Small City: Brir Zdri̽k Hadfow

Brir Zdri̽k Hadfow

Brir Zdri̽k Hadfow
Example Wood Elf architecture.
StateRosid
ProvenceWǟlwu Moot
RegionMo̠z Bo̠w Basin
Founded1163
Community LeaderLord Zlîl
Area11 km2 (4 mi2)
Average Yearly Temp11°C (51°F)
Average Elevation3062 m (10045 ft)
Average Yearly Precipitation158 cm/y (62 in/y)
Population2758
Population Density250 people per km2 (689 people per mi2)
Town AuraSummoning
Naming
Native nameBrir Zdri̽k Hadfow
Pronunciation/brir/ /zdri̽k/
Direct Translation[selfish] [acronym]
Translation[Not Yet Translated]

Brir Zdri̽k Hadfow (/brir/ /zdri̽k/ [selfish] [acronym]) is a subtropical Small City located in the Wǟlwu Moot of the Rosid.

The name Brir Zdri̽k Hadfow is derived from the Sylvin language, as Brir Zdri̽k Hadfow was founded by Shêbrêye, who was culturaly Wood Elf.

Climate

Brir Zdri̽k Hadfow has a yearly average temperature of 11°C (51°F), with its average temperature during the summer being a warm 30°C (86°F) and its average temperature during the winter being a freezing -7°C (20°F). Brir Zdri̽k Hadfow receives an average of 158 cm/y (62 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Brir Zdri̽k Hadfow covers an area of nearly 11 km2 (4 mi2), and an average elevation of 3062 m (10045 ft) above sea level.

Overview

Brir Zdri̽k Hadfow was founded durring the late 13th century in spring of the year 1163, by Shêbrêye. The establishment of Brir Zdri̽k Hadfow suffered from several major issues, resulting in the need to develop many solutions to basic problems. Problems such as a lack of fresh water, logistical support, poor quality tools, and the odd monster or two. Howeaver, these were overcome in time.

Brir Zdri̽k Hadfow was built using the conventions of Wood Elf durring the late 13th century. Naturaly, all settlmentss have their own look to them, and Brir Zdri̽k Hadfow 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.

Brir Zdri̽k Hadfow is buildings are arranged arrounded a highly ordered system of spacious paverstone streets which form triangular paterns, allowing the incides of the octagons to be common grounds for the buildings on the edges, be it for parkland, yardspace, plazas, or markets. The city is protected by a humble stone fence which is tall enough to provide adiquite cover for defenders to fire from, but no more than that. The city's peasent-grade are visibly old, but also obviously maintained semi-regularly. Its likly the local malishia or garrison are tasked with ocasional mantance of the citys defences.

A look around Brir Zdri̽k Hadfow has something terribly wrong with it. It’s impossible to put one’s finger on, but something is horribly wrong. Maybe it’s the way fog blankets the ground, but only in the connors of places. Maybe it’s the vermin scuttling between shadows in the corner of your eyes. Perhaps it’s the overcast sky which seemed to creep out of nowhere, or the distant howling of wolves. Maybe it’s all of those things together, or perhaps it's the way these elements combine which makes you worry someone might stab you in a dark ally for your boots. It’s not filthy, or dark, but the smiles seem strained, the locals seem to glare daggers in eachothers backs a little too much, and everyone is armed at all times. You may want to keep an eye on your valuables, and make sure you don’t wind up in any position of power. Regardless, you do not feel it would be wise to remain in Brir Zdri̽k Hadfow long.

Civic Infrastructure

Brir Zdri̽k Hadfow has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

Brir Zdri̽k Hadfow 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 Brir Zdri̽k Hadfow. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Brir Zdri̽k Hadfow's parks.

Brir Zdri̽k Hadfow has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Brir Zdri̽k Hadfow.

Brir Zdri̽k Hadfow 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.

Brir Zdri̽k Hadfow 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.

Brir Zdri̽k Hadfow 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.

Brir Zdri̽k Hadfow 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.

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

Brir Zdri̽k Hadfow 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 Small City. Brir Zdri̽k Hadfow's grid is powered by an arcane means.

