Town: Eg Cehÿhsch Zurdu

Eg Cehÿhsch Zurdu

Eg Cehÿhsch Zurdu
Example Dwarvern architecture.
StateUnited Kingdom of Undermountain
ProvenceŸrtrewlqålÿ Kingdom
Sub ProvenceJebiputusu Dutchy
RegionQabíël-cèdêhê Woodlands
Founded1611
Community LeaderJarl Zehndtubckexu Reblåz
Area6 km2 (2 mi2)
Average Yearly Temp22°C (71°F)
Average Elevation5146 m (16883 ft)
Average Yearly Precipitation234 cm/y (92 in/y)
Population1458
Population Density243 people per km2 (729 people per mi2)
Town AuraTransmutation
Naming
Native nameEg Cehÿhsch Zurdu
Pronunciation/cɪ̘ˈɪ̘s̼/ /zurˈdu/
Direct Translation[previously] [parlor; salon]
Translation[Not Yet Translated]

Eg Cehÿhsch Zurdu (/cɪ̘ˈɪ̘s̼/ /zurˈdu/ [previously] [parlor; salon]) is a subtropical Town located in Jebiputusu Dutchy, Ÿrtrewlqålÿ Kingdom, within the United Kingdom of Undermountain.

The name Eg Cehÿhsch Zurdu is derived from the Dwarven language, as Eg Cehÿhsch Zurdu was founded by Luthrix Yadequg, who was culturaly Dwarvern.

Climate

Eg Cehÿhsch Zurdu 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 17°C (62°F). Eg Cehÿhsch Zurdu receives an average of 234 cm/y (92 in/y) of precipitation, most of which comes in the form of rain during the summer. Eg Cehÿhsch Zurdu covers an area of nearly 6 km2 (2 mi2), and an average elevation of 5146 m (16883 ft) above sea level.

Overview

Eg Cehÿhsch Zurdu was founded durring the early 17th century in early winter of the year 1611, by Luthrix Yadequg. The establishment of the new community went well, with no major obsticles durring construction.

Eg Cehÿhsch Zurdu was built using the conventions of Dwarvern durring the early 17th century. Naturaly, all settlmentss have their own look to them, and Eg Cehÿhsch Zurdu is no diffrent. The town'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.

Eg Cehÿhsch Zurdu is is constructed arround a semi-circular narrow flagstone mainstreet, with smaller strait roads linking the circiles to eachother at varrious points. The town lacks any defencive features, though certainly constructing even a simple fence or digging a ditch is at the forefront of the 's mind. At least, one would hope so.

A look around Eg Cehÿhsch Zurdu gives the unmistakable impression the town is one of the strictest places imaginable. Everyone’s actions are clearly directed by laws they keep in heart and mind at all times. Orderly byond order is a phrase which Eg Cehÿhsch Zurdu brings to mind.

Civic Infrastructure

Eg Cehÿhsch Zurdu 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 Eg Cehÿhsch Zurdu. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Eg Cehÿhsch Zurdu's parks.

Eg Cehÿhsch Zurdu has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Eg Cehÿhsch Zurdu.

Eg Cehÿhsch Zurdu 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.

Eg Cehÿhsch Zurdu 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.

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

Eg Cehÿhsch Zurdu 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 Town. Eg Cehÿhsch Zurdu's grid is powered by an arcane means.

Eg Cehÿhsch Zurdu possesses an older civil lighting system consisting of street lamps. In spite of the Galvanic Grid, these lights continue to use their old fule sources to provide nighttime illumination to all city streets.

Eg Cehÿhsch Zurdu 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 Eg Cehÿhsch Zurdu's natural decorations nor waterways.

Eg Cehÿhsch Zurdu 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.

Eg Cehÿhsch Zurdu 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 in a state of despair and dull apathy. They've lost the things that used to give them pride and hope, with the best among them carrying on out of habitual duty and the worst giving ready hands to shameful deeds and ignoble acts. No one really believes the future can be better, and most seek only to satisfy immediate appetites.

Eg Cehÿhsch Zurdu's bank was built using a different architectural style from the rest of the town. The style used is famous for its stately symmetry, classical elements, and grand appearance. Columns and pillars, such as Corinthian columns, are often seen supporting open structures or porticos. Symmetry is an important feature of this style, with each half of a building mirroring the other. Domed ceilings and windows grace these buildings, with everything placed in a mathematical arrangement.

Due to the actions of local Kami, spring is skipped in Eg Cehÿhsch Zurdu.

The Butterfly/Moth near Eg Cehÿhsch Zurdu are known to be a mutant strain of the creature.

Eg Cehÿhsch Zurdu's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves drinking to channel Conjuration energies of tier 2 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: 5
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 5934 m2
    • Cattle and Similar Creatures: 364
    • Poultry: 4374
    • Swine: 291
    • Sheep: 14
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 145

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 3
  • Candlemakers: 4
  • Carpenters: 4
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 10
  • Glassworkers: 4
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 2
  • Hosiery Workers: 1
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 2
  • 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: 2
  • Weavers: 4
  • Whitesmiths: 1

Merchants

  • Adventuring Goods Retellers: 1
  • Beer-Sellers: 1
  • Booksellers: 2
  • Butchers: 3
  • Chandlers: 3
  • Chicken Butchers: 4
  • Entrepreneurs: 1
  • Fine Clothiers: 3
  • Fishmongers: 3
  • Potion Sellers: 2
  • Resellers: 6
  • Spice Merchants: 2
  • Wine-sellers: 3
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 8
  • Barbers: 7
  • Coachmen: 2
  • Cooks: 5
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 6
  • Healers: 3
  • Housekeepers: 3
  • Housemaids: 8
  • House Stewards: 4
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 5
  • Nursery Maids: 2
  • Pastrycooks: 4
  • Restaurateur: 6
  • Tavern Keepers: 6

Specialized Laborer

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

Skilled Laborers

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

Civil Servants

  • Adventurers: 1
  • Bankers: 2
  • Civil Clerks: 3
  • Civic Iudex: 1
  • Exorcist: 3
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 3
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 11
  • Monks, Monastic: 4
  • Monks, Civic: 4
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 5
  • Rangers: 1
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 5
  • Military Officers: 5

Cottage Industries

  • Brewers: 4
  • Comfort Services: 6
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 4
  • Potters: 2
  • Preserve Makers: 4
  • Quilters: 2
  • Seamsters: 7
  • Spinners: 4
  • Tinker: 1
  • Weaver: 3

Artists

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

Produce Industries

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

461 of Eg Cehÿhsch Zurdu's population work within a Foundational Occupation.

881 of Eg Cehÿhsch Zurdu's population do not work in a formal occupation, but do contribute to the local economy. 116 (8%) are noncontributers.

Points of Interest

Eg Cehÿhsch Zurdu makes use of canals for some of its streets. Locals often fish in the canals.

POI

History

In time immemorial, reportedly some time during the early 2nd century Eg Cehÿhsch Zurdu was struck by unseasonably warm weather, causing a sweltering heat to smouther the land for 22 days. Eg Cehÿhsch Zurdu lost 201 people and 163 livestock in the disaster.. The deadly heat is remembered by most as the Trepidation's Flame.

History