Large Town: Huk Foq Ckez

Huk Foq Ckez

Huk Foq Ckez
Example Dwarvern architecture.
StateKingdom of Hobben
ProvenceZophtevub̄ Provence
RegionMër Gō̄y Basin
Founded891
Community LeaderAutocrat Leisha Åxruqedrayd Hutchäawy
Area6 km2 (2 mi2)
Average Yearly Temp28°C (82°F)
Average Elevation7356 m (-18815 ft)
Average Yearly Precipitation129 cm/y (50 in/y)
Population1535
Population Density255 people per km2 (767 people per mi2)
Town AuraEnchantment
Naming
Native nameHuk Foq Ckez
Pronunciation/huk/ /foq/
Direct Translation[vacant] [spur]
Translation[Not Yet Translated]

Huk Foq Ckez (/huk/ /foq/ [vacant] [spur]) is a subtropical Large Town located in the Zophtevub̄ Provence of the Kingdom of Hobben.

The name Huk Foq Ckez is derived from the Dwarven language, as Huk Foq Ckez was founded by Leisha Åxruqedrayd, who was culturaly Dwarvern.

Climate

Huk Foq Ckez has a yearly average temperature of 28°C (82°F), with its average temperature during the summer being a hot 33°C (91°F) and its average temperature during the winter being a pleasant 24°C (75°F). Huk Foq Ckez receives an average of 129 cm/y (50 in/y) of precipitation, most of which comes in the form of rain during the spring. Huk Foq Ckez covers an area of nearly 6 km2 (2 mi2), and an average elevation of 7356 m (-18815 ft) above sea level.

Overview

Huk Foq Ckez was founded durring the late 10th century, by Leisha Åxruqedrayd. The establishment of Huk Foq Ckez was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Leisha Åxruqedrayd struck deals with nearby nations and communities to establish Huk Foq Ckez as a prison colony.

Huk Foq Ckez was built using the conventions of Dwarvern durring the late 10th century. Naturaly, all settlmentss have their own look to them, and Huk Foq Ckez is no diffrent. The town's buildings feature delicute timber framework hidden behind layer upon layer of finly ground plaster bleached to an almost glossy white sheen, with green clay tiled roofs and decorative brass-leafed trim. Even the smallest, poorest looking structures appear to be expencive thanks to the extreem elegence of the organic shapes and paterns going into their lofty, spire-y, vagly gothic designs. The more well off folks live in identicle homes, save for even shiner trim and a more whimsical appearance to their structures flowing forms.

Huk Foq Ckez is buildings are arranged arrounded highly ordered system of broad paverstone streets which form hexical 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 rests behind the absurdity that is a thick, timber braced, wall made of clay bricks. While visualy impressive and certainly an astetic, Huk Foq Ckez's wall provides no actual defence against siege equipment due to the choice of its cosntruction materials. Even nonexperts can tell the town is trying to impress rather than defend with its walls, towers, and gatehouses. Though admittedly, they do look nice... To primitive tribals who have never seen fortifications before. Huk Foq Ckez's political statment focused walls are in an unremarkable state. To some, this is the ideal sate for defences to be in. In need of absoutly nothing, and ready to serve the town as needed.

Huk Foq Ckez has a very calm atmosphere. People can be seen relaxing, scocilizing, and going about all manner of business other than the daily grind. Men, women, children, all can be seen enjoying life in a laid-back way in the many parks which line Huk Foq Ckez’s streets. A look around Huk Foq Ckez has something terribly wrong with it. It’s impossible to put one’s finger on, but something is horribly wrong. Maybe it’s the way fog blankets the ground, but only in the connors of places. Maybe it’s the vermin scutteling between shadows in the corner of your eyes. Perhaps it’s the overcast sky which seemed to creep out of nowhere, or the distant howling of wolves. Maybe it’s everything together. Regardless, you do not feel it would be wise to remain in Huk Foq Ckez long.

Civic Infrastructure

Huk Foq Ckez possesses a city-wide Aethary Link which provides Aethary access anywhere within its metropolitan. This allows citizens who can afford the relevant devices access in their places of work, and rarely homes.

Huk Foq Ckez 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 Huk Foq Ckez. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Huk Foq Ckez's parks.

Huk Foq Ckez has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Huk Foq Ckez.

Huk Foq Ckez 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.

Huk Foq Ckez has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Huk Foq Ckez 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.

Huk Foq Ckez 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.

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

Huk Foq Ckez 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 Huk Foq Ckez's natural decorations nor waterways.

Huk Foq Ckez 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.

Huk Foq Ckez 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

Huk Foq Ckez's mayor's house was built using a different architectural style from the rest of the town. The style used is characterized by grandeur of scale, simplicity of geometric forms, dramatic use of columns, and a preference for blank walls. This design ethos extended to re-imagining earlier styles of structure to create them anew, with a similar overall look and feel to one another..

Due to the actions of local Kami, winter is recurring in Huk Foq Ckez.

The Slithering Pit near Huk Foq Ckez are known to be more aggressive than normal.

Huk Foq Ckez's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves reenactments to channel Charm 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: 3
  • Farmers: 4
  • Farm Laborer: 8
  • Hunters: 4
  • Milk Maids: 4
  • Ranchers: 2
  • Ranch Hands: 4
  • Shepherds: 4
    • Farmland: 6201 m2
    • Cattle and Similar Creatures: 383
    • Poultry: 4605
    • Swine: 307
    • Sheep: 15
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 153

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: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 7
  • Furriers: 1
  • Glassworkers: 4
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 3
  • 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: 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: 4
  • Tailors: 9
  • 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: 3
  • Chicken Butchers: 3
  • Entrepreneurs: 1
  • Fine Clothiers: 4
  • Fishmongers: 3
  • Potion Sellers: 2
  • Resellers: 6
  • Spice Merchants: 1
  • Wine-sellers: 3
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

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

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: 1
  • Skinners: 4
  • Tosher: 2
  • Warehousemen: 5
  • Watercarriers: 3
  • Watermen, Bargemen, etc.: 4

Skilled Laborers

  • Accountants: 1
  • 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
  • Exorcist: 3
  • Fixers: 1
  • Kami Clerk: 3
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 13
  • Monks, Monastic: 4
  • Monks, Civic: 4
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 6
  • Rangers: 2
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 6
  • Military Officers: 6

Cottage Industries

  • Brewers: 4
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 5
  • Needleworkers: 4
  • Potters: 2
  • Preserve Makers: 4
  • Quilters: 2
  • Seamsters: 8
  • Spinners: 4
  • 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: 5
  • Writers: 5

Produce Industries

  • Butter Churners: 5
  • Canners: 4
  • Cheesmakers: 5
  • Millers: 3
  • Picklers: 2
  • Smokers: 1
  • Stockmakers: 1
  • Tobacconists: 2
  • Tallowmakers: 3

489 of Huk Foq Ckez's population work within a Foundational Occupation.

970 of Huk Foq Ckez's population do not work in a formal occupation, but do contribute to the local economy. 76 (5%) are noncontributers.

Points of Interest

Huk Foq Ckez produces something unique, a good or service that cannot be had anywhere else in the kingdom. This may be due to some unique resource found only there, or some carefully-guarded craft, or it may be a special service that can only be provided by the locals, who are somehow unique in their forms or abilities.

POI

History

The the a longsword of Mysticism, an a longsword imbued with potent amounts of Mysticism energies was created near Huk Foq Ckez by in time immemorial, reportedly some time during the early 2nd century.

History