers: 8
  • Tailors: 13
  • Tanners: 3
  • Upholsterers: 3
  • Watchmakers: 3
  • Weavers: 7
  • Whitesmiths: 1

Merchants

  • Adventuring Goods Retellers: 1
  • Arcana Sellers: 1
  • Beer-Sellers: 3
  • Booksellers: 3
  • Butchers: 6
  • Chandlers: 5
  • Chicken Butchers: 5
  • Entrepreneurs: 2
  • Fine Clothiers: 6
  • Fishmongers: 6
  • Florists: 1
  • Potion Sellers: 4
  • Resellers: 11
  • Spice Merchants: 3
  • Wine-sellers: 4
  • Wheelwright: 3
  • Woodsellers: 2

Service workers

  • Bakers: 14
  • Barbers: 11
  • Coachmen: 3
  • Cooks: 8
  • Doctors: 4
  • Gamekeepers: 3
  • Grooms: 2
  • Hairdressers: 8
  • Healers: 6
  • Housekeepers: 6
  • Housemaids: 10
  • House Stewards: 7
  • Inns: 2
  • Laundry maids: 4
  • Maidservants: 8
  • Nursery Maids: 4
  • Pastrycooks: 7
  • Restaurateur: 9
  • Tavern Keepers: 8

Specialized Laborer

  • Ashworkers: 3
  • Bleachers: 2
  • Chemical Workers: 1
  • Coal Heavers: 4
  • In-Town Couriers: 5
  • Long Haul Couriers: 5
  • Dockyard Workers: 5
  • Gas Workers: 1
  • Hay Merchants: 2
  • Leech Collectors: 7
  • Millers: 5
  • Miners: 5
  • Oilmen and Polishers: 3
  • Postmen: 5
  • Pure Finder: 3
  • Skinners: 6
  • Sugar Refiners: 1
  • Tosher: 3
  • Warehousemen: 8
  • Watercarriers: 5
  • Watermen, Bargemen, etc.: 6

Skilled Laborers

  • Accountants: 3
  • Alchemist: 3
  • Clerk: 4
  • Dentists: 2
  • Educators: 6
  • Engineers: 3
  • Gardeners: 2
  • Mages: 1
  • Plumbers: 2
  • Pharmacist: 2
  • Professors: 1
  • Scientists: 1
  • Wizards: 1

Civil Servants

  • Adventurers: 2
  • Bankers: 3
  • Civil Clerks: 5
  • Civic Iudex: 2
  • Consultants: 1
  • Exorcist: 5
  • Fixers: 2
  • Kami Clerk: 4
  • Landlords: 4
  • Lawyers: 3
  • Legend Keepers: 4
  • Militia Officers: 20
  • Monks, Monastic: 7
  • Monks, Civic: 7
  • Historian, Oral: 5
  • Historian, Textual: 2
  • Policemen, Sheriffs, etc.: 5
  • Priests: 9
  • Rangers: 3
  • Rat Catchers: 3
  • Scholars: 3
  • Spiritualist: 4
  • Slayers: 1
  • Storytellers: 9
  • Military Officers: 7

Cottage Industries

  • Brewers: 7
  • Comfort Services: 9
  • Enchanters: 2
  • Herbalists: 2
  • Jaminators: 8
  • Needleworkers: 8
  • Potters: 3
  • Preserve Makers: 6
  • Quilters: 3
  • Seamsters: 11
  • Spinners: 7
  • Tinker: 2
  • Weaver: 6

Artists

  • Actors: 2
  • Bards: 3
  • Costumers: 1
  • Dancers: 2
  • Drafters: 1
  • Engravers: 2
  • Fine Furniture Carpenters: 1
  • Glaziers: 2
  • Inlayers: 2
  • Musicians: 7
  • Painters, Art: 1
  • Playwrights: 2
  • Sculptors, Art: 2
  • Wood Carvers: 8
  • Writers: 10

Produce Industries

  • Butter Churners: 8
  • Canners: 7
  • Cheesmakers: 7
  • Ice Merchants: 1
  • Millers: 4
  • Picklers: 4
  • Smokers: 2
  • Stockmakers: 2
  • Tobacconists: 3
  • Tallowmakers: 5

821 of Slæ̈rn Sdäglip-mæ̈nt's population work within a Foundational Occupation.

1480 of Slæ̈rn Sdäglip-mæ̈nt's population do not work in a formal occupation, but do contribute to the local economy. 121 (5%) are noncontributers.

Points of Interest

Slæ̈rn Sdäglip-mæ̈nt is known for its well built pedestrian paths, which include foot bridges to cross the main street at several high-traffic areas.

POI

History

In time immemorial, reportedly some time during the late 2nd century a local hero by the name of saved most of the town when a natural disaster struck Slæ̈rn Sdäglip-mæ̈nt. A small order of knights was founded in 's honor, and bears his name to this day.

History