Zi̽ Ōw Hadfow (/zi̽/ /oːw/ [clay] [dump]) is a subtropical Small City located in the Brotlëftavremōf Moot of the Rosid.
The name Zi̽ Ōw Hadfow is derived from the Goblin language, as Zi̽ Ōw Hadfow was founded by Ruzhohr, who was culturaly Wood Elf.
Climate
Zi̽ Ōw Hadfow has a yearly average temperature of 15°C (59°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 3°C (37°F). Zi̽ Ōw Hadfow receives an average of 152 cm/y (59 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Zi̽ Ōw Hadfow covers an area of nearly 13 km2 (5 mi2), and an average elevation of 2986 m (9796 ft) above sea level.
Overview
Zi̽ Ōw Hadfow was founded durring the early 14th century in fall of the year 1302, by Ruzhohr. The establishment of Zi̽ Ōw Hadfow suffered from many setbacks, delays, and obsticles, most notably a group of Zi̽ Ōw Hadfow which required millitary assistance exterminate before the community could finish being built.
Zi̽ Ōw Hadfow was built using the conventions of Wood Elf durring the early 14th century. Naturaly, all settlmentss have their own look to them, and Zi̽ Ōw Hadfow 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 Ōw Hadfow is is constructed arround a semi-circular broad split-log ties mainstreet, with smaller strait roads linking the circiles to eachother at varrious points. The city emploies a series of defencive earthworks, spikes, and fences to provide some protection against wild beasts and smaller groups of intelegent foes. Zi̽ Ōw Hadfow's minimaly adiquite has sufferd soem light damage, reducing its function a little in some spots, but could almsot certainly preform as expected... Though some of the worse spots could lead to the loss of defenders lives if attackers identified the weaknesses ahead of time.
Right off the bat Zi̽ Ōw Hadfow 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. Precisely how it has gained its wealth is a mystery. Zi̽ Ōw Hadfow is, in a word, disorder. People seem to be allowed to do as they please with little harmoney to anything. It feels less like a city, and more like a spot people just happened to place their homes. Yet there are small elements here and there which show the underlying structure of the community. It’s just so complex, organic, and flowing one can only understand what is a piece of the puzzle, but not what its neighbors are.
Civic Infrastructure
Zi̽ Ōw Hadfow has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Zi̽ Ōw Hadfow 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 Ōw Hadfow. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Zi̽ Ōw Hadfow's parks.
Zi̽ Ōw Hadfow has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Zi̽ Ōw Hadfow.
Zi̽ Ōw Hadfow 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 Ōw Hadfow 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 Ōw Hadfow 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 Ōw Hadfow has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Zi̽ Ōw Hadfow's public wards, blessings, and other arcane systems.
Zi̽ Ōw Hadfow 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 Ōw Hadfow's natural decorations nor waterways.
Zi̽ Ōw Hadfow 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 Ōw Hadfow 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 Ōw Hadfow 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
Zi̽ Ōw Hadfow's mayor's house was built using a different architectural style from the rest of the town. The style used is characterized by towering round arches, massive stone and brickwork, small windows, thick walls, and a propensity for housing art and sculpture depicting mythological scenes. The building's general shape would be a clever and ascetic combination of geometric shapes, which would be blended together by joining elements. The style's decorative features were largely internal rather than external and incorporated semicircular arches for windows, doors, and arcades; barrel or groin vaults to support the roof of the nave; massive piers and walls, with few windows, to contain the outward thrust of the vaults; side aisles with galleries above them..
Due to the actions of local Kami, winter is long in Zi̽ Ōw Hadfow.
Zi̽ Ōw Hadfow's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves consuming a local toxin to channel Elven High Magic energies of tier 1 via mimery.
