The name Eg Dächh åfo is derived from the Dwarven language, as Eg Dächh åfo was founded by Fyënmeshe Reblåz, who was culturaly Dwarvern.
Climate
Eg Dächh åfo has a yearly average temperature of 19°C (66°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 12°C (53°F). Eg Dächh åfo receives an average of 247 cm/y (97 in/y) of precipitation, most of which comes in the form of rain during the summer. Eg Dächh åfo covers an area of nearly 5 km2 (2 mi2), and an average elevation of 2110 m (6922 ft) above sea level.
Overview
Eg Dächh åfo was founded durring the late 14th century in winter of the year 1265, by Fyënmeshe Reblåz. The establishment of Eg Dächh åfo 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.
Eg Dächh åfo was built using the conventions of Dwarvern durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Eg Dächh åfo is no diffrent. The town's buildings feature plaster covered brickwork used to form structures with an emphasis on symmetry, proportion, geometry and the regularity of parts. Orderly arrangements of columns, pilasters and lintels, as well as the use of semicircular arches, hemispherical domes, niches and aediculae can be found everywhere such that only size of building and yard can be used to measure the general prosparity of a given building's owners due to a general wealthy feeling the style gives off.
Eg Dächh åfo is buildings are arranged arrounded a highly ordered system of spacious split-log ties streets which form triangular paterns, allowing the incides of the octagons to be common grounds for the buildings on the edges, be it for parkland, yardspace, plazas, or markets. The town is protected by a renforced stone fence which sits atop earthwork defences, for some of the best inexpencive defences a town of Eg Dächh åfo's size could have. Eg Dächh åfo's well-designed, yet cheep are suffering from significent damage, so much so that examples can be pointed to no matter which section one might have within their line of site, and most of which render sections inoperable at present.
Eg Dächh åfo is not quite well. Something happened here, perhapse recently, perhapse long ago. Whatever it was, it settled into the very soul of the town like a festering wound. The people go about their day well enough, but there’s a tention in the air you can cut with a knife.
Civic Infrastructure
Eg Dächh åfo has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Eg Dächh åfo has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Eg Dächh åfo.
Eg Dächh åfo 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 Dächh åfo 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 Dächh åfo has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Eg Dächh åfo's public wards, blessings, and other arcane systems.
Eg Dächh åfo has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Eg Dächh åfo 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
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.
Eg Dächh åfo's mayor's house 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 Eg Dächh åfo there are no smells.
The Snake, Venomous near Eg Dächh åfo are known to be quite timid.
Eg Dächh åfo's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves destroying a prepared ritual vessel to channel Enchantment energies of tier 1 via speaking in tongues.
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: 2
Farmland: 4872 m2
Cattle and Similar Creatures: 303
Poultry: 3636
Swine: 242
Sheep: 12
Goats: 2
Horses, Mounts, and Beasts of Burden: 121
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 2
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 2
Candlemakers: 5
Carpenters: 3
Clothmakers: 3
Coach and Harness Makers: 1
Coopers: 3
Copper, Brass, Tin, Zinc, and Lead Workers: 1
Copyists: 1
Cutlers: 1
Fabricworkers: 2
Farrier: 8
Glassworkers: 4
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: 3
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: 3
Potion Sellers: 1
Resellers: 4
Spice Merchants: 1
Wine-sellers: 2
Wheelwright: 1
Woodsellers: 1
Service workers
Bakers: 5
Barbers: 6
Coachmen: 1
Cooks: 4
Doctors: 2
Gamekeepers: 1
Grooms: 1
Hairdressers: 4
Healers: 3
Housekeepers: 3
Housemaids: 7
House Stewards: 3
Inns: 1
Laundry maids: 2
Maidservants: 4
Nursery Maids: 2
Pastrycooks: 4
Restaurateur: 5
Tavern Keepers: 5
Specialized Laborer
Ashworkers: 1
Bleachers: 1
Coal Heavers: 2
In-Town Couriers: 2
Long Haul Couriers: 2
Dockyard Workers: 2
Hay Merchants: 1
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: 3
Fixers: 1
Kami Clerk: 2
Landlords: 2
Lawyers: 1
Legend Keepers: 2
Militia Officers: 13
Monks, Monastic: 3
Monks, Civic: 3
Historian, Oral: 2
Historian, Textual: 1
Policemen, Sheriffs, etc.: 2
Priests: 5
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: 1
Preserve Makers: 3
Quilters: 1
Seamsters: 6
Spinners: 3
Tinker: 1
Weaver: 3
Artists
Actors: 1
Bards: 1
Dancers: 1
Glaziers: 1
Inlayers: 1
Musicians: 3
Playwrights: 1
Sculptors, Art: 1
Wood Carvers: 4
Writers: 4
Produce Industries
Butter Churners: 5
Canners: 3
Cheesmakers: 4
Millers: 2
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 1
Tallowmakers: 2
372 of Eg Dächh åfo's population work within a Foundational Occupation.
24 work in Agriculture
83 work as Craftsmen
25 work as Merchants
63 work as Service Workers
35 work as General Laborers
12 work as Skilled Laborers
58 work as Civil Servants
33 work in Cottage Industries
18 work as Artists
21 work in Produce Industries
744 of Eg Dächh åfo's population do not work in a formal occupation, but do contribute to the local economy. 96 (8%) are noncontributers.
Points of Interest
Due to a magical anomaly, Eg Dächh åfo is directly accessible from a nearby river, despite the lack of a physical connection between the town's pond and the river.
POI
History
In time immemorial, reportedly some time during the early 2nd century Eg Dächh åfo was struck by unseasonably warm weather, causing a sweltering heat to smouther the land for 18 days. Eg Dächh åfo lost 266 people and 284 livestock in the disaster.. The deadly heat is remembered by most as the Heartbreak's Flame.