Gnó
**The dwarven city hangs from the ceiling of a great sea-cave as well as floating on the tides below. The three huge stalactites house most of those who live here, but it is down in the flotilla, a true wonder, where most of the work, trade and luxury is to be found. In the right light, the shinning sun twinkles on the waves and bones of the neighbouring city of seafolk below the surface to create rainbows and dancing patterns on the roof of the cave.
A growing power within the Empire, Gnó see themselves as represented the new, profitable future of the dwarves. Unlike Gruna to the North, Gnó dwarves not only allow but encourage personal wealth. Outsiders and tourists are welcomed with open arms so long as they follow the cities rules and bring trade or currency with them. However, locals are rarely permitted to leave. Police here are required to wear uniform wingsuits and can be seen patrolling the area often, giving the sense of safety to visitors and being watched to residents.
The Labour Party faction have the tagline of being 'Representatives of the people', but really are the propogandists of the government in action.
Bridges between the stalactites are rare here, with most people opting to use the many zip-lines or use wingsuits or flying taxis for travel. Places to rent 'wingsuits' for travel between stalactites while the tide is out are plentiful here. Nets to catch anyone who fall are also plentiful, but there is a fine to be rescued to ensure people act carefully.
The Flotilla below is a wealthy neighbourhood made of floating docks and ships. Modular ship homes where the ships can dock to a permanent connection to the well-maintained residential or commercial building. Everything is owned by the government, however unlike above, only the more influential residents, traders and visitors can hope to gain entry here.
Another floating dock exists for just goods and less important visitors, known as the Salts. No one is allowed to sleep there unless on their own visiting boat, but many residents work here. High police presence and security is tight. Government sanctioned sorcerers pratol and watch the area. Licences and bureaucracy are incredible importantly. Stays here are short, and cannot last more than a couple of weeks at most to ensure that the trade continues to flow through the city.
Gnomish de-salination plants exist here to provide clean drinking water to the people. These are some of the only gnomish machines that the Empire still allow to exist and be used.
Events in the city
- Mock Naval Battle to celebrate the quelling of a rebellion. Cannons sets off fish food, and the merfolk and poorer city dwellers have a feast. (This would be when most smuggling happens, because of all of the chaos in the water. Including smuggling people out.)
- Match Making Festival. Once a year, to bring all the singles together for speed dating. Organised by the Match-Maker. Coloured ribbons for beards indicate your social standing with the government.
What's going on?
- The old woman Missus Beck who is the only one who knows how to work the gnomish de-salination plants refuses to share her knowledge.
- The Water Boy smugglers have a package turn up in an unexpected place and want it collected before it is found by the local law enforcement.
- A large amount of oozes have been accidentally released in the city and the wizard responsible wants it dealt with quickly and quietly so he isn't executed or sent to the mines.
- Something has gone wrong with the illusion rooms, and they are showing someone's terrifying nightmares instead of the pleasant illusions people pay for.
- Someone wants to use the Event of the Naval battle as a cover to smuggle themselves out of the city.
- Rumours about a growing vampire problem are starting to spread about the city, although anyone the city government is trying to quell this talk.