Large City: Zi̽ Lo̠r Med

Zi̽ Lo̠r Med

Zi̽ Lo̠r Med
Example Wood Elven architecture.
StateCovenent of Irus
ProvenceDrandrabet Deanery
Sub ProvenceNogreftö Parish
RegionBâmeya Ku̹chyi Woodlands
Founded1364
Community LeaderMaster Eler Phiegror Sozrereth
Area339 km2 (135 mi2)
Average Yearly Temp17°C (62°F)
Average Elevation4130 m (13549 ft)
Average Yearly Precipitation149 cm/y (58 in/y)
Population80101
Population Density236 people per km2 (593 people per mi2)
Town AuraTransmutation
Naming
Native nameZi̽ Lo̠r Med
Pronunciation/zi̽/ /lo̠r/
Direct Translation[clay] [disaster; catastrophe]
Translation[Not Yet Translated]

Zi̽ Lo̠r Med (/zi̽/ /lo̠r/ [clay] [disaster; catastrophe]) is a subtropical Large City located in Nogreftö Parish, Drandrabet Deanery, within the Covenent of Irus.

The name Zi̽ Lo̠r Med is derived from the Wood Elvish language, as Zi̽ Lo̠r Med was founded by Eler Phiegror, who was culturaly Wood Elven.

Climate

Zi̽ Lo̠r Med has a yearly average temperature of 17°C (62°F), with its average temperature during the summer being a warm 27°C (80°F) and its average temperature during the winter being a cold 8°C (46°F). Zi̽ Lo̠r Med receives an average of 149 cm/y (58 in/y) of precipitation, most of which comes in the form of rain during the spring. Zi̽ Lo̠r Med covers an area of nearly 339 km2 (135 mi2), and an average elevation of 4130 m (13549 ft) above sea level.

Overview

Zi̽ Lo̠r Med was founded durring the late 15th century in winter of the year 1364, by Eler Phiegror. The establishment of Zi̽ Lo̠r Med suffered from several major issues, resulting in the need to develop many solutions to basic problems. Problems such as a lack of fresh water, logistical support, poor quality tools, and the odd monster or two. Howeaver, these were overcome in time.

Zi̽ Lo̠r Med was built using the conventions of Wood Elven durring the late 15th century. Naturaly, all settlmentss have their own look to them, and Zi̽ Lo̠r Med 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.

Zi̽ Lo̠r Med is was constructed arround several spacious cobblestone mainstreets which cross one another at certain axies, with smaller streets branching off of them to premit acess to the many buildings deeper into the road network. The overall fashion is remenessent of a circulatory system, or other organic construct, and is quite effishent in its design. The city rests behind the absurdity that is a thick, timber braced, wall made of clay bricks. While visualy impressive and certainly an astetic, Zi̽ Lo̠r Med's wall provides no actual defence against siege equipment due to the choice of its cosntruction materials. Even nonexperts can tell the town is trying to impress rather than defend with its walls, towers, and gatehouses. Though admittedly, they do look nice... To primitive tribals who have never seen fortifications before. Astonishigly, the political statment focused walls are in pristine condishion, as if they had just been finished before you laied eyes upon them.

A look around Zi̽ Lo̠r Med gives you an uneasy feeling. Everything is just a little too worn down, a little too dirty, or both. No one makes eye contact. Kids play quietly, but happily. Occasionally a passerby glances at you out of the corner of their eye, staring jsut long enough for it to be uncomfortable.

Civic Infrastructure

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

Zi̽ Lo̠r Med has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

Zi̽ Lo̠r Med 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 Zi̽ Lo̠r Med. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Zi̽ Lo̠r Med's parks.

Zi̽ Lo̠r Med has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Zi̽ Lo̠r Med.

Zi̽ Lo̠r Med 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.

Zi̽ Lo̠r Med 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.

Zi̽ Lo̠r Med has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.

Zi̽ Lo̠r Med has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Zi̽ Lo̠r Med 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.

Zi̽ Lo̠r Med 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.

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

Zi̽ Lo̠r Med has an Theological Academy which trains clergy in various arcane and theological topics required for their occupations.

