I̽zli̽ Vrehi̽k Kez (/ˈi̽zli̽/ /ˈvrehi̽k/ [religious] [entrance]) is a temperate Town located in the Ůch Ḿåwa Moot of the Viceroyalty of Rosid.
The name I̽zli̽ Vrehi̽k Kez is derived from the Wood Elvish language, as I̽zli̽ Vrehi̽k Kez was founded by Nia Bigiu, who was culturaly Wood Elven.
Climate
I̽zli̽ Vrehi̽k Kez has a yearly average temperature of 7°C (44°F), with its average temperature during the summer being an icy 26°C (78°F) and its average temperature during the winter being a freezing -12°C (11°F). I̽zli̽ Vrehi̽k Kez receives an average of 221 cm/y (87 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. I̽zli̽ Vrehi̽k Kez covers an area of nearly 5 km2 (2 mi2), and an average elevation of 4700 m (15419 ft) above sea level.
Overview
I̽zli̽ Vrehi̽k Kez was founded durring the late 11th century, by Nia Bigiu. The establishment of the new community went well, with no major obsticles durring construction.
I̽zli̽ Vrehi̽k Kez was built using the conventions of Wood Elven durring the late 11th century. Naturaly, all settlmentss have their own look to them, and I̽zli̽ Vrehi̽k Kez is no diffrent. The town's buildings feature timber framed wooden shiethed or brick construction, which gives form to a very formalized, rational, expence effishent arcatectural style based on strictly symmetrical designs which universaly feature pitched roofs, shutters, and the occasional column or pilaster for a decorative touch.
I̽zli̽ Vrehi̽k Kez is buildings are speckled and packed arround spacious packed earth streets with seemingly no patern to them. It appears as if the town's residents simply built streets as they pleased and squeazed buildings in wherever and howeave rpossible, creating an organic, frustrating to navigate, maze of a town. The town is protected by a humble stone fence which is tall enough to provide adiquite cover for defenders to fire from, but no more than that. I̽zli̽ Vrehi̽k Kez's peasent-grade has sufferd soem light damage, reducing its function a little in some spots, but could almsot certainly preform as expected... Though some of the worse spots could lead to the loss of defenders lives if attackers identified the weaknesses ahead of time.
A look around I̽zli̽ Vrehi̽k 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
I̽zli̽ Vrehi̽k 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 I̽zli̽ Vrehi̽k Kez. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for I̽zli̽ Vrehi̽k Kez's parks.
I̽zli̽ Vrehi̽k Kez has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within I̽zli̽ Vrehi̽k Kez.
I̽zli̽ Vrehi̽k 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.
I̽zli̽ Vrehi̽k 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.
I̽zli̽ Vrehi̽k 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.
I̽zli̽ Vrehi̽k Kez has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain I̽zli̽ Vrehi̽k Kez's public wards, blessings, and other arcane systems.
I̽zli̽ Vrehi̽k 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 I̽zli̽ Vrehi̽k Kez's natural decorations nor waterways.
I̽zli̽ Vrehi̽k 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.
I̽zli̽ Vrehi̽k 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
A substantial minority of the locals are descended from foreigners alien to their local neighbors. They may have been religious exiles, economic migrants, indigenous locals surrounded by the existing polity, or a foreign settlement conquered within the relatively recent past. The locals may not be enthusiastic about being ruled by others not of their kind, and their neighbors may look askance at the way foreign customs or even laws may be maintained.
I̽zli̽ Vrehi̽k Kez's chapel was built using a different architectural style from the rest of the town. The style used is characterized by vertical proportions, pointed arches, external buttressing, and asymmetry in the general shape of its buildings. The decorative features of the style were key, consisting of large arched windows, pointed arches, vaulted ceilings, flying buttresses, and sculptures integrated into the structure itself. Occasionally, for very important buildings, an array of sculptures or one colossal sculpture might replace the entirety of the entrance to said building.
