Town: Odíhg Kshzzi̊

Odíhg Kshzzi̊

Odíhg Kshzzi̊
Example Tauric architecture.
StateDalandic Empire
ProvenceTarnàg Provence
Sub ProvenceBèj̼j̼aiē̼i County
RegionJĭǐkh Væz Basin
Founded1337
Community LeaderMaster Caw̋ń̄ Jó̄sh 'Alexa Nadia' Gō̄sh Jórmbó̄b Mbó̄b Wynne
Area5 km2 (2 mi2)
Average Yearly Temp28°C (82°F)
Average Elevation3362 m (11030 ft)
Average Yearly Precipitation139 cm/y (54 in/y)
Population1384
Population Density276 people per km2 (692 people per mi2)
Town AuraEnchantment
Naming
Native nameOdíhg Kshzzi̊
PronunciationKshz /zi̘/
Direct Translation[border; boundary; verge] [floor; ground; bottom (lowest part)]
Translation[Not Yet Translated]

Odíhg Kshzzi̊ (Kshz /zi̘/ [border; boundary; verge] [floor; ground; bottom (lowest part)]) is a subtropical Town located in Bèj̼j̼aiē̼i County, Tarnàg Provence, within the Dalandic Empire.

The name Odíhg Kshzzi̊ is derived from the Tauric language, as Odíhg Kshzzi̊ was founded by Zeshêpî Daffey Vaughan Willins, who was culturaly Tauric.

Climate

Odíhg Kshzzi̊ has a yearly average temperature of 28°C (82°F), with its average temperature during the summer being a hot 32°C (89°F) and its average temperature during the winter being a pleasant 25°C (77°F). Odíhg Kshzzi̊ receives an average of 139 cm/y (54 in/y) of precipitation, most of which comes in the form of rain during the spring. Odíhg Kshzzi̊ covers an area of nearly 5 km2 (2 mi2), and an average elevation of 3362 m (11030 ft) above sea level.

Overview

Odíhg Kshzzi̊ was founded durring the early 14th century in fall of the year 1337, by Zeshêpî Daffey Vaughan Willins. The establishment of Odíhg Kshzzi̊ was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Odíhg Kshzzi̊'s construction back out of the project. Zeshêpî Daffey Vaughan Willins pushed on reguardles, and Odíhg Kshzzi̊ was finished, but starts off as a terible place to live.

Odíhg Kshzzi̊ was built using the conventions of Tauric durring the early 14th century. Naturaly, all settlmentss have their own look to them, and Odíhg Kshzzi̊ 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.

Odíhg Kshzzi̊ is buildings are arranged arround a network of broad cobblestone streets which form a grid, where each square verries in size given the proximity of the paralell streets forming each section. The ocasional smaller square has been used to construct a park, plaza, and other communal structures. The town rests behind a thick wall made from clay bricks. The wall has all of the proper fortifications and is well made. Unfortuantly the nature of clay brick leaves it quite vulnerable to siege equipment, though the thickness of the wall lends it simmilar resistnace to a thinner hardrock wall. The town's millitarily questionable fortifications 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.

Odíhg Kshzzi̊ has the unmistakable air of a town on its last legs. Everything is a bit slipshod and ramshackle. Everyone is at work, or drinking. No one has anything in their eyes other than fear and despair. Whatever industry once fueled Odíhg Kshzzi̊ ’s existence has dried up and the town is drifting down the stream of history as it dries up. The people are clearly worried about something, and everyone is either wearing a weapon or has one close at hand. Your gut tells you it’s not mere fate which has caused this town to begin failing...

Civic Infrastructure

Odíhg Kshzzi̊ 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 Odíhg Kshzzi̊. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Odíhg Kshzzi̊'s parks.

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

Odíhg Kshzzi̊ 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.

Odíhg Kshzzi̊ 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.

Odíhg Kshzzi̊ 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.

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

Odíhg Kshzzi̊ possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.

Odíhg Kshzzi̊ 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 Odíhg Kshzzi̊'s natural decorations nor waterways.

Odíhg Kshzzi̊ 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.

Odíhg Kshzzi̊ 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

Odíhg Kshzzi̊'s mayor's house was built using a different architectural style from the rest of the town. The style used is characterized by their massive, monolithic and 'blocky' appearance with a rigid geometric style. It was best known for its rough, unfinished surfaces, unusual shapes, heavy-looking materials, straight lines, and small windows. Modular elements were often used to form masses representing specific functional zones, grouped into a unified whole.

In Odíhg Kshzzi̊ grains of dust blow into perfectly neat rows.

The Frog Father near Odíhg Kshzzi̊ are known to be quite timid.

Odíhg Kshzzi̊'s citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves reenactments to channel Conjuration energies of tier 2 via proclamations.

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: 5
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 4
  • Shepherds: 4
    • Farmland: 5619 m2
    • Cattle and Similar Creatures: 346
    • Poultry: 4152
    • Swine: 276
    • Sheep: 13
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 138

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 2
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 3
  • Candlemakers: 5
  • Carpenters: 5
  • Clothmakers: 3
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 8
  • Glassworkers: 4
  • Gunsmiths: 3
  • 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: 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: 2
  • 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: 2
  • Wine-sellers: 3
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 6
  • Barbers: 5
  • Coachmen: 2
  • Cooks: 6
  • Doctors: 2
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 4
  • Healers: 3
  • Housekeepers: 4
  • Housemaids: 7
  • House Stewards: 3
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 4
  • Nursery Maids: 2
  • Pastrycooks: 4
  • Restaurateur: 5
  • 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: 2
  • Postmen: 3
  • Pure Finder: 1
  • Skinners: 3
  • Tosher: 2
  • Warehousemen: 4
  • Watercarriers: 2
  • Watermen, Bargemen, etc.: 4

Skilled Laborers

  • Accountants: 1
  • Alchemist: 2
  • Clerk: 2
  • Dentists: 1
  • Educators: 4
  • Engineers: 2
  • 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: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 6
  • Rangers: 1
  • Rat Catchers: 1
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 5
  • Military Officers: 4

Cottage Industries

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

435 of Odíhg Kshzzi̊'s population work within a Foundational Occupation.

839 of Odíhg Kshzzi̊'s population do not work in a formal occupation, but do contribute to the local economy. 110 (8%) are noncontributers.

Points of Interest

Odíhg Kshzzi̊ is remarkably well-fortified for a site of its size and role. Tall, stout walls, strong points inside the community, concentric defenses, a strategic terrain location, or a large body of standing troops might be present. Some threat is thought to exist that makes maintaining this fortification worthwhile, though it may come at a dear cost to the locals. The community’s suzerain may be uncomfortable with these defenses, as they could just as easily be used to defy the ruler.

The roads leading into Odíhg Kshzzi̊ 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

In time immemorial, reportedly some time during the late 2nd century, Odíhg Kshzzi̊ 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 Odíhg Kshzzi̊ lost 180 people, 308 livestock, and 27 buildings. The conflict ended after roughly 228, when members of Odíhg Kshzzi̊'s militia enacted an operation to assassinate an enemy hero. The operation was complicated by enemy spies who revealed the militia's plan. The conflict ended with an assault and siege on the strategic location, which ended in victory for Odíhg Kshzzi̊'s forces. The war is remembered in legend by Odíhg Kshzzi̊'s bards, historians, and legend keepers.

History