Town: Mi̽k-syëd Kez

Mi̽k-syëd Kez

Mi̽k-syëd Kez
Example Wood Elven architecture.
StateWarrenese Shogunate
ProvenceMoko̠ë Empire
Sub ProvenceSi-7bmǐkædvo Zone
RegionNoftaf Kren Fōn Woodlands
Founded1093
Community LeaderLaird Mp̪fēb Goīsh 'Eva Buzz' Hä̌ Goī̌ Mp̪vē Shostret Ningi
Area5 km2 (2 mi2)
Average Yearly Temp11°C (51°F)
Average Elevation3968 m (13018 ft)
Average Yearly Precipitation207 cm/y (81 in/y)
Population1372
Population Density274 people per km2 (686 people per mi2)
Town AuraElven High Magic
Naming
Native nameMi̽k-syëd Kez
Pronunciation/mi̽k/ /sjɛd/
Direct Translation[youth] [air; weather]
Translation[Not Yet Translated]

Mi̽k-syëd Kez (/mi̽k/ /sjɛd/ [youth] [air; weather]) is a subtropical Town located in Si-7bmǐkædvo Zone, Moko̠ë Empire, within the Warrenese Shogunate.

The name Mi̽k-syëd Kez is derived from the Wood Elvish language, as Mi̽k-syëd Kez was founded by Mp̪fēb Goīsh 'Eva Buzz' Hä̌ Goī̌ Mp̪vē Shostret, who was culturaly Wood Elven.

Climate

Mi̽k-syëd Kez has a yearly average temperature of 11°C (51°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 -2°C (29°F). Mi̽k-syëd Kez receives an average of 207 cm/y (81 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Mi̽k-syëd Kez covers an area of nearly 5 km2 (2 mi2), and an average elevation of 3968 m (13018 ft) above sea level.

Overview

Mi̽k-syëd Kez was founded durring the late 12th century in spring of the year 1093, by Mp̪fēb Goīsh 'Eva Buzz' Hä̌ Goī̌ Mp̪vē Shostret. The establishment of Mi̽k-syëd Kez was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Mi̽k-syëd Kez's construction back out of the project. Mp̪fēb Goīsh 'Eva Buzz' Hä̌ Goī̌ Mp̪vē Shostret pushed on reguardles, and Mi̽k-syëd Kez was finished, but starts off as a terible place to live.

Mi̽k-syëd Kez was built using the conventions of Wood Elven durring the late 12th century. Naturaly, all settlmentss have their own look to them, and Mi̽k-syëd 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.

Mi̽k-syëd Kez is buildings are arranged arround a network of restrictive packed earth streets which form a diamond shaped grid, where each diamond verries in size given the proximity of the paralell streets forming each section. The ocasional smaller diamond has been used to construct a park, plaza, and other communal structures. The town is the proud owner of a properly designed set of renforced walls made from mighty querried stone blocks. Their construction and material choices would make a dwarf weap with joy, for each and every part of the elaborate fortifications are purly functional and robust well byond reason. Even nonexperts can tell the walls are an excelent defencive structure. Mi̽k-syëd Kez's exceptionaly well made fortifications are suffering from significent damage, so much so that examples can be pointed to no matter which section one might have within their line of site, and most of which render sections inoperable at present.

Mi̽k-syëd Kez is not quite well. Something happened here, perhapse recently, perhapse long ago. Whatever it was, it settled into the very soul of the town like a festering wound. The people go about their day well enough, but there’s a tention in the air you can cut with a knife.

Civic Infrastructure

Mi̽k-syëd Kez has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

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

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

Mi̽k-syëd 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.

Mi̽k-syëd 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.

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

Mi̽k-syëd Kez has an Scientific Academy which provides higher education in the natural sciences.

Mi̽k-syëd 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 Mi̽k-syëd Kez's natural decorations nor waterways.

Mi̽k-syëd 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.

Mi̽k-syëd 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

Mi̽k-syëd Kez's mayor's house was built using a different architectural style from the rest of the town. The style used is which made use of the classical orders and mathematically precise ratios of height and width combined with a desire for symmetry, proportion, and harmony. It used columns, pediments, arches and domes are imaginatively in buildings of all types. Decorative features were seen as largely unnecessary as the sheer beauty of the structure itself was often close to art. However, many buildings with large ceiling spaces had their ceilings decorated with elaborate paintings, simply because the large flat spaces could feel wasted.

Due to the actions of local Kami, summer is skipped in Mi̽k-syëd Kez.

The Living Topiary near Mi̽k-syëd Kez are known to be a mutant strain of the creature.

Mi̽k-syëd Kez's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves drinking to channel Conjuration energies of tier 2 via throat chanting.

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: 5584 m2
    • Cattle and Similar Creatures: 343
    • Poultry: 4116
    • Swine: 274
    • Sheep: 13
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 137

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 3
  • Candlemakers: 5
  • Carpenters: 4
  • Clothmakers: 3
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 7
  • Glassworkers: 4
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 2
  • Hosiery Workers: 1
  • 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: 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: 6
  • Spice Merchants: 1
  • Wine-sellers: 2
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

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

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

Skilled Laborers

  • Accountants: 1
  • Alchemist: 2
  • Clerk: 2
  • Dentists: 1
  • Educators: 3
  • Engineers: 1
  • Gardeners: 1
  • Mages: 1
  • Plumbers: 1
  • Pharmacist: 1
  • Scientists: 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: 12
  • Monks, Monastic: 4
  • Monks, Civic: 4
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 4
  • Rangers: 1
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 4
  • Military Officers: 4

Cottage Industries

  • Brewers: 4
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 5
  • Potters: 2
  • Preserve Makers: 4
  • Quilters: 1
  • Seamsters: 7
  • 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: 5
  • Writers: 5

Produce Industries

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

424 of Mi̽k-syëd Kez's population work within a Foundational Occupation.

839 of Mi̽k-syëd Kez's population do not work in a formal occupation, but do contribute to the local economy. 109 (8%) are noncontributers.

Points of Interest

Mi̽k-syëd Kez is a major trade hub, connecting several important cities or resource production areas. It’s probably at an important river juncture, ancient crossroads, or occupying the only safe path through some perilous wilderness. Its position may be important enough that it can survive on trade alone, despite being unable to feed itself with the surrounding land. Such hubs are usually heavily garrisoned by the lord who profits from their tariffs and taxes.

Mi̽k-syëd Kez is known for its unusual rock formations.

POI

History

The the a bevor of Necromancy, an a bevor imbued with potent amounts of Necromancy energies was created near Mi̽k-syëd Kez by in time immemorial, reportedly some time during the late 2nd century.

History