Large City: Zūtḩ Rō Ni̋ēkēä

Zūtḩ Rō Ni̋ēkēä

Zūtḩ Rō Ni̋ēkēä
Example Goblin architecture.
StateGoblin Tribes
ProvenceJǎlēyeēy Region
RegionHuj̼ Kēijash Maquis
Founded1337
Community LeaderLord Brèsêv Mocthë Nrèshi
Area139 km2 (55 mi2)
Average Yearly Temp14°C (57°F)
Average Elevation3282 m (10767 ft)
Average Yearly Precipitation300 cm/y (118 in/y)
Population32821
Population Density236 people per km2 (596 people per mi2)
Town AuraChronomancy
Naming
Native nameZūtḩ Rō Ni̋ēkēä
Pronunciation/zɑ̌kʊ́æ/ /ɹʊ/
Direct Translation[unit] [Penis fencing]
Translation[Not Yet Translated]

Zūtḩ Rō Ni̋ēkēä (/zɑ̌kʊ́æ/ /ɹʊ/ [unit] [Penis fencing]) is a subtropical Large City located in the Jǎlēyeēy Region of the Goblin Tribes.

The name Zūtḩ Rō Ni̋ēkēä is derived from the Goblin language, as Zūtḩ Rō Ni̋ēkēä was founded by Tsêj Khèsî Trèsêj, who was culturaly Goblin.

Climate

Zūtḩ Rō Ni̋ēkēä has a yearly average temperature of 14°C (57°F), with its average temperature during the summer being a warm 26°C (78°F) and its average temperature during the winter being a cold 2°C (35°F). Zūtḩ Rō Ni̋ēkēä receives an average of 300 cm/y (118 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Zūtḩ Rō Ni̋ēkēä covers an area of nearly 139 km2 (55 mi2), and an average elevation of 3282 m (10767 ft) above sea level.

Overview

Zūtḩ Rō Ni̋ēkēä was founded durring the early 14th century in summer of the year 1337, by Tsêj Khèsî Trèsêj. 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 Tsêj Khèsî Trèsêj.

Zūtḩ Rō Ni̋ēkēä was built using the conventions of Goblin durring the early 14th century. Naturaly, all settlmentss have their own look to them, and Zūtḩ Rō Ni̋ēkēä is no diffrent. The city's buildings feature masoned stone construction which prominantly features pointed arches, pointed ribbed vault cielings, flying buttress', and window tracery all of which share a simmilar gemoetetic patern halfway between organic and inorganic in design formaing a very distinct aesthetically integrated style. BUildings tend to reach for the havens, and more expencive homes are easily identified by their floor count as well as the addition of decorative features intigrated into the building's design such as statues, gargoyals, and embelished joinery.

Zūtḩ Rō Ni̋ēkēä is buildings are arranged arround a network of narrow packed earth streets which form a grid, where each square verries in size given the proximity of the paralell streets forming each section. The ocasional smaller square has been used to construct a park, plaza, and other communal structures. The city rests behind the absurdity that is a thick, timber braced, wall made of clay bricks. While visualy impressive and certainly an astetic, Zūtḩ Rō Ni̋ēkēä'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. The city's political statment focused walls have recently undergone extensive repairs and renovations, such that the repairwork is imeadiently apparent and can be spotted due to the diffring ages of materials. One can't help but wonder what brought the need for those repairs to the city.

Right off the bat Zūtḩ Rō Ni̋ēkēä hits you in the face with its success. Everyone, even the peasants, are dressed in well made clothing. Every tool and implement you can see is finely made, and people will boast to you as obvious strangers of the wonders which can be found in their markets. More interestingly is a total lack of beggars, and plenty of new buildings are going up even as you speak. Somehow this city has come into quite a lot of wealth, and recently from the looks of things. Precisely how it has gained its wealth is a mystery. Zūtḩ Rō Ni̋ēkēä is, in a word, disorder. 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. Yet there are small elements here and there which show the underlying structure of the community. It’s just so complex, organic, and flowing one can only understand what is a piece of the puzzle, but not what its neighbors are.

Civic Infrastructure

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

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

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

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

Zūtḩ Rō 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.

Zūtḩ Rō 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.

Zūtḩ Rō 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.

Zūtḩ Rō 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.

Zūtḩ Rō 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.

Zūtḩ Rō 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.

