Town: Skra Hi̽d Kez

Skra Hi̽d Kez

Skra Hi̽d Kez
Example Wood Elven architecture.
StateViceroyalty of Rosid
ProvenceMiqtpsukhe Moot
RegionVa-vèbî Moor
Founded1298
Community LeaderChief Zlesëka Agondren
Area5 km2 (2 mi2)
Average Yearly Temp22°C (71°F)
Average Elevation4624 m (15170 ft)
Average Yearly Precipitation76 cm/y (29 in/y)
Population1352
Population Density270 people per km2 (676 people per mi2)
Town AuraAbjuration
Naming
Native nameSkra Hi̽d Kez
Pronunciation/ˈfoma/ /hi̽d/
Direct Translation[brown] [chick (girl)]
Translation[Not Yet Translated]

Skra Hi̽d Kez (/ˈfoma/ /hi̽d/ [brown] [chick (girl)]) is a subtropical Town located in the Miqtpsukhe Moot of the Viceroyalty of Rosid.

The name Skra Hi̽d Kez is derived from the Wood Elvish language, as Skra Hi̽d Kez was founded by Dhelgan Tuvno, who was culturaly Wood Elven.

Climate

Skra Hi̽d Kez has a yearly average temperature of 22°C (71°F), with its average temperature during the summer being a warm 29°C (84°F) and its average temperature during the winter being a cool 15°C (59°F). Skra Hi̽d Kez receives an average of 76 cm/y (29 in/y) of precipitation, most of which comes in the form of rain during the spring. Skra Hi̽d Kez covers an area of nearly 5 km2 (2 mi2), and an average elevation of 4624 m (15170 ft) above sea level.

Overview

Skra Hi̽d Kez was founded durring the late 14th century in summer of the year 1298, by Dhelgan Tuvno. The establishment of Skra Hi̽d Kez was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Dhelgan Tuvno struck deals with nearby nations and communities to establish Skra Hi̽d Kez as a prison colony.

Skra Hi̽d Kez was built using the conventions of Wood Elven durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Skra Hi̽d Kez is no diffrent. The town's buildings feature plaster covered brickwork used to form structures with an emphasis on symmetry, proportion, geometry and the regularity of parts. Orderly arrangements of columns, pilasters and lintels, as well as the use of semicircular arches, hemispherical domes, niches and aediculae can be found everywhere such that only size of building and yard can be used to measure the general prosparity of a given building's owners due to a general wealthy feeling the style gives off.

Skra Hi̽d Kez is buildings folow an organic layout of narrow gravel streets whihch gives the town a shape simmilar to a tree, if one views its streets from above. The town posesses a fortified albit thin wall of querried stone. This wall posesses most of the features of a castle wall, though it is constructed from cheeper inferior stone. It would pose a minor chalange for an attacking army, though it's clear the wall's true purpose is to crush the hopes of bandits and marauders. Skra Hi̽d Kez's failry decent fortifications are in an unremarkable state. To some, this is the ideal sate for defences to be in. In need of absoutly nothing, and ready to serve the town as needed.

A look around Skra Hi̽d Kez has something terribly wrong with it. It’s impossible to put one’s finger on, but something is horribly wrong. 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. Everything is just a little too worn down, a little too dirty, or both. No one makes eye contact. Kids play quietly, but happily. Occasionally a passerby glances at you out of the corner of their eye, staring just long enough for it to be uncomfortable. People seem to be allowed to do as they please with little harmoney to anything. It feels less like a town, and more like a spot people just happened to place their homes. Regardless, you do not feel it would be wise to remain in Skra Hi̽d Kez long.

Civic Infrastructure

Skra Hi̽d Kez possesses a city-wide Aethary Link which provides Aethary access anywhere within its metropolitan. This allows citizens who can afford the relevant devices access in their places of work, and rarely homes.

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

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

Skra Hi̽d 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.

Skra Hi̽d 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.

Skra Hi̽d 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.

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

Skra Hi̽d Kez possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.

Skra Hi̽d 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 Skra Hi̽d Kez's natural decorations nor waterways.

Skra Hi̽d 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.

Skra Hi̽d 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

Skra Hi̽d Kez's town hall was built using a different architectural style from the rest of the town. The style used is characterized by grandeur of scale, simplicity of geometric forms, dramatic use of columns, and a preference for blank walls. This design ethos extended to re-imagining earlier styles of structure to create them anew, with a similar overall look and feel to one another..

In Skra Hi̽d Kez rainbows form quite often above the Town.

The Festrog near Skra Hi̽d Kez are known to be quite timid.

Skra Hi̽d Kez's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves consuming a local narcotic to channel Elven High Magic energies of tier 2 via chanting.

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: 5435 m2
    • Cattle and Similar Creatures: 338
    • Poultry: 4056
    • Swine: 270
    • Sheep: 13
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 135

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 3
  • Candlemakers: 4
  • Carpenters: 4
  • 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: 4
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 2
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 1
  • Musical Instrument Makers: 2
  • Painters, Structures and Fixtures: 1
  • Paper Workers: 1
  • Plasterers: 1
  • Pursemakers: 2
  • Roofers: 1
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 2
  • Scabbardmakers: 2
  • Scalemakers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 4
  • Tailors: 8
  • 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: 9
  • Barbers: 5
  • Coachmen: 1
  • Cooks: 5
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 5
  • Healers: 3
  • Housekeepers: 4
  • Housemaids: 9
  • House Stewards: 3
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 4
  • 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: 5
  • Watercarriers: 2
  • Watermen, Bargemen, etc.: 3

Skilled Laborers

  • Accountants: 1
  • Alchemist: 2
  • Clerk: 2
  • Dentists: 1
  • Educators: 3
  • Engineers: 2
  • Gardeners: 1
  • Mages: 1
  • Plumbers: 1
  • Pharmacist: 1
  • Scientists: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 1
  • Civil Clerks: 3
  • Civic Iudex: 1
  • Exorcist: 2
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 13
  • Monks, Monastic: 3
  • Monks, Civic: 4
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 6
  • Rangers: 1
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 5
  • Military Officers: 5

Cottage Industries

  • Brewers: 3
  • Comfort Services: 4
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 4
  • Potters: 2
  • Preserve Makers: 4
  • Quilters: 1
  • Seamsters: 5
  • Spinners: 4
  • 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: 5
  • Canners: 3
  • Cheesmakers: 4
  • Millers: 2
  • Picklers: 2
  • Smokers: 1
  • Stockmakers: 1
  • Tobacconists: 2
  • Tallowmakers: 3

429 of Skra Hi̽d Kez's population work within a Foundational Occupation.

842 of Skra Hi̽d Kez's population do not work in a formal occupation, but do contribute to the local economy. 81 (6%) are noncontributers.

Points of Interest

Skra Hi̽d Kez is known for its odd use of round-a-bouts, small ring roads used in place of intersections.

POI

History

Skra Hi̽d Kez is still bloodied by a recent violent conflict. A crushing bandit raid, a lost siege, getting caught at the periphery of a major battle, or some other calamity has inflicted severe damage on the place. Some communities may suffer a longer-term version of this, their youths lost in a grinding, endless battle against some perpetual threat.

The the a stone of Conjuration, an a stone imbued with potent amounts of Conjuration energies was created near Skra Hi̽d Kez by in time immemorial, reportedly some time during the early 2nd century.

History