Due to the actions of local Kami, summer is recurring in I̽zli̽ Vrehi̽k Kez.
The Flea, Giant near I̽zli̽ Vrehi̽k Kez are known to be a mutant strain of the creature.
I̽zli̽ Vrehi̽k Kez's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves bloodletting to channel Enchantment energies of tier 1 via mimery.
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: 5352 m2
Cattle and Similar Creatures: 328
Poultry: 3936
Swine: 262
Sheep: 13
Goats: 2
Horses, Mounts, and Beasts of Burden: 131
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 2
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 3
Candlemakers: 5
Carpenters: 3
Clothmakers: 3
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: 3
Scalemakers: 1
Sculptors, Structures and Fixtures: 1
Shoemakers: 1
Soap and Tallow Workers: 4
Tailors: 7
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: 6
Barbers: 7
Coachmen: 1
Cooks: 5
Doctors: 2
Gamekeepers: 2
Grooms: 1
Hairdressers: 4
Healers: 3
Housekeepers: 3
Housemaids: 5
House Stewards: 4
Inns: 1
Laundry maids: 2
Maidservants: 5
Nursery Maids: 2
Pastrycooks: 5
Restaurateur: 5
Tavern Keepers: 4
Specialized Laborer
Ashworkers: 1
Bleachers: 1
Coal Heavers: 2
In-Town Couriers: 2
Long Haul Couriers: 2
Dockyard Workers: 2
Hay Merchants: 1
Leech Collectors: 3
Millers: 2
Miners: 3
Oilmen and Polishers: 2
Postmen: 2
Pure Finder: 1
Skinners: 3
Tosher: 2
Warehousemen: 3
Watercarriers: 2
Watermen, Bargemen, etc.: 3
Skilled Laborers
Accountants: 1
Alchemist: 2
Clerk: 2
Dentists: 1
Educators: 4
Engineers: 1
Gardeners: 1
Mages: 1
Plumbers: 1
Pharmacist: 1
Civil Servants
Adventurers: 1
Bankers: 1
Civil Clerks: 3
Civic Iudex: 1
Exorcist: 2
Fixers: 1
Kami Clerk: 2
Landlords: 2
Lawyers: 1
Legend Keepers: 2
Militia Officers: 10
Monks, Monastic: 3
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: 4
Military Officers: 4
Cottage Industries
Brewers: 3
Comfort Services: 5
Enchanters: 1
Herbalists: 1
Jaminators: 4
Needleworkers: 4
Potters: 2
Preserve Makers: 4
Quilters: 1
Seamsters: 5
Spinners: 3
Tinker: 1
Weaver: 3
Artists
Actors: 1
Bards: 1
Dancers: 1
Engravers: 1
Glaziers: 1
Inlayers: 1
Musicians: 3
Playwrights: 1
Sculptors, Art: 1
Wood Carvers: 4
Writers: 4
Produce Industries
Butter Churners: 4
Canners: 3
Cheesmakers: 4
Millers: 2
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 2
Tallowmakers: 3
401 of I̽zli̽ Vrehi̽k Kez's population work within a Foundational Occupation.
25 work in Agriculture
87 work as Craftsmen
32 work as Merchants
67 work as Service Workers
37 work as General Laborers
15 work as Skilled Laborers
60 work as Civil Servants
37 work in Cottage Industries
19 work as Artists
22 work in Produce Industries
872 of I̽zli̽ Vrehi̽k Kez's population do not work in a formal occupation, but do contribute to the local economy. 39 (3%) are noncontributers.
Points of Interest
The roads leading into I̽zli̽ Vrehi̽k Kez possess a great number of switchbacks. While designed for defense, they mostly wind up pissing everyone trying to take goods to town right the hell off.
POI
History
The the a bevor of Elven High Magic, an a bevor imbued with great amounts of Elven High Magic energies was created in I̽zli̽ Vrehi̽k Kez by in time immemorial, reportedly some time during the late 2nd century.