Large City: Räz äncwe Dÿhl

Räz äncwe Dÿhl

Räz äncwe Dÿhl
Example Undermountain architecture.
StateHobben
ProvenceHatupujuqe Provence
RegionJîfk-ve Woodlands
Founded1279
Community LeaderLord Trèqtêyë
Area114 km2 (45 mi2)
Average Yearly Temp23°C (73°F)
Average Elevation6458 m (21187 ft)
Average Yearly Precipitation144 cm/y (56 in/y)
Population26979
Population Density236 people per km2 (599 people per mi2)
Town AuraMysticism
Naming
Native nameRäz äncwe Dÿhl
Pronunciation/ənˈkwi/ /dɪ̘l/
Direct Translation[angry; mad] [discount]
Translation[Not Yet Translated]

Räz äncwe Dÿhl (/ənˈkwi/ /dɪ̘l/ [angry; mad] [discount]) is a subtropical Large City located in the Hatupujuqe Provence of the Hobben.

The name Räz äncwe Dÿhl is derived from the Sylvin language, as Räz äncwe Dÿhl was founded by Trèqtêyë, who was culturaly Undermountain.

Climate

Räz äncwe Dÿhl has a yearly average temperature of 23°C (73°F), with its average temperature during the summer being a warm 28°C (82°F) and its average temperature during the winter being a cool 19°C (66°F). Räz äncwe Dÿhl receives an average of 144 cm/y (56 in/y) of precipitation, most of which comes in the form of rain during the spring. Räz äncwe Dÿhl covers an area of nearly 114 km2 (45 mi2), and an average elevation of 6458 m (21187 ft) above sea level.

Overview

Räz äncwe Dÿhl was founded durring the late 14th century in winter of the year 1279, by Trèqtêyë. The establishment of Räz äncwe Dÿhl suffered from several major issues, resulting in the need to develop many solutions to basic problems. Problems such as a lack of fresh water, logistical support, poor quality tools, and the odd monster or two. Howeaver, these were overcome in time.

Räz äncwe Dÿhl was built using the conventions of Undermountain durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Räz äncwe Dÿhl is no diffrent. The city'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.

Räz äncwe Dÿhl is buildings are grouped arround an odd layout of narrow cobblestone streets, which seems to be based on an overlapping squair patern such that there are small squares at the cornor of every bigger square. Sometimes buildings exist in the smaller squaires, other times they are open spaces, or occupied by temporary structures. The city 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. Räz äncwe Dÿhl's millitarily questionable fortifications 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.

A look around Räz äncwe Dÿhl is like a look into a broken heart. There is no planning, no organization. Everyone here clearly goes about their own thing with little thought to anyone around them who isn’t selling something they need. It’s not malicious. Heads are hung. Eyes are empty. Something truly horrible happened here once upon a time and the city never healed.

Civic Infrastructure

Räz äncwe Dÿhl possesses a Aethary Link for its accademic, government, and financial institutions. Public Aethary access is available through one or more of these intitutions.

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

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

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

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

Räz äncwe Dÿhl has an Arcane Academy which provides higher education in the arcane sciences.

Räz äncwe Dÿhl 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 äncwe Dÿhl's grid is powered by mana accumulators.

Räz äncwe Dÿhl's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.

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

Räz äncwe Dÿhl has a library, which keeps a large collection of books, scrolls, and archives all manner of physical items. While not open to the public, the librarians and scholars employed by the library will assist anyone with their research needs, and wealthy individuals can purchase membership to access the library's materials themselves. In spite of being generally closed to the public, the library has a room with several Aether Linked devices available to the public during business hours.

Räz äncwe Dÿhl 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 äncwe Dÿhl's natural decorations nor waterways.

Räz äncwe Dÿhl 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 äncwe Dÿhl 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 äncwe Dÿhl 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 äncwe Dÿhl's bank was built using a different architectural style from the rest of the town. The style used embraces individualism and experimentation. It emerged as a movement against traditional, classical styles and sought to make buildings dynamic and fun while breaking the rules. The style incorporated elements of previous architectural styles in exaggerated and whimsical ways. Traditional, conservative leanings were void in this era, with most scholars of architecture agreeing it was a time of “anything goes.”.

In Räz äncwe Dÿhl birds speak prophesy.

The Blood Hawk near Räz äncwe Dÿhl are known to be a mutant strain of the creature.

Räz äncwe Dÿhl's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves line dance to channel Illusion energies of tier 2 via guttural bellowing.

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: 49
  • Farmers: 74
  • Farm Laborer: 168
  • Hunters: 99
  • Milk Maids: 72
  • Ranchers: 34
  • Ranch Hands: 71
  • Shepherds: 67
    • Farmland: 108185 m2
    • Cattle and Similar Creatures: 6744
    • Poultry: 80937
    • Swine: 5395
    • Sheep: 269
    • Goats: 53
    • Horses, Mounts, and Beasts of Burden: 2697

