Slæ̈rn Zomf-stïnd (/zomf/ /stɪnd/ [pedestrian] [reason]) is a temperate Large City located in the Ngelágemim Principality of the Pelala.
The name Slæ̈rn Zomf-stïnd is derived from the Sylvin language, as Slæ̈rn Zomf-stïnd was founded by Ubleth, who was culturaly Gnoll.
Climate
Slæ̈rn Zomf-stïnd has a yearly average temperature of 3°C (37°F), with its average temperature during the summer being an icy 23°C (73°F) and its average temperature during the winter being a freezing -16°C (4°F). Slæ̈rn Zomf-stïnd receives an average of 234 cm/y (92 in/y) of precipitation, most of which comes in the form of snow during the brutaly long winter months. Slæ̈rn Zomf-stïnd covers an area of nearly 149 km2 (59 mi2), and an average elevation of 2968 m (9737 ft) above sea level.
Overview
Slæ̈rn Zomf-stïnd was founded durring the early 16th century in spring of the year 1541, by Ubleth. The establishment of Slæ̈rn Zomf-stïnd was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Slæ̈rn Zomf-stïnd's construction back out of the project. Ubleth pushed on reguardles, and Slæ̈rn Zomf-stïnd was finished, but starts off as a terible place to live.
Slæ̈rn Zomf-stïnd was built using the conventions of Gnoll durring the early 16th century. Naturaly, all settlmentss have their own look to them, and Slæ̈rn Zomf-stïnd 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 Zomf-stïnd is buildings are built arround a single restrictive split-log ties mainstreet which forms a counterclockwise spiral to give the city a over all circular shape. The city rests behind a set of well fortified walls, with gatehouses, watch towers, and battlments. Slæ̈rn Zomf-stïnd's walls are, howeaver, fashioned from stone and timber. While unorthadox, the design looks to be functional to a reasonable degree. With luck, the untested design will remain untested for years to come. Slæ̈rn Zomf-stïnd's unusual yet seemingly effective fortifications are in an unremarkable state. To some, this is the ideal sate for defences to be in. In need of absoutly nothing, and ready to serve the city as needed.
A look around Slæ̈rn Zomf-stïnd is like a look into a broken heart. There is no planning, no organization. Everyone here clearly goes about their own thing with little thought to anyone around them who isn’t selling something they need. It’s not malicious. Heads are hung. Eyes are empty. Something truly horrible happened here once upon a time and the city never healed.
Civic Infrastructure
Slæ̈rn Zomf-stïnd possesses a Aethary Link for its accademic, government, and financial institutions. Public Aethary access is available through one or more of these intitutions.
Slæ̈rn Zomf-stïnd has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Slæ̈rn Zomf-stïnd 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 Zomf-stïnd. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Slæ̈rn Zomf-stïnd's parks.
Slæ̈rn Zomf-stïnd has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Slæ̈rn Zomf-stïnd.
Slæ̈rn Zomf-stïnd 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 Zomf-stïnd 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 Zomf-stïnd 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 Zomf-stïnd 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 Zomf-stïnd 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 Zomf-stïnd 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 Zomf-stïnd has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Slæ̈rn Zomf-stïnd's public wards, blessings, and other arcane systems.
Slæ̈rn Zomf-stïnd has an Theological Academy which trains clergy in various arcane and theological topics required for their occupations.
Slæ̈rn Zomf-stïnd 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 Zomf-stïnd's grid is powered by an arcane means.
Slæ̈rn Zomf-stïnd's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.
Slæ̈rn Zomf-stïnd has a first rate hospital which caters to anyone in need of long term medical care.
Slæ̈rn Zomf-stïnd 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 Zomf-stïnd 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 Zomf-stïnd's natural decorations nor waterways.
Slæ̈rn Zomf-stïnd 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 Zomf-stïnd 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 Zomf-stïnd 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.
Slæ̈rn Zomf-stïnd is home to a University which provides higher education in a variety of fields, and also serves as a research institute for those same fields.
Cultural Notes
Slæ̈rn Zomf-stïnd 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 Zomf-stïnd's bank was built using a different architectural style from the rest of the town. The style used is inspired by the natural world, characterized by sinuous, sculptural, organic shapes, arches, curving lines, and sensual ornamentation. Common motifs included stylized versions of leaves, flowers, vines, insects, animals, and other natural elements. Decorative elements found on the inside and outside of buildings include intricate mosaic work, curved windows, and decorative trim work. .
In Slæ̈rn Zomf-stïnd there is a constant smell of overcooked presumably ethnic food.
The Festrog near Slæ̈rn Zomf-stïnd are known to be more aggressive than normal.
Slæ̈rn Zomf-stïnd's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves consuming a local toxin to channel Transmutation energies of tier 2 via chanting.