Zi̽ Lo̠r Med 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. Zi̽ Lo̠r Med's grid is powered by mana accumulators.

Zi̽ Lo̠r Med's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.

Zi̽ Lo̠r Med has a first rate hospital which caters to anyone in need of long term medical care.

Zi̽ Lo̠r Med 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.

Zi̽ Lo̠r Med 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 Zi̽ Lo̠r Med's natural decorations nor waterways.

Zi̽ Lo̠r Med 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.

Zi̽ Lo̠r Med 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.

Zi̽ Lo̠r Med 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.

Zi̽ Lo̠r Med 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

Zi̽ Lo̠r Med's town hall was built using a different architectural style from the rest of the town. The style used is characterized by their massive, monolithic and 'blocky' appearance with a rigid geometric style. It was best known for its rough, unfinished surfaces, unusual shapes, heavy-looking materials, straight lines, and small windows. Modular elements were often used to form masses representing specific functional zones, grouped into a unified whole.

In Zi̽ Lo̠r Med every night at precisely midnight every structure in town is engulfed by sailors fire until the end of the witching hour.

The Lurker in Light near Zi̽ Lo̠r Med are known to be quite timid.

Zi̽ Lo̠r Med's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves performance art to channel Enchantment energies of tier 2 via oath swearing.

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: 152
  • Farmers: 228
  • Farm Laborer: 471
  • Hunters: 242
  • Milk Maids: 210
  • Ranchers: 102
  • Ranch Hands: 225
  • Shepherds: 210
    • Farmland: 322807 m2
    • Cattle and Similar Creatures: 20025
    • Poultry: 240303
    • Swine: 16020
    • Sheep: 801
    • Goats: 160
    • Horses, Mounts, and Beasts of Burden: 8010

Craftsmen

  • Arms and Toolmakers: 157
  • Blacksmiths: 178
  • Bookbinders: 100
  • Buckle-makers: 105
  • Cabinetmakers: 190
  • Candlemakers: 276
  • Carpenters: 291
  • Clothmakers: 235
  • Coach and Harness Makers: 84
  • Coopers: 205
  • Copper, Brass, Tin, Zinc, and Lead Workers: 113
  • Copyists: 77
  • Cutlers: 67
  • Fabricworkers: 178
  • Farrier: 432
  • Furriers: 51
  • Glassworkers: 258
  • Gunsmiths: 158
  • Harness-Makers: 76
  • Hatters: 168
  • Hosiery Workers: 57
  • Jewelers: 88
  • Leatherwrights: 200
  • Locksmiths: 82
  • Matchstick makers: 123
  • Musical Instrument Makers: 116
  • Painters, Structures and Fixtures: 101
  • Paper Workers: 117
  • Plasterers: 104
  • Pursemakers: 138
  • Roofers: 81
  • Ropemakers: 80
  • Rugmakers: 75
  • Saddlers: 157
  • Scabbardmakers: 161
  • Scalemakers: 85
  • Scientific, Surgical, and Optical Instrument Makers: 52
  • Sculptors, Structures and Fixtures: 78
  • Shoemakers: 77
  • Soap and Tallow Workers: 271
  • Tailors: 516
  • Tanners: 101
  • Upholsterers: 114
  • Watchmakers: 105
  • Weavers: 228
  • Whitesmiths: 64

Merchants

  • Adventuring Goods Retellers: 54
  • Arcana Sellers: 54
  • Beer-Sellers: 109
  • Booksellers: 119
  • Butchers: 190
  • Chandlers: 222
  • Chicken Butchers: 208
  • Entrepreneurs: 79
  • Fine Clothiers: 210
  • Fishmongers: 190
  • Florists: 48
  • Potion Sellers: 138
  • Resellers: 286
  • Spice Merchants: 106
  • Wine-sellers: 178
  • Wheelwright: 135
  • Woodsellers: 76

Service workers

  • Bakers: 400
  • Barbers: 432
  • Coachmen: 117
  • Cooks: 348
  • Doctors: 165
  • Gamekeepers: 121
  • Grooms: 67
  • Hairdressers: 267
  • Healers: 239
  • Housekeepers: 267
  • Housemaids: 421
  • House Stewards: 216
  • Inns: 77
  • Laundry maids: 148
  • Maidservants: 267
  • Nursery Maids: 157
  • Pastrycooks: 267
  • Restaurateur: 348
  • Tavern Keepers: 348

