Town: Gri̽ Zde̜w Ner

Gri̽ Zde̜w Ner

Gri̽ Zde̜w Ner
Example Wood Elven architecture.
StateViceroyalty of Rosid
ProvenceIthjegrö Moot
RegionNi̽rsge̜ Bōk Holt
Founded1334
Community LeaderChief Qollube Ignun Unzabu
Area4 km2 (1 mi2)
Average Yearly Temp12°C (53°F)
Average Elevation3038 m (9967 ft)
Average Yearly Precipitation155 cm/y (61 in/y)
Population1116
Population Density279 people per km2 (1116 people per mi2)
Town AuraElven High Magic
Naming
Native nameGri̽ Zde̜w Ner
Pronunciation/gri̽/ /zde̜w/
Direct Translation[foreign] [section; compartment]
Translation[Not Yet Translated]

Gri̽ Zde̜w Ner (/gri̽/ /zde̜w/ [foreign] [section; compartment]) is a subtropical Town located in the Ithjegrö Moot of the Viceroyalty of Rosid.

The name Gri̽ Zde̜w Ner is derived from the Wood Elvish language, as Gri̽ Zde̜w Ner was founded by Qollube Ignun, who was culturaly Wood Elven.

Climate

Gri̽ Zde̜w Ner has a yearly average temperature of 12°C (53°F), with its average temperature during the summer being a warm 26°C (78°F) and its average temperature during the winter being a freezing -1°C (31°F). Gri̽ Zde̜w Ner receives an average of 155 cm/y (61 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Gri̽ Zde̜w Ner covers an area of nearly 4 km2 (1 mi2), and an average elevation of 3038 m (9967 ft) above sea level.

Overview

Gri̽ Zde̜w Ner was founded durring the early 14th century in winter of the year 1334, by Qollube Ignun. The establishment of Gri̽ Zde̜w Ner suffered from many setbacks, delays, and obsticles, most notably a group of Gri̽ Zde̜w Ner which required millitary assistance exterminate before the community could finish being built.

Gri̽ Zde̜w Ner was built using the conventions of Wood Elven durring the early 14th century. Naturaly, all settlmentss have their own look to them, and Gri̽ Zde̜w 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.

Gri̽ Zde̜w Ner is is constructed arround a series of broad packed earth mainstreets which form concentric circles, with smaller strait roads linking the circiles to each other at varrious points. The town emploies a series of defencive earthworks and fences to provide minimal protection against wild beasts and smaller groups of intelegent foes. The somewhat suffishent has suffered a visible ammount of structural damage, leaving them effectivly useless. One can't help but wonder why the has not yet effected repairs.

Gri̽ Zde̜w Ner seems to be abandoned at first. There are people present, working their trades and going about their business like any community, it’s just they are absurdly quiet. Just as you start to think there might be trouble, you see most of them are smiling, quietly exchanging words with a friend, or simply enjoying the day as they work. It reminds you of an evening at home as everyone dined, having run out of things to talk about and embraced the savory meal before them.

Civic Infrastructure

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

Gri̽ Zde̜w 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.

Gri̽ Zde̜w 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.

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

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

Gri̽ Zde̜w 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

Gri̽ Zde̜w Ner's town hall was built using a different architectural style from the rest of the town. The style used is which made use of the classical orders and mathematically precise ratios of height and width combined with a desire for symmetry, proportion, and harmony. It used columns, pediments, arches and domes are imaginatively in buildings of all types. Decorative features were seen as largely unnecessary as the sheer beauty of the structure itself was often close to art. However, many buildings with large ceiling spaces had their ceilings decorated with elaborate paintings, simply because the large flat spaces could feel wasted.

In Gri̽ Zde̜w Ner grains of dust blow into perfectly neat rows.

The Ice Elemental, Medium near Gri̽ Zde̜w Ner are known to be a mutant strain of the creature.

Gri̽ Zde̜w Ner's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves performance art to channel Abjuration energies of tier 2 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: 2
  • Farmers: 3
  • Farm Laborer: 8
  • Hunters: 3
  • Milk Maids: 2
  • Ranchers: 1
  • Ranch Hands: 2
  • Shepherds: 3
    • Farmland: 4497 m2
    • Cattle and Similar Creatures: 279
    • Poultry: 3348
    • Swine: 223
    • Sheep: 11
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 111

Craftsmen

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

Merchants

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

Service workers

  • Bakers: 7
  • Barbers: 4
  • Coachmen: 1
  • Cooks: 4
  • Doctors: 2
  • Gamekeepers: 1
  • Hairdressers: 4
  • Healers: 3
  • Housekeepers: 3
  • Housemaids: 7
  • House Stewards: 3
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 4
  • Nursery Maids: 2
  • Pastrycooks: 3
  • Restaurateur: 4
  • Tavern Keepers: 4

Specialized Laborer

  • Ashworkers: 1
  • Bleachers: 1
  • Coal Heavers: 2
  • In-Town Couriers: 2
  • Long Haul Couriers: 2
  • Dockyard Workers: 2
  • Leech Collectors: 3
  • Millers: 2
  • Miners: 2
  • Oilmen and Polishers: 1
  • 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: 3
  • 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: 1
  • Militia Officers: 9
  • Monks, Monastic: 3
  • Monks, Civic: 3
  • 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: 3
  • Needleworkers: 3
  • Potters: 1
  • Preserve Makers: 3
  • Quilters: 1
  • Seamsters: 6
  • Spinners: 3
  • Tinker: 1
  • Weaver: 2

Artists

  • Actors: 1
  • Bards: 1
  • Dancers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 3
  • Playwrights: 1
  • Wood Carvers: 4
  • Writers: 3

Produce Industries

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

340 of Gri̽ Zde̜w Ner's population work within a Foundational Occupation.

698 of Gri̽ Zde̜w Ner's population do not work in a formal occupation, but do contribute to the local economy. 78 (7%) are noncontributers.

Points of Interest

POI

History

The the a handaxe of Mysticism, an a handaxe imbued with potent amounts of Mysticism energies was created in Gri̽ Zde̜w Ner by in time immemorial, reportedly some time during the early 2nd century.

History