Town: Mäpt Zinu-kéræ̈l

Mäpt Zinu-kéræ̈l

Mäpt Zinu-kéræ̈l
Example Gnollish architecture.
StateUnited Kingdom of Undermountain
ProvenceZugsēftä Kingdom
Sub ProvenceSagefalcon Dutchy
RegionVisa Chyàgo Brush
Founded1368
Community LeaderJarl Braenlynn vyim Roxlendrusg
Area5 km2 (2 mi2)
Average Yearly Temp14°C (57°F)
Average Elevation1838 m (6030 ft)
Average Yearly Precipitation270 cm/y (106 in/y)
Population1262
Population Density252 people per km2 (631 people per mi2)
Town AuraAbjuration
Naming
Native nameMäpt Zinu-kéræ̈l
Pronunciation/ziˈnu/ /xræ̝l/
Direct Translation[gay; homosexual] [square]
Translation[Not Yet Translated]

Mäpt Zinu-kéræ̈l (/ziˈnu/ /xræ̝l/ [gay; homosexual] [square]) is a subtropical Town located in Sagefalcon Dutchy, Zugsēftä Kingdom, within the United Kingdom of Undermountain.

The name Mäpt Zinu-kéræ̈l is derived from the Gnollish language, as Mäpt Zinu-kéræ̈l was founded by Veszo vyim Mɑnkʤine, who was culturaly Gnollish.

Climate

Mäpt Zinu-kéræ̈l has a yearly average temperature of 14°C (57°F), with its average temperature during the summer being a cool 18°C (64°F) and its average temperature during the winter being a cold 10°C (50°F). Mäpt Zinu-kéræ̈l receives an average of 270 cm/y (106 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Mäpt Zinu-kéræ̈l covers an area of nearly 5 km2 (2 mi2), and an average elevation of 1838 m (6030 ft) above sea level.

Overview

Mäpt Zinu-kéræ̈l was founded durring the late 15th century in summer of the year 1368, by Veszo vyim Mɑnkʤine. The establishment of Mäpt Zinu-kéræ̈l was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Mäpt Zinu-kéræ̈l's construction back out of the project. Veszo vyim Mɑnkʤine pushed on reguardles, and Mäpt Zinu-kéræ̈l was finished, but starts off as a terible place to live.

Mäpt Zinu-kéræ̈l was built using the conventions of Gnollish durring the late 15th century. Naturaly, all settlmentss have their own look to them, and Mäpt Zinu-kéræ̈l is no diffrent. The town's buildings feature delicute timber framework hidden behind layer upon layer of finly ground plaster bleached to an almost glossy white sheen, with green clay tiled roofs and decorative brass-leafed trim. Even the smallest, poorest looking structures appear to be expencive thanks to the extreem elegence of the organic shapes and paterns going into their lofty, spire-y, vagly gothic designs. The more well off folks live in identicle homes, save for even shiner trim and a more whimsical appearance to their structures flowing forms.

Mäpt Zinu-kéræ̈l is is constructed arround a series of crampt packed earth mainstreets which form concentric circles, with smaller strait roads linking the circiles to each other at varrious points. The town has a defencive wall made from large clay bricks. The wall is constructed to the exact specifications of millitary fortifications, but the nature of its clay brick construction leaves it vulnerable to even outdated siege equipment. That said, the town is well defended against anything short of an army. The town's brittle defences are visibly old, but also obviously maintained semi-regularly. Its likly the local malishia or garrison are tasked with ocasional mantance of the towns defences.

Mäpt Zinu-kéræ̈l has a very calm atmosphere. People can be seen relaxing, scocilizing, and going about all manner of business other than the daily grind. Men, women, children, all can be seen enjoying life in a laid-back way in the many parks which line Mäpt Zinu-kéræ̈l’s streets. In spite of this, quite a few people can be seen reading and the town has an abundance of libraries. It’s quite clear the community values education.

Civic Infrastructure

Mäpt Zinu-kéræ̈l has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Mäpt Zinu-kéræ̈l.

Mäpt Zinu-kéræ̈l 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.

Mäpt Zinu-kéræ̈l 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.

Mäpt Zinu-kéræ̈l 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.