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: 9
Farm Laborer: 15
Hunters: 12
Milk Maids: 8
Ranchers: 4
Ranch Hands: 9
Shepherds: 8
Farmland: 12972 m2
Cattle and Similar Creatures: 800
Poultry: 9609
Swine: 640
Sheep: 32
Goats: 6
Horses, Mounts, and Beasts of Burden: 320
Craftsmen
Arms and Toolmakers: 6
Blacksmiths: 6
Bookbinders: 4
Buckle-makers: 4
Cabinetmakers: 6
Candlemakers: 12
Carpenters: 9
Clothmakers: 9
Coach and Harness Makers: 3
Coopers: 8
Copper, Brass, Tin, Zinc, and Lead Workers: 4
Copyists: 3
Cutlers: 2
Fabricworkers: 7
Farrier: 23
Furriers: 2
Glassworkers: 11
Gunsmiths: 6
Harness-Makers: 3
Hatters: 6
Hosiery Workers: 2
Jewelers: 3
Leatherwrights: 8
Locksmiths: 3
Matchstick makers: 4
Musical Instrument Makers: 4
Painters, Structures and Fixtures: 4
Paper Workers: 4
Plasterers: 4
Pursemakers: 5
Roofers: 3
Ropemakers: 3
Rugmakers: 3
Saddlers: 6
Scabbardmakers: 7
Scalemakers: 3
Scientific, Surgical, and Optical Instrument Makers: 2
Sculptors, Structures and Fixtures: 3
Shoemakers: 3
Soap and Tallow Workers: 11
Tailors: 18
Tanners: 4
Upholsterers: 4
Watchmakers: 4
Weavers: 8
Whitesmiths: 2
Merchants
Adventuring Goods Retellers: 2
Arcana Sellers: 2
Beer-Sellers: 4
Booksellers: 4
Butchers: 9
Chandlers: 8
Chicken Butchers: 8
Entrepreneurs: 3
Fine Clothiers: 8
Fishmongers: 7
Florists: 1
Potion Sellers: 5
Resellers: 14
Spice Merchants: 4
Wine-sellers: 6
Wheelwright: 4
Woodsellers: 3
Service workers
Bakers: 16
Barbers: 15
Coachmen: 4
Cooks: 11
Doctors: 7
Gamekeepers: 5
Grooms: 2
Hairdressers: 12
Healers: 8
Housekeepers: 10
Housemaids: 20
House Stewards: 9
Inns: 3
Laundry maids: 6
Maidservants: 10
Nursery Maids: 6
Pastrycooks: 11
Restaurateur: 15
Tavern Keepers: 15
Specialized Laborer
Ashworkers: 4
Bleachers: 3
Chemical Workers: 1
Coal Heavers: 6
In-Town Couriers: 7
Long Haul Couriers: 7
Dockyard Workers: 6
Gas Workers: 1
Hay Merchants: 2
Leech Collectors: 8
Millers: 6
Miners: 7
Oilmen and Polishers: 4
Postmen: 6
Pure Finder: 4
Skinners: 9
Sugar Refiners: 1
Tosher: 5
Warehousemen: 11
Watercarriers: 6
Watermen, Bargemen, etc.: 9
Skilled Laborers
Accountants: 4
Alchemist: 4
Clerk: 6
Dentists: 3
Educators: 9
Engineers: 4
Gardeners: 3
Mages: 2
Plumbers: 3
Pharmacist: 3
Professors: 1
Scientists: 2
Wizards: 1
Civil Servants
Adventurers: 3
Bankers: 4
Civil Clerks: 7
Civic Iudex: 3
Consultants: 2
Exorcist: 6
Fixers: 3
Kami Clerk: 6
Landlords: 6
Lawyers: 3
Legend Keepers: 5
Militia Officers: 26
Monks, Monastic: 9
Monks, Civic: 10
Historian, Oral: 7
Historian, Textual: 3
Policemen, Sheriffs, etc.: 7
Priests: 15
Rangers: 4
Rat Catchers: 4
Scholars: 5
Spiritualist: 6
Slayers: 1
Storytellers: 14
Military Officers: 11
Cottage Industries
Brewers: 9
Comfort Services: 11
Enchanters: 3
Herbalists: 3
Jaminators: 10
Needleworkers: 9
Potters: 5
Preserve Makers: 9
Quilters: 4
Seamsters: 17
Spinners: 9
Tinker: 3
Weaver: 8
Artists
Actors: 3
Architects: 1
Bards: 5
Costumers: 1
Dancers: 3
Drafters: 2
Engravers: 2
Fine Furniture Carpenters: 1
Glaziers: 3
Inlayers: 3
Musicians: 10
Painters, Art: 1
Playwrights: 3
Sculptors, Art: 2
Wood Carvers: 10
Writers: 11
Produce Industries
Butter Churners: 10
Canners: 11
Cheesmakers: 10
Ice Merchants: 1
Millers: 6
Picklers: 5
Smokers: 3
Stockmakers: 3
Tobacconists: 5
Tallowmakers: 7
1151 of Zi̽ Ōw Hadfow's population work within a Foundational Occupation.
65 work in Agriculture
259 work as Craftsmen
92 work as Merchants
185 work as Service Workers
113 work as General Laborers
45 work as Skilled Laborers
170 work as Civil Servants
100 work in Cottage Industries
61 work as Artists
61 work in Produce Industries
1860 of Zi̽ Ōw Hadfow's population do not work in a formal occupation, but do contribute to the local economy. 192 (6%) are noncontributers.
Points of Interest
Zi̽ Ōw Hadfow is cursed with recurrent spells of some troublesome disease. The affliction isn’t so fatal as to make living there impossible, but it adds suffering and expense to local lives. The plague might be the product of an ancient curse, the results of long lost toxic remains, or an unavoidable byproduct of whatever industry or purpose justifies the city. It’s probably not overly contagious, but visitors may be in some peril all the same.
The center of Zi̽ Ōw Hadfow's town square was built around an ancient standing stone.
POI
History
The the a quiver of Illusion, an a quiver imbued with notable amounts of Illusion energies was created in Zerth Yeá̂rnérwīer Ni̋ēkēä by in time immemorial, reportedly some time during the early 2nd century.