Town: Zō̄l Maẃr Nêōw

Zō̄l Maẃr Nêōw

Zō̄l Maẃr Nêōw
Example Goblin architecture.
StateConfederation of Goblin Tribes
ProvenceJǎlēyeēy Region
RegionIri àhi Woodlands
Founded1463
Community LeaderHigh Chief Sé̄taw̋nḱ Mé̄kīs 'Cayla Lisso' Ya̋ń̄ Cúch Ga̋ń Rāb Vúnḱ
Area5 km2 (2 mi2)
Average Yearly Temp21°C (69°F)
Average Elevation1168 m (3832 ft)
Average Yearly Precipitation286 cm/y (112 in/y)
Population1338
Population Density267 people per km2 (669 people per mi2)
Town AuraNecromancy
Naming
Native nameZō̄l Maẃr Nêōw
Pronunciation/zʊ̄l/ /mɒ́ɜː/
Direct Translation[possible; plausible] [rocket]
Translation[Not Yet Translated]

Zō̄l Maẃr Nêōw (/zʊ̄l/ /mɒ́ɜː/ [possible; plausible] [rocket]) is a subtropical Town located in the Jǎlēyeēy Region of the Confederation of Goblin Tribes.

The name Zō̄l Maẃr Nêōw is derived from the Goblin language, as Zō̄l Maẃr Nêōw was founded by Fyesm Treshëm Êmê, who was culturaly Goblin.

Climate

Zō̄l Maẃr Nêōw has a yearly average temperature of 21°C (69°F), with its average temperature during the summer being a warm 29°C (84°F) and its average temperature during the winter being a cool 13°C (55°F). Zō̄l Maẃr Nêōw receives an average of 286 cm/y (112 in/y) of precipitation, most of which comes in the form of rain during the summer. Zō̄l Maẃr Nêōw covers an area of nearly 5 km2 (2 mi2), and an average elevation of 1168 m (3832 ft) above sea level.

Overview

Zō̄l Maẃr Nêōw was founded durring the late 16th century in spring of the year 1463, by Fyesm Treshëm Êmê. The establishment of Zō̄l Maẃr Nêōw suffered from many setbacks, delays, and obsticles, most notably a group of Zō̄l Maẃr Nêōw which required millitary assistance exterminate before the community could finish being built.

Zō̄l Maẃr Nêōw was built using the conventions of Goblin durring the late 16th century. Naturaly, all settlmentss have their own look to them, and Zō̄l Maẃr Nêōw is no diffrent. The town'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.

Zō̄l Maẃr Nêōw is buildings are arranged arround a network of narrow gravel streets which form a diamond shaped grid, where each diamond verries in size given the proximity of the paralell streets forming each section. The ocasional smaller diamond has been used to construct a park, plaza, and other communal structures. The town posesses a fortified albit thin wall of querried stone. This wall posesses most of the features of a castle wall, though it is constructed from cheeper inferior stone. It would pose a minor chalange for an attacking army, though it's clear the wall's true purpose is to crush the hopes of bandits and marauders. Unfortuantly, these failry decent fortifications are in extreem disrepair, so much so that one cannot tell if they are decaying from a lack of mantance or damage incured.

Zō̄l Maẃr Nêōw 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 Zō̄l Maẃr Nêōw’s streets. A look around Zō̄l Maẃr Nêōw 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 scutteling 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. Maybe it’s everything together. Regardless, you do not feel it would be wise to remain in Zō̄l Maẃr Nêōw long.

Civic Infrastructure

Zō̄l Maẃr Nêōw 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 Zō̄l Maẃr Nêōw. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Zō̄l Maẃr Nêōw's parks.

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

Zō̄l Maẃr Nêōw 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.

Zō̄l Maẃr Nêōw 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.

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

Zō̄l Maẃr Nêōw 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 Zō̄l Maẃr Nêōw's natural decorations nor waterways.

