The name Fe̜v Syǟ Kez is derived from the Wood Elvish language, as Fe̜v Syǟ Kez was founded by Fordruss Krazron, who was culturaly Wood Elven.
Climate
Fe̜v Syǟ Kez has a yearly average temperature of 8°C (46°F), with its average temperature during the summer being a pleasant 25°C (77°F) and its average temperature during the winter being a freezing -8°C (18°F). Fe̜v Syǟ Kez receives an average of 149 cm/y (58 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Fe̜v Syǟ Kez covers an area of nearly 5 km2 (2 mi2), and an average elevation of 4436 m (14553 ft) above sea level.
Overview
Fe̜v Syǟ Kez was founded durring the late 14th century in summer of the year 1298, by Fordruss Krazron. The establishment of Fe̜v Syǟ Kez was somewhat plagued by a lack of willing colonists, leading to Fordruss Krazron electing to pay people to resettle in Fe̜v Syǟ Kez.
Fe̜v Syǟ Kez was built using the conventions of Wood Elven durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Fe̜v Syǟ Kez 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.
Fe̜v Syǟ Kez is buildings are arranged within a network of narrow paverstone streets which form a rectangular grid, where each block verries in size given the proximity of the paralell streets forming each section. The ocasional smaller block has been used to construct a park, plaza, and other communal structures. The town emploies a series of defencive earthworks and fences to provide minimal protection against wild beasts and smaller groups of intelegent foes. Unfortuantly, these somewhat suffishent are in extreem disrepair, so much so that one cannot tell if they are decaying from a lack of mantance or damage incured.
A look around Fe̜v Syǟ Kez seems to be home to a quite vibrant and boisterous community. Everywhere one looks they can see people going out their daily business with a smile and a spring in their step. Children play loudly in the streets, causing untold havoc as youth are want and allowed to do.
Civic Infrastructure
Fe̜v Syǟ 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 Fe̜v Syǟ Kez. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Fe̜v Syǟ Kez's parks.
Fe̜v Syǟ Kez has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Fe̜v Syǟ Kez.
Fe̜v Syǟ 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.
Fe̜v Syǟ 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.
Fe̜v Syǟ Kez 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.
Fe̜v Syǟ Kez has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Fe̜v Syǟ Kez's public wards, blessings, and other arcane systems.
Fe̜v Syǟ Kez possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.
Fe̜v Syǟ 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 Fe̜v Syǟ Kez's natural decorations nor waterways.
Fe̜v Syǟ 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.
Fe̜v Syǟ 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.
Fe̜v Syǟ Kez 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
Fe̜v Syǟ Kez's garrison was built using a different architectural style from the rest of the town. The style used is known primarily for its use of abstraction and simplicity. Clean lines, right angles, and primary colors characterized this aesthetic and art movement expressed via architecture and paintings. Its design ethos allows only primary colors and non-colors, only squares and rectangles, only straight and horizontal or vertical lines. Vertical and horizontal lines are positioned in layers or planes that do not intersect, thereby allowing each element to exist independently and unobstructed by other elements. These seemingly impossible principals for an architectural style coalesces into structures which most experts find hard to put into words. It is not that their geometry is impossible, but rather the style's attempt at producing works only describable visually was most successful..
Due to the actions of local Kami, summer is long in Fe̜v Syǟ Kez.
The Witchcrow near Fe̜v Syǟ Kez are known to be quite timid.
Fe̜v Syǟ Kez's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves drinking to channel Charm 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: 3
Ranchers: 1
Ranch Hands: 3
Shepherds: 3
Farmland: 5524 m2
Cattle and Similar Creatures: 341
Poultry: 4092
Swine: 272
Sheep: 13
Goats: 2
Horses, Mounts, and Beasts of Burden: 136
Craftsmen
Arms and Toolmakers: 3
Blacksmiths: 2
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 3
Candlemakers: 4
Carpenters: 4
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
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: 6
Tanners: 1
Upholsterers: 1
Watchmakers: 1
Weavers: 3
Whitesmiths: 1
Merchants
Beer-Sellers: 1
Booksellers: 2
Butchers: 3
Chandlers: 3
Chicken Butchers: 3
Entrepreneurs: 1
Fine Clothiers: 3
Fishmongers: 3
Potion Sellers: 2
Resellers: 5
Spice Merchants: 1
Wine-sellers: 2
Wheelwright: 2
Woodsellers: 1
Service workers
Bakers: 8
Barbers: 7
Coachmen: 2
Cooks: 6
Doctors: 3
Gamekeepers: 2
Grooms: 1
Hairdressers: 5
Healers: 3
Housekeepers: 3
Housemaids: 8
House Stewards: 3
Inns: 1
Laundry maids: 2
Maidservants: 5
Nursery Maids: 2
Pastrycooks: 4
Restaurateur: 5
Tavern Keepers: 6
Specialized Laborer
Ashworkers: 2
Bleachers: 1
Coal Heavers: 3
In-Town Couriers: 3
Long Haul Couriers: 2
Dockyard Workers: 2
Hay Merchants: 1
Leech Collectors: 3
Millers: 3
Miners: 3
Oilmen and Polishers: 2
Postmen: 2
Pure Finder: 1
Skinners: 4
Tosher: 2
Warehousemen: 4
Watercarriers: 2
Watermen, Bargemen, etc.: 4
Skilled Laborers
Accountants: 1
Alchemist: 2
Clerk: 2
Dentists: 1
Educators: 3
Engineers: 2
Gardeners: 1
Mages: 1
Plumbers: 1
Pharmacist: 1
Scientists: 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: 7
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: 5
Enchanters: 1
Herbalists: 1
Jaminators: 4
Needleworkers: 5
Potters: 2
Preserve Makers: 3
Quilters: 1
Seamsters: 6
Spinners: 3
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: 4
Canners: 4
Cheesmakers: 4
Millers: 2
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 2
Tallowmakers: 3
427 of Fe̜v Syǟ Kez's population work within a Foundational Occupation.
26 work in Agriculture
90 work as Craftsmen
32 work as Merchants
76 work as Service Workers
44 work as General Laborers
16 work as Skilled Laborers
60 work as Civil Servants
39 work in Cottage Industries
21 work as Artists
23 work in Produce Industries
856 of Fe̜v Syǟ Kez's population do not work in a formal occupation, but do contribute to the local economy. 81 (6%) are noncontributers.
Points of Interest
Fe̜v Syǟ Kez is known for its well built pedestrian paths, which include foot bridges to cross the main street at several high-traffic areas.
POI
History
Fe̜v Syǟ Kez is in secret rebellion against their ostensible liege, having cut deals with his enemies, plotted to betray him for their own gain, or bridled under his tyranny and sought a better lord. The community’s leadership is all in on this plot, and outside viceroys or representatives are being kept carefully ignorant of the reality. The common folk may be oblivious to the truth, though they’ll doubtless have felt the same motivations and promptings that convinced their leaders to turn traitor.
In time immemorial, reportedly some time during the early 2nd century, Fe̜v Syǟ Kez was attacked by soldiers from another nation, waging a greater campaign. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Fe̜v Syǟ Kez lost 247 people, 356 livestock, and 71 buildings. The conflict ended after roughly 146, when members of Fe̜v Syǟ Kez's militia enacted an operation to delay the operations of the enemy. The operation was complicated by extremely hostile wildlife which took many out of action. The conflict ended with an assault and siege on the research site, which ended in defeat for Fe̜v Syǟ Kez's forces. The war is remembered in legend by Fe̜v Syǟ Kez's bards, historians, and legend keepers.