Large City: Zésh Zá̄dgy Ni̋ēkēä

Zésh Zá̄dgy Ni̋ēkēä

Zésh Zá̄dgy Ni̋ēkēä
Example Goblin architecture.
StateHobben
ProvenceQovuhese Provence
RegionQe Kayu̹ Brushlands
Founded1298
Community LeaderLord Ermē Yó̄kībó 'Beamin Andre' Ha̋mér Méchvé̄ Yōnḱ Bé̄shīs Vú̄̋ńó Gaw̄ Vúnvó
Area189 km2 (75 mi2)
Average Yearly Temp19°C (66°F)
Average Elevation2944 m (9658 ft)
Average Yearly Precipitation183 cm/y (72 in/y)
Population44464
Population Density235 people per km2 (592 people per mi2)
Town AuraInvocation
Naming
Native nameZésh Zá̄dgy Ni̋ēkēä
Pronunciation/ziːʃ/ /zɛ̄ʤiː/
Direct Translation[cute] [cuff]
Translation[Not Yet Translated]

Zésh Zá̄dgy Ni̋ēkēä (/ziːʃ/ /zɛ̄ʤiː/ [cute] [cuff]) is a subtropical Large City located in the Qovuhese Provence of the Hobben.

The name Zésh Zá̄dgy Ni̋ēkēä is derived from the Goblin language, as Zésh Zá̄dgy Ni̋ēkēä was founded by Ermē Yó̄kībó 'Beamin Andre' Ha̋mér Méchvé̄ Yōnḱ Bé̄shīs Vú̄̋ńó, who was culturaly Goblin.

Climate

Zésh Zá̄dgy Ni̋ēkēä has a yearly average temperature of 19°C (66°F), with its average temperature during the summer being a warm 28°C (82°F) and its average temperature during the winter being a cool 11°C (51°F). Zésh Zá̄dgy Ni̋ēkēä receives an average of 183 cm/y (72 in/y) of precipitation, most of which comes in the form of rain during the fall. Zésh Zá̄dgy Ni̋ēkēä covers an area of nearly 189 km2 (75 mi2), and an average elevation of 2944 m (9658 ft) above sea level.

Overview

Zésh Zá̄dgy Ni̋ēkēä was founded durring the late 14th century in spring of the year 1298, by Ermē Yó̄kībó 'Beamin Andre' Ha̋mér Méchvé̄ Yōnḱ Bé̄shīs Vú̄̋ńó. The establishment of the new community went well, though many minor issues had to be solved as time went on. This was enough to delay construction and push back the formal opening ceramony, leading to some embarisment for Ermē Yó̄kībó 'Beamin Andre' Ha̋mér Méchvé̄ Yōnḱ Bé̄shīs Vú̄̋ńó.

Zésh Zá̄dgy Ni̋ēkēä was built using the conventions of Goblin durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Zésh Zá̄dgy Ni̋ēkēä is no diffrent. The city's buildings feature timber framed wooden shiethed or brick construction, which gives form to a very formalized, rational, expence effishent arcatectural style based on strictly symmetrical designs which universaly feature pitched roofs, shutters, and the occasional column or pilaster for a decorative touch.

Zésh Zá̄dgy Ni̋ēkēä is buildings folow an organic layout of crampt baked earthen streets whihch gives the city a shape simmilar to a tree, if one views its streets from above. The city is defended by arcane means. It's hard to spot at first, but there's a tell tell shimmer in the air arround Zésh Zá̄dgy Ni̋ēkēä, and you can spot the ocasional warding glyph carved into a rock or tree all arround town. These mystical defences are ancient, unknowable, and unassailable by current means... Assuming everything is in working order. Otherwise, the wards are little more than a deathtrap. The city's Relic of the World That Was are visibly old, but also obviously well maintained. Its likly the local malishia or garrison are tasked with routine mantance of the city's defences.

Before you’ve even set foot into the heart of Zésh Zá̄dgy Ni̋ēkēä, you can smell it. The incense. It hangs about the town like a cloud. Monks, priests, and clerics are everywhere, all dedicated to the same god, all preforming the same rituals to bless and anoint building,s streets, people, animals, you name it they are or have blessed it. The same holysymbols is everywhere too. Its on buildings, on people, and even branded into livestock. This city certainly loves its god.

Civic Infrastructure

Zésh Zá̄dgy Ni̋ēkēä 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.

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

Zésh Zá̄dgy Ni̋ēkēä 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 Zésh Zá̄dgy Ni̋ēkēä. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Zésh Zá̄dgy Ni̋ēkēä's parks.

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

Zésh Zá̄dgy Ni̋ēkēä 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.

