Large City: Zerth Yeá̂rnérwīer Ni̋ēkēä

Zerth Yeá̂rnérwīer Ni̋ēkēä

Zerth Yeá̂rnérwīer Ni̋ēkēä
Example Goblin architecture.
StateGoblin Tribes
ProvenceVyedlupglá Region
RegionWhis Kuqüe Heath
Founded1287
Community LeaderLord Tseibnaer Trruzhui Glith
Area126 km2 (50 mi2)
Average Yearly Temp15°C (59°F)
Average Elevation2926 m (9599 ft)
Average Yearly Precipitation224 cm/y (88 in/y)
Population29815
Population Density236 people per km2 (596 people per mi2)
Town AuraInvocation
Naming
Native nameZerth Yeá̂rnérwīer Ni̋ēkēä
Pronunciation/zɜ̋ːð/ /ʒɛ̂ɹnɜ́ːwɪ̄ɜː/
Direct Translation[coherent] [grade]
Translation[Not Yet Translated]

Zerth Yeá̂rnérwīer Ni̋ēkēä (/zɜ̋ːð/ /ʒɛ̂ɹnɜ́ːwɪ̄ɜː/ [coherent] [grade]) is a subtropical Large City located in the Vyedlupglá Region of the Goblin Tribes.

The name Zerth Yeá̂rnérwīer Ni̋ēkēä is derived from the Goblin language, as Zerth Yeá̂rnérwīer Ni̋ēkēä was founded by Shovnoh Albino Cave Solifugids Fire Crabs, who was culturaly Goblin.

Climate

Zerth Yeá̂rnérwīer Ni̋ēkēä has a yearly average temperature of 15°C (59°F), with its average temperature during the summer being a warm 28°C (82°F) and its average temperature during the winter being a cold 2°C (35°F). Zerth Yeá̂rnérwīer Ni̋ēkēä receives an average of 224 cm/y (88 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Zerth Yeá̂rnérwīer Ni̋ēkēä covers an area of nearly 126 km2 (50 mi2), and an average elevation of 2926 m (9599 ft) above sea level.

Overview

Zerth Yeá̂rnérwīer Ni̋ēkēä was founded durring the late 14th century in winter of the year 1287, by Shovnoh Albino Cave Solifugids Fire Crabs. The establishment of Zerth Yeá̂rnérwīer Ni̋ēkēä was somewhat plagued by a lack of willing colonists, leading to Shovnoh Albino Cave Solifugids Fire Crabs electing to pay people to resettle in Zerth Yeá̂rnérwīer Ni̋ēkēä.

Zerth Yeá̂rnérwīer Ni̋ēkēä was built using the conventions of Goblin durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Zerth Yeá̂rnérwīer Ni̋ēkēä is no diffrent. The city's buildings feature timber and earth construction, with most buildigns first floors resembling mounds of earth, with subsequent floors appearing as elaborate log cabins, with each building forming a tiered pyramid of sorts fromed from the stack of rectangular, peek roofed cabins. Most wooden bracing, support, and trim is carved with decorative knotwork, and the larger structures even feature painted trim which emphasises the knotwork.

Zerth Yeá̂rnérwīer Ni̋ēkēä is buildings are arranged arrounded highly ordered system of spacious split-log ties streets which form hexical 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 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 Zerth Yeá̂rnérwīer Ni̋ēkēä'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 city's budget oriented 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 Zerth Yeá̂rnérwīer Ni̋ēkēä 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 scutteling 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 everything together. Regardless, you do not feel it would be wise to remain in Zerth Yeá̂rnérwīer Ni̋ēkēä long.

Civic Infrastructure

Zerth Yeá̂rnérwīer Ni̋ēkēä possesses a Aethary Link for its accademic, government, and financial institutions. Public Aethary access is available through one or more of these intitutions.

Zerth Yeá̂rnérwīer Ni̋ēkēä has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

Zerth Yeá̂rnérwīer 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 Zerth Yeá̂rnérwīer Ni̋ēkēä. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Zerth Yeá̂rnérwīer Ni̋ēkēä's parks.

Zerth Yeá̂rnérwīer Ni̋ēkēä has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Zerth Yeá̂rnérwīer Ni̋ēkēä.

Zerth Yeá̂rnérwīer 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.

Zerth Yeá̂rnérwīer 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.

Zerth Yeá̂rnérwīer 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.

Zerth Yeá̂rnérwīer Ni̋ēkēä has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Zerth Yeá̂rnérwīer 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.

Zerth Yeá̂rnérwīer Ni̋ēkēä 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.

