Ezǟz Zi̽ Hadfow (/ˈezaːz/ /zi̽/ [stable; steady; calm] [ministry]) is a subtropical Large City located in Wo̠zre̜t Kingdom, Moko̠ë Empire, within the Warren.
The name Ezǟz Zi̽ Hadfow is derived from the Sylvin language, as Ezǟz Zi̽ Hadfow was founded by Bresesëm, who was culturaly Wood Elf.
Climate
Ezǟz Zi̽ Hadfow has a yearly average temperature of 13°C (55°F), with its average temperature during the summer being a pleasant 25°C (77°F) and its average temperature during the winter being a cold 2°C (35°F). Ezǟz Zi̽ Hadfow receives an average of 123 cm/y (48 in/y) of precipitation, most of which comes in the form of snow during the brutaly long winter months. Ezǟz Zi̽ Hadfow covers an area of nearly 197 km2 (78 mi2), and an average elevation of 4886 m (16030 ft) above sea level.
Overview
Ezǟz Zi̽ Hadfow was founded durring the early 14th century in summer of the year 1307, by Bresesëm. The establishment of Ezǟz Zi̽ Hadfow 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.
Ezǟz Zi̽ Hadfow was built using the conventions of Wood Elf durring the early 14th century. Naturaly, all settlmentss have their own look to them, and Ezǟz Zi̽ Hadfow is no diffrent. The city'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.
Ezǟz Zi̽ Hadfow is buildings are grouped arround an odd layout of spacious paverstone streets, which seems to be based on an overlapping squair patern such that there are small squares at the cornor of every bigger square. Sometimes buildings exist in the smaller squaires, other times they are open spaces, or occupied by temporary structures. The city is defended by arcane means. It's hard to spot at first, but there's a tell tell shimmer in the air arround Ezǟz Zi̽ Hadfow, and you can spot the ocasional warding glyph carved into a rock or tree all arround town. These mystical defences are ancient, unknowable, and unassailable by current means... Assuming everything is in working order. Otherwise, the wards are little more than a deathtrap. The city's Relic of the World That Was are visibly old, but also obviously well maintained. Its likly the local malishia or garrison are tasked with routine mantance of the city's defences.
A look arround Ezǟz Zi̽ Hadfow reveals an 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 city places a lot of value on education and being a learned individual.
Civic Infrastructure
Ezǟz Zi̽ Hadfow possesses a Aethary Link for its accademic, government, and financial institutions. Public Aethary access is available through one or more of these intitutions.
Ezǟz Zi̽ Hadfow has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Ezǟz Zi̽ Hadfow 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 Zi̽ Hadfow. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Ezǟz Zi̽ Hadfow's parks.
Ezǟz Zi̽ Hadfow has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Ezǟz Zi̽ Hadfow.
Ezǟz Zi̽ Hadfow has a government-funded child care program, overseen by the local Department of Nursemaids, which is responsible for providing childcare to working-class citizens according to local ordinances.
Ezǟz Zi̽ Hadfow 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 Zi̽ Hadfow has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.
Ezǟz Zi̽ Hadfow 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 Zi̽ Hadfow 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 Zi̽ Hadfow 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.
Ezǟz Zi̽ Hadfow has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Ezǟz Zi̽ Hadfow's public wards, blessings, and other arcane systems.
Ezǟz Zi̽ Hadfow has an Arts Academy which provides higher education in many fields including math, language arts, philosophy, engineering, and other such disciplines.
Ezǟz Zi̽ Hadfow 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 City. Ezǟz Zi̽ Hadfow's grid is powered by a god's will and kindness.
Ezǟz Zi̽ Hadfow's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.
Ezǟz Zi̽ Hadfow has a first rate hospital which caters to anyone in need of long term medical care.
