The name Qe̜d Zlo̠t Ner is derived from the Wood Elvish language, as Qe̜d Zlo̠t Ner was founded by Sedril Dhuzono, who was culturaly Wood Elven.
Climate
Qe̜d Zlo̠t Ner has a yearly average temperature of 20°C (68°F), with its average temperature during the summer being a warm 29°C (84°F) and its average temperature during the winter being a cool 12°C (53°F). Qe̜d Zlo̠t Ner receives an average of 283 cm/y (111 in/y) of precipitation, most of which comes in the form of rain during the summer. Qe̜d Zlo̠t Ner covers an area of nearly 5 km2 (2 mi2), and an average elevation of 2748 m (9015 ft) above sea level.
Overview
Qe̜d Zlo̠t Ner was founded durring the late 14th century in spring of the year 1297, by Sedril Dhuzono. The establishment of Qe̜d Zlo̠t Ner was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Sedril Dhuzono struck deals with nearby nations and communities to establish Qe̜d Zlo̠t Ner as a prison colony.
Qe̜d Zlo̠t Ner was built using the conventions of Wood Elven durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Qe̜d Zlo̠t Ner is no diffrent. The town's buildings feature plaster covered brickwork used to form structures with an emphasis on symmetry, proportion, geometry and the regularity of parts. Orderly arrangements of columns, pilasters and lintels, as well as the use of semicircular arches, hemispherical domes, niches and aediculae can be found everywhere such that only size of building and yard can be used to measure the general prosparity of a given building's owners due to a general wealthy feeling the style gives off.
Qe̜d Zlo̠t Ner is buildings are arranged arrounded highly ordered system of crampt carved bedrock streets which form octogonal 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 town has a defencive wall made from querried stone. The wall is equipped with a full set of battlments but the nature of its construction methodology leaves it somewhat vulnerable to siege equipment. That said, the town is well defended against anything short of an army. The cost-cutting-focused defences has suffered a visible ammount of structural damage, leaving them effectivly useless. One can't help but wonder why the has not yet effected repairs.
The first thing you notice about Qe̜d Zlo̠t Ner is the large sign at the entrance welcoming you to their humble town. Children come up to you and say hi, some asking if you’ve fought any big monsters, and others just zipping away after their hello. The adults are much the same. By the time you’ve made it a significant way into the town you’ve been invited to a tavern for a pint to drink in exchange for news of the world. You’ve also had no less than three older women give you a sweetroll and direct your attention to their still unmarried children. It would be creepy if it wasn't so sincere.
Civic Infrastructure
Qe̜d Zlo̠t Ner has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Qe̜d Zlo̠t Ner.
Qe̜d Zlo̠t Ner 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.
Qe̜d Zlo̠t Ner 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.
Qe̜d Zlo̠t Ner has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Qe̜d Zlo̠t Ner's public wards, blessings, and other arcane systems.
Qe̜d Zlo̠t Ner has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Qe̜d Zlo̠t Ner 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.
Qe̜d Zlo̠t Ner 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
Qe̜d Zlo̠t Ner 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.
Qe̜d Zlo̠t Ner's mayor's house was built using a different architectural style from the rest of the town. The style used is known for its buildings being predominantly formed through the combination of basic geometric shapes. However, it shown in the detailing given to the structures such as its characteristic tall columns, intricate detail, symmetry, harmony, and balance in their designs to an astonishing degree of precision. Decorative elements for the buildings tended to be built into the structure itself, making great use of fluting, frescoes, inlays, and embossing.
In Qe̜d Zlo̠t Ner rainbows form quite often above the Town.
The Thrush near Qe̜d Zlo̠t Ner are known to be a mutant strain of the creature.
Qe̜d Zlo̠t Ner's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves orgies to channel Wild Magic energies of tier 1 via proclamations.
