Zá̋ Nidáä Ni̋ēkēä (/zɛ̋/ /ndɑ́æ/ [new; unique] [bud; spark]) is a subtropical Small City located in the Thḗpō̌yey Region of the Goblin Tribes.
The name Zá̋ Nidáä Ni̋ēkēä is derived from the Goblin language, as Zá̋ Nidáä Ni̋ēkēä was founded by Trelè Glèsê Moctil, who was culturaly Goblin.
Climate
Zá̋ Nidáä Ni̋ēkēä 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). Zá̋ Nidáä Ni̋ēkēä receives an average of 244 cm/y (96 in/y) of precipitation, most of which comes in the form of rain during the summer. Zá̋ Nidáä Ni̋ēkēä covers an area of nearly 15 km2 (6 mi2), and an average elevation of 2032 m (6666 ft) above sea level.
Overview
Zá̋ Nidáä Ni̋ēkēä was founded durring the late 16th century in winter of the year 1477, by Trelè Glèsê Moctil. The establishment of Zá̋ Nidáä Ni̋ēkēä was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Zá̋ Nidáä Ni̋ēkēä's construction back out of the project. Trelè Glèsê Moctil pushed on reguardles, and Zá̋ Nidáä Ni̋ēkēä was finished, but starts off as a terible place to live.
Zá̋ Nidáä Ni̋ēkēä was built using the conventions of Goblin durring the late 16th century. Naturaly, all settlmentss have their own look to them, and Zá̋ Nidáä Ni̋ēkēä 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.
Zá̋ Nidáä Ni̋ēkēä is is constructed arround a series of restrictive flagstone mainstreets which form concentric circles, with smaller strait roads linking the circiles to each other at varrious points. The city sits comfortably behind a palisade wall complete with a timber gatehouse and battlments. The city's timber-based walls 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.
Right off the bat Zá̋ Nidáä Ni̋ēkēä hits you in the face with its success. Everyone, even the peasants, are dressed in well made clothing. Every tool and implement you can see is finely made, and people will boast to you as obvious strangers of the wonders which can be found in their markets. More interestingly is a total lack of beggars, and plenty of new buildings are going up even as you speak. Somehow this city has come into quite a lot of wealth, and recently from the looks of things. This wealth has brought the city nothing but neurosis, if you can believe your eyes. Everyone acts as if you’re out to take a piece of them. Every door is locked and every window barred. Efforts are made to make you feel welcome, but only in the public areas of the city, particularly the market.
Civic Infrastructure
Zá̋ Nidáä Ni̋ēkēä has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Zá̋ Nidáä Ni̋ēkēä 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 Zá̋ Nidáä Ni̋ēkēä. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Zá̋ Nidáä Ni̋ēkēä's parks.
Zá̋ Nidáä Ni̋ēkēä has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Zá̋ Nidáä Ni̋ēkēä.
Zá̋ Nidáä Ni̋ēkēä 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.
Zá̋ Nidáä Ni̋ēkēä 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.
Zá̋ Nidáä Ni̋ēkēä has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.
Zá̋ Nidáä Ni̋ēkēä 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.
Zá̋ Nidáä Ni̋ēkēä has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Zá̋ Nidáä Ni̋ēkēä's public wards, blessings, and other arcane systems.
Zá̋ Nidáä Ni̋ēkēä has a first rate hospital which caters to anyone in need of long term medical care.
Zá̋ Nidáä Ni̋ēkēä 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 Zá̋ Nidáä Ni̋ēkēä's natural decorations nor waterways.
Zá̋ Nidáä Ni̋ēkēä 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.
Zá̋ Nidáä Ni̋ēkēä 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.
Zá̋ Nidáä Ni̋ēkēä 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 Zá̋ Nidáä Ni̋ēkēä has a public leader, the real authority is hidden from outsiders. This ruler may draw their authority from rationales unacceptable to outsiders, they may have cowed the public authority into obedience, or they may have a mutually beneficial private arrangement with the official ruler.
Zá̋ Nidáä Ni̋ēkēä's chapel was built using a different architectural style from the rest of the town. The style used embraces individualism and experimentation. It emerged as a movement against traditional, classical styles and sought to make buildings dynamic and fun while breaking the rules. The style incorporated elements of previous architectural styles in exaggerated and whimsical ways. Traditional, conservative leanings were void in this era, with most scholars of architecture agreeing it was a time of “anything goes.”.
In Zá̋ Nidáä Ni̋ēkēä there is a constant smell of overcooked presumably ethnic food.
The Tiger (Cat, Great) near Zá̋ Nidáä Ni̋ēkēä are known to be more aggressive than normal.