Ezǟz Zi̽ Hadfow has a library, which keeps a large collection of books, scrolls, and archives all manner of physical items. While not open to the public, the librarians and scholars employed by the library will assist anyone with their research needs, and wealthy individuals can purchase membership to access the library's materials themselves. In spite of being generally closed to the public, the library has a room with several Aether Linked devices available to the public during business hours.
Ezǟz Zi̽ Hadfow 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 Zi̽ Hadfow's natural decorations nor waterways.
Ezǟz Zi̽ Hadfow 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.
Ezǟz Zi̽ Hadfow 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 Zi̽ Hadfow 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.
Ezǟz Zi̽ Hadfow is home to a University which provides higher education in a variety of fields, and also serves as a research institute for those same fields.
Cultural Notes
While Ezǟz Zi̽ Hadfow might ostensibly be ruled by some other power, real control lies with the senior members of the local craft and labor guilds. Their decisions have the practical weight of law, and much of their time and effort is spent squeezing out competitors and parceling out economic opportunities in the community. Some guilds might have little or nothing to do with their original trade, and now exist purely as shells for political influence.
Ezǟz Zi̽ Hadfow's bank was built using a different architectural style from the rest of the town. The style used is known for its fluid and florid elaborate style, comprising ornate, asymmetric designs and pastel shades. It is often considered to be a playful, light style, which made exuberant use of curves and emphasized subtle asymmetry in the general shape of its structures. Walls, ceilings and moldings are decorated with numerous interlacing of curves and counter-curves based on the shapes of ‘C’ and ‘S’, along with shell forms and other naturalistic shapes.
In Ezǟz Zi̽ Hadfow there is a constant smell of overcooked presumably ethnic food.
The Mud Elemental, Medium near Ezǟz Zi̽ Hadfow are known to be a mutant strain of the creature.
Ezǟz Zi̽ Hadfow's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves sacrificing an animal to channel Abjuration energies of tier 3 via guttural bellowing.
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: 92
Farmers: 146
Farm Laborer: 292
Hunters: 151
Milk Maids: 137
Ranchers: 59
Ranch Hands: 131
Shepherds: 123
Farmland: 190158 m2
Cattle and Similar Creatures: 11709
Poultry: 140511
Swine: 9367
Sheep: 468
Goats: 93
Horses, Mounts, and Beasts of Burden: 4683
Craftsmen
Arms and Toolmakers: 95
Blacksmiths: 106
Bookbinders: 60
Buckle-makers: 61
Cabinetmakers: 114
Candlemakers: 151
Carpenters: 144
Clothmakers: 123
Coach and Harness Makers: 50
Coopers: 106
Copper, Brass, Tin, Zinc, and Lead Workers: 63
Copyists: 46
Cutlers: 40
Fabricworkers: 104
Farrier: 240
Furriers: 29
Glassworkers: 173
Gunsmiths: 105
Harness-Makers: 46
Hatters: 96
Hosiery Workers: 33
Jewelers: 52
Leatherwrights: 114
Locksmiths: 46
Matchstick makers: 75
Musical Instrument Makers: 72
Painters, Structures and Fixtures: 60
Paper Workers: 70
Plasterers: 60
Pursemakers: 83
Roofers: 48
Ropemakers: 48
Rugmakers: 45
Saddlers: 82
Scabbardmakers: 102