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

Zerth Yeá̂rnérwīer Ni̋ēkēä has an Arts Academy which provides higher education in many fields including math, language arts, philosophy, engineering, and other such disciplines.

Zerth Yeá̂rnérwīer Ni̋ēkēä 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. Zerth Yeá̂rnérwīer Ni̋ēkēä's grid is powered by a boiler and turbine based power plant.

Zerth Yeá̂rnérwīer Ni̋ēkēä possesses an older civil lighting system consisting of street lamps. In spite of the Galvanic Grid, these lights continue to use their old fule sources to provide nighttime illumination to all city streets.

Zerth Yeá̂rnérwīer Ni̋ēkēä has a first rate hospital which caters to anyone in need of long term medical care.

Zerth Yeá̂rnérwīer Ni̋ēkēä has a library, which keeps a large collection of books, scrolls, and archives all manner of physical items. While not open to the public, the librarians and scholars employed by the library will assist anyone with their research needs, and wealthy individuals can purchase membership to access the library's materials themselves. In spite of being generally closed to the public, the library has a room with several Aether Linked devices available to the public during business hours.

Zerth Yeá̂rnérwīer 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 Zerth Yeá̂rnérwīer Ni̋ēkēä's natural decorations nor waterways.

Zerth Yeá̂rnérwīer 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.

Zerth Yeá̂rnérwīer 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.

Zerth Yeá̂rnérwīer 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

Zerth Yeá̂rnérwīer Ni̋ēkēä's chapel was built using a different architectural style from the rest of the town. The style used is best known for its striking sculptural forms and often dazzling ornamental detail that characterizes the buildings general shape. The radiant colors, rich patterns, and symmetrical silhouettes employed by this style were backed up by rich decorative features including gardens, courtyards, extruded arches, domes, pointed domes, vaulted ceilings, elaborate painted and inlaid designs, and decorative sculptures.

In Zerth Yeá̂rnérwīer Ni̋ēkēä yeast remains dormant.

The Herd Animal, Stag near Zerth Yeá̂rnérwīer Ni̋ēkēä are known to be quite timid.

Zerth Yeá̂rnérwīer Ni̋ēkēä's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves sacrificing an animal to channel Elven High Magic energies of tier 3 via throat singing.

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: 61
  • Farmers: 93
  • Farm Laborer: 141
  • Hunters: 129
  • Milk Maids: 69
  • Ranchers: 37
  • Ranch Hands: 79
  • Shepherds: 70
    • Farmland: 121645 m2
    • Cattle and Similar Creatures: 7453
    • Poultry: 89445
    • Swine: 5963
    • Sheep: 298
    • Goats: 59
    • Horses, Mounts, and Beasts of Burden: 2981

Craftsmen

  • Arms and Toolmakers: 58
  • Blacksmiths: 70
  • Bookbinders: 37
  • Buckle-makers: 39
  • Cabinetmakers: 63
  • Candlemakers: 102
  • Carpenters: 94
  • Clothmakers: 82
  • Coach and Harness Makers: 31
  • Coopers: 70
  • Copper, Brass, Tin, Zinc, and Lead Workers: 44
  • Copyists: 28
  • Cutlers: 25
  • Fabricworkers: 76
  • Farrier: 192
  • Furriers: 19
  • Glassworkers: 99
  • Gunsmiths: 70
  • Harness-Makers: 28
  • Hatters: 60
  • Hosiery Workers: 21
  • Jewelers: 34
  • Leatherwrights: 76
  • Locksmiths: 29
  • Matchstick makers: 48
  • Musical Instrument Makers: 43
  • Painters, Structures and Fixtures: 38
  • Paper Workers: 43
  • Plasterers: 40
  • Pursemakers: 49
  • Roofers: 33
  • Ropemakers: 30
  • Rugmakers: 27
  • Saddlers: 54
  • Scabbardmakers: 61
  • Scalemakers: 31
  • Scientific, Surgical, and Optical Instrument Makers: 18
  • Sculptors, Structures and Fixtures: 27
  • Shoemakers: 28
  • Soap and Tallow Workers: 97
  • Tailors: 238
  • Tanners: 38
  • Upholsterers: 44
  • Watchmakers: 39
  • Weavers: 87
  • Whitesmiths: 24

Merchants

  • Adventuring Goods Retellers: 21
  • Arcana Sellers: 20
  • Beer-Sellers: 41
  • Booksellers: 48
  • Butchers: 76
  • Chandlers: 74
  • Chicken Butchers: 86
  • Entrepreneurs: 30
  • Fine Clothiers: 78
  • Fishmongers: 82
  • Florists: 18
  • Potion Sellers: 54
  • Resellers: 124
  • Spice Merchants: 39
  • Wine-sellers: 60
  • Wheelwright: 43
  • Woodsellers: 28