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

Zūtḩ Rō Ni̋ēkēä has an Arcane Academy which provides higher education in the arcane sciences.

Zūtḩ Rō 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. Zūtḩ Rō Ni̋ēkēä's grid is powered by a god's will and kindness.

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

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

Zūtḩ Rō 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.

Zūtḩ Rō 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 Zūtḩ Rō Ni̋ēkēä's natural decorations nor waterways.

Zūtḩ Rō 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.

Zūtḩ Rō 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.

Zūtḩ Rō 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.

Cultural Notes

Zūtḩ Rō Ni̋ēkēä's town hall was built using a different architectural style from the rest of the town. The style used is characterized by dynamic designs and complex architectural plan forms; intended to heighten feelings of motion and sensuality, and frequently based on the oval. It made extensive and extreme use of: Grandeur, Contrast, Curves and twists, Rich surface treatments, Gilded statuary, Bright colors, Vividly painted ceilings, Fragmented or deliberately incomplete elements, Large-scale frescoes, Dramatic central projections on an external facade, the use of plaster, stucco, or marble finishing, Illusory effects such as trompe l’oeil, and pear-shaped domes. While beloved by the nobility, the common folk tended to despise the style due to the massive consumption of resources required for even a small building constructed in this style.

In Zūtḩ Rō Ni̋ēkēä all of the cats speak the local language with prefect diction.

The Magmin near Zūtḩ Rō Ni̋ēkēä are known to be more aggressive than normal.

Zūtḩ Rō Ni̋ēkēä's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves line dance to channel Wild Magic energies of tier 1 via throat chanting.

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: 62
  • Farmers: 99
  • Farm Laborer: 193
  • Hunters: 109
  • Milk Maids: 84
  • Ranchers: 41
  • Ranch Hands: 87
  • Shepherds: 93
    • Farmland: 131940 m2
    • Cattle and Similar Creatures: 8205
    • Poultry: 98463
    • Swine: 6564
    • Sheep: 328
    • Goats: 65
    • Horses, Mounts, and Beasts of Burden: 3282

Craftsmen

  • Arms and Toolmakers: 63
  • Blacksmiths: 66
  • Bookbinders: 42
  • Buckle-makers: 42
  • Cabinetmakers: 72
  • Candlemakers: 121
  • Carpenters: 100
  • Clothmakers: 86
  • Coach and Harness Makers: 34
  • Coopers: 86
  • Copper, Brass, Tin, Zinc, and Lead Workers: 45
  • Copyists: 31
  • Cutlers: 28
  • Fabricworkers: 74
  • Farrier: 168
  • Furriers: 21
  • Glassworkers: 126
  • Gunsmiths: 70
  • Harness-Makers: 31
  • Hatters: 63
  • Hosiery Workers: 23
  • Jewelers: 37
  • Leatherwrights: 78
  • Locksmiths: 32
  • Matchstick makers: 51
  • Musical Instrument Makers: 48
  • Painters, Structures and Fixtures: 43
  • Paper Workers: 48
  • Plasterers: 47
  • Pursemakers: 56
  • Roofers: 36
  • Ropemakers: 33
  • Rugmakers: 31
  • Saddlers: 60
  • Scabbardmakers: 69
  • Scalemakers: 34
  • Scientific, Surgical, and Optical Instrument Makers: 21
  • Sculptors, Structures and Fixtures: 30
  • Shoemakers: 33
  • Soap and Tallow Workers: 107
  • Tailors: 187
  • Tanners: 41
  • Upholsterers: 45
  • Watchmakers: 44
  • Weavers: 88
  • Whitesmiths: 26

Merchants

  • Adventuring Goods Retellers: 23
  • Arcana Sellers: 22
  • Beer-Sellers: 45
  • Booksellers: 51
  • Butchers: 91
  • Chandlers: 82
  • Chicken Butchers: 95
  • Entrepreneurs: 35
  • Fine Clothiers: 82
  • Fishmongers: 86
  • Florists: 20
  • Potion Sellers: 54
  • Resellers: 131
  • Spice Merchants: 43
  • Wine-sellers: 64
  • Wheelwright: 54
  • Woodsellers: 31

