City: Zdiriy̼líht Gíhm

Zdiriy̼líht Gíhm

Zdiriy̼líht Gíhm
Example Tauran architecture.
StateTetburland
ProvenceIēibonjām Region
RegionBepejite Maquis
Founded755
Community LeaderLord Kthîv
Area27 km2 (10 mi2)
Average Yearly Temp29°C (84°F)
Average Elevation1722 m (5649 ft)
Average Yearly Precipitation290 cm/y (114 in/y)
Population6422
Population Density237 people per km2 (642 people per mi2)
Town AuraSummoning
Naming
Native nameZdiriy̼líht Gíhm
PronunciationZdiriy̼ /lɪ̞t/
Direct Translation[name; title] [mosquito]
Translation[Not Yet Translated]

Zdiriy̼líht Gíhm (Zdiriy̼ /lɪ̞t/ [name; title] [mosquito]) is a subtropical City located in the Iēibonjām Region of the Tetburland.

The name Zdiriy̼líht Gíhm is derived from the Goblin language, as Zdiriy̼líht Gíhm was founded by Grelê, who was culturaly Tauran.

Climate

Zdiriy̼líht Gíhm has a yearly average temperature of 29°C (84°F), with its average temperature during the summer being a hot 32°C (89°F) and its average temperature during the winter being a warm 27°C (80°F). Zdiriy̼líht Gíhm receives an average of 290 cm/y (114 in/y) of precipitation, most of which comes in the form of rain during the summer. Zdiriy̼líht Gíhm covers an area of nearly 27 km2 (10 mi2), and an average elevation of 1722 m (5649 ft) above sea level.

Overview

Zdiriy̼líht Gíhm was founded durring the late 9th century, by Grelê. The establishment of Zdiriy̼líht Gíhm was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Zdiriy̼líht Gíhm's construction back out of the project. Grelê pushed on reguardles, and Zdiriy̼líht Gíhm was finished, but starts off as a terible place to live.

Zdiriy̼líht Gíhm was built using the conventions of Tauran durring the late 9th century. Naturaly, all settlmentss have their own look to them, and Zdiriy̼líht Gíhm 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.

Zdiriy̼líht Gíhm is buildings have been located at convienant points along the swamp Zdiriy̼líht Gíhm was built upon. Navigating the town is therefore a little chalanging as the distance between buildings verris greatly and the restrictive gravel streets flow where they are able to be made rather than folowing the most convienant paths. The city posesses a mighty albit amaturly crafted stone wall. It was built using querried stone blocks and posesses all of the standard defencive features, including a few watch towers. While it would last against a siege, the wall's outdated and simplistic construction method percludes the possability of Zdiriy̼líht Gíhm weathering a full scale bombardment durring a siege. Astonishigly, the budget focused millitary grade defenses are in pristine condishion, as if they had just been finished before you laied eyes upon them.

A look around Zdiriy̼líht Gíhm has something terribly wrong with it. It’s impossible to put one’s finger on, but something is horribly wrong. Maybe it’s the way fog blankets the ground, but only in the connors of places. Maybe it’s the vermin scuttling between shadows in the corner of your eyes. Perhaps it’s the overcast sky which seemed to creep out of nowhere, or the distant howling of wolves. 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 just long enough for it to be uncomfortable. 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. Regardless, you do not feel it would be wise to remain in Zdiriy̼líht Gíhm long.

Civic Infrastructure

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

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

Zdiriy̼líht Gíhm 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 Zdiriy̼líht Gíhm. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Zdiriy̼líht Gíhm's parks.

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

Zdiriy̼líht Gíhm 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.

Zdiriy̼líht Gíhm 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.

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

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

Zdiriy̼líht Gíhm 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.

Zdiriy̼líht Gíhm 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.

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

Zdiriy̼líht Gíhm 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 City. Zdiriy̼líht Gíhm's grid is powered by a god's will and kindness.

Zdiriy̼líht Gíhm possesses an older civil lighting system consisting of street lamps. In spite of the Galvanic Grid, these lights continue to use their old fule sources to provide nighttime illumination to all city streets.

