City: Zbëk Smō Hadfow

Zbëk Smō Hadfow

Zbëk Smō Hadfow
Example Wood Elf architecture.
StateIrus
ProvenceDilenqekho Diocese
Sub ProvenceAmespuhisau Parish
RegionHartcouche Moorland
Founded707
Community LeaderLord Fyëmë
Area33 km2 (13 mi2)
Average Yearly Temp32°C (89°F)
Average Elevation15806 m (8907 ft)
Average Yearly Precipitation67 cm/y (26 in/y)
Population7891
Population Density239 people per km2 (607 people per mi2)
Town AuraElven High Magic
Naming
Native nameZbëk Smō Hadfow
Pronunciation/ke/ /smoː/
Direct Translation[gray] [art]
Translation[Not Yet Translated]

Zbëk Smō Hadfow (/ke/ /smoː/ [gray] [art]) is a subtropical City located in Amespuhisau Parish, Dilenqekho Diocese, within the Irus.

The name Zbëk Smō Hadfow is derived from the Goblin language, as Zbëk Smō Hadfow was founded by Ardeitulus, who was culturaly Wood Elf.

Climate

Zbëk Smō Hadfow has a yearly average temperature of 32°C (89°F), with its average temperature during the summer being a blistering 37°C (98°F) and its average temperature during the winter being a warm 28°C (82°F). Zbëk Smō Hadfow receives an average of 67 cm/y (26 in/y) of precipitation, most of which comes in the form of rain during the spring. Zbëk Smō Hadfow covers an area of nearly 33 km2 (13 mi2), and an average elevation of 15806 m (8907 ft) above sea level.

Overview

Zbëk Smō Hadfow was founded in time immemorial, reportedly some time durring the early 8th century, by Ardeitulus. The establishment of the new community went well, with no major obsticles durring construction.

Zbëk Smō Hadfow was built using the conventions of Wood Elf durring the early 8th century. Naturaly, all settlmentss have their own look to them, and Zbëk Smō Hadfow 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.

Zbëk Smō Hadfow is buildings are arranged arround a network of spacious cobblestone streets which form a diagonal shaped 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 city is the proud owner of a thick set of fortified walls fashioned from querried stone blocks. While not up to snuff for a fort or castle wall, the city's walls are naturaly much larger than those of forts or castles. Therefore, the construction such a wall is most expencive. Zbëk Smō Hadfow's buget focused wall would serve its community well in battle in spite of looking unimpressive compared to castles and fortresses. The top tier civilian fortifications have not been wellmaintained over the years, and while functional are in dire need of some loving care and perhapse light renovation.

Zbëk Smō Hadfow is not quite well. Something happened here, perhapse recently, perhapse long ago. Whatever it was, it settled into the very soul of the city like a festering wound. The people go about their day well enough, but there’s a tention in the air you can cut with a knife. There’s a patern to the panic. It’s not easy to see, and no one quite agrees on what it is, but the locals know and operate under this pattern. It shapes everything they do, and you feel as if you’ve almost worked it out only for some small detail to devastate your theory every time you try and comprehend it.

Civic Infrastructure

Zbëk Smō Hadfow has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

Zbëk Smō Hadfow 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 Zbëk Smō Hadfow. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Zbëk Smō Hadfow's parks.

Zbëk Smō Hadfow has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Zbëk Smō Hadfow.

Zbëk Smō Hadfow 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.

Zbëk Smō Hadfow 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.

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

Zbëk Smō Hadfow has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Zbëk Smō Hadfow 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.

Zbëk Smō Hadfow 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.

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

Zbëk Smō Hadfow 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 City. Zbëk Smō Hadfow's grid is powered by hydrogalvanic generators.

Zbëk Smō Hadfow's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.

Zbëk Smō Hadfow 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 Zbëk Smō Hadfow's natural decorations nor waterways.

Zbëk Smō Hadfow 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.

Zbëk Smō Hadfow 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.

Zbëk Smō Hadfow 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

Zbëk Smō Hadfow's chapel was built using a different architectural style from the rest of the town. The style used makes use of a large oblong hall or building with double colonnades and a semicircular apse and symmetrical central-plan, resulting in buildings with a square central mass and four arms of equal length. Decorative features included domed rooves, arches, soaring spaces, and sumptuous decoration: marble columns and inlay, mosaics on the vaults, inlaid-stone pavements, and sometimes gold coffered ceilings.

In Zbëk Smō Hadfow every night at precisely midnight every structure in town is engulfed by sailors fire until the end of the witching hour.

The Necrocraft near Zbëk Smō Hadfow are known to be a mutant strain of the creature.

Zbëk Smō Hadfow's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves sacrificing an animal to channel Truename Magic energies of tier 1 via recitation of poetic epics.

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: 14
  • Farmers: 19
  • Farm Laborer: 60
  • Hunters: 27
  • Milk Maids: 18
  • Ranchers: 10
  • Ranch Hands: 20
  • Shepherds: 22
    • Farmland: 31721 m2
    • Cattle and Similar Creatures: 1972
    • Poultry: 23673
    • Swine: 1578
    • Sheep: 78
    • Goats: 15
    • Horses, Mounts, and Beasts of Burden: 789

