Small Town: Qōz Rur Kez

Qōz Rur Kez

Qōz Rur Kez
Example Wood Elven architecture.
StateCovenent of Irus
ProvenceYi̽dvdro Diocese
Sub ProvenceZyìdǐn Zone
RegionBumâ Gàgo Heathland
Founded1643
Community LeaderMaster Emerthelil Tununzic
Area3 km2 (1 mi2)
Average Yearly Temp17°C (62°F)
Average Elevation5146 m (16883 ft)
Average Yearly Precipitation75 cm/y (29 in/y)
Population926
Population Density308 people per km2 (926 people per mi2)
Town AuraWild Magic
Naming
Native nameQōz Rur Kez
Pronunciation/qoːz/ /rur/
Direct Translation[sturdy] [scrap]
Translation[Not Yet Translated]

Qōz Rur Kez (/qoːz/ /rur/ [sturdy] [scrap]) is a subtropical Small Town located in Zyìdǐn Zone, Yi̽dvdro Diocese, within the Covenent of Irus.

The name Qōz Rur Kez is derived from the Wood Elvish language, as Qōz Rur Kez was founded by Amdirbarad Distrol, who was culturaly Wood Elven.

Climate

Qōz Rur Kez has a yearly average temperature of 17°C (62°F), with its average temperature during the summer being a warm 26°C (78°F) and its average temperature during the winter being a cold 9°C (48°F). Qōz Rur Kez receives an average of 75 cm/y (29 in/y) of precipitation, most of which comes in the form of rain during the spring. Qōz Rur Kez covers an area of nearly 3 km2 (1 mi2), and an average elevation of 5146 m (16883 ft) above sea level.

Overview

Qōz Rur Kez was founded durring the early 17th century in early spring of the year 1643, by Amdirbarad Distrol. The establishment of Qōz Rur Kez was somewhat plagued by a lack of willing colonists, leading to Amdirbarad Distrol electing to pay people to resettle in Qōz Rur Kez.

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

Qōz Rur Kez is buildings are arranged arrounded highly ordered system of broad 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 has suffered a visible ammount of structural damage, leaving them effectivly useless. One can't help but wonder why the has not yet effected repairs.

The first thing you notice about Qōz Rur Kez is the large sign at the entrance welcoming you to their humble town. Children come up to you and say hi, some asking if you’ve fought any big monsters, and others just zipping away after their hello. The adults are much the same. By the time you’ve made it a significant way into the town you’ve been invited to a tavern for a pint to drink in exchange for news of the world. You’ve also had no less than three older women give you a sweetroll and direct your attention to their still unmarried children. It would be creepy if it wasn't so sincere.

Civic Infrastructure

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

Qōz Rur 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.

Qōz Rur 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.

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

Qōz Rur 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 Small Town. Qōz Rur Kez's grid is powered by mana accumulators.

Qōz Rur Kez's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.

Qōz Rur Kez has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.

Qōz Rur 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.

Cultural Notes

The locals are in a state of despair and dull apathy. They've lost the things that used to give them pride and hope, with the best among them carrying on out of habitual duty and the worst giving ready hands to shameful deeds and ignoble acts. No one really believes the future can be better, and most seek only to satisfy immediate appetites.

Qōz Rur Kez's town hall was built using a different architectural style from the rest of the town. The style used is best known for its functional shapes, abstract shapes used sparingly for decor, simple color schemes, holistic design, and basic industrial materials. Its simple designs were created to be beautiful, functional, and mass-producible. The style used little to no embellishment or ornamentation, instead drawing attention to the streamlined design, such as flat roofs to create a simple, geometric look. The simplicity masks the style's nearly sinister functionality, as every last feature is designed to guide the people living in the building in how to make the most efficient use of the structure.

In Qōz Rur Kez the water is caffeinated.

The Flea, Mammoth near Qōz Rur Kez are known to be almost tame, such that they can be put to domestic use.

Qōz Rur Kez's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves consuming a local toxin to channel Truename Magic energies of tier 2 via throat singing.

