City: Slæ̈rn Zmurl Eplárd-ghrïq

Slæ̈rn Zmurl Eplárd-ghrïq

Slæ̈rn Zmurl Eplárd-ghrïq
Example Gnoll architecture.
StateCochi
ProvenceSlïrddáms Principality
RegionI̽r Le Forest
Founded1296
Community LeaderLord Thrug
Area37 km2 (14 mi2)
Average Yearly Temp6°C (42°F)
Average Elevation2654 m (8707 ft)
Average Yearly Precipitation206 cm/y (81 in/y)
Population8798
Population Density237 people per km2 (628 people per mi2)
Town AuraTruename Magic
Naming
Native nameSlæ̈rn Zmurl Eplárd-ghrïq
Pronunciation/zmurl eˈplə˞rd/ /xrɪq/
Direct Translation[thigh] [brush; beard; brush (for hair); broom]
Translation[Not Yet Translated]

Slæ̈rn Zmurl Eplárd-ghrïq (/zmurl eˈplə˞rd/ /xrɪq/ [thigh] [brush; beard; brush (for hair); broom]) is a temperate City located in the Slïrddáms Principality of the Cochi.

The name Slæ̈rn Zmurl Eplárd-ghrïq is derived from the Sylvin language, as Slæ̈rn Zmurl Eplárd-ghrïq was founded by Veahn, who was culturaly Gnoll.

Climate

Slæ̈rn Zmurl Eplárd-ghrïq has a yearly average temperature of 6°C (42°F), with its average temperature during the summer being a cold 7°C (44°F) and its average temperature during the winter being a cold 5°C (41°F). Slæ̈rn Zmurl Eplárd-ghrïq receives an average of 206 cm/y (81 in/y) of precipitation, most of which comes in the form of snow during the brutaly long winter months. Slæ̈rn Zmurl Eplárd-ghrïq covers an area of nearly 37 km2 (14 mi2), and an average elevation of 2654 m (8707 ft) above sea level.

Overview

Slæ̈rn Zmurl Eplárd-ghrïq was founded durring the late 14th century in spring of the year 1296, by Veahn. The establishment of the new community went well, though many minor issues had to be solved as time went on. This was enough to delay construction and push back the formal opening ceramony, leading to some embarisment for Veahn.

Slæ̈rn Zmurl Eplárd-ghrïq was built using the conventions of Gnoll durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Slæ̈rn Zmurl Eplárd-ghrïq 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 Zmurl Eplárd-ghrïq is buildings are arranged within a network of broad split-log ties streets which form a rectangular grid, where each block verries in size given the proximity of the paralell streets forming each section. The ocasional smaller block has been used to construct a park, plaza, and other communal structures. The city is the proud owner of a properly designed set of renforced walls made from mighty querried stone blocks. Their construction and material choices would make a dwarf weap with joy, for each and every part of the elaborate fortifications are purly functional and robust well byond reason. Even nonexperts can tell the walls are an excelent defencive structure. Astonishigly, the exceptionaly well made fortifications are in pristine condishion, as if they had just been finished before you laied eyes upon them.

Before you’ve even set foot into the heart of Slæ̈rn Zmurl Eplárd-ghrïq, you can smell it. The incense. It hangs about the town like a cloud. Monks, priests, and clerics are everywhere, all dedicated to the same divine, all performing the same rituals to bless and anoint buildings, streets, people, animals, you name it they are or have blessed it. The same holy symbol is everywhere too. Its on buildings, on people, and even branded into livestock. This certainly loves its divine. Asside form the revrent worship, you can see the citizens are preparing for something, and that something isn’t good. Weapons are worn openly. Defensive structures have been recently constructed to guard less used areas of the city. Merchants seem very eager to sell their wares at discount prices. Something is coming.

Civic Infrastructure

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

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

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

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

Slæ̈rn Zmurl Eplárd-ghrïq has an Arts Academy which provides higher education in many fields including math, language arts, philosophy, engineering, and other such disciplines.

Slæ̈rn Zmurl Eplárd-ghrïq 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 City. Slæ̈rn Zmurl Eplárd-ghrïq's grid is powered by hydrogalvanic generators.

Slæ̈rn Zmurl Eplárd-ghrïq's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.

Slæ̈rn Zmurl Eplárd-ghrïq 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 Zmurl Eplárd-ghrïq's natural decorations nor waterways.

