Zdièi̊ríhg Gíhm (Zdiè /ˈi̘rɪ̞g/ [maze] [service]) is a subtropical Large City located in the Hujdàj Region of the Tetburland.
The name Zdièi̊ríhg Gíhm is derived from the Goblin language, as Zdièi̊ríhg Gíhm was founded by Tsèb, who was culturaly Tauran.
Climate
Zdièi̊ríhg Gíhm has a yearly average temperature of 24°C (75°F), with its average temperature during the summer being a warm 30°C (86°F) and its average temperature during the winter being a cool 18°C (64°F). Zdièi̊ríhg Gíhm receives an average of 290 cm/y (114 in/y) of precipitation, most of which comes in the form of rain during the summer. Zdièi̊ríhg Gíhm covers an area of nearly 247 km2 (98 mi2), and an average elevation of 1260 m (4133 ft) above sea level.
Overview
Zdièi̊ríhg Gíhm was founded durring the early 17th century in late summer of the year 1609, by Tsèb. The establishment of Zdièi̊ríhg Gíhm suffered from many setbacks, delays, and obsticles, most notably a group of Zdièi̊ríhg Gíhm which required millitary assistance exterminate before the community could finish being built.
Zdièi̊ríhg Gíhm was built using the conventions of Tauran durring the early 17th century. Naturaly, all settlmentss have their own look to them, and Zdièi̊ríhg Gíhm is no diffrent. The city's buildings feature timber framed wooden shiethed or brick construction, which gives form to a very formalized, rational, expence effishent arcatectural style based on strictly symmetrical designs which universaly feature pitched roofs, shutters, and the occasional column or pilaster for a decorative touch.
Zdièi̊ríhg Gíhm is buildings have been located at convienant points along the rivers Zdièi̊ríhg Gíhm was built upon. Navigating the town is therefore a little chalanging as the distance between buildings verris greatly and the crampt cobblestone streets flow where they are able to be made rather than folowing the most convienant paths. The city rests behind a thin stone wall. The wall's design was likly directly copied from a castle's parmiter defences. It's simply that the arcatect made Zdièi̊ríhg Gíhm's wall substancialy thinner than a castle's walls. While the towers and gatehouses are adiquite, the obvious cost savings measure of making the walls drasticaly thinner reduces their ability to resist siege weapons greatly. The city's impressive-looking wall could fail at a critical moment in battle, and would likely not even resist a few bandits with improvised siege equipment. The budget oriented 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.
Zdièi̊ríhg Gíhm has the unmistakable air of a city on its last legs. Everything is a bit slipshod and ramshackle. Everyone is at work, or drinking. No one has anything in their eyes other than fear and despair. Whatever industry once fueled Zdièi̊ríhg Gíhm ’s existence has dried up and the city is drifting down the stream of history as it dries up. On top of this is an unmistakable feeling that Zdièi̊ríhg Gíhm is in this condition because there is something terribly wrong with the city. 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 Zdièi̊ríhg Gíhm long.
Civic Infrastructure
Zdièi̊ríhg Gíhm possesses a Aethary Link for its accademic, government, and financial institutions. Public Aethary access is available through one or more of these intitutions.
Zdièi̊ríhg Gíhm has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Zdièi̊ríhg Gíhm 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 Zdièi̊ríhg Gíhm. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Zdièi̊ríhg Gíhm's parks.
Zdièi̊ríhg Gíhm has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Zdièi̊ríhg Gíhm.
Zdièi̊ríhg Gíhm 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.
Zdièi̊ríhg Gíhm 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.
Zdièi̊ríhg Gíhm has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.
Zdièi̊ríhg Gíhm has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.
Zdièi̊ríhg Gíhm 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.
Zdièi̊ríhg Gíhm 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.
Zdièi̊ríhg Gíhm has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Zdièi̊ríhg Gíhm's public wards, blessings, and other arcane systems.
Zdièi̊ríhg Gíhm has an Theological Academy which trains clergy in various arcane and theological topics required for their occupations.
Zdièi̊ríhg Gíhm 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 Large City. Zdièi̊ríhg Gíhm's grid is powered by a direct leyline tap.
Zdièi̊ríhg Gíhm's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.
Zdièi̊ríhg Gíhm has a first rate hospital which caters to anyone in need of long term medical care.
Zdièi̊ríhg Gíhm has a library, which keeps a large collection of books, scrolls, and archives all manner of physical items. The library is open to the public, including the Aether Link.
Zdièi̊ríhg Gíhm 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 Zdièi̊ríhg Gíhm's natural decorations nor waterways.
Zdièi̊ríhg Gíhm 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.
Zdièi̊ríhg Gíhm 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.
Zdièi̊ríhg Gíhm 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.
Zdièi̊ríhg Gíhm 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
Zdièi̊ríhg Gíhm's bank 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.”.
Due to the actions of local Kami, autumn is recurring in Zdièi̊ríhg Gíhm.
The Nightmare Ettercap near Zdièi̊ríhg Gíhm are known to be quite timid.
