Large City: Räz Dåfn Heq

Räz Dåfn Heq

Räz Dåfn Heq
Example Undermountain architecture.
StateUndermountain
ProvenceDähechanxya Kingdom
Sub ProvenceLewÿqded Hold
RegionHûlu̽ Hûyî Holt
Founded1545
Community LeaderLord Brêv
Area66 km2 (26 mi2)
Average Yearly Temp15°C (59°F)
Average Elevation2658 m (8720 ft)
Average Yearly Precipitation238 cm/y (93 in/y)
Population15920
Population Density241 people per km2 (612 people per mi2)
Town AuraAbjuration
Naming
Native nameRäz Dåfn Heq
Pronunciation/rɪ̘v/ /hiq/
Direct Translation[safe] [butter]
Translation[Not Yet Translated]

Räz Dåfn Heq (/rɪ̘v/ /hiq/ [safe] [butter]) is a temperate Large City located in Lewÿqded Hold, Dähechanxya Kingdom, within the Undermountain.

The name Räz Dåfn Heq is derived from the Sylvin language, as Räz Dåfn Heq was founded by Shêv, who was culturaly Undermountain.

Climate

Räz Dåfn Heq has a yearly average temperature of 15°C (59°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 5°C (41°F). Räz Dåfn Heq receives an average of 238 cm/y (93 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Räz Dåfn Heq covers an area of nearly 66 km2 (26 mi2), and an average elevation of 2658 m (8720 ft) above sea level.

Overview

Räz Dåfn Heq was founded durring the early 16th century in summer of the year 1545, by Shêv. The establishment of the new community went well, though many minor issues had to be solved as time went on. This was enough to delay construction and push back the formal opening ceramony, leading to some embarisment for Shêv.

Räz Dåfn Heq was built using the conventions of Undermountain durring the early 16th century. Naturaly, all settlmentss have their own look to them, and Räz Dåfn Heq is no diffrent. The city's buildings feature delicute timber framework hidden behind layer upon layer of finly ground plaster bleached to an almost glossy white sheen, with green clay tiled roofs and decorative brass-leafed trim. Even the smallest, poorest looking structures appear to be expencive thanks to the extreem elegence of the organic shapes and paterns going into their lofty, spire-y, vagly gothic designs. The more well off folks live in identicle homes, save for even shiner trim and a more whimsical appearance to their structures flowing forms.

Räz Dåfn Heq is buildings have been located at convienant points along the rivers Räz Dåfn Heq was built upon. Navigating the town is therefore a little chalanging as the distance between buildings verris greatly and the spacious cobblestone streets flow where they are able to be made rather than folowing the most convienant paths. The city is the proud owner of a proper castle-style stone wall complete with all of the trimmings. It has towers, a moat, gatehouses, drawbridges, and even merticulationsshortsizeleadershipname.. Räz Dåfn Heq's perhapse unnessisarily well built defences 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.

Räz Dåfn Heq seems to be abandoned at first. There are people present, working their trades and going about their business like any community, it’s just they are absurdly quiet. Just as you start to think there might be trouble, you see most of them are smiling, quietly exchanging words with a friend, or simply enjoying the day as they work. It reminds you of an evening at home as everyone dined, having run out of things to talk about and embraced the savory meal before them.

Civic Infrastructure

Räz Dåfn Heq has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

Räz Dåfn Heq 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 Räz Dåfn Heq. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Räz Dåfn Heq's parks.

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

Räz Dåfn Heq 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.

Räz Dåfn Heq 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.

Räz Dåfn Heq has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.

Räz Dåfn Heq has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Räz Dåfn Heq 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.

Räz Dåfn Heq 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.

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

Räz Dåfn Heq has an Theological Academy which trains clergy in various arcane and theological topics required for their occupations.

Räz Dåfn Heq 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 Large City. Räz Dåfn Heq's grid is powered by a direct leyline tap.

Räz Dåfn Heq 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.

Räz Dåfn Heq has a first rate hospital which caters to anyone in need of long term medical care.

Räz Dåfn Heq 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 Räz Dåfn Heq's natural decorations nor waterways.