Zdiriy̼líht Gíhm 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.

Zdiriy̼líht Gíhm 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 Zdiriy̼líht Gíhm's natural decorations nor waterways.

Zdiriy̼líht Gíhm 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.

Zdiriy̼líht Gíhm 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.

Zdiriy̼líht Gíhm 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

Zdiriy̼líht Gíhm's bank was built using a different architectural style from the rest of the town. The style used is best known for the combined use of arcuated and trabeated construction, employing arches and constructed with post and lintel. The arch served as the style's chief structural element, with flanking columns serving as buttresses or decorations. While the general shape of their structures could be generously described as simplistic, the use of these arches and columns created a most distinct ascetic which is easily distinguishable on sight to armatures and experts alike.

In Zdiriy̼líht Gíhm leaves and flower petals never touch the ground.

The Xtabay near Zdiriy̼líht Gíhm are known to be quite timid.

Zdiriy̼líht Gíhm's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves embarking on a group pilgrimage to channel Truename Magic energies of tier 1 via oratory performances.

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: 12
  • Farmers: 20
  • Farm Laborer: 33
  • Hunters: 25
  • Milk Maids: 16
  • Ranchers: 8
  • Ranch Hands: 17
  • Shepherds: 16
    • Farmland: 25944 m2
    • Cattle and Similar Creatures: 1605
    • Poultry: 19266
    • Swine: 1284
    • Sheep: 64
    • Goats: 12
    • Horses, Mounts, and Beasts of Burden: 642

Craftsmen

  • Arms and Toolmakers: 12
  • Blacksmiths: 13
  • Bookbinders: 8
  • Buckle-makers: 8
  • Cabinetmakers: 14
  • Candlemakers: 20
  • Carpenters: 19
  • Clothmakers: 17
  • Coach and Harness Makers: 7
  • Coopers: 15
  • Copper, Brass, Tin, Zinc, and Lead Workers: 8
  • Copyists: 6
  • Cutlers: 5
  • Fabricworkers: 16
  • Farrier: 41
  • Furriers: 4
  • Glassworkers: 22
  • Gunsmiths: 14
  • Harness-Makers: 6
  • Hatters: 12
  • Hosiery Workers: 4
  • Jewelers: 7
  • Leatherwrights: 16
  • Locksmiths: 6
  • Matchstick makers: 9
  • Musical Instrument Makers: 9
  • Painters, Structures and Fixtures: 7
  • Paper Workers: 9
  • Plasterers: 8
  • Pursemakers: 10
  • Roofers: 6
  • Ropemakers: 6
  • Rugmakers: 6
  • Saddlers: 12
  • Scabbardmakers: 14
  • Scalemakers: 6
  • Scientific, Surgical, and Optical Instrument Makers: 4
  • Sculptors, Structures and Fixtures: 6
  • Shoemakers: 6
  • Soap and Tallow Workers: 27
  • Tailors: 38
  • Tanners: 8
  • Upholsterers: 9
  • Watchmakers: 9
  • Weavers: 22
  • Whitesmiths: 5

Merchants

  • Adventuring Goods Retellers: 4
  • Arcana Sellers: 4
  • Beer-Sellers: 8
  • Booksellers: 9
  • Butchers: 15
  • Chandlers: 17
  • Chicken Butchers: 18
  • Entrepreneurs: 6
  • Fine Clothiers: 16
  • Fishmongers: 16
  • Florists: 3
  • Potion Sellers: 10
  • Resellers: 27
  • Spice Merchants: 8
  • Wine-sellers: 13
  • Wheelwright: 9
  • Woodsellers: 6

Service workers

  • Bakers: 35
  • Barbers: 26
  • Coachmen: 8
  • Cooks: 27
  • Doctors: 14
  • Gamekeepers: 9
  • Grooms: 5
  • Hairdressers: 21
  • Healers: 17
  • Housekeepers: 17
  • Housemaids: 32
  • House Stewards: 18
  • Inns: 6
  • Laundry maids: 11
  • Maidservants: 23
  • Nursery Maids: 11
  • Pastrycooks: 21
  • Restaurateur: 24
  • Tavern Keepers: 25