Service workers

  • Bakers: 149
  • Barbers: 161
  • Coachmen: 43
  • Cooks: 119
  • Doctors: 62
  • Gamekeepers: 43
  • Grooms: 26
  • Hairdressers: 114
  • Healers: 81
  • Housekeepers: 93
  • Housemaids: 175
  • House Stewards: 87
  • Inns: 28
  • Laundry maids: 57
  • Maidservants: 110
  • Nursery Maids: 53
  • Pastrycooks: 102
  • Restaurateur: 124
  • Tavern Keepers: 141

Specialized Laborer

  • Ashworkers: 40
  • Bleachers: 27
  • Chemical Workers: 17
  • Coal Heavers: 58
  • In-Town Couriers: 66
  • Long Haul Couriers: 72
  • Dockyard Workers: 66
  • Gas Workers: 14
  • Hay Merchants: 24
  • Leech Collectors: 79
  • Millers: 69
  • Miners: 70
  • Oilmen and Polishers: 47
  • Postmen: 72
  • Pure Finder: 38
  • Skinners: 82
  • Sugar Refiners: 17
  • Tosher: 44
  • Warehousemen: 114
  • Watercarriers: 62
  • Watermen, Bargemen, etc.: 87

Skilled Laborers

  • Accountants: 40
  • Alchemist: 44
  • Clerk: 60
  • Dentists: 30
  • Educators: 77
  • Engineers: 43
  • Gardeners: 30
  • Mages: 22
  • Plumbers: 31
  • Pharmacist: 35
  • Professors: 12
  • Scientists: 22
  • Wizards: 13

Civil Servants

  • Adventurers: 27
  • Bankers: 42
  • Civil Clerks: 70
  • Civic Iudex: 34
  • Consultants: 19
  • Exorcist: 63
  • Fixers: 35
  • Kami Clerk: 62
  • Landlords: 59
  • Lawyers: 38
  • Legend Keepers: 51
  • Militia Officers: 248
  • Monks, Monastic: 93
  • Monks, Civic: 102
  • Historian, Oral: 62
  • Historian, Textual: 35
  • Policemen, Sheriffs, etc.: 63
  • Priests: 124
  • Rangers: 39
  • Rat Catchers: 46
  • Scholars: 46
  • Spiritualist: 53
  • Slayers: 16
  • Storytellers: 101
  • Military Officers: 110

Cottage Industries

  • Brewers: 93
  • Comfort Services: 106
  • Enchanters: 34
  • Herbalists: 32
  • Jaminators: 102
  • Needleworkers: 96
  • Potters: 50
  • Preserve Makers: 96
  • Quilters: 44
  • Seamsters: 175
  • Spinners: 87
  • Tinker: 32
  • Weaver: 87

Artists

  • Actors: 33
  • Architects: 11
  • Bards: 43
  • Costumers: 18
  • Dancers: 36
  • Drafters: 19
  • Engravers: 24
  • Fine Furniture Carpenters: 14
  • Glaziers: 32
  • Inlayers: 28
  • Musicians: 80
  • Painters, Art: 15
  • Playwrights: 31
  • Sculptors, Art: 26
  • Wood Carvers: 110
  • Writers: 110

Produce Industries

  • Butter Churners: 106
  • Canners: 80
  • Cheesmakers: 99
  • Ice Merchants: 13
  • Millers: 55
  • Picklers: 48
  • Smokers: 39
  • Stockmakers: 34
  • Tobacconists: 45
  • Tallowmakers: 63

11400 of Zerth Yeá̂rnérwīer Ni̋ēkēä's population work within a Foundational Occupation.

16925 of Zerth Yeá̂rnérwīer Ni̋ēkēä's population do not work in a formal occupation, but do contribute to the local economy. 1490 (5%) are noncontributers.

Points of Interest

Zerth Yeá̂rnérwīer Ni̋ēkēä is centered around a major pilgrimage site. This may be a religious location of importance to a major faith, or it may be a more secular institution that draws the traffic, like a famous academy or the remains of some wondrous ancient work. Considerable local tension likely exists over controlling the access to the site and maximizing the profits from foreign visitors.

Zerth Yeá̂rnérwīer Ni̋ēkēä is known for its unusual rock formations.

POI

History

The the a power core of Enchantment, an a power core imbued with great amounts of Enchantment energies was created in Zerth Yeá̂rnérwīer Ni̋ēkēä by in time immemorial, reportedly some time during the early 2nd century.

History