Zel-nrard Xluwuf (/zel/ /nrard/ [triple] [place; site]) is a subtropical Small City located in the Slïrddáms Principality of the Cochi.
The name Zel-nrard Xluwuf is derived from the Goblin language, as Zel-nrard Xluwuf was founded by Common Eurypterids, who was culturaly Gnoll.
Climate
Zel-nrard Xluwuf has a yearly average temperature of 5°C (41°F), with its average temperature during the summer being a cold 2°C (35°F) and its average temperature during the winter being a cold 9°C (48°F). Zel-nrard Xluwuf receives an average of 205 cm/y (80 in/y) of precipitation, most of which comes in the form of snow during the brutaly long winter months. Zel-nrard Xluwuf covers an area of nearly 10 km2 (4 mi2), and an average elevation of 2006 m (6581 ft) above sea level.
Overview
Zel-nrard Xluwuf was founded durring the early 13th century in winter of the year 1221, by Common Eurypterids. The establishment of Zel-nrard Xluwuf was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Zel-nrard Xluwuf's construction back out of the project. Common Eurypterids pushed on reguardles, and Zel-nrard Xluwuf was finished, but starts off as a terible place to live.
Zel-nrard Xluwuf was built using the conventions of Gnoll durring the early 13th century. Naturaly, all settlmentss have their own look to them, and Zel-nrard Xluwuf 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.
Zel-nrard Xluwuf is buildings are arranged within a network of spacious split-log ties streets which form a rectangular grid, where each block verries in size given the proximity of the paralell streets forming each section. The ocasional smaller block has been used to construct a park, plaza, and other communal structures. The city is protected by a well-crafted cobblestone fence tall enough to provide adiquite cover for defenders to fire from, but no more than that. Zel-nrard Xluwuf's frontieer-style defences are in an unremarkable state. To some, this is the ideal sate for defences to be in. In need of absoutly nothing, and ready to serve the city as needed.
A quick look in any direction shows Zel-nrard Xluwuf is filled with vices. There are many taverns, brothels are advertising their services on the streets, cardsharks are plying their illicit trade within public squairs, and every shop has at least three signs advertising various sales on goods. That alone wouldn’t be too noticeable, if it wasn’t just so omnipresent and overwhelmingly how the people of this city live. Or if the general public wasn’t so enthusiastically, openly, and merrily participating in these activities.
Civic Infrastructure
Zel-nrard Xluwuf has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Zel-nrard Xluwuf 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 Zel-nrard Xluwuf. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Zel-nrard Xluwuf's parks.
Zel-nrard Xluwuf has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Zel-nrard Xluwuf.
Zel-nrard Xluwuf 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.
Zel-nrard Xluwuf 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.
Zel-nrard Xluwuf 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.
Zel-nrard Xluwuf 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.
Zel-nrard Xluwuf has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Zel-nrard Xluwuf's public wards, blessings, and other arcane systems.
Zel-nrard Xluwuf possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.
Zel-nrard Xluwuf has a first rate hospital which caters to anyone in need of long term medical care.
Zel-nrard Xluwuf 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 Zel-nrard Xluwuf's natural decorations nor waterways.
Zel-nrard Xluwuf 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.
Zel-nrard Xluwuf 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.
Zel-nrard Xluwuf 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
Zel-nrard Xluwuf's mayor's house was built using a different architectural style from the rest of the town. The style used is characterized by grandeur of scale, simplicity of geometric forms, dramatic use of columns, and a preference for blank walls. This design ethos extended to re-imagining earlier styles of structure to create them anew, with a similar overall look and feel to one another..
In Zel-nrard Xluwuf there are unidentifiable people in the fog, but it seems to be okay.
The Grimstalker near Zel-nrard Xluwuf are known to be more aggressive than normal.
Zel-nrard Xluwuf's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves consuming a local narcotic to channel Invocation energies of tier 3 via chanting.
