Town: Zri̽t Savno Ner

Zri̽t Savno Ner

Zri̽t Savno Ner
Example Wood Elven architecture.
StateCovenent of Irus
ProvencePevuozaba Diocese
Sub ProvenceChye Qu̹zæ Kingdom
RegionËzi-mifî Holt
Founded1362
Community LeaderMaster Trëd Thiestresh
Area5 km2 (2 mi2)
Average Yearly Temp16°C (60°F)
Average Elevation6164 m (20223 ft)
Average Yearly Precipitation103 cm/y (40 in/y)
Population1212
Population Density242 people per km2 (606 people per mi2)
Town AuraWild Magic
Naming
Native nameZri̽t Savno Ner
Pronunciation/zri̽t/ /ˈsavno/
Direct Translation[parallel] [bear]
Translation[Not Yet Translated]

Zri̽t Savno Ner (/zri̽t/ /ˈsavno/ [parallel] [bear]) is a subtropical Town located in Chye Qu̹zæ Kingdom, Pevuozaba Diocese, within the Covenent of Irus.

The name Zri̽t Savno Ner is derived from the Wood Elvish language, as Zri̽t Savno Ner was founded by Ha̋shīkī Ermboī 'Bash Skyla' Góōbó̄ Yóch Cawmē Tumrodu, who was culturaly Wood Elven.

Climate

Zri̽t Savno Ner has a yearly average temperature of 16°C (60°F), with its average temperature during the summer being a pleasant 24°C (75°F) and its average temperature during the winter being a cold 8°C (46°F). Zri̽t Savno Ner receives an average of 103 cm/y (40 in/y) of precipitation, most of which comes in the form of rain during the spring. Zri̽t Savno Ner covers an area of nearly 5 km2 (2 mi2), and an average elevation of 6164 m (20223 ft) above sea level.

Overview

Zri̽t Savno Ner was founded durring the late 15th century in spring of the year 1362, by Ha̋shīkī Ermboī 'Bash Skyla' Góōbó̄ Yóch Cawmē Tumrodu. The establishment of Zri̽t Savno Ner suffered from many setbacks, delays, and obsticles, most notably a group of Zri̽t Savno Ner which required millitary assistance exterminate before the community could finish being built.

Zri̽t Savno Ner was built using the conventions of Wood Elven durring the late 15th century. Naturaly, all settlmentss have their own look to them, and Zri̽t Savno Ner is no diffrent. The town'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.

Zri̽t Savno Ner is buildings are arranged arrounded highly ordered system of crampt flagstone 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 town is protected by a series of wooden fences ringing the town's parimiter, which are likly intended to keep varrious beasts out of town rather than protect it from attack by any intelegent agents. Zri̽t Savno Ner's bare minimum defences 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 Zri̽t Savno Ner 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 town has come into quite a lot of wealth, and recently from the looks of things. It’s easy to see where their wealth comes from the more you look arround. Every aspect of the town has been developed with care and great thought. The people themselves act deliberately and with care in even the simplest of daily actions.

Civic Infrastructure

Zri̽t Savno Ner possesses a city-wide Aethary Link which provides Aethary access anywhere within its metropolitan. This allows citizens who can afford the relevant devices access in their places of work, and rarely homes.

Zri̽t Savno Ner has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Zri̽t Savno Ner.

Zri̽t Savno Ner 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.

Zri̽t Savno Ner 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.

Zri̽t Savno Ner 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.

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

Zri̽t Savno Ner has an Scientific Academy which provides higher education in the natural sciences.

Zri̽t Savno Ner 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 Town. Zri̽t Savno Ner's grid is powered by a boiler and turbine based power plant.

Zri̽t Savno Ner has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.

Zri̽t Savno Ner 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.

Cultural Notes

Zri̽t Savno Ner's mayor's house was built using a different architectural style from the rest of the town. The style used is known for its buildings being predominantly formed through the combination of basic geometric shapes. However, it shown in the detailing given to the structures such as its characteristic tall columns, intricate detail, symmetry, harmony, and balance in their designs to an astonishing degree of precision. Decorative elements for the buildings tended to be built into the structure itself, making great use of fluting, frescoes, inlays, and embossing.

In Zri̽t Savno Ner hail is always enormous, yet harmlessly plinks off people, creatures, and structures.

The Oni, Ja Noi near Zri̽t Savno Ner are known to be a mutant strain of the creature.