Zésh Zá̄dgy Ni̋ēkēä 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.

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

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

Zésh Zá̄dgy Ni̋ēkēä 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.

Zésh Zá̄dgy Ni̋ēkēä 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.

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

Zésh Zá̄dgy Ni̋ēkēä has an Arcane Academy which provides higher education in the arcane sciences.

Zésh Zá̄dgy Ni̋ēkēä 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 Large City. Zésh Zá̄dgy Ni̋ēkēä's grid is powered by a god's will and kindness.

Zésh Zá̄dgy Ni̋ēkēä's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.

Zésh Zá̄dgy Ni̋ēkēä has a first rate hospital which caters to anyone in need of long term medical care.

Zésh Zá̄dgy Ni̋ēkēä 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.

Zésh Zá̄dgy Ni̋ēkēä 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 Zésh Zá̄dgy Ni̋ēkēä's natural decorations nor waterways.

Zésh Zá̄dgy Ni̋ēkēä 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.

Zésh Zá̄dgy Ni̋ēkēä 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.

Zésh Zá̄dgy Ni̋ēkēä 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.

Zésh Zá̄dgy Ni̋ēkēä is home to a University which provides higher education in a variety of fields, and also serves as a research institute for those same fields.

Cultural Notes

Zésh Zá̄dgy Ni̋ēkēä's mayor's house was built using a different architectural style from the rest of the town. The style used is known for its fluid and florid elaborate style, comprising ornate, asymmetric designs and pastel shades. It is often considered to be a playful, light style, which made exuberant use of curves and emphasized subtle asymmetry in the general shape of its structures. Walls, ceilings and moldings are decorated with numerous interlacing of curves and counter-curves based on the shapes of ‘C’ and ‘S’, along with shell forms and other naturalistic shapes.

=In Zésh Zá̄dgy Ni̋ēkēä when drawing, it's impossible to draw an imperfect circle.

The Necrocraft near Zésh Zá̄dgy Ni̋ēkēä are known to be more aggressive than normal.

Zésh Zá̄dgy Ni̋ēkēä's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves performance art to channel Abjuration energies of tier 2 via speaking in tongues.

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: 91
  • Farmers: 123
  • Farm Laborer: 261
  • Hunters: 153
  • Milk Maids: 114
  • Ranchers: 56
  • Ranch Hands: 136
  • Shepherds: 123
    • Farmland: 180523 m2
    • Cattle and Similar Creatures: 11116
    • Poultry: 133392
    • Swine: 8892
    • Sheep: 444
    • Goats: 88
    • Horses, Mounts, and Beasts of Burden: 4446

Craftsmen

  • Arms and Toolmakers: 96
  • Blacksmiths: 105
  • Bookbinders: 57
  • Buckle-makers: 60
  • Cabinetmakers: 101
  • Candlemakers: 134
  • Carpenters: 128
  • Clothmakers: 117
  • Coach and Harness Makers: 46
  • Coopers: 105
  • Copper, Brass, Tin, Zinc, and Lead Workers: 62
  • Copyists: 42
  • Cutlers: 36
  • Fabricworkers: 103
  • Farrier: 254
  • Furriers: 28
  • Glassworkers: 143
  • Gunsmiths: 95
  • Harness-Makers: 41
  • Hatters: 84
  • Hosiery Workers: 31
  • Jewelers: 49
  • Leatherwrights: 111
  • Locksmiths: 45
  • Matchstick makers: 68
  • Musical Instrument Makers: 60
  • Painters, Structures and Fixtures: 55
  • Paper Workers: 64
  • Plasterers: 58
  • Pursemakers: 76
  • Roofers: 46
  • Ropemakers: 43
  • Rugmakers: 43
  • Saddlers: 83
  • Scabbardmakers: 104
  • Scalemakers: 48
  • Scientific, Surgical, and Optical Instrument Makers: 28
  • Sculptors, Structures and Fixtures: 43
  • Shoemakers: 43
  • Soap and Tallow Workers: 156
  • Tailors: 286
  • Tanners: 54
  • Upholsterers: 63
  • Watchmakers: 61
  • Weavers: 134
  • Whitesmiths: 36

Merchants

  • Adventuring Goods Retellers: 30
  • Arcana Sellers: 30
  • Beer-Sellers: 57
  • Booksellers: 70
  • Butchers: 114
  • Chandlers: 108
  • Chicken Butchers: 128
  • Entrepreneurs: 45
  • Fine Clothiers: 108
  • Fishmongers: 120
  • Florists: 26
  • Potion Sellers: 74
  • Resellers: 171
  • Spice Merchants: 57
  • Wine-sellers: 92
  • Wheelwright: 72
  • Woodsellers: 42