Craftsmen

  • Arms and Toolmakers: 16
  • Blacksmiths: 18
  • Bookbinders: 9
  • Buckle-makers: 10
  • Cabinetmakers: 19
  • Candlemakers: 29
  • Carpenters: 25
  • Clothmakers: 23
  • Coach and Harness Makers: 8
  • Coopers: 19
  • Copper, Brass, Tin, Zinc, and Lead Workers: 11
  • Copyists: 7
  • Cutlers: 6
  • Fabricworkers: 17
  • Farrier: 45
  • Furriers: 5
  • Glassworkers: 25
  • Gunsmiths: 18
  • Harness-Makers: 7
  • Hatters: 14
  • Hosiery Workers: 5
  • Jewelers: 8
  • Leatherwrights: 19
  • Locksmiths: 7
  • Matchstick makers: 11
  • Musical Instrument Makers: 11
  • Painters, Structures and Fixtures: 9
  • Paper Workers: 11
  • Plasterers: 10
  • Pursemakers: 13
  • Roofers: 8
  • Ropemakers: 7
  • Rugmakers: 7
  • Saddlers: 15
  • Scabbardmakers: 18
  • Scalemakers: 8
  • Scientific, Surgical, and Optical Instrument Makers: 5
  • Sculptors, Structures and Fixtures: 7
  • Shoemakers: 7
  • Soap and Tallow Workers: 27
  • Tailors: 42
  • Tanners: 9
  • Upholsterers: 11
  • Watchmakers: 10
  • Weavers: 25
  • Whitesmiths: 6

Merchants

  • Adventuring Goods Retellers: 5
  • Arcana Sellers: 5
  • Beer-Sellers: 10
  • Booksellers: 12
  • Butchers: 20
  • Chandlers: 20
  • Chicken Butchers: 20
  • Entrepreneurs: 8
  • Fine Clothiers: 21
  • Fishmongers: 20
  • Florists: 4
  • Potion Sellers: 13
  • Resellers: 32
  • Spice Merchants: 10
  • Wine-sellers: 15
  • Wheelwright: 12
  • Woodsellers: 7

Service workers

  • Bakers: 39
  • Barbers: 42
  • Coachmen: 11
  • Cooks: 30
  • Doctors: 16
  • Gamekeepers: 11
  • Grooms: 6
  • Hairdressers: 26
  • Healers: 21
  • Housekeepers: 25
  • Housemaids: 39
  • House Stewards: 23
  • Inns: 7
  • Laundry maids: 14
  • Maidservants: 31
  • Nursery Maids: 14
  • Pastrycooks: 26
  • Restaurateur: 31
  • Tavern Keepers: 34

Specialized Laborer

  • Ashworkers: 11
  • Bleachers: 7
  • Chemical Workers: 4
  • Coal Heavers: 16
  • In-Town Couriers: 17
  • Long Haul Couriers: 17
  • Dockyard Workers: 16
  • Gas Workers: 3
  • Hay Merchants: 6
  • Leech Collectors: 19
  • Millers: 18
  • Miners: 17
  • Oilmen and Polishers: 12
  • Postmen: 16
  • Pure Finder: 10
  • Skinners: 21
  • Sugar Refiners: 4
  • Tosher: 11
  • Warehousemen: 27
  • Watercarriers: 17
  • Watermen, Bargemen, etc.: 25

Skilled Laborers

  • Accountants: 10
  • Alchemist: 12
  • Clerk: 15
  • Dentists: 8
  • Educators: 19
  • Engineers: 12
  • Gardeners: 7
  • Mages: 5
  • Plumbers: 8
  • Pharmacist: 9
  • Professors: 3
  • Scientists: 5
  • Wizards: 3

Civil Servants

  • Adventurers: 7
  • Bankers: 11
  • Civil Clerks: 16
  • Civic Iudex: 8
  • Consultants: 5
  • Exorcist: 17
  • Fixers: 9
  • Kami Clerk: 15
  • Landlords: 15
  • Lawyers: 9
  • Legend Keepers: 12
  • Militia Officers: 56
  • Monks, Monastic: 24
  • Monks, Civic: 26
  • Historian, Oral: 19
  • Historian, Textual: 9
  • Policemen, Sheriffs, etc.: 18
  • Priests: 32
  • Rangers: 10
  • Rat Catchers: 11
  • Scholars: 12
  • Spiritualist: 14
  • Slayers: 4
  • Storytellers: 30
  • Military Officers: 29

Cottage Industries

  • Brewers: 21
  • Comfort Services: 32
  • Enchanters: 8
  • Herbalists: 8
  • Jaminators: 29
  • Needleworkers: 27
  • Potters: 12
  • Preserve Makers: 23
  • Quilters: 11
  • Seamsters: 37
  • Spinners: 22
  • Tinker: 8
  • Weaver: 20

Artists

  • Actors: 8
  • Architects: 3
  • Bards: 12
  • Costumers: 4
  • Dancers: 9
  • Drafters: 5
  • Engravers: 6
  • Fine Furniture Carpenters: 3
  • Glaziers: 8
  • Inlayers: 7
  • Musicians: 24
  • Painters, Art: 4
  • Playwrights: 8
  • Sculptors, Art: 6
  • Wood Carvers: 28
  • Writers: 27

Produce Industries

  • Butter Churners: 29
  • Canners: 21
  • Cheesmakers: 24
  • Ice Merchants: 3
  • Millers: 17
  • Picklers: 12
  • Smokers: 10
  • Stockmakers: 8
  • Tobacconists: 12
  • Tallowmakers: 18

2905 of Zbëk Smō Hadfow's population work within a Foundational Occupation.

4829 of Zbëk Smō Hadfow's population do not work in a formal occupation, but do contribute to the local economy. 157 (2%) are noncontributers.

Points of Interest

Zbëk Smō Hadfow makes use of canals for some of its streets. Locals often fish in the canals.

POI

History

The the a cup of Illusion, an a cup imbued with great amounts of Illusion energies was created in Zaw̋ēg Fēō Ni̋ēkēä by in time immemorial, reportedly some time during the early 2nd century.

History