Brir Zdri̽k Hadfow 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 Brir Zdri̽k Hadfow's natural decorations nor waterways.

Brir Zdri̽k Hadfow 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.

Brir Zdri̽k Hadfow 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.

Brir Zdri̽k Hadfow 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

While Brir Zdri̽k Hadfow might ostensibly be ruled by some other power, real control lies with the senior members of the local craft and labor guilds. Their decisions have the practical weight of law, and much of their time and effort is spent squeezing out competitors and parceling out economic opportunities in the community. Some guilds might have little or nothing to do with their original trade, and now exist purely as shells for political influence.

Brir Zdri̽k Hadfow's garrison was built using a different architectural style from the rest of the town. The style used is admittedly strange and non-linear style rooted in defiance of symmetrical shapes. It championed the creation of buildings with a unique visual appearance. the structural norms of classic buildings and deforms or moves away from elementary architectural principles. By including non-linear designs processed into its buildings and favoring fragmentation, this style expressed a form of controlled chaos. Its buildings appear out-of-the-ordinary, draw the eye in immediately and sometimes create a feeling of strangeness. These distorted shapes and structure are not reserved to the building’s outer facade, they destabilize interior elements too, favoring minimalism and play on people’s perceptions by injecting a futuristic touch.

In Brir Zdri̽k Hadfow rainbows form quite often above the Small City.

The Thoqqua near Brir Zdri̽k Hadfow are known to be more aggressive than normal.

Brir Zdri̽k Hadfow's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves line dance to channel Necromancy energies of tier 2 via divine sermons.

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: 5
  • Farmers: 7
  • Farm Laborer: 15
  • Hunters: 10
  • Milk Maids: 6
  • Ranchers: 3
  • Ranch Hands: 7
  • Shepherds: 6
    • Farmland: 11252 m2
    • Cattle and Similar Creatures: 689
    • Poultry: 8274
    • Swine: 551
    • Sheep: 27
    • Goats: 5
    • Horses, Mounts, and Beasts of Burden: 275

Craftsmen

  • Arms and Toolmakers: 5
  • Blacksmiths: 6
  • Bookbinders: 3
  • Buckle-makers: 3
  • Cabinetmakers: 6
  • Candlemakers: 9
  • Carpenters: 8
  • Clothmakers: 7
  • Coach and Harness Makers: 2
  • Coopers: 6
  • Copper, Brass, Tin, Zinc, and Lead Workers: 3
  • Copyists: 2
  • Cutlers: 2
  • Fabricworkers: 6
  • Farrier: 14
  • Furriers: 1
  • Glassworkers: 9
  • Gunsmiths: 6
  • Harness-Makers: 2
  • Hatters: 5
  • Hosiery Workers: 1
  • Jewelers: 3
  • Leatherwrights: 6
  • Locksmiths: 2
  • Matchstick makers: 4
  • Musical Instrument Makers: 4
  • Painters, Structures and Fixtures: 3
  • Paper Workers: 4
  • Plasterers: 3
  • Pursemakers: 4
  • Roofers: 2
  • Ropemakers: 2
  • Rugmakers: 2
  • Saddlers: 5
  • Scabbardmakers: 5
  • Scalemakers: 2
  • Scientific, Surgical, and Optical Instrument Makers: 1
  • Sculptors, Structures and Fixtures: 2
  • Shoemakers: 2
  • Soap and Tallow Workers: 8
  • Tailors: 14
  • Tanners: 3
  • Upholsterers: 3
  • Watchmakers: 3
  • Weavers: 8
  • Whitesmiths: 2

Merchants

  • Adventuring Goods Retellers: 1
  • Arcana Sellers: 1
  • Beer-Sellers: 3
  • Booksellers: 4
  • Butchers: 7
  • Chandlers: 6
  • Chicken Butchers: 7
  • Entrepreneurs: 2
  • Fine Clothiers: 6
  • Fishmongers: 7
  • Florists: 1
  • Potion Sellers: 4
  • Resellers: 11
  • Spice Merchants: 3
  • Wine-sellers: 5
  • Wheelwright: 3
  • Woodsellers: 2