Service workers

  • Bakers: 182
  • Barbers: 198
  • Coachmen: 46
  • Cooks: 136
  • Doctors: 69
  • Gamekeepers: 51
  • Grooms: 28
  • Hairdressers: 102
  • Healers: 89
  • Housekeepers: 84
  • Housemaids: 182
  • House Stewards: 86
  • Inns: 31
  • Laundry maids: 56
  • Maidservants: 117
  • Nursery Maids: 56
  • Pastrycooks: 109
  • Restaurateur: 136
  • Tavern Keepers: 164

Specialized Laborer

  • Ashworkers: 44
  • Bleachers: 30
  • Chemical Workers: 18
  • Coal Heavers: 68
  • In-Town Couriers: 76
  • Long Haul Couriers: 68
  • Dockyard Workers: 64
  • Gas Workers: 16
  • Hay Merchants: 27
  • Leech Collectors: 87
  • Millers: 80
  • Miners: 71
  • Oilmen and Polishers: 52
  • Postmen: 78
  • Pure Finder: 45
  • Skinners: 93
  • Sugar Refiners: 18
  • Tosher: 51
  • Warehousemen: 105
  • Watercarriers: 73
  • Watermen, Bargemen, etc.: 109

Skilled Laborers

  • Accountants: 42
  • Alchemist: 48
  • Clerk: 66
  • Dentists: 32
  • Educators: 85
  • Engineers: 46
  • Gardeners: 33
  • Mages: 24
  • Plumbers: 36
  • Pharmacist: 40
  • Professors: 14
  • Scientists: 24
  • Wizards: 14

Civil Servants

  • Adventurers: 30
  • Bankers: 44
  • Civil Clerks: 78
  • Civic Iudex: 36
  • Consultants: 21
  • Exorcist: 72
  • Fixers: 40
  • Kami Clerk: 64
  • Landlords: 63
  • Lawyers: 40
  • Legend Keepers: 52
  • Militia Officers: 234
  • Monks, Monastic: 109
  • Monks, Civic: 102
  • Historian, Oral: 76
  • Historian, Textual: 41
  • Policemen, Sheriffs, etc.: 65
  • Priests: 142
  • Rangers: 44
  • Rat Catchers: 51
  • Scholars: 51
  • Spiritualist: 63
  • Slayers: 18
  • Storytellers: 133
  • Military Officers: 126

Cottage Industries

  • Brewers: 99
  • Comfort Services: 117
  • Enchanters: 38
  • Herbalists: 36
  • Jaminators: 102
  • Needleworkers: 126
  • Potters: 52
  • Preserve Makers: 99
  • Quilters: 44
  • Seamsters: 172
  • Spinners: 102
  • Tinker: 37
  • Weaver: 91

Artists

  • Actors: 36
  • Architects: 12
  • Bards: 52
  • Costumers: 20
  • Dancers: 36
  • Drafters: 21
  • Engravers: 26
  • Fine Furniture Carpenters: 16
  • Glaziers: 33
  • Inlayers: 31
  • Musicians: 93
  • Painters, Art: 17
  • Playwrights: 36
  • Sculptors, Art: 28
  • Wood Carvers: 117
  • Writers: 113

Produce Industries

  • Butter Churners: 113
  • Canners: 88
  • Cheesmakers: 99
  • Ice Merchants: 14
  • Millers: 64
  • Picklers: 56
  • Smokers: 41
  • Stockmakers: 38
  • Tobacconists: 52
  • Tallowmakers: 71

12364 of Zūtḩ Rō Ni̋ēkēä's population work within a Foundational Occupation.

19145 of Zūtḩ Rō Ni̋ēkēä's population do not work in a formal occupation, but do contribute to the local economy. 1312 (4%) are noncontributers.

Points of Interest

Zūtḩ Rō Ni̋ēkēä is remarkably well-fortified for a site of its size and role. Tall, stout walls, strong points inside the community, concentric defenses, a strategic terrain location, or a large body of standing troops might be present. Some threat is thought to exist that makes maintaining this fortification worthwhile, though it may come at a dear cost to the locals. The community’s suzerain may be uncomfortable with these defenses, as they could just as easily be used to defy the ruler.

Zūtḩ Rō Ni̋ēkēä's is something of a geological and arcane anomaly, as neither physical nor magical law entirely explains its formation.

POI

History

The the a cart of Enchantment, an a cart imbued with notable amounts of Enchantment energies was created in Zrǟ Mbomfo̠ Hadfow by in time immemorial, reportedly some time during the late 2nd century.

History