Räz Dåfn Heq has a Guild of Roadworkers, who are responsible for maintaining the roadways and public paths within town. They also have the duty of enforcing all civil laws relating to the roadways.

Räz Dåfn Heq 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.

Räz Dåfn Heq 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

Räz Dåfn Heq's bank was built using a different architectural style from the rest of the town. The style used is characterized by dynamic designs and complex architectural plan forms; intended to heighten feelings of motion and sensuality, and frequently based on the oval. It made extensive and extreme use of: Grandeur, Contrast, Curves and twists, Rich surface treatments, Gilded statuary, Bright colors, Vividly painted ceilings, Fragmented or deliberately incomplete elements, Large-scale frescoes, Dramatic central projections on an external facade, the use of plaster, stucco, or marble finishing, Illusory effects such as trompe l’oeil, and pear-shaped domes. While beloved by the nobility, the common folk tended to despise the style due to the massive consumption of resources required for even a small building constructed in this style.

In Räz Dåfn Heq every night at precisely midnight every structure in town is engulfed by sailors fire until the end of the witching hour.

The Spider, Skull (Tiny) near Räz Dåfn Heq are known to be a mutant strain of the creature.

Räz Dåfn Heq's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves square dance to channel Summoning energies of tier 1 via recitation of scripture.

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: 29
  • Farmers: 49
  • Farm Laborer: 88
  • Hunters: 56
  • Milk Maids: 40
  • Ranchers: 20
  • Ranch Hands: 41
  • Shepherds: 44
    • Farmland: 63520 m2
    • Cattle and Similar Creatures: 3980
    • Poultry: 47760
    • Swine: 3184
    • Sheep: 159
    • Goats: 31
    • Horses, Mounts, and Beasts of Burden: 1592

Craftsmen

  • Arms and Toolmakers: 34
  • Blacksmiths: 34
  • Bookbinders: 20
  • Buckle-makers: 21
  • Cabinetmakers: 33
  • Candlemakers: 54
  • Carpenters: 47
  • Clothmakers: 45
  • Coach and Harness Makers: 17
  • Coopers: 40
  • Copper, Brass, Tin, Zinc, and Lead Workers: 22
  • Copyists: 15
  • Cutlers: 13
  • Fabricworkers: 36
  • Farrier: 81
  • Furriers: 10
  • Glassworkers: 61
  • Gunsmiths: 35
  • Harness-Makers: 15
  • Hatters: 32
  • Hosiery Workers: 11
  • Jewelers: 17
  • Leatherwrights: 43
  • Locksmiths: 15
  • Matchstick makers: 23
  • Musical Instrument Makers: 23
  • Painters, Structures and Fixtures: 21
  • Paper Workers: 22
  • Plasterers: 20
  • Pursemakers: 28
  • Roofers: 16
  • Ropemakers: 16
  • Rugmakers: 15
  • Saddlers: 28
  • Scabbardmakers: 32
  • Scalemakers: 16
  • Scientific, Surgical, and Optical Instrument Makers: 10
  • Sculptors, Structures and Fixtures: 15
  • Shoemakers: 15
  • Soap and Tallow Workers: 50
  • Tailors: 109
  • Tanners: 19
  • Upholsterers: 23
  • Watchmakers: 21
  • Weavers: 45
  • Whitesmiths: 12

Merchants

  • Adventuring Goods Retellers: 10
  • Arcana Sellers: 11
  • Beer-Sellers: 21
  • Booksellers: 24
  • Butchers: 45
  • Chandlers: 39
  • Chicken Butchers: 42
  • Entrepreneurs: 16
  • Fine Clothiers: 40
  • Fishmongers: 38
  • Florists: 9
  • Potion Sellers: 27
  • Resellers: 75
  • Spice Merchants: 21
  • Wine-sellers: 33
  • Wheelwright: 25
  • Woodsellers: 15

Service workers

  • Bakers: 99
  • Barbers: 62
  • Coachmen: 23
  • Cooks: 69
  • Doctors: 32
  • Gamekeepers: 24
  • Grooms: 13
  • Hairdressers: 58
  • Healers: 40
  • Housekeepers: 46
  • Housemaids: 83
  • House Stewards: 49
  • Inns: 15
  • Laundry maids: 30
  • Maidservants: 54
  • Nursery Maids: 28
  • Pastrycooks: 53
  • Restaurateur: 66
  • Tavern Keepers: 66

