Large Town: Ådehlÿ Cheha Zerf

Ådehlÿ Cheha Zerf

Ådehlÿ Cheha Zerf
Example Dwarvern architecture.
StateUnited Kingdom of Undermountain
ProvenceDakyehgdew Kingdom
Sub ProvenceLêlelëko County
RegionBu̽chyi Lûrû Shrublands
Founded1134
Community LeaderJarl Yuvaeginn Cÿbackhugehdew
Area6 km2 (2 mi2)
Average Yearly Temp16°C (60°F)
Average Elevation3538 m (11607 ft)
Average Yearly Precipitation281 cm/y (110 in/y)
Population1606
Population Density267 people per km2 (803 people per mi2)
Town AuraInvocation
Naming
Native nameÅdehlÿ Cheha Zerf
Pronunciation/s̼ɪ̘ʤ/ /zerf/
Direct Translation[why] [mule]
Translation[Not Yet Translated]

Ådehlÿ Cheha Zerf (/s̼ɪ̘ʤ/ /zerf/ [why] [mule]) is a subtropical Large Town located in Lêlelëko County, Dakyehgdew Kingdom, within the United Kingdom of Undermountain.

The name Ådehlÿ Cheha Zerf is derived from the Dwarven language, as Ådehlÿ Cheha Zerf was founded by Skafida Härtedrayd, who was culturaly Dwarvern.

Climate

Ådehlÿ Cheha Zerf has a yearly average temperature of 16°C (60°F), with its average temperature during the summer being a pleasant 23°C (73°F) and its average temperature during the winter being a cold 9°C (48°F). Ådehlÿ Cheha Zerf receives an average of 281 cm/y (110 in/y) of precipitation, most of which comes in the form of rain during the summer. Ådehlÿ Cheha Zerf covers an area of nearly 6 km2 (2 mi2), and an average elevation of 3538 m (11607 ft) above sea level.

Overview

Ådehlÿ Cheha Zerf was founded durring the early 12th century in summer of the year 1134, by Skafida Härtedrayd. The establishment of Ådehlÿ Cheha Zerf was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Ådehlÿ Cheha Zerf's construction back out of the project. Skafida Härtedrayd pushed on reguardles, and Ådehlÿ Cheha Zerf was finished, but starts off as a terible place to live.

Ådehlÿ Cheha Zerf was built using the conventions of Dwarvern durring the early 12th century. Naturaly, all settlmentss have their own look to them, and Ådehlÿ Cheha Zerf is no diffrent. The town's buildings feature timber and earth construction, with most buildigns first floors resembling mounds of earth, with subsequent floors appearing as elaborate log cabins, with each building forming a tiered pyramid of sorts fromed from the stack of rectangular, peek roofed cabins. Most wooden bracing, support, and trim is carved with decorative knotwork, and the larger structures even feature painted trim which emphasises the knotwork.

Ådehlÿ Cheha Zerf is buildings are arranged arround a network of crampt paverstone streets which form a diagonal shaped 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 town has a defencive wall made from large clay bricks. The wall is constructed to the exact specifications of millitary fortifications, but the nature of its clay brick construction leaves it vulnerable to even outdated siege equipment. That said, the town is well defended against anything short of an army. Astonishigly, the brittle defences are in pristine condishion, as if they had just been finished before you laied eyes upon them.

Before you’ve even set foot into the heart of Ådehlÿ Cheha Zerf, 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 divine, all performing the same rituals to bless and anoint buildings, streets, people, animals, you name it they are or have blessed it. The same holy symbol is everywhere too. Its on buildings, on people, and even branded into livestock. This certainly loves its divine. Asside form the revrent worship, you can see the citizens are preparing for something, and that something isn’t good. Weapons are worn openly. Defensive structures have been recently constructed to guard less used areas of the town. Merchants seem very eager to sell their wares at discount prices. Something is coming.

Civic Infrastructure

Ådehlÿ Cheha Zerf 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 Ådehlÿ Cheha Zerf. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Ådehlÿ Cheha Zerf's parks.

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

Ådehlÿ Cheha Zerf 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.

Ådehlÿ Cheha Zerf 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.

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

Ådehlÿ Cheha Zerf 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 Town. Ådehlÿ Cheha Zerf's grid is powered by mana accumulators.

Ådehlÿ Cheha Zerf 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 Ådehlÿ Cheha Zerf's natural decorations nor waterways.

Ådehlÿ Cheha Zerf 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.

Ådehlÿ Cheha Zerf 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.

Ådehlÿ Cheha Zerf 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

The locals are convinced that there is some terrible threat against them working from within their society. It may be a matter of dark sorcerers, foreign spies, traitorous neighbors, shape shifting monsters, or some other hidden evil. This evil may be a recent fear, or it may be an inherited peril they’ve always had to guard against. The danger itself may or may not exist, or if it exists it may not justify the steps being taken.

Ådehlÿ Cheha Zerf's chapel was built using a different architectural style from the rest of the town. The style used is characterized by order, symmetry, formal design, grandiosity, and elaborate ornamentation. Architectural characteristics include balustrades, balconies, columns, cornices, pilasters, and triangular pediments. Stone exteriors are massive and grandiose in their symmetry; interiors are typically polished and lavishly decorated with sculptures, swags, medallions, flowers, and shields. Interiors will often have a grand stairway and opulent ballroom..