Craftsmen

  • Arms and Toolmakers: 53
  • Blacksmiths: 62
  • Bookbinders: 33
  • Buckle-makers: 36
  • Cabinetmakers: 59
  • Candlemakers: 103
  • Carpenters: 83
  • Clothmakers: 72
  • Coach and Harness Makers: 28
  • Coopers: 72
  • Copper, Brass, Tin, Zinc, and Lead Workers: 38
  • Copyists: 26
  • Cutlers: 22
  • Fabricworkers: 59
  • Farrier: 163
  • Furriers: 17
  • Glassworkers: 93
  • Gunsmiths: 54
  • Harness-Makers: 26
  • Hatters: 53
  • Hosiery Workers: 19
  • Jewelers: 28
  • Leatherwrights: 70
  • Locksmiths: 27
  • Matchstick makers: 41
  • Musical Instrument Makers: 38
  • Painters, Structures and Fixtures: 35
  • Paper Workers: 39
  • Plasterers: 37
  • Pursemakers: 48
  • Roofers: 29
  • Ropemakers: 26
  • Rugmakers: 25
  • Saddlers: 49
  • Scabbardmakers: 62
  • Scalemakers: 29
  • Scientific, Surgical, and Optical Instrument Makers: 17
  • Sculptors, Structures and Fixtures: 25
  • Shoemakers: 25
  • Soap and Tallow Workers: 94
  • Tailors: 154
  • Tanners: 33
  • Upholsterers: 40
  • Watchmakers: 35
  • Weavers: 87
  • Whitesmiths: 20

Merchants

  • Adventuring Goods Retellers: 18
  • Arcana Sellers: 18
  • Beer-Sellers: 37
  • Booksellers: 40
  • Butchers: 74
  • Chandlers: 62
  • Chicken Butchers: 75
  • Entrepreneurs: 27
  • Fine Clothiers: 74
  • Fishmongers: 65
  • Florists: 16
  • Potion Sellers: 46
  • Resellers: 117
  • Spice Merchants: 36
  • Wine-sellers: 53
  • Wheelwright: 43
  • Woodsellers: 25

Service workers

  • Bakers: 128
  • Barbers: 131
  • Coachmen: 40
  • Cooks: 128
  • Doctors: 58
  • Gamekeepers: 42
  • Grooms: 23
  • Hairdressers: 107
  • Healers: 70
  • Housekeepers: 77
  • Housemaids: 107
  • House Stewards: 79
  • Inns: 25
  • Laundry maids: 44
  • Maidservants: 93
  • Nursery Maids: 49
  • Pastrycooks: 87
  • Restaurateur: 122
  • Tavern Keepers: 117

Specialized Laborer

  • Ashworkers: 36
  • Bleachers: 24
  • Chemical Workers: 15
  • Coal Heavers: 56
  • In-Town Couriers: 59
  • Long Haul Couriers: 58
  • Dockyard Workers: 53
  • Gas Workers: 13
  • Hay Merchants: 22
  • Leech Collectors: 75
  • Millers: 59
  • Miners: 59
  • Oilmen and Polishers: 41
  • Postmen: 59
  • Pure Finder: 37
  • Skinners: 72
  • Sugar Refiners: 15
  • Tosher: 42
  • Warehousemen: 89
  • Watercarriers: 55
  • Watermen, Bargemen, etc.: 69

Skilled Laborers

  • Accountants: 35
  • Alchemist: 40
  • Clerk: 56
  • Dentists: 27
  • Educators: 71
  • Engineers: 37
  • Gardeners: 26
  • Mages: 19
  • Plumbers: 29
  • Pharmacist: 31
  • Professors: 11
  • Scientists: 20
  • Wizards: 11

Civil Servants

  • Adventurers: 25
  • Bankers: 39
  • Civil Clerks: 65
  • Civic Iudex: 29
  • Consultants: 17
  • Exorcist: 61
  • Fixers: 32
  • Kami Clerk: 49
  • Landlords: 51
  • Lawyers: 33
  • Legend Keepers: 47
  • Militia Officers: 179
  • Monks, Monastic: 84
  • Monks, Civic: 84
  • Historian, Oral: 61
  • Historian, Textual: 32
  • Policemen, Sheriffs, etc.: 62
  • Priests: 128
  • Rangers: 36
  • Rat Catchers: 38
  • Scholars: 42
  • Spiritualist: 49
  • Slayers: 15
  • Storytellers: 101
  • Military Officers: 103

Cottage Industries

  • Brewers: 89
  • Comfort Services: 99
  • Enchanters: 29
  • Herbalists: 31
  • Jaminators: 93
  • Needleworkers: 81
  • Potters: 46
  • Preserve Makers: 87
  • Quilters: 38
  • Seamsters: 141
  • Spinners: 74
  • Tinker: 29
  • Weaver: 70

Artists

  • Actors: 27
  • Architects: 10
  • Bards: 42
  • Costumers: 16
  • Dancers: 33
  • Drafters: 17
  • Engravers: 22
  • Fine Furniture Carpenters: 13
  • Glaziers: 29
  • Inlayers: 24
  • Musicians: 84
  • Painters, Art: 13
  • Playwrights: 28
  • Sculptors, Art: 24
  • Wood Carvers: 87
  • Writers: 96

Produce Industries

  • Butter Churners: 93
  • Canners: 79
  • Cheesmakers: 96
  • Ice Merchants: 12
  • Millers: 52
  • Picklers: 45
  • Smokers: 32
  • Stockmakers: 29
  • Tobacconists: 44
  • Tallowmakers: 61

10120 of Räz äncwe Dÿhl's population work within a Foundational Occupation.

16320 of Räz äncwe Dÿhl's population do not work in a formal occupation, but do contribute to the local economy. 539 (2%) are noncontributers.

Points of Interest

Räz äncwe Dÿhl is reliant on an industry or product that has toxic or negative side-effects as part of its production. The good is extremely valuable, or the community is extremely desperate, and the side effects are endured as a necessary evil. It may be that their neighbors or lord are forcing them to produce the good so that they aren’t the ones suffering the cost.

Räz äncwe Dÿhl is known for its unusual rock formations.

POI

History

The the a hood of Summoning, an a hood imbued with great amounts of Summoning energies was created in Rase Castle by in time immemorial, reportedly some time during the late 2nd century.

History