Town: Bareho Qûyæ Mîze

Bareho Qûyæ Mîze

Bareho Qûyæ Mîze
Example Wareneese architecture.
StateDalandic Empire
ProvenceRamama Mâchyu̹ Provence
Sub ProvenceMaplebeach Dutchy
RegionDige-qêpíê Forest
Founded1235
Community LeaderMaster Gneabnei Zlkesm
Area5 km2 (2 mi2)
Average Yearly Temp22°C (71°F)
Average Elevation1658 m (5439 ft)
Average Yearly Precipitation266 cm/y (104 in/y)
Population1195
Population Density239 people per km2 (597 people per mi2)
Town AuraElven High Magic
Naming
Native nameBareho Qûyæ Mîze
Pronunciation/baˈreho/ /ˈqʊjæ/
Direct Translation[religious] [boot]
Translation[Not Yet Translated]

Bareho Qûyæ Mîze (/baˈreho/ /ˈqʊjæ/ [religious] [boot]) is a subtropical Town located in Maplebeach Dutchy, Ramama Mâchyu̹ Provence, within the Dalandic Empire.

The name Bareho Qûyæ Mîze is derived from the Wareneese language, as Bareho Qûyæ Mîze was founded by Èqte Foote Jex-Blake Èdonkê, who was culturaly Wareneese.

Climate

Bareho Qûyæ Mîze has a yearly average temperature of 22°C (71°F), with its average temperature during the summer being a warm 27°C (80°F) and its average temperature during the winter being a cool 18°C (64°F). Bareho Qûyæ Mîze receives an average of 266 cm/y (104 in/y) of precipitation, most of which comes in the form of rain during the summer. Bareho Qûyæ Mîze covers an area of nearly 5 km2 (2 mi2), and an average elevation of 1658 m (5439 ft) above sea level.

Overview

Bareho Qûyæ Mîze was founded durring the early 13th century in winter of the year 1235, by Èqte Foote Jex-Blake Èdonkê. The establishment of Bareho Qûyæ Mîze 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.

Bareho Qûyæ Mîze was built using the conventions of Wareneese durring the early 13th century. Naturaly, all settlmentss have their own look to them, and Bareho Qûyæ Mîze 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.

Bareho Qûyæ Mîze is buildings are arranged arround a network of premissive paverstone 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 town is the proud owner of a properly designed set of renforced walls made from mighty querried stone blocks. Their construction and material choices would make a dwarf weap with joy, for each and every part of the elaborate fortifications are purly functional and robust well byond reason. Even nonexperts can tell the walls are an excelent defencive structure. Astonishigly, the exceptionaly well made fortifications are in pristine condishion, as if they had just been finished before you laied eyes upon them.

A look around Bareho Qûyæ Mîze 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 all of those things together, or perhaps it's the way these elements combine with the abundance of schools, libraries, and other academic structures. Locals can be overheard having academic discussions, as well as talking about scholarly subjects in general. It’s quite clear the town places a lot of value on education and being a learned individual. Regardless, you do not feel it would be wise to remain in Bareho Qûyæ Mîze long.

Civic Infrastructure

Bareho Qûyæ Mîze has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Bareho Qûyæ Mîze.

Bareho Qûyæ Mîze 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.

Bareho Qûyæ Mîze 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.

Bareho Qûyæ Mîze 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.

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

Bareho Qûyæ Mîze has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.

Bareho Qûyæ Mîze 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.

Cultural Notes

A substantial minority of the locals are descended from foreigners alien to their local neighbors. They may have been religious exiles, economic migrants, indigenous locals surrounded by the existing polity, or a foreign settlement conquered within the relatively recent past. The locals may not be enthusiastic about being ruled by others not of their kind, and their neighbors may look askance at the way foreign customs or even laws may be maintained.

Bareho Qûyæ Mîze's garrison was built using a different architectural style from the rest of the town. The style used is admittedly strange and non-linear style rooted in defiance of symmetrical shapes. It championed the creation of buildings with a unique visual appearance. the structural norms of classic buildings and deforms or moves away from elementary architectural principles. By including non-linear designs processed into its buildings and favoring fragmentation, this style expressed a form of controlled chaos. Its buildings appear out-of-the-ordinary, draw the eye in immediately and sometimes create a feeling of strangeness. These distorted shapes and structure are not reserved to the building’s outer facade, they destabilize interior elements too, favoring minimalism and play on people’s perceptions by injecting a futuristic touch.

In Bareho Qûyæ Mîze it is impossible to directly or indirectly lie.

The Chicken near Bareho Qûyæ Mîze are known to be more aggressive than normal.

Bareho Qûyæ Mîze's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves embarking on a group pilgrimage to channel Conjuration energies of tier 1 via recitation of scripture.

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: 4
  • Farm Laborer: 8
  • Hunters: 4
  • Milk Maids: 2
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 4863 m2
    • Cattle and Similar Creatures: 298
    • Poultry: 3585
    • Swine: 239
    • Sheep: 11
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 119

Craftsmen

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

Merchants

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

Service workers

  • Bakers: 6
  • Barbers: 4
  • Coachmen: 1
  • Cooks: 4
  • Doctors: 2
  • Gamekeepers: 1
  • Grooms: 1
  • Hairdressers: 4
  • Healers: 3
  • Housekeepers: 3
  • Housemaids: 6
  • House Stewards: 3
  • 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: 2
  • Long Haul Couriers: 2
  • Dockyard Workers: 2
  • Leech Collectors: 3
  • Millers: 2
  • Miners: 2
  • Oilmen and Polishers: 1
  • Postmen: 2
  • Pure Finder: 1
  • Skinners: 3
  • Tosher: 1
  • Warehousemen: 4
  • Watercarriers: 2
  • Watermen, Bargemen, etc.: 3

Skilled Laborers

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

Civil Servants

  • Adventurers: 1
  • Bankers: 1
  • Civil Clerks: 2
  • Civic Iudex: 1
  • Exorcist: 2
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 1
  • Militia Officers: 9
  • Monks, Monastic: 3
  • Monks, Civic: 3
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 4
  • Rangers: 1
  • Rat Catchers: 1
  • Scholars: 1
  • Spiritualist: 2
  • Storytellers: 4
  • Military Officers: 4

Cottage Industries

  • Brewers: 3
  • Comfort Services: 4
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 3
  • Needleworkers: 3
  • Potters: 2
  • Preserve Makers: 3
  • Quilters: 1
  • Seamsters: 5
  • Spinners: 3
  • Tinker: 1
  • Weaver: 3

Artists

  • Actors: 1
  • Bards: 1
  • Dancers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 4
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 4
  • Writers: 3

Produce Industries

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

357 of Bareho Qûyæ Mîze's population work within a Foundational Occupation.

803 of Bareho Qûyæ Mîze's population do not work in a formal occupation, but do contribute to the local economy. 35 (3%) are noncontributers.

Points of Interest

Bareho Qûyæ Mîze is known for its unusual rock formations.

POI

History

The the a katar of Wild Magic, an a katar imbued with notable amounts of Wild Magic energies was created in Bareho Qûyæ Mîze by in time immemorial, reportedly some time during the early 2nd century.

History