Town: Wor Fo̠z Kez

Wor Fo̠z Kez

Wor Fo̠z Kez
Example Wood Elven architecture.
StateViceroyalty of Rosid
ProvenceNomediiëk Moot
RegionZud-yös Prairie
Founded1386
Community LeaderChief Puhumvo Chenvriu
Area5 km2 (2 mi2)
Average Yearly Temp4°C (39°F)
Average Elevation2958 m (9704 ft)
Average Yearly Precipitation310 cm/y (122 in/y)
Population1238
Population Density247 people per km2 (619 people per mi2)
Town AuraAugury
Naming
Native nameWor Fo̠z Kez
Pronunciation/wor/ /fo̠z/
Direct Translation[formal] [transport]
Translation[Not Yet Translated]

Wor Fo̠z Kez (/wor/ /fo̠z/ [formal] [transport]) is a temperate Town located in the Nomediiëk Moot of the Viceroyalty of Rosid.

The name Wor Fo̠z Kez is derived from the Wood Elvish language, as Wor Fo̠z Kez was founded by Lapus Iardre, who was culturaly Wood Elven.

Climate

Wor Fo̠z Kez has a yearly average temperature of 4°C (39°F), with its average temperature during the summer being an icy 26°C (78°F) and its average temperature during the winter being a pleasant -17°C (2°F). Wor Fo̠z Kez receives an average of 310 cm/y (122 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Wor Fo̠z Kez covers an area of nearly 5 km2 (2 mi2), and an average elevation of 2958 m (9704 ft) above sea level.

Overview

Wor Fo̠z Kez was founded durring the late 15th century in fall of the year 1386, by Lapus Iardre. The establishment of Wor Fo̠z Kez was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Lapus Iardre struck deals with nearby nations and communities to establish Wor Fo̠z Kez as a prison colony.

Wor Fo̠z Kez was built using the conventions of Wood Elven durring the late 15th century. Naturaly, all settlmentss have their own look to them, and Wor Fo̠z 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.

Wor Fo̠z Kez is buildings are arranged arround a network of narrow paverstone streets which form a grid, where each square verries in size given the proximity of the paralell streets forming each section. The ocasional smaller square has been used to construct a park, plaza, and other communal structures. The town rests behind the absurdity that is a thick, timber braced, wall made of clay bricks. While visualy impressive and certainly an astetic, Wor Fo̠z 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. Wor Fo̠z Kez's political statment focused walls 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.

Wor Fo̠z Kez has the unmistakable air of a town on its last legs. Everything is a bit slipshod and ramshackle. Everyone is at work, or drinking. No one has anything in their eyes other than fear and despair. Whatever industry once fueled Wor Fo̠z Kez ’s existence has dried up and the town is drifting down the stream of history as it dries up. The locals seem to have responded to their slow downfall by recreating Wor Fo̠z Kez as one of the strictest places imaginable. Everyone’s actions are clearly directed by laws they keep in heart and mind at all times. Orderly byond order is a phrase which the town brings to mind.

Civic Infrastructure

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

Wor Fo̠z 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.

Wor Fo̠z 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.

Wor Fo̠z 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.

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

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

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

Wor Fo̠z 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

Wor Fo̠z 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 Wor Fo̠z Kez tiny harmless tornadoes plague the town.

The Xtabay near Wor Fo̠z Kez are known to be more aggressive than normal.

Wor Fo̠z Kez's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves creating small tokens to channel Elven High Magic energies of tier 2 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: 2
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 4976 m2
    • Cattle and Similar Creatures: 309
    • Poultry: 3714
    • Swine: 247
    • Sheep: 12
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 123

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 2
  • Candlemakers: 4
  • Carpenters: 3
  • Clothmakers: 3
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 2
  • Farrier: 7
  • Glassworkers: 4
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 2
  • Jewelers: 1
  • Leatherwrights: 2
  • 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: 2
  • Scalemakers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 4
  • Tailors: 7
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 3

Merchants

  • Beer-Sellers: 1
  • Booksellers: 2
  • Butchers: 3
  • Chandlers: 3
  • Chicken Butchers: 3
  • Entrepreneurs: 1
  • Fine Clothiers: 3
  • Fishmongers: 3
  • Potion Sellers: 2
  • Resellers: 4
  • Spice Merchants: 1
  • Wine-sellers: 2
  • Wheelwright: 1
  • Woodsellers: 1

Service workers

  • Bakers: 6
  • Barbers: 5
  • Coachmen: 1
  • Cooks: 5
  • Doctors: 2
  • Gamekeepers: 1
  • Grooms: 1
  • Hairdressers: 4
  • Healers: 3
  • Housekeepers: 3
  • Housemaids: 6
  • House Stewards: 3
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 3
  • 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: 2
  • Oilmen and Polishers: 1
  • Postmen: 2
  • Pure Finder: 1
  • Skinners: 4
  • 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: 3
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 12
  • Monks, Monastic: 3
  • Monks, Civic: 3
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 4
  • Rangers: 1
  • Rat Catchers: 1
  • Scholars: 1
  • Spiritualist: 2
  • Storytellers: 4
  • Military Officers: 4

Cottage Industries

  • Brewers: 4
  • Comfort Services: 4
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 4
  • Potters: 2
  • Preserve Makers: 3
  • Quilters: 1
  • Seamsters: 6
  • Spinners: 3
  • Tinker: 1
  • Weaver: 3

Artists

  • Actors: 1
  • Bards: 1
  • Dancers: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 3
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 3
  • Writers: 4

Produce Industries

  • Butter Churners: 5
  • Canners: 3
  • Cheesmakers: 4
  • Millers: 2
  • Picklers: 2
  • Smokers: 1
  • Stockmakers: 1
  • Tobacconists: 1
  • Tallowmakers: 3

381 of Wor Fo̠z Kez's population work within a Foundational Occupation.

808 of Wor Fo̠z Kez's population do not work in a formal occupation, but do contribute to the local economy. 49 (4%) are noncontributers.

Points of Interest

Wor Fo̠z Kez is surrounded by dangerous terrain: miasmatic swamps, perilous crevasses, radioactive badlands, a pocket of or some other harmful topography. Wor Fo̠z Kez might prefer the defensive potential of the terrain here, or have found a precious resource worth the danger. The terrain might have formed at some time since the founding, with the citizens struggling to make terms with the new danger.

Wor Fo̠z Kez's is something of a geological and arcane anomaly, as neither physical nor magical law entirely explains its formation.

POI

History

In time immemorial, reportedly some time during the late 2nd century was struck by a great wind storm. A great funnel cloud itself touched down in Wor Fo̠z Kez, bringing twisting winds which killed 255 people, 219 livestock, and 88 buildings in the disaster.. The disaster is generally remembered as the Howling Winds of Horror.

History