Service workers

  • Bakers: 18
  • Barbers: 10
  • Coachmen: 3
  • Cooks: 10
  • Doctors: 5
  • Gamekeepers: 4
  • Grooms: 2
  • Hairdressers: 9
  • Healers: 7
  • Housekeepers: 8
  • Housemaids: 18
  • House Stewards: 8
  • Inns: 2
  • Laundry maids: 5
  • Maidservants: 9
  • Nursery Maids: 5
  • Pastrycooks: 10
  • Restaurateur: 11
  • Tavern Keepers: 9

Specialized Laborer

  • Ashworkers: 3
  • Bleachers: 2
  • Chemical Workers: 1
  • Coal Heavers: 5
  • In-Town Couriers: 5
  • Long Haul Couriers: 6
  • Dockyard Workers: 5
  • Gas Workers: 1
  • Hay Merchants: 2
  • Leech Collectors: 6
  • Millers: 5
  • Miners: 6
  • Oilmen and Polishers: 4
  • Postmen: 6
  • Pure Finder: 3
  • Skinners: 9
  • Sugar Refiners: 1
  • Tosher: 4
  • Warehousemen: 8
  • Watercarriers: 6
  • Watermen, Bargemen, etc.: 8

Skilled Laborers

  • Accountants: 3
  • Alchemist: 4
  • Clerk: 5
  • Dentists: 2
  • Educators: 7
  • Engineers: 4
  • Gardeners: 2
  • Mages: 2
  • Plumbers: 2
  • Pharmacist: 3
  • Professors: 1
  • Scientists: 2
  • Wizards: 1

Civil Servants

  • Adventurers: 2
  • Bankers: 3
  • Civil Clerks: 6
  • Civic Iudex: 3
  • Consultants: 1
  • Exorcist: 6
  • Fixers: 3
  • Kami Clerk: 5
  • Landlords: 5
  • Lawyers: 3
  • Legend Keepers: 5
  • Militia Officers: 25
  • Monks, Monastic: 8
  • Monks, Civic: 9
  • Historian, Oral: 6
  • Historian, Textual: 3
  • Policemen, Sheriffs, etc.: 5
  • Priests: 11
  • Rangers: 3
  • Rat Catchers: 3
  • Scholars: 4
  • Spiritualist: 5
  • Slayers: 1
  • Storytellers: 9
  • Military Officers: 9

Cottage Industries

  • Brewers: 8
  • Comfort Services: 10
  • Enchanters: 3
  • Herbalists: 3
  • Jaminators: 8
  • Needleworkers: 8
  • Potters: 4
  • Preserve Makers: 8
  • Quilters: 3
  • Seamsters: 18
  • Spinners: 7
  • Tinker: 2
  • Weaver: 6

Artists

  • Actors: 2
  • Architects: 1
  • Bards: 4
  • Costumers: 1
  • Dancers: 3
  • Drafters: 1
  • Engravers: 2
  • Fine Furniture Carpenters: 1
  • Glaziers: 3
  • Inlayers: 2
  • Musicians: 8
  • Painters, Art: 1
  • Playwrights: 2
  • Sculptors, Art: 2
  • Wood Carvers: 10
  • Writers: 9

Produce Industries

  • Butter Churners: 9
  • Canners: 8
  • Cheesmakers: 9
  • Ice Merchants: 1
  • Millers: 5
  • Picklers: 4
  • Smokers: 3
  • Stockmakers: 3
  • Tobacconists: 4
  • Tallowmakers: 5

951 of Brir Zdri̽k Hadfow's population work within a Foundational Occupation.

1614 of Brir Zdri̽k Hadfow's population do not work in a formal occupation, but do contribute to the local economy. 193 (7%) are noncontributers.

Points of Interest

Brir Zdri̽k Hadfow is known for its odd use of round-a-bouts, small ring roads used in place of intersections.

POI

History

The the a coat of plates of Elven High Magic, an a coat of plates imbued with notable amounts of Elven High Magic energies was created in Brir Zdri̽k Hadfow by in time immemorial, reportedly some time during the early 2nd century.

History