In Ådehlÿ Cheha Zerf snow is warm to the touch and does not melt within city limits. Also it only happens during summer.

The Marsupial, Kangaroo near Ådehlÿ Cheha Zerf are known to be a mutant strain of the creature.

Ådehlÿ Cheha Zerf's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves square dance to channel Chronomancy energies of tier 3 via 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: 3
  • Farmers: 4
  • Farm Laborer: 8
  • Hunters: 5
  • Milk Maids: 3
  • Ranchers: 2
  • Ranch Hands: 4
  • Shepherds: 4
    • Farmland: 6504 m2
    • Cattle and Similar Creatures: 401
    • Poultry: 4818
    • Swine: 321
    • Sheep: 16
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 160

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 3
  • Bookbinders: 2
  • Buckle-makers: 2
  • Cabinetmakers: 3
  • Candlemakers: 5
  • Carpenters: 5
  • Clothmakers: 3
  • Coach and Harness Makers: 1
  • Coopers: 4
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 9
  • Furriers: 1
  • Glassworkers: 5
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 3
  • Hosiery Workers: 1
  • Jewelers: 1
  • Leatherwrights: 4
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 2
  • Painters, Structures and Fixtures: 2
  • Paper Workers: 2
  • Plasterers: 2
  • Pursemakers: 2
  • Roofers: 1
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 2
  • Scabbardmakers: 3
  • Scalemakers: 1
  • Scientific, Surgical, and Optical Instrument Makers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 5
  • Tailors: 9
  • Tanners: 2
  • Upholsterers: 2
  • Watchmakers: 2
  • Weavers: 4
  • Whitesmiths: 1

Merchants

  • Adventuring Goods Retellers: 1
  • Arcana Sellers: 1
  • Beer-Sellers: 2
  • Booksellers: 2
  • Butchers: 3
  • Chandlers: 4
  • Chicken Butchers: 4
  • Entrepreneurs: 1
  • Fine Clothiers: 4
  • Fishmongers: 4
  • Florists: 1
  • Potion Sellers: 2
  • Resellers: 7
  • Spice Merchants: 2
  • Wine-sellers: 3
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 9
  • Barbers: 6
  • Coachmen: 2
  • Cooks: 6
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 4
  • Healers: 4
  • Housekeepers: 4
  • Housemaids: 7
  • House Stewards: 4
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 5
  • Nursery Maids: 2
  • Pastrycooks: 5
  • Restaurateur: 7
  • Tavern Keepers: 6

Specialized Laborer

  • Ashworkers: 2
  • Bleachers: 1
  • Coal Heavers: 3
  • In-Town Couriers: 3
  • Long Haul Couriers: 3
  • Dockyard Workers: 3
  • Hay Merchants: 1
  • Leech Collectors: 4
  • Millers: 3
  • Miners: 3
  • Oilmen and Polishers: 2
  • Postmen: 3
  • Pure Finder: 2
  • Skinners: 4
  • Tosher: 2
  • Warehousemen: 5
  • Watercarriers: 3
  • Watermen, Bargemen, etc.: 4

Skilled Laborers

  • Accountants: 2
  • Alchemist: 2
  • Clerk: 3
  • Dentists: 1
  • Educators: 4
  • Engineers: 2
  • Gardeners: 1
  • Mages: 1
  • Plumbers: 1
  • Pharmacist: 2
  • Scientists: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 2
  • Civil Clerks: 3
  • Civic Iudex: 1
  • Consultants: 1
  • Exorcist: 3
  • Fixers: 1
  • Kami Clerk: 3
  • Landlords: 3
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 14
  • Monks, Monastic: 5
  • Monks, Civic: 4
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 6
  • Rangers: 2
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 3
  • Storytellers: 6
  • Military Officers: 5

Cottage Industries

  • Brewers: 4
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 5
  • Needleworkers: 5
  • Potters: 2
  • Preserve Makers: 4
  • Quilters: 2
  • Seamsters: 7
  • Spinners: 4
  • Tinker: 1
  • Weaver: 4

Artists

  • Actors: 1
  • Bards: 2
  • Dancers: 1
  • Drafters: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 4
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 4
  • Writers: 5

Produce Industries

  • Butter Churners: 5
  • Canners: 4
  • Cheesmakers: 5
  • Millers: 3
  • Picklers: 2
  • Smokers: 2
  • Stockmakers: 1
  • Tobacconists: 2
  • Tallowmakers: 4

514 of Ådehlÿ Cheha Zerf's population work within a Foundational Occupation.

980 of Ådehlÿ Cheha Zerf's population do not work in a formal occupation, but do contribute to the local economy. 112 (7%) are noncontributers.

Points of Interest

POI

History

In time immemorial, reportedly some time during the late 2nd century, Ådehlÿ Cheha Zerf was attacked by soldiers from another nation, waging a greater campaign. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Ådehlÿ Cheha Zerf lost 208 people, 195 livestock, and 74 buildings. The conflict ended after roughly 171, when members of Ådehlÿ Cheha Zerf's militia enacted an operation to extract assets from a production site under siege by the enemy. The operation was complicated by a natural disaster interrupted the operation, shattering unit cohesion. The conflict ended with needing to break through the enemy's lines, which ended in a stalemate for Ådehlÿ Cheha Zerf's forces. The war is remembered in legend by Ådehlÿ Cheha Zerf's bards, historians, and legend keepers.

History