Specialized Laborer

  • Ashworkers: 8
  • Bleachers: 5
  • Chemical Workers: 3
  • Coal Heavers: 13
  • In-Town Couriers: 14
  • Long Haul Couriers: 16
  • Dockyard Workers: 11
  • Gas Workers: 3
  • Hay Merchants: 5
  • Leech Collectors: 17
  • Millers: 15
  • Miners: 14
  • Oilmen and Polishers: 10
  • Postmen: 15
  • Pure Finder: 8
  • Skinners: 18
  • Sugar Refiners: 3
  • Tosher: 9
  • Warehousemen: 24
  • Watercarriers: 13
  • Watermen, Bargemen, etc.: 20

Skilled Laborers

  • Accountants: 7
  • Alchemist: 9
  • Clerk: 12
  • Dentists: 6
  • Educators: 18
  • Engineers: 9
  • Gardeners: 6
  • Mages: 4
  • Plumbers: 6
  • Pharmacist: 7
  • Professors: 2
  • Scientists: 4
  • Wizards: 2

Civil Servants

  • Adventurers: 6
  • Bankers: 8
  • Civil Clerks: 13
  • Civic Iudex: 7
  • Consultants: 4
  • Exorcist: 14
  • Fixers: 7
  • Kami Clerk: 12
  • Landlords: 12
  • Lawyers: 7
  • Legend Keepers: 11
  • Militia Officers: 49
  • Monks, Monastic: 19
  • Monks, Civic: 21
  • Historian, Oral: 15
  • Historian, Textual: 7
  • Policemen, Sheriffs, etc.: 13
  • Priests: 27
  • Rangers: 8
  • Rat Catchers: 9
  • Scholars: 9
  • Spiritualist: 12
  • Slayers: 3
  • Storytellers: 24
  • Military Officers: 22

Cottage Industries

  • Brewers: 20
  • Comfort Services: 23
  • Enchanters: 7
  • Herbalists: 7
  • Jaminators: 20
  • Needleworkers: 22
  • Potters: 10
  • Preserve Makers: 20
  • Quilters: 8
  • Seamsters: 32
  • Spinners: 18
  • Tinker: 7
  • Weaver: 15

Artists

  • Actors: 6
  • Architects: 2
  • Bards: 10
  • Costumers: 4
  • Dancers: 8
  • Drafters: 4
  • Engravers: 5
  • Fine Furniture Carpenters: 3
  • Glaziers: 6
  • Inlayers: 6
  • Musicians: 17
  • Painters, Art: 3
  • Playwrights: 6
  • Sculptors, Art: 5
  • Wood Carvers: 22
  • Writers: 21

Produce Industries

  • Butter Churners: 22
  • Canners: 19
  • Cheesmakers: 21
  • Ice Merchants: 2
  • Millers: 13
  • Picklers: 10
  • Smokers: 8
  • Stockmakers: 7
  • Tobacconists: 10
  • Tallowmakers: 14

2348 of Zdiriy̼líht Gíhm's population work within a Foundational Occupation.

3818 of Zdiriy̼líht Gíhm's population do not work in a formal occupation, but do contribute to the local economy. 256 (4%) are noncontributers.

Points of Interest

Zdiriy̼líht Gíhm produces something unique, a good or service that cannot be had anywhere else in the kingdom. This may be due to some unique resource found only there, or some carefully-guarded craft, or it may be a special service that can only be provided by the locals, who are somehow unique in their forms or abilities.

Zdiriy̼líht Gíhm is known for its well built pedestrian paths, which include foot bridges to cross the main street at several high-traffic areas.

POI

History

The the a suit of scale armour of Conjuration, an a suit of scale armour imbued with notable amounts of Conjuration energies was created near Zdin Wëdia Hadfow by in time immemorial, reportedly some time during the early 2nd century.

History