Service workers

  • Bakers: 261
  • Barbers: 206
  • Coachmen: 62
  • Cooks: 222
  • Doctors: 102
  • Gamekeepers: 70
  • Grooms: 38
  • Hairdressers: 153
  • Healers: 121
  • Housekeepers: 117
  • Housemaids: 247
  • House Stewards: 127
  • Inns: 42
  • Laundry maids: 79
  • Maidservants: 143
  • Nursery Maids: 82
  • Pastrycooks: 158
  • Restaurateur: 153
  • Tavern Keepers: 202

Specialized Laborer

  • Ashworkers: 63
  • Bleachers: 41
  • Chemical Workers: 25
  • Coal Heavers: 88
  • In-Town Couriers: 98
  • Long Haul Couriers: 98
  • Dockyard Workers: 87
  • Gas Workers: 22
  • Hay Merchants: 37
  • Leech Collectors: 121
  • Millers: 103
  • Miners: 92
  • Oilmen and Polishers: 67
  • Postmen: 105
  • Pure Finder: 59
  • Skinners: 123
  • Sugar Refiners: 25
  • Tosher: 69
  • Warehousemen: 143
  • Watercarriers: 89
  • Watermen, Bargemen, etc.: 138

Skilled Laborers

  • Accountants: 54
  • Alchemist: 63
  • Clerk: 94
  • Dentists: 43
  • Educators: 115
  • Engineers: 61
  • Gardeners: 45
  • Mages: 33
  • Plumbers: 45
  • Pharmacist: 51
  • Professors: 19
  • Scientists: 33
  • Wizards: 19

Civil Servants

  • Adventurers: 42
  • Bankers: 61
  • Civil Clerks: 103
  • Civic Iudex: 48
  • Consultants: 28
  • Exorcist: 101
  • Fixers: 51
  • Kami Clerk: 84
  • Landlords: 93
  • Lawyers: 54
  • Legend Keepers: 78
  • Militia Officers: 555
  • Monks, Monastic: 138
  • Monks, Civic: 164
  • Historian, Oral: 108
  • Historian, Textual: 52
  • Policemen, Sheriffs, etc.: 96
  • Priests: 164
  • Rangers: 61
  • Rat Catchers: 63
  • Scholars: 71
  • Spiritualist: 87
  • Slayers: 25
  • Storytellers: 167
  • Military Officers: 158

Cottage Industries

  • Brewers: 138
  • Comfort Services: 177
  • Enchanters: 48
  • Herbalists: 49
  • Jaminators: 127
  • Needleworkers: 148
  • Potters: 72
  • Preserve Makers: 134
  • Quilters: 63
  • Seamsters: 261
  • Spinners: 127
  • Tinker: 49
  • Weaver: 111

Artists

  • Actors: 47
  • Architects: 17
  • Bards: 69
  • Costumers: 27
  • Dancers: 54
  • Drafters: 28
  • Engravers: 36
  • Fine Furniture Carpenters: 21
  • Glaziers: 49
  • Inlayers: 43
  • Musicians: 143
  • Painters, Art: 23
  • Playwrights: 49
  • Sculptors, Art: 40
  • Wood Carvers: 164
  • Writers: 171

Produce Industries

  • Butter Churners: 138
  • Canners: 134
  • Cheesmakers: 171
  • Ice Merchants: 20
  • Millers: 90
  • Picklers: 75
  • Smokers: 55
  • Stockmakers: 49
  • Tobacconists: 70
  • Tallowmakers: 96

17023 of Zésh Zá̄dgy Ni̋ēkēä's population work within a Foundational Occupation.

24329 of Zésh Zá̄dgy Ni̋ēkēä's population do not work in a formal occupation, but do contribute to the local economy. 3112 (7%) are noncontributers.

Points of Interest

Zésh Zá̄dgy Ni̋ēkēä is known for its odd use of round-a-bouts, small ring roads used in place of intersections.

POI

History

A vast influx of newcomers over the last 6 years has greatly spiked Zésh Zá̄dgy Ni̋ēkēä's population. They may have been drawn by economic opportunities, or fled some pursuing peril, or been forcibly moved there by a ruler who wanted to dilute the existing native cohesion. The natives may not have the resources or opportunities to integrate these newcomers, and it may be that the new population has no desire to stay longer than is necessary.

The the a mask of Invocation, an a mask imbued with potent amounts of Invocation energies was created in Zerth Yeá̂rnérwīer Ni̋ēkēä by in time immemorial, reportedly some time during the early 2nd century.

History