Town: Hǟ Sëz Kez

Hǟ Sëz Kez

Hǟ Sëz Kez
Example Wood Elven architecture.
StateViceroyalty of Rosid
ProvenceNogrehie̜w Moot
RegionFtāsvgalpā Brushlands
Founded1418
Community LeaderChief Maud Ognobeh
Area5 km2 (2 mi2)
Average Yearly Temp15°C (59°F)
Average Elevation4558 m (14954 ft)
Average Yearly Precipitation251 cm/y (98 in/y)
Population1331
Population Density266 people per km2 (665 people per mi2)
Town AuraCharm
Naming
Native nameHǟ Sëz Kez
Pronunciation/haː/ /sɛz/
Direct Translation[beige] [health]
Translation[Not Yet Translated]

Hǟ Sëz Kez (/haː/ /sɛz/ [beige] [health]) is a subtropical Town located in the Nogrehie̜w Moot of the Viceroyalty of Rosid.

The name Hǟ Sëz Kez is derived from the Wood Elvish language, as Hǟ Sëz Kez was founded by Qhacolze Khorva, who was culturaly Wood Elven.

Climate

Hǟ Sëz Kez has a yearly average temperature of 15°C (59°F), with its average temperature during the summer being a warm 28°C (82°F) and its average temperature during the winter being a cold 2°C (35°F). Hǟ Sëz Kez receives an average of 251 cm/y (98 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Hǟ Sëz Kez covers an area of nearly 5 km2 (2 mi2), and an average elevation of 4558 m (14954 ft) above sea level.

Overview

Hǟ Sëz Kez was founded durring the early 15th century in winter of the year 1418, by Qhacolze Khorva. The establishment of Hǟ Sëz Kez was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Hǟ Sëz Kez's construction back out of the project. Qhacolze Khorva pushed on reguardles, and Hǟ Sëz Kez was finished, but starts off as a terible place to live.

Hǟ Sëz Kez was built using the conventions of Wood Elven durring the early 15th century. Naturaly, all settlmentss have their own look to them, and Hǟ Sëz Kez is no diffrent. The town's buildings feature timber and earth construction, with most buildigns first floors resembling mounds of earth, with subsequent floors appearing as elaborate log cabins, with each building forming a tiered pyramid of sorts fromed from the stack of rectangular, peek roofed cabins. Most wooden bracing, support, and trim is carved with decorative knotwork, and the larger structures even feature painted trim which emphasises the knotwork.

Hǟ Sëz Kez is buildings are built arround a single premissive paverstone mainstreet which forms a counterclockwise spiral to give the town a over all circular shape. The town is protected by a series of wooden fences ringing the town's parimiter, which are likly intended to keep varrious beasts out of town rather than protect it from attack by any intelegent agents. The town's bare minimum defences are visibly old, but also obviously maintained semi-regularly. Its likly the local malishia or garrison are tasked with ocasional mantance of the towns defences.

The town shows nothing out of the ordinary, at first glance. Then you start to notice all the small things. Each window has seven iron nails pounded into the sill. Every door has a sprig of holly overhead. Every well is branded with purity seals and runes to ward the contents. Everyone is carrying a small charm for safety or fortune, be it a rabbit’s foot, a horseshoe, or other little totems.

Civic Infrastructure

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

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

Hǟ Sëz 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.

Hǟ Sëz 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.

Hǟ Sëz 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.

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

Hǟ Sëz Kez 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. Hǟ Sëz Kez's grid is powered by a direct leyline tap.

Hǟ Sëz 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 Hǟ Sëz Kez's natural decorations nor waterways.

Hǟ Sëz 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.

Hǟ Sëz 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

Hǟ Sëz Kez's mayor's house was built using a different architectural style from the rest of the town. The style used is characterized by towering round arches, massive stone and brickwork, small windows, thick walls, and a propensity for housing art and sculpture depicting mythological scenes. The building's general shape would be a clever and ascetic combination of geometric shapes, which would be blended together by joining elements. The style's decorative features were largely internal rather than external and incorporated semicircular arches for windows, doors, and arcades; barrel or groin vaults to support the roof of the nave; massive piers and walls, with few windows, to contain the outward thrust of the vaults; side aisles with galleries above them..

In Hǟ Sëz Kez sometimes, near one of the seasonal solstices, the sun appears to split into three and it rains from a clear sky for several hours.

The Spider, Ogre (Huge) near Hǟ Sëz Kez are known to be more aggressive than normal.

Hǟ Sëz Kez's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves drinking to channel Abjuration energies of tier 3 via oath swearing.

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: 3
  • Farm Laborer: 8
  • Hunters: 4
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 5390 m2
    • Cattle and Similar Creatures: 332
    • Poultry: 3993
    • Swine: 266
    • Sheep: 13
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 133

Craftsmen

  • Arms and Toolmakers: 2
  • 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: 1
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 2
  • Farrier: 7
  • Glassworkers: 4
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 2
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 2
  • 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: 5
  • Tailors: 8
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 4
  • 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: 7
  • Barbers: 5
  • Coachmen: 2
  • Cooks: 5
  • Doctors: 2
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 4
  • Healers: 3
  • Housekeepers: 3
  • Housemaids: 7
  • House Stewards: 4
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 4
  • Nursery Maids: 2
  • Pastrycooks: 4
  • Restaurateur: 4
  • Tavern Keepers: 6

Specialized Laborer

  • Ashworkers: 1
  • Bleachers: 1
  • Coal Heavers: 2
  • In-Town Couriers: 3
  • Long Haul Couriers: 3
  • Dockyard Workers: 2
  • Hay Merchants: 1
  • Leech Collectors: 3
  • Millers: 3
  • Miners: 3
  • Oilmen and Polishers: 1
  • Postmen: 3
  • Pure Finder: 1
  • Skinners: 4
  • Tosher: 2
  • 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: 3
  • Civic Iudex: 1
  • Exorcist: 3
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 9
  • Monks, Monastic: 4
  • Monks, Civic: 4
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 5
  • Rangers: 1
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 5
  • Military Officers: 4

Cottage Industries

  • Brewers: 4
  • Comfort Services: 4
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 4
  • Potters: 2
  • Preserve Makers: 3
  • Quilters: 2
  • Seamsters: 5
  • Spinners: 3
  • Tinker: 1
  • Weaver: 3

Artists

  • Actors: 1
  • Bards: 2
  • Dancers: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 3
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 5
  • Writers: 4

Produce Industries

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

411 of Hǟ Sëz Kez's population work within a Foundational Occupation.

827 of Hǟ Sëz Kez's population do not work in a formal occupation, but do contribute to the local economy. 93 (7%) are noncontributers.

Points of Interest

Hǟ Sëz Kez has a conflict with a neighboring community. This usually isn't part of a larger war, but is instead a personal animosity between them. It may be the community has suffered at their enemy's hands, or they may have been the ones applying the suffering. Constant low-level skirmishes and trouble making go on between the two.

POI

History

The the a cart of Enchantment, an a cart imbued with notable amounts of Enchantment energies was created near Hǟ Sëz Kez by in time immemorial, reportedly some time during the early 2nd century.

History