Scalemakers: 50
Scientific, Surgical, and Optical Instrument Makers: 30
Sculptors, Structures and Fixtures: 45
Shoemakers: 43
Soap and Tallow Workers: 144
Tailors: 217
Tanners: 57
Upholsterers: 67
Watchmakers: 64
Weavers: 137
Whitesmiths: 37
Merchants
Adventuring Goods Retellers: 32
Arcana Sellers: 32
Beer-Sellers: 64
Booksellers: 73
Butchers: 126
Chandlers: 114
Chicken Butchers: 118
Entrepreneurs: 49
Fine Clothiers: 111
Fishmongers: 117
Florists: 28
Potion Sellers: 78
Resellers: 187
Spice Merchants: 65
Wine-sellers: 97
Wheelwright: 74
Woodsellers: 45
Service workers
Bakers: 260
Barbers: 228
Coachmen: 67
Cooks: 167
Doctors: 105
Gamekeepers: 69
Grooms: 40
Hairdressers: 180
Healers: 135
Housekeepers: 137
Housemaids: 275
House Stewards: 126
Inns: 45
Laundry maids: 85
Maidservants: 141
Nursery Maids: 97
Pastrycooks: 156
Restaurateur: 180
Tavern Keepers: 187
Specialized Laborer
Ashworkers: 63
Bleachers: 44
Chemical Workers: 26
Coal Heavers: 91
In-Town Couriers: 111
Long Haul Couriers: 104
Dockyard Workers: 101
Gas Workers: 23
Hay Merchants: 40
Leech Collectors: 128
Millers: 104
Miners: 97
Oilmen and Polishers: 72
Postmen: 99
Pure Finder: 61
Skinners: 146
Sugar Refiners: 26
Tosher: 70
Warehousemen: 187
Watercarriers: 110
Watermen, Bargemen, etc.: 137
Skilled Laborers
Accountants: 60
Alchemist: 71
Clerk: 95
Dentists: 49
Educators: 121
Engineers: 70
Gardeners: 47
Mages: 35
Plumbers: 49
Pharmacist: 55
Professors: 20
Scientists: 35
Wizards: 20
Civil Servants
Adventurers: 44
Bankers: 64
Civil Clerks: 108
Civic Iudex: 52
Consultants: 30
Exorcist: 101
Fixers: 57
Kami Clerk: 90
Landlords: 89
Lawyers: 53
Legend Keepers: 85
Militia Officers: 292
Monks, Monastic: 151
Monks, Civic: 151
Historian, Oral: 101
Historian, Textual: 54
Policemen, Sheriffs, etc.: 120
Priests: 195
Rangers: 65
Rat Catchers: 73
Scholars: 72
Spiritualist: 88
Slayers: 26
Storytellers: 170
Military Officers: 151
Cottage Industries
Brewers: 133
Comfort Services: 212
Enchanters: 53
Herbalists: 53
Jaminators: 156
Needleworkers: 161
Potters: 80
Preserve Makers: 151
Quilters: 64
Seamsters: 260
Spinners: 137
Tinker: 50
Weaver: 123
Artists
Actors: 49
Architects: 18
Bards: 70
Costumers: 28
Dancers: 53
Drafters: 30
Engravers: 36
Fine Furniture Carpenters: 22
Glaziers: 48
Inlayers: 45
Musicians: 151
Painters, Art: 24
Playwrights: 50
Sculptors, Art: 42
Wood Carvers: 180
Writers: 173
Produce Industries
Butter Churners: 146
Canners: 137
Cheesmakers: 146
Ice Merchants: 20
Millers: 93
Picklers: 79
Smokers: 59
Stockmakers: 52
Tobacconists: 72
Tallowmakers: 101
17568 of Ezǟz Zi̽ Hadfow's population work within a Foundational Occupation.
1039 work in Agriculture
3833 work as Craftsmen
1410 work as Merchants
2680 work as Service Workers
1840 work as General Laborers
727 work as Skilled Laborers
2482 work as Civil Servants
1633 work in Cottage Industries
1019 work as Artists
905 work in Produce Industries
27396 of Ezǟz Zi̽ Hadfow's population do not work in a formal occupation, but do contribute to the local economy. 1873 (4%) are noncontributers.
Points of Interest
Ezǟz Zi̽ Hadfow is accessed from a nearby river via an intricate series of locks.
POI
History
The the a small bag of Augury, an a small bag imbued with potent amounts of Augury energies was created in Ezǟz Zi̽ Hadfow by in time immemorial, reportedly some time during the late 2nd century.