Qök Whö Kez (/qo˞k/ /who˞/ [mobile; portable] [floor; ground; bottom (lowest part)]) is a temperate Town located in the Skruvnōk Moot of the Viceroyalty of Rosid.
The name Qök Whö Kez is derived from the Wood Elvish language, as Qök Whö Kez was founded by Gelinnaswen Gharthat, who was culturaly Wood Elven.
Climate
Qök Whö Kez has a yearly average temperature of 6°C (42°F), with its average temperature during the summer being a pleasant 22°C (71°F) and its average temperature during the winter being a freezing -9°C (16°F). Qök Whö Kez receives an average of 194 cm/y (76 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Qök Whö Kez covers an area of nearly 5 km2 (2 mi2), and an average elevation of 1736 m (5695 ft) above sea level.
Overview
Qök Whö Kez was founded durring the early 10th century, by Gelinnaswen Gharthat. The establishment of the new community went well, with no major obsticles durring construction.
Qök Whö Kez was built using the conventions of Wood Elven durring the early 10th century. Naturaly, all settlmentss have their own look to them, and Qök Whö Kez 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.
Qök Whö Kez is buildings are located arround a single spacious packed earth mainstreet which forms a clockwise spiral to give the town a over all circular shape. The town rests behind the absurdity that is a thick, timber braced, wall made of clay bricks. While visualy impressive and certainly an astetic, Qök Whö Kez's wall provides no actual defence against siege equipment due to the choice of its cosntruction materials. Even nonexperts can tell the town is trying to impress rather than defend with its walls, towers, and gatehouses. Though admittedly, they do look nice... To primitive tribals who have never seen fortifications before. The town's political statment focused walls have recently undergone extensive repairs and renovations, such that the repairwork is imeadiently apparent and can be spotted due to the diffring ages of materials. One can't help but wonder what brought the need for those repairs to the town.
A look around Qök Whö 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
Qök Whö Kez has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Qök Whö Kez has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Qök Whö Kez.
Qök Whö 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.
Qök Whö 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.
Qök Whö 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.
Qök Whö Kez has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Qök Whö Kez's public wards, blessings, and other arcane systems.
Qök Whö Kez has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Qök Whö 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.
Qök Whö 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
Qök Whö Kez's chapel was built using a different architectural style from the rest of the town. The style used is known primarily for its use of abstraction and simplicity. Clean lines, right angles, and primary colors characterized this aesthetic and art movement expressed via architecture and paintings. Its design ethos allows only primary colors and non-colors, only squares and rectangles, only straight and horizontal or vertical lines. Vertical and horizontal lines are positioned in layers or planes that do not intersect, thereby allowing each element to exist independently and unobstructed by other elements. These seemingly impossible principals for an architectural style coalesces into structures which most experts find hard to put into words. It is not that their geometry is impossible, but rather the style's attempt at producing works only describable visually was most successful..
In Qök Whö Kez all of the cats speak in a dead language.
The Fogwarden near Qök Whö Kez are known to be a mutant strain of the creature.
Qök Whö Kez's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves bloodletting to channel Wild Magic energies of tier 1 via speaking in tongues.
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: 5334 m2
Cattle and Similar Creatures: 328
Poultry: 3942
Swine: 262
Sheep: 13
Goats: 2
Horses, Mounts, and Beasts of Burden: 131
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 3
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 2
Candlemakers: 5
Carpenters: 5
Clothmakers: 3
Coach and Harness Makers: 1
Coopers: 2
Copper, Brass, Tin, Zinc, and Lead Workers: 1
Copyists: 1
Cutlers: 1
Fabricworkers: 2
Farrier: 9
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: 8
Barbers: 6
Coachmen: 1
Cooks: 5
Doctors: 2
Gamekeepers: 2
Grooms: 1
Hairdressers: 4
Healers: 3
Housekeepers: 4
Housemaids: 5
House Stewards: 4
Inns: 1
Laundry maids: 2
Maidservants: 4
Nursery Maids: 2
Pastrycooks: 4
Restaurateur: 5
Tavern Keepers: 5
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: 4
Watercarriers: 2
Watermen, Bargemen, etc.: 3
Skilled Laborers
Accountants: 1
Alchemist: 1
Clerk: 2
Dentists: 1
Educators: 3
Engineers: 1
Gardeners: 1
Plumbers: 1
Pharmacist: 1
Civil Servants
Adventurers: 1
Bankers: 1
Civil Clerks: 2
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: 2
Historian, Textual: 1
Policemen, Sheriffs, etc.: 2
Priests: 5
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: 3
Needleworkers: 5
Potters: 2
Preserve Makers: 3
Quilters: 1
Seamsters: 6
Spinners: 3
Tinker: 1
Weaver: 3
Artists
Actors: 1
Bards: 2
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: 4
Cheesmakers: 5
Millers: 2
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 2
Tallowmakers: 2
403 of Qök Whö Kez's population work within a Foundational Occupation.
25 work in Agriculture
90 work as Craftsmen
32 work as Merchants
68 work as Service Workers
38 work as General Laborers
12 work as Skilled Laborers
57 work as Civil Servants
38 work in Cottage Industries
20 work as Artists
23 work in Produce Industries
820 of Qök Whö Kez's population do not work in a formal occupation, but do contribute to the local economy. 91 (7%) are noncontributers.
Points of Interest
Due to a magical anomaly, Qök Whö 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
A local has came up with a wonderful new idea (16592 % 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 coin of Charm, an a coin imbued with potent amounts of Charm energies was created near Qo-tëi Fêqê by in time immemorial, reportedly some time during the late 2nd century.