Large Town: Ezǟz Siōftǟ Kez

Ezǟz Siōftǟ Kez

Ezǟz Siōftǟ Kez
Example Wood Elven architecture.
StateViceroyalty of Rosid
ProvenceSamezi Moot
RegionRàs̺a Gîlà Woods
Founded984
Community LeaderChief Corne Khizoruh
Area6 km2 (2 mi2)
Average Yearly Temp18°C (64°F)
Average Elevation5082 m (16673 ft)
Average Yearly Precipitation75 cm/y (29 in/y)
Population1589
Population Density264 people per km2 (794 people per mi2)
Town AuraNecromancy
Naming
Native nameEzǟz Siōftǟ Kez
Pronunciation/ˈezaːz/ /ˈsjoːftaː/
Direct Translation[stable; steady; calm] [mustache]
Translation[Not Yet Translated]

Ezǟz Siōftǟ Kez (/ˈezaːz/ /ˈsjoːftaː/ [stable; steady; calm] [mustache]) is a subtropical Large Town located in the Samezi Moot of the Viceroyalty of Rosid.

The name Ezǟz Siōftǟ Kez is derived from the Wood Elvish language, as Ezǟz Siōftǟ Kez was founded by Bhiodnyrn Ognobeh, who was culturaly Wood Elven.

Climate

Ezǟz Siōftǟ Kez has a yearly average temperature of 18°C (64°F), with its average temperature during the summer being a warm 26°C (78°F) and its average temperature during the winter being a cool 11°C (51°F). Ezǟz Siōftǟ Kez receives an average of 75 cm/y (29 in/y) of precipitation, most of which comes in the form of rain during the spring. Ezǟz Siōftǟ Kez covers an area of nearly 6 km2 (2 mi2), and an average elevation of 5082 m (16673 ft) above sea level.

Overview

Ezǟz Siōftǟ Kez was founded durring the late 11th century, by Bhiodnyrn Ognobeh. The establishment of Ezǟz Siōftǟ Kez was somewhat plagued by a lack of willing colonists, leading to Bhiodnyrn Ognobeh electing to pay people to resettle in Ezǟz Siōftǟ Kez.

Ezǟz Siōftǟ Kez was built using the conventions of Wood Elven durring the late 11th century. Naturaly, all settlmentss have their own look to them, and Ezǟz Siōftǟ Kez is no diffrent. The town'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.

Ezǟz Siōftǟ Kez is buildings folow an organic layout of restrictive split-log ties streets whihch gives the town a shape simmilar to a tree, if one views its streets from above. The town resides behind a palisade wall complete with battlments, a moat, and timber gatehouses with drawbridges. The robustly designed timber walls has suffered a visible ammount of structural damage, leaving them effectivly useless. One can't help but wonder why the has not yet effected repairs.

A look around Ezǟz Siōftǟ Kez is like a look into a broken heart. There is no planning, no organization. Everyone here clearly goes about their own thing with little thought to anyone around them who isn’t selling something they need. It’s not malicious. Heads are hung. Eyes are empty. Something truly horrible happened here once upon a time and the town never healed.

Civic Infrastructure

Ezǟz Siōftǟ Kez 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 Ezǟz Siōftǟ Kez. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Ezǟz Siōftǟ Kez's parks.

Ezǟz Siōftǟ Kez has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Ezǟz Siōftǟ Kez.

Ezǟz Siōftǟ Kez 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.

Ezǟz Siōftǟ Kez has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Ezǟz Siōftǟ Kez 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.

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

Ezǟz Siōftǟ Kez possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.

Ezǟz Siōftǟ Kez 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 Ezǟz Siōftǟ Kez's natural decorations nor waterways.

Ezǟz Siōftǟ Kez 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.

Ezǟz Siōftǟ Kez 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

Ezǟz Siōftǟ Kez's mayor's house was built using a different architectural style from the rest of the town. The style used is known for its buildings being predominantly formed through the combination of basic geometric shapes. However, it shown in the detailing given to the structures such as its characteristic tall columns, intricate detail, symmetry, harmony, and balance in their designs to an astonishing degree of precision. Decorative elements for the buildings tended to be built into the structure itself, making great use of fluting, frescoes, inlays, and embossing.

Due to the actions of local Kami, spring is skipped in Ezǟz Siōftǟ Kez.

The Bat near Ezǟz Siōftǟ Kez are known to be more aggressive than normal.

Ezǟz Siōftǟ Kez's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves orgies to channel Transmutation energies of tier 2 via divine sermons.

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: 4
  • Ranchers: 2
  • Ranch Hands: 4
  • Shepherds: 3
    • Farmland: 6435 m2
    • Cattle and Similar Creatures: 397
    • Poultry: 4767
    • Swine: 317
    • Sheep: 15
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 158

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 3
  • Bookbinders: 2
  • Buckle-makers: 2
  • Cabinetmakers: 3
  • Candlemakers: 5
  • Carpenters: 4
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 4
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 10
  • Furriers: 1
  • Glassworkers: 5
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 2
  • Hosiery Workers: 1
  • Jewelers: 1
  • Leatherwrights: 4
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 2
  • Painters, Structures and Fixtures: 1
  • 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: 6
  • Tailors: 8
  • Tanners: 1
  • Upholsterers: 2
  • Watchmakers: 2
  • Weavers: 4
  • Whitesmiths: 1

Merchants

  • Adventuring Goods Retellers: 1
  • Arcana Sellers: 1
  • Beer-Sellers: 2
  • Booksellers: 2
  • Butchers: 4
  • Chandlers: 4
  • Chicken Butchers: 4
  • Entrepreneurs: 1
  • Fine Clothiers: 3
  • Fishmongers: 4
  • Potion Sellers: 2
  • Resellers: 5
  • Spice Merchants: 2
  • Wine-sellers: 3
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 7
  • Barbers: 8
  • Coachmen: 2
  • Cooks: 6
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 6
  • Healers: 4
  • Housekeepers: 4
  • Housemaids: 11
  • House Stewards: 4
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 5
  • Nursery Maids: 3
  • Pastrycooks: 4
  • Restaurateur: 5
  • Tavern Keepers: 5

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: 1
  • Scientists: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 2
  • Civil Clerks: 3
  • Civic Iudex: 1
  • Consultants: 1
  • Exorcist: 3
  • Fixers: 1
  • Kami Clerk: 3
  • Landlords: 2
  • Lawyers: 2
  • Legend Keepers: 2
  • Militia Officers: 17
  • Monks, Monastic: 4
  • Monks, Civic: 5
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 6
  • Rangers: 2
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 3
  • Storytellers: 5
  • Military Officers: 5

Cottage Industries

  • Brewers: 4
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 5
  • Potters: 2
  • Preserve Makers: 4
  • Quilters: 2
  • Seamsters: 8
  • 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: 1
  • Stockmakers: 1
  • Tobacconists: 2
  • Tallowmakers: 3

511 of Ezǟz Siōftǟ Kez's population work within a Foundational Occupation.

1015 of Ezǟz Siōftǟ Kez's population do not work in a formal occupation, but do contribute to the local economy. 63 (4%) are noncontributers.

Points of Interest

POI

History

Almost every community has some problem with bandits and highwaymen, but Ezǟz Siōftǟ Kez is seriously plagued with raiders. One or more groups of persistent plunderers are hitting the community repeatedly, and they lack the necessary resources to fend them off or protect all their holdings.

The the a coat of plates of Charm, an a coat of plates imbued with potent amounts of Charm energies was created in Ezǟz Siōftǟ Kez by in time immemorial, reportedly some time during the early 2nd century.

History