Gnó sites of interest
Desalination plant.
Run by Missus Beck and three young, female appendices. One of the few gnomish devices allowed to be used by the Empire. However, it is old and starting to break down. She doesn't allow anyone inside.
The Salts
Salt is always crunching underfoot. Loved by the locals, but visitors find the smell a bit much. Fish Market with goods displayed on salt. Box jelly fish (captured and prepared in a very specific way to avoid being poisonous). They have to be killed out of water or they spawn, and become a pest. Incredibly difficult to get a license to fish for.
The Mine
Going up. Lots of prison labour and political dissidents. Mining out the stalactites to make more space for the city to grow. Harsh conditions, minimal safety. Corruption is rife. Political dissidents are used as canaries. (Monsters such as cloakers and ropers can exist in these places).
Harmony Bridge.
Glass bridge between the two biggest stalactites. So many people died making this thing. Has statues of merfolk and dwarves throughout to promote good feeling and trade relations. Suicide attempts are common here, so nets and patrols happens a lot.
Stralav
Underwater volcano outside the city, so the water going into the cave is warm. Some pipes exist and are used to make a type of hot spring in the Flotilla and warm the city's water. Some say beasts of fire and water live within it, but the government assures everyone that this is not the case.
The 'Public' Bath.
It a massive section in the middle of the Flotilla. Used by citizens with a high level of prestige within the city, and some outsiders who they want to impress. Has a large heated pool, a spa, a steam room, and the finest massage rooms in the city.
The Vault.
A single stalactite that contains the one and only bank in the city. Government controlled, all commerce, treasure wages, taxes and everything goes through here. Can only be reached by one path, which is warded and protected at all times.
The Slides.
Way to quickly descend stalactites. To the sides of roads. Made initially for water run-off but people just use them as slides.
The Swills
Pubs. All of the alcohol is terrible. Everyone knows that there is always someone watching.
Opium Dens.
Hidden in old smuggler tunnels that existed before the city was built.
Illusion hall.
7 or 8 different rooms. Crystal in the centre of the room. Used for games, education, and blackmail. 'Programmed illusion' wizard spell.
The Dome
A covered, crystal dome with a pool in the centre on the outskirts of the city, towards the open sea. This is where the merfolk meet and trade with select members of the dwarven society above. Has devices that allow both species to enter the unfamiliar environment of the other. Has a submarine.
The road out.
Lots of trade in-land. Dwarves require permits to leave, but guards can often be bribed.