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: 4
Farmers: 7
Farm Laborer: 15
Hunters: 7
Milk Maids: 6
Ranchers: 3
Ranch Hands: 6
Shepherds: 6
Farmland: 9704 m2
Cattle and Similar Creatures: 603
Poultry: 7242
Swine: 482
Sheep: 24
Goats: 4
Horses, Mounts, and Beasts of Burden: 241
Craftsmen
Arms and Toolmakers: 4
Blacksmiths: 5
Bookbinders: 2
Buckle-makers: 3
Cabinetmakers: 5
Candlemakers: 8
Carpenters: 7
Clothmakers: 6
Coach and Harness Makers: 2
Coopers: 5
Copper, Brass, Tin, Zinc, and Lead Workers: 3
Copyists: 2
Cutlers: 1
Fabricworkers: 5
Farrier: 12
Furriers: 1
Glassworkers: 8
Gunsmiths: 5
Harness-Makers: 2
Hatters: 4
Hosiery Workers: 1
Jewelers: 2
Leatherwrights: 6
Locksmiths: 2
Matchstick makers: 3
Musical Instrument Makers: 3
Painters, Structures and Fixtures: 3
Paper Workers: 3
Plasterers: 3
Pursemakers: 3
Roofers: 2
Ropemakers: 2
Rugmakers: 2
Saddlers: 4
Scabbardmakers: 5
Scalemakers: 2
Scientific, Surgical, and Optical Instrument Makers: 1
Sculptors, Structures and Fixtures: 2
Shoemakers: 2
Soap and Tallow Workers: 9
Tailors: 14
Tanners: 2
Upholsterers: 3
Watchmakers: 3
Weavers: 7
Whitesmiths: 2
Merchants
Adventuring Goods Retellers: 1
Arcana Sellers: 1
Beer-Sellers: 3
Booksellers: 3
Butchers: 6
Chandlers: 6
Chicken Butchers: 6
Entrepreneurs: 2
Fine Clothiers: 6
Fishmongers: 6
Florists: 1
Potion Sellers: 4
Resellers: 9
Spice Merchants: 3
Wine-sellers: 5
Wheelwright: 3
Woodsellers: 2
Service workers
Bakers: 12
Barbers: 10
Coachmen: 3
Cooks: 10
Doctors: 5
Gamekeepers: 3
Grooms: 2
Hairdressers: 7
Healers: 6
Housekeepers: 6
Housemaids: 14
House Stewards: 7
Inns: 2
Laundry maids: 4
Maidservants: 8
Nursery Maids: 4
Pastrycooks: 7
Restaurateur: 10
Tavern Keepers: 8
Specialized Laborer
Ashworkers: 3
Bleachers: 2
Chemical Workers: 1
Coal Heavers: 4
In-Town Couriers: 5
Long Haul Couriers: 5
Dockyard Workers: 4
Gas Workers: 1
Hay Merchants: 1
Leech Collectors: 6
Millers: 5
Miners: 5
Oilmen and Polishers: 3
Postmen: 5
Pure Finder: 3
Skinners: 6
Sugar Refiners: 1
Tosher: 3
Warehousemen: 8
Watercarriers: 5
Watermen, Bargemen, etc.: 6
Skilled Laborers
Accountants: 3
Alchemist: 3
Clerk: 4
Dentists: 2
Educators: 7
Engineers: 3
Gardeners: 2
Mages: 1
Plumbers: 2
Pharmacist: 3
Professors: 1
Scientists: 1
Wizards: 1
Civil Servants
Adventurers: 2
Bankers: 3
Civil Clerks: 5
Civic Iudex: 2
Consultants: 1
Exorcist: 5
Fixers: 2
Kami Clerk: 4
Landlords: 4
Lawyers: 2
Legend Keepers: 3
Militia Officers: 16
Monks, Monastic: 7
Monks, Civic: 8
Historian, Oral: 5
Historian, Textual: 2
Policemen, Sheriffs, etc.: 5
Priests: 10
Rangers: 3
Rat Catchers: 3
Scholars: 3
Spiritualist: 4
Slayers: 1
Storytellers: 9
Military Officers: 9
Cottage Industries
Brewers: 7
Comfort Services: 8
Enchanters: 2
Herbalists: 2
Jaminators: 8
Needleworkers: 8
Potters: 4
Preserve Makers: 7
Quilters: 3
Seamsters: 11
Spinners: 6
Tinker: 2
Weaver: 6
Artists
Actors: 2
Bards: 3
Costumers: 1
Dancers: 2
Drafters: 1
Engravers: 1
Fine Furniture Carpenters: 1
Glaziers: 2
Inlayers: 2
Musicians: 7
Painters, Art: 1
Playwrights: 2
Sculptors, Art: 2
Wood Carvers: 8
Writers: 8
Produce Industries
Butter Churners: 7
Canners: 7
Cheesmakers: 8
Ice Merchants: 1
Millers: 4
Picklers: 4
Smokers: 2
Stockmakers: 2
Tobacconists: 3
Tallowmakers: 5
819 of Zel-nrard Xluwuf's population work within a Foundational Occupation.
50 work in Agriculture
181 work as Craftsmen
67 work as Merchants
128 work as Service Workers
82 work as General Laborers
33 work as Skilled Laborers
118 work as Civil Servants
74 work in Cottage Industries
43 work as Artists
43 work in Produce Industries
1523 of Zel-nrard Xluwuf's population do not work in a formal occupation, but do contribute to the local economy. 72 (3%) are noncontributers.
Points of Interest
Zel-nrard Xluwuf makes use of canals for some of its streets. Locals often fish in the canals.
POI
History
In time immemorial, reportedly some time during the late 2nd century Zel-nrard Xluwuf was struck by a devistating earthquake. The quake brought ruin to Zel-nrard Xluwuf, which lost 258 people, 197 livestock, and 62 buildings in the earthquake. The day of the quake is remembered by many as Mourning's Day.