Gnó
Commence, Salty, hydro-thermal, totalitarian
Up-side-down stalactite dwarven city, built in and above a sea-cave that floods with the tide.
Twin city to Mermaid city is on the back of an ancient and dead dragon-turtle. (The City landed when the dragon turtle died, and the dwarves build the a-joining city)
Neighbourhood
The Flotilla.
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, the more influential residents and visitors are the only ones who can hope to gain entry here. Another floating dock exists for just goods and less important visitors. High police presence and security is tight. Government sanctioned sorcerers pratol and watch the area. Licences and bureaucracy are incredible importantly.
Resident
Sathy Kalra. Dwarf, female, taxi driver. Go between the two cities with a giant mantra ray (with an air-bubble spell). Knows all of the rumours about everyone. Main source of income is information dealing. "RAYSING the standard for transportation".
Landmark
Zip-lines and some places where you rent 'wingsuits' for travel between stalactites while the tide is out. Police are required to wear them.
Resident
Ship Captain, trader, male, half-green, half-gold dragonborn. (Actually a full dragon but doesn't know it). A gymnast since age four. Has a golden patch of scales he has to be very careful to keep hidden, thankfully they are in a discreet location. His ship is the unofficial, official gentleman's club of the higher-ups of the city.
Landmark
Desalination plant. One of the few gnomish devices allowed to be used by the Empire. However, it is old and starting to break down.
Resident
Old lady. Sea hag with a big billowing yellow hat and coat with a face that looks like its craved out of wood. Has 3 apprentices (splitting her knowledge so they can't get rid of her). Planning to make a coven (keep 2, kill one). A gnome sold his memory of the workings of the machine to try help his people. And she kept her bargain (barely). "Without me this city dies".
Minister of Internal Management
Always wears a medal that no one recognises. Carries a sabre at all times, which is also the name he goes by: Sabre. Dwarf. Former Naval captain. Head of the Crabs (they'll pinch you). (The secret police). Mayor of Sionnach wants him dead for poaching his assistant. No one knows his true age or true name. In his office there is a glass case, which holds something from the future. He visited the Fae isles and came back in time, using his knowledge to gain prestige.
Neighbourhood
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.
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).
Faction
The Labour Party. 'Representatives of the people'. The propogandists of the machine in action.
Resident
Newscaster. The Mouth, a columnist. Fictitious person. Several people write the column, female dwarf model turns up to events to shake hands and smile at people. 'Agatha Truegrit'.
Resident
Tabatha Amantine. Dwarven woman, barely out of school, skinny for a dwarf, ginger, works in maintenance as a caretaker for the Flotilla in a group called the Scrapers. Mostly works scraping off salt and barnacles.
Landmark
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.
Landmark
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.
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.
Landmark
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.
Resident
Young wizard who accidentally released a load of oozes into the city's pipes and desperately wants to fix it without the city government finding out.
Faction
Water Boys- Group of Smugglers (Mostly Female) that can run contraband via the water pipes, and Buoys that float from the bottom. Contraband is in danger from the slimes. Smuggling in gnomish texts (for someone trying to figure out the machine), newspapers from the outside world.
Resident
Reeves Rubyfall. Sorcerer for the government, a true patriot. Thinks that they are working for the greater good by finding out more of the desalination, but will be killed if they are found out. A bit of a hypocrite who would kill someone else for doing as he is doing, but believes that only he can handle the forbidden knowledge.
Landmark
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.
Resident
Honour Fireheart. The Match Maker. Dwarven lady. Weddings are a BIG deal, and she is one of the most important people in the city. A bard.
The Swills
Pubs. All of the alcohol is terrible. Everyone knows that there is always someone watching.
Landmarks
Opium Dens. Hidden in old smuggler tunnels that existed before the city was built.
Landmark
Illusion hall. 7 or 8 different rooms. Crystal in the centre of the room. Used for games, education, and blackmail. 'Programmed illusion' wizard spell.
Landmark
The road out. Lots of trade in-land. Permits are required to leave, but guards can often be bribed.
Event
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.
Event
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.