Zō̄l Maẃr Nêōw 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.

Zō̄l Maẃr Nêōw 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

Zō̄l Maẃr Nêōw's garrison 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.

Due to the actions of local Kami, summer is recurring in Zō̄l Maẃr Nêōw.

The Mud Elemental, Small near Zō̄l Maẃr Nêōw are known to be more aggressive than normal.

Zō̄l Maẃr Nêōw's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves line dance to channel Chronomancy energies of tier 3 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: 2
  • Farmers: 3
  • Farm Laborer: 8
  • Hunters: 5
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 5418 m2
    • Cattle and Similar Creatures: 334
    • Poultry: 4014
    • Swine: 267
    • Sheep: 13
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 133

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 2
  • Candlemakers: 4
  • Carpenters: 4
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 2
  • Farrier: 9
  • Glassworkers: 4
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 2
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 1
  • Painters, Structures and Fixtures: 1
  • Paper Workers: 2
  • 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: 7
  • Tanners: 1
  • Upholsterers: 2
  • Watchmakers: 1
  • Weavers: 3
  • Whitesmiths: 1

Merchants

  • Beer-Sellers: 1
  • Booksellers: 1
  • Butchers: 3
  • Chandlers: 3
  • Chicken Butchers: 3
  • Entrepreneurs: 1
  • Fine Clothiers: 3
  • Fishmongers: 3
  • Potion Sellers: 2
  • Resellers: 6
  • Spice Merchants: 1
  • Wine-sellers: 2
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

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

Specialized Laborer

  • Ashworkers: 1
  • Bleachers: 1
  • Coal Heavers: 2
  • In-Town Couriers: 3
  • Long Haul Couriers: 3
  • Dockyard Workers: 2
  • Hay Merchants: 1
  • Leech Collectors: 3
  • Millers: 2
  • Miners: 2
  • Oilmen and Polishers: 2
  • Postmen: 3
  • Pure Finder: 1
  • Skinners: 3
  • Tosher: 2
  • Warehousemen: 4
  • Watercarriers: 2
  • Watermen, Bargemen, etc.: 4

Skilled Laborers

  • Accountants: 1
  • Alchemist: 2
  • Clerk: 2
  • Dentists: 1
  • Educators: 3
  • Engineers: 1
  • Gardeners: 1
  • Mages: 1
  • Plumbers: 1
  • Pharmacist: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 1
  • Civil Clerks: 2
  • Civic Iudex: 1
  • Exorcist: 3
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 13
  • Monks, Monastic: 4
  • Monks, Civic: 4
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 4
  • Rangers: 1
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 5
  • Military Officers: 4

Cottage Industries

  • Brewers: 4
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 4
  • Potters: 2
  • Preserve Makers: 3
  • Quilters: 1
  • Seamsters: 7
  • 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: 4
  • Canners: 4
  • Cheesmakers: 4
  • Millers: 2
  • Picklers: 2
  • Smokers: 1
  • Stockmakers: 1
  • Tobacconists: 2
  • Tallowmakers: 2

417 of Zō̄l Maẃr Nêōw's population work within a Foundational Occupation.

895 of Zō̄l Maẃr Nêōw's population do not work in a formal occupation, but do contribute to the local economy. 26 (2%) are noncontributers.

Points of Interest

Zō̄l Maẃr Nêōw is centered around a major pilgrimage site. This may be a religious location of importance to a major faith, or it may be a more secular institution that draws the traffic, like a famous academy or the remains of some wondrous ancient work. Considerable local tension likely exists over controlling the access to the site and maximizing the profits from foreign visitors.

Zō̄l Maẃr Nêōw is accessed from a nearby river via an intricate series of locks.

POI

History

In time immemorial, reportedly some time during the early 2nd century the Kami solved a major long term problem plaguing the town. One of Zō̄l Maẃr Nêōw's local festivals commemorates this miracle.

History