Zri̽t Savno Ner's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves gestures to channel Abjuration energies of tier 1 via throat 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: 2
  • Farmers: 3
  • Farm Laborer: 8
  • Hunters: 4
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 4884 m2
    • Cattle and Similar Creatures: 303
    • Poultry: 3636
    • Swine: 242
    • Sheep: 12
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 121

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 2
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 2
  • Candlemakers: 3
  • Carpenters: 4
  • Clothmakers: 3
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 2
  • Farrier: 6
  • Glassworkers: 4
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 2
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 1
  • Musical Instrument Makers: 1
  • Painters, Structures and Fixtures: 1
  • Paper Workers: 1
  • Plasterers: 1
  • Pursemakers: 2
  • Roofers: 1
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 2
  • Scabbardmakers: 2
  • Scalemakers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 4
  • Tailors: 7
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 3

Merchants

  • Beer-Sellers: 1
  • Booksellers: 1
  • Butchers: 3
  • Chandlers: 3
  • Chicken Butchers: 3
  • Entrepreneurs: 1
  • Fine Clothiers: 3
  • Fishmongers: 2
  • Potion Sellers: 1
  • Resellers: 4
  • Spice Merchants: 1
  • Wine-sellers: 2
  • Wheelwright: 1
  • Woodsellers: 1

Service workers

  • Bakers: 6
  • Barbers: 4
  • Coachmen: 1
  • Cooks: 4
  • Doctors: 2
  • Gamekeepers: 1
  • Grooms: 1
  • Hairdressers: 4
  • Healers: 3
  • Housekeepers: 3
  • Housemaids: 6
  • House Stewards: 4
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 4
  • Nursery Maids: 2
  • Pastrycooks: 3
  • Restaurateur: 5
  • Tavern Keepers: 5

Specialized Laborer

  • Ashworkers: 1
  • Bleachers: 1
  • Coal Heavers: 2
  • In-Town Couriers: 2
  • Long Haul Couriers: 3
  • Dockyard Workers: 2
  • Leech Collectors: 3
  • Millers: 2
  • Miners: 2
  • Oilmen and Polishers: 2
  • Postmen: 2
  • Pure Finder: 1
  • Skinners: 3
  • Tosher: 1
  • Warehousemen: 3
  • Watercarriers: 2
  • Watermen, Bargemen, etc.: 3

Skilled Laborers

  • Accountants: 1
  • Alchemist: 1
  • Clerk: 2
  • Dentists: 1
  • Educators: 2
  • Engineers: 1
  • Gardeners: 1
  • Plumbers: 1
  • Pharmacist: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 1
  • Civil Clerks: 2
  • Civic Iudex: 1
  • Exorcist: 2
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 12
  • Monks, Monastic: 3
  • Monks, Civic: 4
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 5
  • Rangers: 1
  • Rat Catchers: 1
  • Scholars: 1
  • Spiritualist: 2
  • Storytellers: 4
  • Military Officers: 4

Cottage Industries

  • Brewers: 3
  • Comfort Services: 4
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 4
  • Potters: 2
  • Preserve Makers: 3
  • Quilters: 1
  • Seamsters: 5
  • Spinners: 3
  • Tinker: 1
  • Weaver: 3

Artists

  • Actors: 1
  • Bards: 1
  • Dancers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 3
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 3
  • Writers: 3

Produce Industries

  • Butter Churners: 5
  • Canners: 3
  • Cheesmakers: 3
  • Millers: 2
  • Picklers: 2
  • Smokers: 1
  • Stockmakers: 1
  • Tobacconists: 1
  • Tallowmakers: 2

368 of Zri̽t Savno Ner's population work within a Foundational Occupation.

820 of Zri̽t Savno Ner's population do not work in a formal occupation, but do contribute to the local economy. 24 (2%) are noncontributers.

Points of Interest

Zri̽t Savno Ner is surrounded by dangerous terrain: miasmatic swamps, perilous crevasses, radioactive badlands, a pocket of or some other harmful topography. Zri̽t Savno Ner might prefer the defensive potential of the terrain here, or have found a precious resource worth the danger. The terrain might have formed at some time since the founding, with the citizens struggling to make terms with the new danger.

The roads leading into Zri̽t Savno Ner possess a great number of switchbacks. While designed for defense, they mostly wind up pissing everyone trying to take goods to town right the hell off.

POI

History

In time immemorial, reportedly some time during the early 2nd century, Zri̽t Savno Ner was attacked by soldiers from another nation, waging a greater campaign. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Zri̽t Savno Ner lost 208 people, 116 livestock, and 59 buildings. The conflict ended after roughly 62, when members of Zri̽t Savno Ner's militia enacted an operation to defend a particular solgiers group from enemy attack. The operation was complicated by at least some of the intelligence related to the operation was incorrect. The conflict ended with pitched battle between both forces, which ended in defeat for Zri̽t Savno Ner's forces. The war is remembered in legend by Zri̽t Savno Ner's bards, historians, and legend keepers.

History