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

Mäpt Zinu-kéræ̈l has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.

Mäpt Zinu-kéræ̈l 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

Mäpt Zinu-kéræ̈l's town hall was built using a different architectural style from the rest of the town. The style used has a sleek, linear appearance with stylized, often geometric ornamentation. The primary facade of its buildings often featured a series of set backs that create a stepped outline. Low-relief decorative panels can be found at entrances, around windows, along roof edges or as string courses. It was best known for its use of smooth finish building materials such as stucco, concrete block, glazed brick or mosaic tile. Decorative details can incorporate various artistic or exotic motifs to suit the building's function or the architect's whim. Chevrons, zigzags, and other geometrical motifs are common forms of ornament.

Due to the actions of local Kami, spring is recurring in Mäpt Zinu-kéræ̈l.

The Ankheg near Mäpt Zinu-kéræ̈l are known to be almost tame, such that they can be put to domestic use.

Mäpt Zinu-kéræ̈l's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves destroying a prepared ritual vessel to channel Abjuration energies of tier 3 via divine sermons.

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: 5111 m2
    • Cattle and Similar Creatures: 315
    • Poultry: 3786
    • Swine: 252
    • Sheep: 12
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 126

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 2
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 2
  • Candlemakers: 4
  • Carpenters: 4
  • Clothmakers: 3
  • Coach and Harness Makers: 1
  • Coopers: 2
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 2
  • Farrier: 7
  • 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: 8
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 3
  • Whitesmiths: 1

Merchants

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

Service workers

  • Bakers: 7
  • Barbers: 6
  • Coachmen: 1
  • Cooks: 5
  • Doctors: 2
  • Gamekeepers: 1
  • Grooms: 1
  • Hairdressers: 4
  • Healers: 3
  • Housekeepers: 4
  • Housemaids: 8
  • House Stewards: 3
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 4
  • Nursery Maids: 2
  • Pastrycooks: 4
  • Restaurateur: 5
  • Tavern Keepers: 4

Specialized Laborer

  • Ashworkers: 1
  • Bleachers: 1
  • Coal Heavers: 2
  • In-Town Couriers: 2
  • Long Haul Couriers: 2
  • Dockyard Workers: 2
  • Hay Merchants: 1
  • Leech Collectors: 3
  • Millers: 2
  • Miners: 2
  • Oilmen and Polishers: 1
  • Postmen: 2
  • Pure Finder: 1
  • Skinners: 3
  • Tosher: 1
  • Warehousemen: 4
  • 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: 2
  • Militia Officers: 10
  • Monks, Monastic: 3
  • Monks, Civic: 3
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 6
  • Rangers: 1
  • Rat Catchers: 1
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 5
  • Military Officers: 4

Cottage Industries

  • Brewers: 3
  • Comfort Services: 4
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 3
  • Needleworkers: 3
  • Potters: 2
  • Preserve Makers: 3
  • Quilters: 1
  • Seamsters: 6
  • Spinners: 4
  • Tinker: 1
  • Weaver: 3

Artists

  • Actors: 1
  • Bards: 2
  • Dancers: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 3
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 4
  • Writers: 4

Produce Industries

  • Butter Churners: 3
  • Canners: 3
  • Cheesmakers: 4
  • Millers: 2
  • Picklers: 2
  • Smokers: 1
  • Stockmakers: 1
  • Tobacconists: 1
  • Tallowmakers: 2

382 of Mäpt Zinu-kéræ̈l's population work within a Foundational Occupation.

780 of Mäpt Zinu-kéræ̈l's population do not work in a formal occupation, but do contribute to the local economy. 100 (8%) are noncontributers.

Points of Interest

Mäpt Zinu-kéræ̈l is surrounded by dangerous terrain: miasmatic swamps, perilous crevasses, radioactive badlands, a pocket of or some other harmful topography. Mäpt Zinu-kéræ̈l 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.

Mäpt Zinu-kéræ̈l's is something of a geological and arcane anomaly, as neither physical nor magical law entirely explains its formation.

POI

History

In time immemorial, reportedly some time during the late 2nd century the Kami spared the town from an attack. One of Mäpt Zinu-kéræ̈l's local festivals commemorates this miracle.

History