Slæ̈rn Zmurl Eplárd-ghrïq 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 Zmurl Eplárd-ghrïq 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 Zmurl Eplárd-ghrïq 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 Zmurl Eplárd-ghrïq's citizens locals enjoy many vices and lustful appetites. They may have religious sanction for their deeds, or neighbors might trade with them for such things, or they could be followers of some ideology that blesses such pursuits. Their economy or their social organization is usually heavily reliant on such traffic, and to ensure its continuance they may have made bargains with various mortal and immortal powers.

Slæ̈rn Zmurl Eplárd-ghrïq's garrison was built using a different architectural style from the rest of the town. The style used is which made use of the classical orders and mathematically precise ratios of height and width combined with a desire for symmetry, proportion, and harmony. It used columns, pediments, arches and domes are imaginatively in buildings of all types. Decorative features were seen as largely unnecessary as the sheer beauty of the structure itself was often close to art. However, many buildings with large ceiling spaces had their ceilings decorated with elaborate paintings, simply because the large flat spaces could feel wasted.

In Slæ̈rn Zmurl Eplárd-ghrïq sometimes, near one of the seasonal solstices, the sun appears to split into three and it rains from a clear sky for several hours.

The Guardian, Graven near Slæ̈rn Zmurl Eplárd-ghrïq are known to be a mutant strain of the creature.

Slæ̈rn Zmurl Eplárd-ghrïq's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves sex to channel Illusion 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: 17
  • Farmers: 30
  • Farm Laborer: 41
  • Hunters: 30
  • Milk Maids: 23
  • Ranchers: 11
  • Ranch Hands: 23
  • Shepherds: 20
    • Farmland: 35631 m2
    • Cattle and Similar Creatures: 2199
    • Poultry: 26394
    • Swine: 1759
    • Sheep: 87
    • Goats: 17
    • Horses, Mounts, and Beasts of Burden: 879

Craftsmen

  • Arms and Toolmakers: 18
  • Blacksmiths: 21
  • Bookbinders: 10
  • Buckle-makers: 12
  • Cabinetmakers: 19
  • Candlemakers: 30
  • Carpenters: 29
  • Clothmakers: 25
  • Coach and Harness Makers: 9
  • Coopers: 23
  • Copper, Brass, Tin, Zinc, and Lead Workers: 12
  • Copyists: 8
  • Cutlers: 7
  • Fabricworkers: 20
  • Farrier: 50
  • Furriers: 5
  • Glassworkers: 26
  • Gunsmiths: 19
  • Harness-Makers: 8
  • Hatters: 18
  • Hosiery Workers: 6
  • Jewelers: 9
  • Leatherwrights: 21
  • Locksmiths: 9
  • Matchstick makers: 13
  • Musical Instrument Makers: 12
  • Painters, Structures and Fixtures: 11
  • Paper Workers: 12
  • Plasterers: 11
  • Pursemakers: 15
  • Roofers: 9
  • Ropemakers: 9
  • Rugmakers: 8
  • Saddlers: 17
  • Scabbardmakers: 18
  • Scalemakers: 9
  • Scientific, Surgical, and Optical Instrument Makers: 5
  • Sculptors, Structures and Fixtures: 8
  • Shoemakers: 8
  • Soap and Tallow Workers: 33
  • Tailors: 65
  • Tanners: 11
  • Upholsterers: 12
  • Watchmakers: 11
  • Weavers: 29
  • Whitesmiths: 6

Merchants

  • Adventuring Goods Retellers: 6
  • Arcana Sellers: 6
  • Beer-Sellers: 11
  • Booksellers: 13
  • Butchers: 24
  • Chandlers: 23
  • Chicken Butchers: 27
  • Entrepreneurs: 9
  • Fine Clothiers: 20
  • Fishmongers: 21
  • Florists: 5
  • Potion Sellers: 15
  • Resellers: 36
  • Spice Merchants: 11
  • Wine-sellers: 18
  • Wheelwright: 13
  • Woodsellers: 8

Service workers

  • Bakers: 54
  • Barbers: 45
  • Coachmen: 12
  • Cooks: 35
  • Doctors: 19
  • Gamekeepers: 13
  • Grooms: 7
  • Hairdressers: 30
  • Healers: 23
  • Housekeepers: 29
  • Housemaids: 43
  • House Stewards: 26
  • Inns: 8
  • Laundry maids: 15
  • Maidservants: 33
  • Nursery Maids: 17
  • Pastrycooks: 30
  • Restaurateur: 38
  • Tavern Keepers: 38

