Town: O̠ Zdrir Kez

O̠ Zdrir Kez

O̠ Zdrir Kez
Example Wood Elven architecture.
StateViceroyalty of Rosid
ProvenceNomediiëk Moot
RegionZud-yös Prairie
Founded1638
Community LeaderChief Vumzec Unzabu
Area5 km2 (2 mi2)
Average Yearly Temp7°C (44°F)
Average Elevation1048 m (3438 ft)
Average Yearly Precipitation203 cm/y (79 in/y)
Population1395
Population Density279 people per km2 (697 people per mi2)
Town AuraIllusion
Naming
Native nameO̠ Zdrir Kez
Pronunciation/o̠/ /zdrir/
Direct Translation[maroon] [intestine]
Translation[Not Yet Translated]

O̠ Zdrir Kez (/o̠/ /zdrir/ [maroon] [intestine]) is a temperate Town located in the Nomediiëk Moot of the Viceroyalty of Rosid.

The name O̠ Zdrir Kez is derived from the Wood Elvish language, as O̠ Zdrir Kez was founded by Grednek Krazron, who was culturaly Wood Elven.

Climate

O̠ Zdrir Kez has a yearly average temperature of 7°C (44°F), with its average temperature during the summer being a freezing 0°C (32°F) and its average temperature during the winter being a cool 14°C (57°F). O̠ Zdrir Kez receives an average of 203 cm/y (79 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. O̠ Zdrir Kez covers an area of nearly 5 km2 (2 mi2), and an average elevation of 1048 m (3438 ft) above sea level.

Overview

O̠ Zdrir Kez was founded durring the early 17th century in early summer of the year 1638, by Grednek Krazron. The establishment of O̠ Zdrir Kez was somewhat plagued by a lack of willing colonists, leading to Grednek Krazron electing to pay people to resettle in O̠ Zdrir Kez.

O̠ Zdrir Kez was built using the conventions of Wood Elven durring the early 17th century. Naturaly, all settlmentss have their own look to them, and O̠ Zdrir 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.

O̠ Zdrir Kez is buildings are arranged arrounded highly ordered system of spacious paverstone streets which form octogonal 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 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 bare minimum defences have not been wellmaintained over the years, and while functional are in dire need of some loving care and perhapse light renovation.

O̠ Zdrir Kez 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 O̠ Zdrir Kez ’s existence has dried up and the town is drifting down the stream of history as it dries up. On top of this is an unmistakable feeling that O̠ Zdrir Kez is in this condition because there is something terribly wrong with the town. Maybe it’s the way fog blankets the ground, but only in the connors of places. Maybe it’s the vermin scuttling 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 all of those things together, or perhaps it's the way these elements combine which makes you worry someone might stab you in a dark ally for your boots. It’s not filthy, or dark, but the smiles seem strained, the locals seem to glare daggers in eachothers backs a little too much, and everyone is armed at all times. You may want to keep an eye on your valuables, and make sure you don’t wind up in any position of power. Regardless, you do not feel it would be wise to remain in O̠ Zdrir Kez long.

Civic Infrastructure

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

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

O̠ Zdrir Kez has a government-funded child care program, overseen by the local Department of Nursemaids, which is responsible for providing childcare to working-class citizens according to local ordinances.

O̠ Zdrir 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.

O̠ Zdrir 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.

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

O̠ Zdrir 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. O̠ Zdrir Kez's grid is powered by a god's will and kindness.

O̠ Zdrir Kez possesses an older civil lighting system consisting of street lamps. In spite of the Galvanic Grid, these lights continue to use their old fule sources to provide nighttime illumination to all city streets.

O̠ Zdrir 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 O̠ Zdrir Kez's natural decorations nor waterways.

O̠ Zdrir 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.

O̠ Zdrir 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

O̠ Zdrir Kez's town hall 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.

In O̠ Zdrir Kez snow is warm to the touch and does not melt within city limits. Also it only happens during summer.

The Xtabay near O̠ Zdrir Kez are known to be quite timid.

O̠ Zdrir Kez's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves embarking on a group pilgrimage to channel Necromancy energies of tier 3 via moments of science.

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: 3
  • Shepherds: 3
    • Farmland: 5677 m2
    • Cattle and Similar Creatures: 348
    • Poultry: 4185
    • Swine: 279
    • Sheep: 13
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 139

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 3
  • Candlemakers: 4
  • Carpenters: 3
  • Clothmakers: 3
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 11
  • Glassworkers: 5
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 2
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 2
  • Painters, Structures and Fixtures: 1
  • Paper Workers: 2
  • 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: 6
  • 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: 6
  • Coachmen: 2
  • Cooks: 5
  • Doctors: 2
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 4
  • Healers: 3
  • Housekeepers: 4
  • Housemaids: 6
  • House Stewards: 3
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 5
  • Nursery Maids: 2
  • Pastrycooks: 5
  • Restaurateur: 5
  • Tavern Keepers: 5

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: 1
  • 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: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 17
  • Monks, Monastic: 4
  • Monks, Civic: 4
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 6
  • Rangers: 1
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 6
  • Military Officers: 5

Cottage Industries

  • Brewers: 3
  • Comfort Services: 6
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 4
  • Potters: 2
  • Preserve Makers: 4
  • Quilters: 1
  • 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: 4

Produce Industries

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

445 of O̠ Zdrir Kez's population work within a Foundational Occupation.

839 of O̠ Zdrir Kez's population do not work in a formal occupation, but do contribute to the local economy. 111 (8%) are noncontributers.

Points of Interest

O̠ Zdrir Kez's roads were poorly made when first laid. Rather than repairing them correctly, a series of new roads was laid atop the old, leading to the streets of modern O̠ Zdrir Kez suffering from potholes, cracking, and even sinkholes. The locals often repair the road by putting down wooden decking.

POI

History

A local has came up with a wonderful new idea (24439 % 6)+1 months ago; it may be a magical innovation, a new industrial process, a new agricultural product, a new use for what was thought to be ancient garbage, or some other very useful, profitable idea. Everyone around them is fighting for the chance to exploit this clever new plan.

The the a key of Summoning, an a key imbued with notable amounts of Summoning energies was created near O̠ Zdrir Kez by in time immemorial, reportedly some time during the early 2nd century.

History