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: 1
  • Farmers: 2
  • Farm Laborer: 8
  • Hunters: 3
  • Milk Maids: 2
  • Ranchers: 1
  • Ranch Hands: 2
  • Shepherds: 2
    • Farmland: 3741 m2
    • Cattle and Similar Creatures: 231
    • Poultry: 2778
    • Swine: 185
    • Sheep: 9
    • Goats: 1
    • Horses, Mounts, and Beasts of Burden: 92

Craftsmen

  • Arms and Toolmakers: 1
  • Blacksmiths: 2
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 2
  • Candlemakers: 2
  • Carpenters: 3
  • Clothmakers: 2
  • Coach and Harness Makers: 1
  • Coopers: 2
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Fabricworkers: 1
  • Farrier: 5
  • Glassworkers: 3
  • Gunsmiths: 1
  • Hatters: 1
  • Jewelers: 1
  • Leatherwrights: 2
  • Matchstick makers: 1
  • Musical Instrument Makers: 1
  • Painters, Structures and Fixtures: 1
  • Paper Workers: 1
  • Plasterers: 1
  • Pursemakers: 1
  • Saddlers: 1
  • Scabbardmakers: 2
  • Soap and Tallow Workers: 3
  • Tailors: 5
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 2

Merchants

  • Beer-Sellers: 1
  • Booksellers: 1
  • Butchers: 2
  • Chandlers: 2
  • Chicken Butchers: 2
  • Fine Clothiers: 2
  • Fishmongers: 2
  • Potion Sellers: 1
  • Resellers: 4
  • Spice Merchants: 1
  • Wine-sellers: 1
  • Wheelwright: 1

Service workers

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

Specialized Laborer

  • Ashworkers: 1
  • Coal Heavers: 1
  • In-Town Couriers: 2
  • Long Haul Couriers: 2
  • Dockyard Workers: 1
  • Leech Collectors: 2
  • Millers: 2
  • Miners: 2
  • Oilmen and Polishers: 1
  • Postmen: 2
  • Pure Finder: 1
  • Skinners: 2
  • Tosher: 1
  • Warehousemen: 2
  • Watercarriers: 2
  • Watermen, Bargemen, etc.: 2

Skilled Laborers

  • Accountants: 1
  • Alchemist: 1
  • Clerk: 1
  • Educators: 2
  • Engineers: 1
  • Pharmacist: 1

Civil Servants

  • Bankers: 1
  • Civil Clerks: 2
  • Civic Iudex: 1
  • Exorcist: 2
  • Fixers: 1
  • Kami Clerk: 1
  • Landlords: 1
  • Lawyers: 1
  • Legend Keepers: 1
  • Militia Officers: 10
  • Monks, Monastic: 2
  • Monks, Civic: 3
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 1
  • Priests: 4
  • Rangers: 1
  • Rat Catchers: 1
  • Scholars: 1
  • Spiritualist: 1
  • Storytellers: 3
  • Military Officers: 3

Cottage Industries

  • Brewers: 2
  • Comfort Services: 3
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 2
  • Needleworkers: 2
  • Potters: 1
  • Preserve Makers: 3
  • Quilters: 1
  • Seamsters: 4
  • Spinners: 2
  • Tinker: 1
  • Weaver: 2

Artists

  • Bards: 1
  • Dancers: 1
  • Glaziers: 1
  • Musicians: 2
  • Wood Carvers: 3
  • Writers: 2

Produce Industries

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

263 of Qōz Rur Kez's population work within a Foundational Occupation.

626 of Qōz Rur Kez's population do not work in a formal occupation, but do contribute to the local economy. 37 (4%) are noncontributers.

Points of Interest

Due to a magical anomaly, Qōz Rur Kez is directly accessible from a nearby river, despite the lack of a physical connection between the town's pond and the river.

POI

History

The the a Poleyn of Charm, an a Poleyn imbued with notable amounts of Charm energies was created in Qovë-ëê Dêtîkè by in time immemorial, reportedly some time during the late 2nd century.

History