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: 2
Farmers: 3
Farm Laborer: 8
Hunters: 4
Milk Maids: 3
Ranchers: 1
Ranch Hands: 3
Shepherds: 2
Farmland: 5042 m2
Cattle and Similar Creatures: 310
Poultry: 3726
Swine: 248
Sheep: 12
Goats: 2
Horses, Mounts, and Beasts of Burden: 124
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 2
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 2
Candlemakers: 4
Carpenters: 4
Clothmakers: 3
Coach and Harness Makers: 1
Coopers: 3
Copper, Brass, Tin, Zinc, and Lead Workers: 1
Copyists: 1
Cutlers: 1
Fabricworkers: 2
Farrier: 8
Glassworkers: 4
Gunsmiths: 2
Harness-Makers: 1
Hatters: 2
Jewelers: 1
Leatherwrights: 2
Locksmiths: 1
Matchstick makers: 2
Musical Instrument Makers: 1
Painters, Structures and Fixtures: 1
Paper Workers: 1
Plasterers: 1
Pursemakers: 2
Roofers: 1
Ropemakers: 1
Rugmakers: 1
Saddlers: 2
Scabbardmakers: 2
Scalemakers: 1
Sculptors, Structures and Fixtures: 1
Shoemakers: 1
Soap and Tallow Workers: 4
Tailors: 6
Tanners: 1
Upholsterers: 1
Watchmakers: 1
Weavers: 4
Whitesmiths: 1
Merchants
Beer-Sellers: 1
Booksellers: 2
Butchers: 2
Chandlers: 3
Chicken Butchers: 3
Entrepreneurs: 1
Fine Clothiers: 3
Fishmongers: 2
Potion Sellers: 2
Resellers: 5
Spice Merchants: 1
Wine-sellers: 2
Wheelwright: 1
Woodsellers: 1
Service workers
Bakers: 6
Barbers: 6
Coachmen: 1
Cooks: 4
Doctors: 2
Gamekeepers: 1
Grooms: 1
Hairdressers: 4
Healers: 3
Housekeepers: 3
Housemaids: 5
House Stewards: 3
Inns: 1
Laundry maids: 2
Maidservants: 4
Nursery Maids: 2
Pastrycooks: 4
Restaurateur: 4
Tavern Keepers: 5
Specialized Laborer
Ashworkers: 1
Bleachers: 1
Coal Heavers: 2
In-Town Couriers: 2
Long Haul Couriers: 2
Dockyard Workers: 2
Hay Merchants: 1
Leech Collectors: 3
Millers: 3
Miners: 2
Oilmen and Polishers: 2
Postmen: 2
Pure Finder: 1
Skinners: 3
Tosher: 2
Warehousemen: 4
Watercarriers: 2
Watermen, Bargemen, etc.: 3
Skilled Laborers
Accountants: 1
Alchemist: 1
Clerk: 2
Dentists: 1
Educators: 3
Engineers: 1
Gardeners: 1
Plumbers: 1
Pharmacist: 1
Civil Servants
Adventurers: 1
Bankers: 1
Civil Clerks: 2
Civic Iudex: 1
Exorcist: 2
Fixers: 1
Kami Clerk: 2
Landlords: 2
Lawyers: 1
Legend Keepers: 1
Militia Officers: 8
Monks, Monastic: 4
Monks, Civic: 4
Historian, Oral: 2
Historian, Textual: 1
Policemen, Sheriffs, etc.: 3
Priests: 4
Rangers: 1
Rat Catchers: 1
Scholars: 2
Spiritualist: 2
Storytellers: 4
Military Officers: 4
Cottage Industries
Brewers: 3
Comfort Services: 4
Enchanters: 1
Herbalists: 1
Jaminators: 4
Needleworkers: 4
Potters: 2
Preserve Makers: 3
Quilters: 1
Seamsters: 5
Spinners: 4
Tinker: 1
Weaver: 3
Artists
Actors: 1
Bards: 1
Dancers: 1
Glaziers: 1
Inlayers: 1
Musicians: 3
Playwrights: 1
Sculptors, Art: 1
Wood Carvers: 4
Writers: 4
Produce Industries
Butter Churners: 4
Canners: 3
Cheesmakers: 4
Millers: 2
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 1
Tallowmakers: 2
377 of Qe̜d Zlo̠t Ner's population work within a Foundational Occupation.
24 work in Agriculture
85 work as Craftsmen
29 work as Merchants
61 work as Service Workers
38 work as General Laborers
12 work as Skilled Laborers
54 work as Civil Servants
36 work in Cottage Industries
18 work as Artists
20 work in Produce Industries
803 of Qe̜d Zlo̠t Ner's population do not work in a formal occupation, but do contribute to the local economy. 62 (5%) are noncontributers.
Points of Interest
POI
History
In time immemorial, reportedly some time during the early 2nd century Qe̜d Zlo̠t Ner was rocked by a string of powerful winter storms. The worst of the disaster struck The storm coated everything in a thick layer of ice and freezing countless animals, plants, and people to death. Qe̜d Zlo̠t Ner lost 252 people, and 147 livestock in the disaster.. The disaster is remembered as the Woe Screams, after the sounds of the winds.