Specialized Laborer

  • Ashworkers: 113
  • Bleachers: 74
  • Chemical Workers: 46
  • Coal Heavers: 157
  • In-Town Couriers: 174
  • Long Haul Couriers: 178
  • Dockyard Workers: 166
  • Gas Workers: 38
  • Hay Merchants: 67
  • Leech Collectors: 213
  • Millers: 178
  • Miners: 170
  • Oilmen and Polishers: 127
  • Postmen: 174
  • Pure Finder: 104
  • Skinners: 228
  • Sugar Refiners: 46
  • Tosher: 117
  • Warehousemen: 267
  • Watercarriers: 172
  • Watermen, Bargemen, etc.: 228

Skilled Laborers

  • Accountants: 106
  • Alchemist: 118
  • Clerk: 160
  • Dentists: 83
  • Educators: 213
  • Engineers: 111
  • Gardeners: 80
  • Mages: 57
  • Plumbers: 85
  • Pharmacist: 96
  • Professors: 34
  • Scientists: 59
  • Wizards: 34

Civil Servants

  • Adventurers: 78
  • Bankers: 115
  • Civil Clerks: 166
  • Civic Iudex: 90
  • Consultants: 53
  • Exorcist: 182
  • Fixers: 94
  • Kami Clerk: 155
  • Landlords: 165
  • Lawyers: 94
  • Legend Keepers: 135
  • Militia Officers: 728
  • Monks, Monastic: 258
  • Monks, Civic: 235
  • Historian, Oral: 195
  • Historian, Textual: 93
  • Policemen, Sheriffs, etc.: 178
  • Priests: 333
  • Rangers: 105
  • Rat Catchers: 120
  • Scholars: 129
  • Spiritualist: 145
  • Slayers: 45
  • Storytellers: 372
  • Military Officers: 258

Cottage Industries

  • Brewers: 228
  • Comfort Services: 308
  • Enchanters: 91
  • Herbalists: 90
  • Jaminators: 250
  • Needleworkers: 258
  • Potters: 129
  • Preserve Makers: 235
  • Quilters: 111
  • Seamsters: 471
  • Spinners: 228
  • Tinker: 87
  • Weaver: 235

Artists

  • Actors: 81
  • Architects: 31
  • Bards: 121
  • Costumers: 49
  • Dancers: 97
  • Drafters: 53
  • Engravers: 64
  • Fine Furniture Carpenters: 39
  • Glaziers: 85
  • Inlayers: 80
  • Musicians: 228
  • Painters, Art: 41
  • Playwrights: 86
  • Sculptors, Art: 69
  • Wood Carvers: 286
  • Writers: 296

Produce Industries

  • Butter Churners: 276
  • Canners: 235
  • Cheesmakers: 308
  • Ice Merchants: 35
  • Millers: 178
  • Picklers: 131
  • Smokers: 101
  • Stockmakers: 92
  • Tobacconists: 131
  • Tallowmakers: 186

30426 of Zi̽ Lo̠r Med's population work within a Foundational Occupation.

44068 of Zi̽ Lo̠r Med's population do not work in a formal occupation, but do contribute to the local economy. 5607 (7%) are noncontributers.

Points of Interest

Zi̽ Lo̠r Med is a major trade hub, connecting several important cities or resource production areas. It’s probably at an important river juncture, ancient crossroads, or occupying the only safe path through some perilous wilderness. Its position may be important enough that it can survive on trade alone, despite being unable to feed itself with the surrounding land. Such hubs are usually heavily garrisoned by the lord who profits from their tariffs and taxes.

Zi̽ Lo̠r Med is known for its unusual rock formations.

POI

History

In time immemorial, reportedly some time during the late 2nd century a local hero by the name of saved most of the town when a natural disaster struck Zi̽ Lo̠r Med. One of Zi̽ Lo̠r Med's festivals remembers the hero.

History