The name Zi̽ Lo̠r Med is derived from the Wood Elvish language, as Zi̽ Lo̠r Med was founded by Eler Phiegror, who was culturaly Wood Elven.
Climate
Zi̽ Lo̠r Med has a yearly average temperature of 17°C (62°F), with its average temperature during the summer being a warm 27°C (80°F) and its average temperature during the winter being a cold 8°C (46°F). Zi̽ Lo̠r Med receives an average of 149 cm/y (58 in/y) of precipitation, most of which comes in the form of rain during the spring. Zi̽ Lo̠r Med covers an area of nearly 339 km2 (135 mi2), and an average elevation of 4130 m (13549 ft) above sea level.
Overview
Zi̽ Lo̠r Med was founded durring the late 15th century in winter of the year 1364, by Eler Phiegror. The establishment of Zi̽ Lo̠r Med suffered from several major issues, resulting in the need to develop many solutions to basic problems. Problems such as a lack of fresh water, logistical support, poor quality tools, and the odd monster or two. Howeaver, these were overcome in time.
Zi̽ Lo̠r Med was built using the conventions of Wood Elven durring the late 15th century. Naturaly, all settlmentss have their own look to them, and Zi̽ Lo̠r Med 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.
Zi̽ Lo̠r Med is was constructed arround several spacious cobblestone mainstreets which cross one another at certain axies, with smaller streets branching off of them to premit acess to the many buildings deeper into the road network. The overall fashion is remenessent of a circulatory system, or other organic construct, and is quite effishent in its design. The city rests behind the absurdity that is a thick, timber braced, wall made of clay bricks. While visualy impressive and certainly an astetic, Zi̽ Lo̠r Med's wall provides no actual defence against siege equipment due to the choice of its cosntruction materials. Even nonexperts can tell the town is trying to impress rather than defend with its walls, towers, and gatehouses. Though admittedly, they do look nice... To primitive tribals who have never seen fortifications before. Astonishigly, the political statment focused walls are in pristine condishion, as if they had just been finished before you laied eyes upon them.
A look around Zi̽ Lo̠r Med gives you an uneasy feeling. 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 jsut long enough for it to be uncomfortable.
Civic Infrastructure
Zi̽ Lo̠r Med possesses a Aethary Link for its accademic, government, and financial institutions. Public Aethary access is available through one or more of these intitutions.
Zi̽ Lo̠r Med has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Zi̽ Lo̠r Med 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 Zi̽ Lo̠r Med. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Zi̽ Lo̠r Med's parks.
Zi̽ Lo̠r Med has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Zi̽ Lo̠r Med.
Zi̽ Lo̠r Med 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.
Zi̽ Lo̠r Med 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.
Zi̽ Lo̠r Med has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.
Zi̽ Lo̠r Med has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.
Zi̽ Lo̠r Med 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.
Zi̽ Lo̠r Med 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.
Zi̽ Lo̠r Med has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Zi̽ Lo̠r Med's public wards, blessings, and other arcane systems.
Zi̽ Lo̠r Med has an Theological Academy which trains clergy in various arcane and theological topics required for their occupations.
Zi̽ Lo̠r Med 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. Zi̽ Lo̠r Med's grid is powered by mana accumulators.
Zi̽ Lo̠r Med's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.
Zi̽ Lo̠r Med has a first rate hospital which caters to anyone in need of long term medical care.
Zi̽ Lo̠r Med 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.
Zi̽ Lo̠r Med 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 Zi̽ Lo̠r Med's natural decorations nor waterways.
Zi̽ Lo̠r Med 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.
Zi̽ Lo̠r Med 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.
Zi̽ Lo̠r Med 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.
Zi̽ Lo̠r Med 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
Zi̽ Lo̠r Med's town hall was built using a different architectural style from the rest of the town. The style used is characterized by their massive, monolithic and 'blocky' appearance with a rigid geometric style. It was best known for its rough, unfinished surfaces, unusual shapes, heavy-looking materials, straight lines, and small windows. Modular elements were often used to form masses representing specific functional zones, grouped into a unified whole.
In Zi̽ Lo̠r Med every night at precisely midnight every structure in town is engulfed by sailors fire until the end of the witching hour.
The Lurker in Light near Zi̽ Lo̠r Med are known to be quite timid.
Zi̽ Lo̠r Med's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves performance art to channel Enchantment energies of tier 2 via oath swearing.