Zdièi̊ríhg Gíhm's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves line dance to channel Transmutation 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: 109
Farmers: 174
Farm Laborer: 288
Hunters: 206
Milk Maids: 151
Ranchers: 76
Ranch Hands: 162
Shepherds: 151
Farmland: 231909 m2
Cattle and Similar Creatures: 14422
Poultry: 173067
Swine: 11537
Sheep: 576
Goats: 115
Horses, Mounts, and Beasts of Burden: 5768
Craftsmen
Arms and Toolmakers: 125
Blacksmiths: 134
Bookbinders: 76
Buckle-makers: 79
Cabinetmakers: 134
Candlemakers: 206
Carpenters: 195
Clothmakers: 169
Coach and Harness Makers: 60
Coopers: 160
Copper, Brass, Tin, Zinc, and Lead Workers: 84
Copyists: 56
Cutlers: 48
Fabricworkers: 137
Farrier: 349
Furriers: 36
Glassworkers: 174
Gunsmiths: 121
Harness-Makers: 56
Hatters: 112
Hosiery Workers: 41
Jewelers: 65
Leatherwrights: 144
Locksmiths: 60
Matchstick makers: 90
Musical Instrument Makers: 84
Painters, Structures and Fixtures: 73
Paper Workers: 82
Plasterers: 79
Pursemakers: 94
Roofers: 63
Ropemakers: 58
Rugmakers: 55
Saddlers: 110
Scabbardmakers: 126
Scalemakers: 60
Scientific, Surgical, and Optical Instrument Makers: 36
Sculptors, Structures and Fixtures: 54
Shoemakers: 56
Soap and Tallow Workers: 195
Tailors: 372
Tanners: 73
Upholsterers: 80
Watchmakers: 82
Weavers: 180
Whitesmiths: 46
Merchants
Adventuring Goods Retellers: 40
Arcana Sellers: 40
Beer-Sellers: 80
Booksellers: 91
Butchers: 147
Chandlers: 147
Chicken Butchers: 158
Entrepreneurs: 57
Fine Clothiers: 140
Fishmongers: 144
Florists: 35
Potion Sellers: 99
Resellers: 250
Spice Merchants: 82
Wine-sellers: 113
Wheelwright: 90
Woodsellers: 54
Service workers
Bakers: 320
Barbers: 268
Coachmen: 79
Cooks: 288
Doctors: 132
Gamekeepers: 94
Grooms: 51
Hairdressers: 230
Healers: 172
Housekeepers: 160
Housemaids: 303
House Stewards: 174
Inns: 54
Laundry maids: 115
Maidservants: 192
Nursery Maids: 108
Pastrycooks: 180
Restaurateur: 240
Tavern Keepers: 303
Specialized Laborer
Ashworkers: 76
Bleachers: 54
Chemical Workers: 32
Coal Heavers: 120
In-Town Couriers: 125
Long Haul Couriers: 131
Dockyard Workers: 115
Gas Workers: 28
Hay Merchants: 48
Leech Collectors: 142
Millers: 134
Miners: 117
Oilmen and Polishers: 87
Postmen: 125
Pure Finder: 72
Skinners: 180
Sugar Refiners: 33
Tosher: 86
Warehousemen: 192
Watercarriers: 118
Watermen, Bargemen, etc.: 160
Skilled Laborers
Accountants: 72
Alchemist: 88
Clerk: 106
Dentists: 58
Educators: 149
Engineers: 87
Gardeners: 58
Mages: 42
Plumbers: 61
Pharmacist: 67
Professors: 25
Scientists: 43
Wizards: 24
Civil Servants
Adventurers: 54
Bankers: 81
Civil Clerks: 134
Civic Iudex: 64
Consultants: 36
Exorcist: 137
Fixers: 69
Kami Clerk: 114
Landlords: 107
Lawyers: 71
Legend Keepers: 96
Militia Officers: 360
Monks, Monastic: 164
Monks, Civic: 198
Historian, Oral: 128
Historian, Textual: 71
Policemen, Sheriffs, etc.: 134
Priests: 250
Rangers: 76
Rat Catchers: 86
Scholars: 86
Spiritualist: 110
Slayers: 33
Storytellers: 226
Military Officers: 206
Cottage Industries
Brewers: 160
Comfort Services: 262
Enchanters: 64
Herbalists: 65
Jaminators: 186
Needleworkers: 198
Potters: 94
Preserve Makers: 174
Quilters: 80
Seamsters: 250
Spinners: 169
Tinker: 64
Weaver: 137
Artists
Actors: 58
Architects: 22
Bards: 96
Costumers: 35
Dancers: 71
Drafters: 38
Engravers: 45
Fine Furniture Carpenters: 28
Glaziers: 63
Inlayers: 53
Musicians: 174
Painters, Art: 30
Playwrights: 60
Sculptors, Art: 51
Wood Carvers: 198
Writers: 192
Produce Industries
Butter Churners: 186
Canners: 160
Cheesmakers: 221
Ice Merchants: 25
Millers: 113
Picklers: 96
Smokers: 72
Stockmakers: 64
Tobacconists: 87
Tallowmakers: 131
21825 of Zdièi̊ríhg Gíhm's population work within a Foundational Occupation.
1208 work in Agriculture
4969 work as Craftsmen
1767 work as Merchants
3463 work as Service Workers
2175 work as General Laborers
880 work as Skilled Laborers
3091 work as Civil Servants
1903 work in Cottage Industries
1214 work as Artists
1155 work in Produce Industries
32980 of Zdièi̊ríhg Gíhm's population do not work in a formal occupation, but do contribute to the local economy. 2884 (5%) are noncontributers.
Points of Interest
Zdièi̊ríhg Gíhm produces some wonderful cultural artifact or trains famous artists. The product might be some exceptional cloth, or artistic luxury good, or the scholarly fruits of a famous academy. Trained artists might be students of a particular school, or the apprentices of the current masters of a long artistic tradition who dwell here.
Zdièi̊ríhg Gíhm has a substantial mill pond located a short distance from town.
POI
History
The the a hood of Necromancy, an a hood imbued with notable amounts of Necromancy energies was created near Zdièi̊ríhg Gíhm by in time immemorial, reportedly some time during the early 2nd century.