Zá̋ Nidáä Ni̋ēkēä's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves destroying a prepared ritual vessel to channel Truename Magic energies of tier 3 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: 6
Farmers: 11
Farm Laborer: 22
Hunters: 13
Milk Maids: 9
Ranchers: 4
Ranch Hands: 10
Shepherds: 9
Farmland: 14790 m2
Cattle and Similar Creatures: 908
Poultry: 10902
Swine: 726
Sheep: 36
Goats: 7
Horses, Mounts, and Beasts of Burden: 363
Craftsmen
Arms and Toolmakers: 8
Blacksmiths: 7
Bookbinders: 4
Buckle-makers: 5
Cabinetmakers: 7
Candlemakers: 13
Carpenters: 11
Clothmakers: 10
Coach and Harness Makers: 3
Coopers: 8
Copper, Brass, Tin, Zinc, and Lead Workers: 5
Copyists: 3
Cutlers: 3
Fabricworkers: 8
Farrier: 19
Furriers: 2
Glassworkers: 11
Gunsmiths: 7
Harness-Makers: 3
Hatters: 7
Hosiery Workers: 2
Jewelers: 4
Leatherwrights: 9
Locksmiths: 3
Matchstick makers: 5
Musical Instrument Makers: 5
Painters, Structures and Fixtures: 4
Paper Workers: 5
Plasterers: 4
Pursemakers: 6
Roofers: 3
Ropemakers: 3
Rugmakers: 3
Saddlers: 6
Scabbardmakers: 8
Scalemakers: 3
Scientific, Surgical, and Optical Instrument Makers: 2
Sculptors, Structures and Fixtures: 3
Shoemakers: 3
Soap and Tallow Workers: 10
Tailors: 25
Tanners: 4
Upholsterers: 5
Watchmakers: 4
Weavers: 11
Whitesmiths: 3
Merchants
Adventuring Goods Retellers: 2
Arcana Sellers: 2
Beer-Sellers: 4
Booksellers: 5
Butchers: 9
Chandlers: 9
Chicken Butchers: 9
Entrepreneurs: 3
Fine Clothiers: 8
Fishmongers: 9
Florists: 2
Potion Sellers: 6
Resellers: 13
Spice Merchants: 4
Wine-sellers: 6
Wheelwright: 5
Woodsellers: 3
Service workers
Bakers: 21
Barbers: 15
Coachmen: 5
Cooks: 15
Doctors: 7
Gamekeepers: 5
Grooms: 3
Hairdressers: 11
Healers: 8
Housekeepers: 11
Housemaids: 22
House Stewards: 11
Inns: 3
Laundry maids: 6
Maidservants: 11
Nursery Maids: 6
Pastrycooks: 12
Restaurateur: 16
Tavern Keepers: 14
Specialized Laborer
Ashworkers: 4
Bleachers: 3
Chemical Workers: 2
Coal Heavers: 7
In-Town Couriers: 8
Long Haul Couriers: 8
Dockyard Workers: 7
Gas Workers: 1
Hay Merchants: 3
Leech Collectors: 9
Millers: 8
Miners: 7
Oilmen and Polishers: 5
Postmen: 9
Pure Finder: 4
Skinners: 10
Sugar Refiners: 2
Tosher: 5
Warehousemen: 11
Watercarriers: 8
Watermen, Bargemen, etc.: 9
Skilled Laborers
Accountants: 4
Alchemist: 5
Clerk: 7
Dentists: 3
Educators: 10
Engineers: 4
Gardeners: 3
Mages: 2
Plumbers: 3
Pharmacist: 4
Professors: 1
Scientists: 2
Wizards: 1
Civil Servants
Adventurers: 3
Bankers: 5
Civil Clerks: 9
Civic Iudex: 4
Consultants: 2
Exorcist: 7
Fixers: 4
Kami Clerk: 7
Landlords: 6
Lawyers: 4
Legend Keepers: 6
Militia Officers: 33
Monks, Monastic: 11
Monks, Civic: 10
Historian, Oral: 8
Historian, Textual: 4
Policemen, Sheriffs, etc.: 7
Priests: 15
Rangers: 4
Rat Catchers: 5
Scholars: 5
Spiritualist: 6
Slayers: 2
Storytellers: 16
Military Officers: 12
Cottage Industries
Brewers: 10
Comfort Services: 13
Enchanters: 4
Herbalists: 4
Jaminators: 11
Needleworkers: 12
Potters: 6
Preserve Makers: 11
Quilters: 5
Seamsters: 21
Spinners: 9
Tinker: 3
Weaver: 10
Artists
Actors: 3
Architects: 1
Bards: 5
Costumers: 2
Dancers: 4
Drafters: 2
Engravers: 2
Fine Furniture Carpenters: 1
Glaziers: 3
Inlayers: 3
Musicians: 12
Painters, Art: 1
Playwrights: 3
Sculptors, Art: 3
Wood Carvers: 13
Writers: 13
Produce Industries
Butter Churners: 13
Canners: 10
Cheesmakers: 12
Ice Merchants: 1
Millers: 7
Picklers: 6
Smokers: 4
Stockmakers: 4
Tobacconists: 5
Tallowmakers: 8
1300 of Zá̋ Nidáä Ni̋ēkēä's population work within a Foundational Occupation.
78 work in Agriculture
287 work as Craftsmen
99 work as Merchants
202 work as Service Workers
130 work as General Laborers
49 work as Skilled Laborers
195 work as Civil Servants
119 work in Cottage Industries
71 work as Artists
70 work in Produce Industries
2189 of Zá̋ Nidáä Ni̋ēkēä's population do not work in a formal occupation, but do contribute to the local economy. 145 (4%) are noncontributers.
Points of Interest
POI
History
The the a cape of Elven High Magic, an a cape imbued with potent amounts of Elven High Magic energies was created near Zá̋ Nidáä Ni̋ēkēä by in time immemorial, reportedly some time during the early 2nd century.