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: 152
Farmers: 228
Farm Laborer: 471
Hunters: 242
Milk Maids: 210
Ranchers: 102
Ranch Hands: 225
Shepherds: 210
Farmland: 322807 m2
Cattle and Similar Creatures: 20025
Poultry: 240303
Swine: 16020
Sheep: 801
Goats: 160
Horses, Mounts, and Beasts of Burden: 8010
Craftsmen
Arms and Toolmakers: 157
Blacksmiths: 178
Bookbinders: 100
Buckle-makers: 105
Cabinetmakers: 190
Candlemakers: 276
Carpenters: 291
Clothmakers: 235
Coach and Harness Makers: 84
Coopers: 205
Copper, Brass, Tin, Zinc, and Lead Workers: 113
Copyists: 77
Cutlers: 67
Fabricworkers: 178
Farrier: 432
Furriers: 51
Glassworkers: 258
Gunsmiths: 158
Harness-Makers: 76
Hatters: 168
Hosiery Workers: 57
Jewelers: 88
Leatherwrights: 200
Locksmiths: 82
Matchstick makers: 123
Musical Instrument Makers: 116
Painters, Structures and Fixtures: 101
Paper Workers: 117
Plasterers: 104
Pursemakers: 138
Roofers: 81
Ropemakers: 80
Rugmakers: 75
Saddlers: 157
Scabbardmakers: 161
Scalemakers: 85
Scientific, Surgical, and Optical Instrument Makers: 52
Sculptors, Structures and Fixtures: 78
Shoemakers: 77
Soap and Tallow Workers: 271
Tailors: 516
Tanners: 101
Upholsterers: 114
Watchmakers: 105
Weavers: 228
Whitesmiths: 64
Merchants
Adventuring Goods Retellers: 54
Arcana Sellers: 54
Beer-Sellers: 109
Booksellers: 119
Butchers: 190
Chandlers: 222
Chicken Butchers: 208
Entrepreneurs: 79
Fine Clothiers: 210
Fishmongers: 190
Florists: 48
Potion Sellers: 138
Resellers: 286
Spice Merchants: 106
Wine-sellers: 178
Wheelwright: 135
Woodsellers: 76
Service workers
Bakers: 400
Barbers: 432
Coachmen: 117
Cooks: 348
Doctors: 165
Gamekeepers: 121
Grooms: 67
Hairdressers: 267
Healers: 239
Housekeepers: 267
Housemaids: 421
House Stewards: 216
Inns: 77
Laundry maids: 148
Maidservants: 267
Nursery Maids: 157
Pastrycooks: 267
Restaurateur: 348
Tavern Keepers: 348
Specialized Laborer
Ashworkers: 113
Bleachers: 74
Chemical Workers: 46
Coal Heavers: 157
In-Town Couriers: 174
Long Haul Couriers: 178
Dockyard Workers: 166
Gas Workers: 38
Hay Merchants: 67
Leech Collectors: 213
Millers: 178
Miners: 170
Oilmen and Polishers: 127
Postmen: 174
Pure Finder: 104
Skinners: 228
Sugar Refiners: 46
Tosher: 117
Warehousemen: 267
Watercarriers: 172
Watermen, Bargemen, etc.: 228
Skilled Laborers
Accountants: 106
Alchemist: 118
Clerk: 160
Dentists: 83
Educators: 213
Engineers: 111
Gardeners: 80
Mages: 57
Plumbers: 85
Pharmacist: 96
Professors: 34
Scientists: 59
Wizards: 34
Civil Servants
Adventurers: 78
Bankers: 115
Civil Clerks: 166
Civic Iudex: 90
Consultants: 53
Exorcist: 182
Fixers: 94
Kami Clerk: 155
Landlords: 165
Lawyers: 94
Legend Keepers: 135
Militia Officers: 728
Monks, Monastic: 258
Monks, Civic: 235
Historian, Oral: 195
Historian, Textual: 93
Policemen, Sheriffs, etc.: 178
Priests: 333
Rangers: 105
Rat Catchers: 120
Scholars: 129
Spiritualist: 145
Slayers: 45
Storytellers: 372
Military Officers: 258
Cottage Industries
Brewers: 228
Comfort Services: 308
Enchanters: 91
Herbalists: 90
Jaminators: 250
Needleworkers: 258
Potters: 129
Preserve Makers: 235
Quilters: 111
Seamsters: 471
Spinners: 228
Tinker: 87
Weaver: 235
Artists
Actors: 81
Architects: 31
Bards: 121
Costumers: 49
Dancers: 97
Drafters: 53
Engravers: 64
Fine Furniture Carpenters: 39
Glaziers: 85
Inlayers: 80
Musicians: 228
Painters, Art: 41
Playwrights: 86
Sculptors, Art: 69
Wood Carvers: 286
Writers: 296
Produce Industries
Butter Churners: 276
Canners: 235
Cheesmakers: 308
Ice Merchants: 35
Millers: 178
Picklers: 131
Smokers: 101
Stockmakers: 92
Tobacconists: 131
Tallowmakers: 186
30426 of Zi̽ Lo̠r Med's population work within a Foundational Occupation.
1688 work in Agriculture
6770 work as Craftsmen
2402 work as Merchants
4672 work as Service Workers
3037 work as General Laborers
1236 work as Skilled Laborers
4521 work as Civil Servants
2721 work in Cottage Industries
1706 work as Artists
1673 work in Produce Industries
44068 of Zi̽ Lo̠r Med's population do not work in a formal occupation, but do contribute to the local economy. 5607 (7%) are noncontributers.
Points of Interest
Zi̽ Lo̠r Med is a major trade hub, connecting several important cities or resource production areas. It’s probably at an important river juncture, ancient crossroads, or occupying the only safe path through some perilous wilderness. Its position may be important enough that it can survive on trade alone, despite being unable to feed itself with the surrounding land. Such hubs are usually heavily garrisoned by the lord who profits from their tariffs and taxes.
Zi̽ Lo̠r Med is known for its unusual rock formations.
POI
History
In time immemorial, reportedly some time during the late 2nd century a local hero by the name of saved most of the town when a natural disaster struck Zi̽ Lo̠r Med. One of Zi̽ Lo̠r Med's festivals remembers the hero.