Specialized Laborer

  • Ashworkers: 21
  • Bleachers: 15
  • Chemical Workers: 9
  • Coal Heavers: 31
  • In-Town Couriers: 39
  • Long Haul Couriers: 35
  • Dockyard Workers: 32
  • Gas Workers: 7
  • Hay Merchants: 13
  • Leech Collectors: 43
  • Millers: 39
  • Miners: 39
  • Oilmen and Polishers: 24
  • Postmen: 36
  • Pure Finder: 21
  • Skinners: 46
  • Sugar Refiners: 9
  • Tosher: 23
  • Warehousemen: 56
  • Watercarriers: 34
  • Watermen, Bargemen, etc.: 43

Skilled Laborers

  • Accountants: 20
  • Alchemist: 24
  • Clerk: 33
  • Dentists: 15
  • Educators: 46
  • Engineers: 23
  • Gardeners: 16
  • Mages: 11
  • Plumbers: 16
  • Pharmacist: 18
  • Professors: 6
  • Scientists: 12
  • Wizards: 7

Civil Servants

  • Adventurers: 15
  • Bankers: 22
  • Civil Clerks: 33
  • Civic Iudex: 18
  • Consultants: 10
  • Exorcist: 36
  • Fixers: 17
  • Kami Clerk: 30
  • Landlords: 31
  • Lawyers: 19
  • Legend Keepers: 26
  • Militia Officers: 122
  • Monks, Monastic: 53
  • Monks, Civic: 46
  • Historian, Oral: 34
  • Historian, Textual: 18
  • Policemen, Sheriffs, etc.: 35
  • Priests: 69
  • Rangers: 21
  • Rat Catchers: 25
  • Scholars: 26
  • Spiritualist: 28
  • Slayers: 9
  • Storytellers: 64
  • Military Officers: 58

Cottage Industries

  • Brewers: 48
  • Comfort Services: 66
  • Enchanters: 17
  • Herbalists: 18
  • Jaminators: 46
  • Needleworkers: 51
  • Potters: 27
  • Preserve Makers: 46
  • Quilters: 22
  • Seamsters: 79
  • Spinners: 43
  • Tinker: 17
  • Weaver: 37

Artists

  • Actors: 16
  • Architects: 6
  • Bards: 24
  • Costumers: 9
  • Dancers: 18
  • Drafters: 10
  • Engravers: 12
  • Fine Furniture Carpenters: 7
  • Glaziers: 17
  • Inlayers: 15
  • Musicians: 45
  • Painters, Art: 8
  • Playwrights: 16
  • Sculptors, Art: 13
  • Wood Carvers: 54
  • Writers: 58

Produce Industries

  • Butter Churners: 66
  • Canners: 49
  • Cheesmakers: 54
  • Ice Merchants: 7
  • Millers: 33
  • Picklers: 26
  • Smokers: 20
  • Stockmakers: 17
  • Tobacconists: 24
  • Tallowmakers: 36

5973 of Räz Dåfn Heq's population work within a Foundational Occupation.

9629 of Räz Dåfn Heq's population do not work in a formal occupation, but do contribute to the local economy. 318 (2%) are noncontributers.

Points of Interest

Räz Dåfn Heq is accessed from a nearby river via an intricate series of locks.

POI

History

In time immemorial, reportedly some time during the early 2nd century, Räz Dåfn Heq 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 Räz Dåfn Heq lost 292 people, 102 livestock, and 49 buildings. The conflict ended after roughly 140, when members of Räz Dåfn Heq's militia enacted an operation to escort a particular special forces group to a safe location. The operation was complicated by the officer in charge of Räz Chehy Rewd's forces was incompetent, and issue many foolish and-or unprofessional orders. The conflict ended with pitched battle between both forces, which ended in victory for Räz Dåfn Heq's forces. The war is remembered in legend by Räz Dåfn Heq's bards, historians, and legend keepers.

History