Specialized Laborer

  • Ashworkers: 12
  • Bleachers: 8
  • Chemical Workers: 5
  • Coal Heavers: 16
  • In-Town Couriers: 19
  • Long Haul Couriers: 20
  • Dockyard Workers: 17
  • Gas Workers: 4
  • Hay Merchants: 7
  • Leech Collectors: 22
  • Millers: 19
  • Miners: 19
  • Oilmen and Polishers: 13
  • Postmen: 21
  • Pure Finder: 11
  • Skinners: 25
  • Sugar Refiners: 5
  • Tosher: 13
  • Warehousemen: 28
  • Watercarriers: 19
  • Watermen, Bargemen, etc.: 28

Skilled Laborers

  • Accountants: 10
  • Alchemist: 13
  • Clerk: 16
  • Dentists: 8
  • Educators: 24
  • Engineers: 12
  • Gardeners: 9
  • Mages: 6
  • Plumbers: 9
  • Pharmacist: 10
  • Professors: 3
  • Scientists: 6
  • Wizards: 3

Civil Servants

  • Adventurers: 8
  • Bankers: 11
  • Civil Clerks: 18
  • Civic Iudex: 9
  • Consultants: 5
  • Exorcist: 19
  • Fixers: 10
  • Kami Clerk: 17
  • Landlords: 17
  • Lawyers: 10
  • Legend Keepers: 14
  • Militia Officers: 67
  • Monks, Monastic: 30
  • Monks, Civic: 30
  • Historian, Oral: 18
  • Historian, Textual: 10
  • Policemen, Sheriffs, etc.: 20
  • Priests: 38
  • Rangers: 11
  • Rat Catchers: 14
  • Scholars: 13
  • Spiritualist: 16
  • Slayers: 4
  • Storytellers: 31
  • Military Officers: 30

Cottage Industries

  • Brewers: 24
  • Comfort Services: 35
  • Enchanters: 10
  • Herbalists: 9
  • Jaminators: 29
  • Needleworkers: 31
  • Potters: 14
  • Preserve Makers: 25
  • Quilters: 13
  • Seamsters: 46
  • Spinners: 24
  • Tinker: 9
  • Weaver: 22

Artists

  • Actors: 9
  • Architects: 3
  • Bards: 13
  • Costumers: 5
  • Dancers: 10
  • Drafters: 5
  • Engravers: 7
  • Fine Furniture Carpenters: 4
  • Glaziers: 9
  • Inlayers: 8
  • Musicians: 25
  • Painters, Art: 4
  • Playwrights: 9
  • Sculptors, Art: 7
  • Wood Carvers: 29
  • Writers: 32

Produce Industries

  • Butter Churners: 30
  • Canners: 25
  • Cheesmakers: 27
  • Ice Merchants: 3
  • Millers: 17
  • Picklers: 15
  • Smokers: 11
  • Stockmakers: 9
  • Tobacconists: 14
  • Tallowmakers: 20

3276 of Slæ̈rn Zmurl Eplárd-ghrïq's population work within a Foundational Occupation.

5171 of Slæ̈rn Zmurl Eplárd-ghrïq's population do not work in a formal occupation, but do contribute to the local economy. 351 (4%) are noncontributers.

Points of Interest

Due to a magical anomaly, Slæ̈rn Zmurl Eplárd-ghrïq is directly accessible from a nearby river, despite the lack of a physical connection between the town's pond and the river.

POI

History

In time immemorial, reportedly some time during the early 2nd century, Slæ̈rn Zmurl Eplárd-ghrïq was attacked by savage tribes living nearby Slæ̈rn Zmurl Eplárd-ghrïq. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Slæ̈rn Zmurl Eplárd-ghrïq lost 291 people, 312 livestock, and 91 buildings. The conflict ended after roughly 210, when members of Slæ̈rn Zmurl Eplárd-ghrïq's militia enacted an operation to construct defenses in a particular fortification. The operation was complicated by the enemy setting up an ambush. The conflict ended with the defense of the ruin against a siege, which ended in defeat for Slæ̈rn Zmurl Eplárd-ghrïq's forces. The war is remembered in legend by Slæ̈rn Zmurl Eplárd-ghrïq's bards, historians, and legend keepers.

History