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: 66
Farmers: 107
Farm Laborer: 207
Hunters: 141
Milk Maids: 86
Ranchers: 47
Ranch Hands: 96
Shepherds: 90
Farmland: 142412 m2
Cattle and Similar Creatures: 8834
Poultry: 106014
Swine: 7067
Sheep: 353
Goats: 70
Horses, Mounts, and Beasts of Burden: 3533
Craftsmen
Arms and Toolmakers: 75
Blacksmiths: 80
Bookbinders: 45
Buckle-makers: 47
Cabinetmakers: 82
Candlemakers: 110
Carpenters: 112
Clothmakers: 98
Coach and Harness Makers: 37
Coopers: 90
Copper, Brass, Tin, Zinc, and Lead Workers: 49
Copyists: 34
Cutlers: 28
Fabricworkers: 84
Farrier: 201
Furriers: 23
Glassworkers: 113
Gunsmiths: 75
Harness-Makers: 33
Hatters: 69
Hosiery Workers: 25
Jewelers: 38
Leatherwrights: 88
Locksmiths: 36
Matchstick makers: 54
Musical Instrument Makers: 49
Painters, Structures and Fixtures: 45
Paper Workers: 52
Plasterers: 48
Pursemakers: 60
Roofers: 36
Ropemakers: 34
Rugmakers: 33
Saddlers: 66
Scabbardmakers: 71
Scalemakers: 37
Scientific, Surgical, and Optical Instrument Makers: 22
Sculptors, Structures and Fixtures: 33
Shoemakers: 33
Soap and Tallow Workers: 115
Tailors: 307
Tanners: 44
Upholsterers: 50
Watchmakers: 50
Weavers: 100
Whitesmiths: 28
Merchants
Adventuring Goods Retellers: 24
Arcana Sellers: 24
Beer-Sellers: 47
Booksellers: 55
Butchers: 90
Chandlers: 90
Chicken Butchers: 105
Entrepreneurs: 36
Fine Clothiers: 84
Fishmongers: 92
Florists: 21
Potion Sellers: 64
Resellers: 135
Spice Merchants: 47
Wine-sellers: 73
Wheelwright: 56
Woodsellers: 35
Service workers
Bakers: 160
Barbers: 181
Coachmen: 50
Cooks: 141
Doctors: 74
Gamekeepers: 53
Grooms: 30
Hairdressers: 130
Healers: 105
Housekeepers: 98
Housemaids: 185
House Stewards: 110
Inns: 35
Laundry maids: 70
Maidservants: 121
Nursery Maids: 63
Pastrycooks: 121
Restaurateur: 147
Tavern Keepers: 153
Specialized Laborer
Ashworkers: 47
Bleachers: 31
Chemical Workers: 20
Coal Heavers: 75
In-Town Couriers: 75
Long Haul Couriers: 73
Dockyard Workers: 73
Gas Workers: 17
Hay Merchants: 29
Leech Collectors: 91
Millers: 80
Miners: 80
Oilmen and Polishers: 56
Postmen: 80
Pure Finder: 46
Skinners: 110
Sugar Refiners: 20
Tosher: 55
Warehousemen: 126
Watercarriers: 75
Watermen, Bargemen, etc.: 117
Skilled Laborers
Accountants: 45
Alchemist: 53
Clerk: 70
Dentists: 34
Educators: 94
Engineers: 51
Gardeners: 35
Mages: 25
Plumbers: 38
Pharmacist: 41
Professors: 15
Scientists: 25
Wizards: 15
Civil Servants
Adventurers: 33
Bankers: 48
Civil Clerks: 82
Civic Iudex: 40
Consultants: 22
Exorcist: 82
Fixers: 42
Kami Clerk: 74
Landlords: 74
Lawyers: 44
Legend Keepers: 56
Militia Officers: 294
Monks, Monastic: 113
Monks, Civic: 107
Historian, Oral: 80
Historian, Textual: 44
Policemen, Sheriffs, etc.: 78
Priests: 168
Rangers: 47
Rat Catchers: 51
Scholars: 56
Spiritualist: 63
Slayers: 20
Storytellers: 133
Military Officers: 121
Cottage Industries
Brewers: 103
Comfort Services: 141
Enchanters: 39
Herbalists: 40
Jaminators: 107
Needleworkers: 107
Potters: 61
Preserve Makers: 98
Quilters: 47
Seamsters: 207
Spinners: 103
Tinker: 38
Weaver: 86
Artists
Actors: 38
Architects: 13
Bards: 55
Costumers: 22
Dancers: 41
Drafters: 22
Engravers: 28
Fine Furniture Carpenters: 17
Glaziers: 38
Inlayers: 34
Musicians: 100
Painters, Art: 18
Playwrights: 36
Sculptors, Art: 30
Wood Carvers: 126
Writers: 121
Produce Industries
Butter Churners: 113
Canners: 100
Cheesmakers: 110
Ice Merchants: 15
Millers: 67
Picklers: 60
Smokers: 42
Stockmakers: 38
Tobacconists: 55
Tallowmakers: 73
13396 of Slæ̈rn Zomf-stïnd's population work within a Foundational Occupation.
774 work in Agriculture
3039 work as Craftsmen
1078 work as Merchants
2027 work as Service Workers
1376 work as General Laborers
541 work as Skilled Laborers
1972 work as Civil Servants
1177 work in Cottage Industries
739 work as Artists
673 work in Produce Industries
19822 of Slæ̈rn Zomf-stïnd's population do not work in a formal occupation, but do contribute to the local economy. 2120 (6%) are noncontributers.
Points of Interest
POI
History
In time immemorial, reportedly some time during the early 2nd century, Slæ̈rn Zomf-stïnd was attacked by soldiers from another nation, waging a greater campaign. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Slæ̈rn Zomf-stïnd lost 248 people, 265 livestock, and 75 buildings. The conflict ended after roughly 198, when members of Slæ̈rn Zomf-stïnd's militia enacted an operation to rescue a particular solgiers group from the enemy. The operation was complicated by a significant percentage of the militia choose to go abandon the operation and return home. The conflict ended with a last stand against the enemy until a particular event occurred, which ended in victory for Slæ̈rn Zomf-stïnd's forces. The war is remembered in legend by Slæ̈rn Zomf-stïnd's bards, historians, and legend keepers.