Town: Zésh Ha̋y Kēä

Zésh Ha̋y Kēä

Zésh Ha̋y Kēä
Example Goblin architecture.
StateConfederation of Goblin Tribes
ProvenceSilamapa Region
RegionKùmeedfùp Heath
Founded1547
Community LeaderHigh Chief Ůwdits Tsi̊ Ch́al̄
Area5 km2 (2 mi2)
Average Yearly Temp19°C (66°F)
Average Elevation2152 m (7060 ft)
Average Yearly Precipitation157 cm/y (61 in/y)
Population1228
Population Density245 people per km2 (614 people per mi2)
Town AuraSummoning
Naming
Native nameZésh Ha̋y Kēä
Pronunciation/ziːʃ/ /hɑ̋iː/
Direct Translation[cute] [mountain; hill; slope; slant; dune]
Translation[Not Yet Translated]

Zésh Ha̋y Kēä (/ziːʃ/ /hɑ̋iː/ [cute] [mountain; hill; slope; slant; dune]) is a subtropical Town located in the Silamapa Region of the Confederation of Goblin Tribes.

The name Zésh Ha̋y Kēä is derived from the Goblin language, as Zésh Ha̋y Kēä was founded by Èbmtco Èqtêtê Trêmêm, who was culturaly Goblin.

Climate

Zésh Ha̋y Kēä has a yearly average temperature of 19°C (66°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 11°C (51°F). Zésh Ha̋y Kēä receives an average of 157 cm/y (61 in/y) of precipitation, most of which comes in the form of rain during the fall. Zésh Ha̋y Kēä covers an area of nearly 5 km2 (2 mi2), and an average elevation of 2152 m (7060 ft) above sea level.

Overview

Zésh Ha̋y Kēä was founded durring the early 16th century in summer of the year 1547, by Èbmtco Èqtêtê Trêmêm. The establishment of Zésh Ha̋y Kēä was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Èbmtco Èqtêtê Trêmêm struck deals with nearby nations and communities to establish Zésh Ha̋y Kēä as a prison colony.

Zésh Ha̋y Kēä was built using the conventions of Goblin durring the early 16th century. Naturaly, all settlmentss have their own look to them, and Zésh Ha̋y Kēä 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.

Zésh Ha̋y Kēä is buildings are arranged within a network of narrow paverstone streets which form a rectangular grid, where each block verries in size given the proximity of the paralell streets forming each section. The ocasional smaller block has been used to construct a park, plaza, and other communal structures. The town is protected by a renforced stone fence which sits atop earthwork defences, for some of the best inexpencive defences a town of Zésh Ha̋y Kēä's size could have. The well-designed, yet cheep have not been wellmaintained over the years, and while functional are in dire need of some loving care and perhapse light renovation.

A look around Zésh Ha̋y Kēä 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. Maybe it’s all of those things together, or perhaps it's the way these elements combine which makes you worry someone might stab you in a dark ally for your boots. It’s not filthy, or dark, but the smiles seem strained, the locals seem to glare daggers in eachothers backs a little too much, and everyone is armed at all times. You may want to keep an eye on your valuables, and make sure you don’t wind up in any position of power. Regardless, you do not feel it would be wise to remain in Zésh Ha̋y Kēä long.

Civic Infrastructure

Zésh Ha̋y Kēä 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.

Zésh Ha̋y Kēä has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

Zésh Ha̋y Kēä has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Zésh Ha̋y Kēä.

Zésh Ha̋y Kēä 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.

Zésh Ha̋y Kēä 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.

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

Zésh Ha̋y Kēä has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.

Zésh Ha̋y Kēä 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

Zésh Ha̋y Kēä's town hall was built using a different architectural style from the rest of the town. The style used has a sleek, linear appearance with stylized, often geometric ornamentation. The primary facade of its buildings often featured a series of set backs that create a stepped outline. Low-relief decorative panels can be found at entrances, around windows, along roof edges or as string courses. It was best known for its use of smooth finish building materials such as stucco, concrete block, glazed brick or mosaic tile. Decorative details can incorporate various artistic or exotic motifs to suit the building's function or the architect's whim. Chevrons, zigzags, and other geometrical motifs are common forms of ornament.

Due to the actions of local Kami, autumn is recurring in Zésh Ha̋y Kēä.

The Oni, Ja Noi near Zésh Ha̋y Kēä are known to be quite timid.

Zésh Ha̋y Kēä's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves creating small tokens to channel Charm energies of tier 2 via proclamations.

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: 4
  • Farm Laborer: 8
  • Hunters: 3
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 4924 m2
    • Cattle and Similar Creatures: 307
    • Poultry: 3684
    • Swine: 245
    • Sheep: 12
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 122

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 2
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 2
  • Candlemakers: 5
  • 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: 8
  • Glassworkers: 4
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 2
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 1
  • 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: 5
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 3

Merchants

  • Beer-Sellers: 1
  • Booksellers: 1
  • 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: 4
  • Doctors: 2
  • Gamekeepers: 1
  • Grooms: 1
  • Hairdressers: 3
  • Healers: 3
  • Housekeepers: 3
  • Housemaids: 6
  • House Stewards: 3
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 4
  • Nursery Maids: 2
  • Pastrycooks: 4
  • Restaurateur: 4
  • 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: 3
  • Tosher: 2
  • Warehousemen: 4
  • Watercarriers: 2
  • Watermen, Bargemen, etc.: 4

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: 2
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 10
  • Monks, Monastic: 3
  • Monks, Civic: 4
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 5
  • Rangers: 1
  • Rat Catchers: 1
  • Scholars: 1
  • Spiritualist: 2
  • Storytellers: 4
  • Military Officers: 4

Cottage Industries

  • Brewers: 3
  • Comfort Services: 4
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 3
  • Potters: 1
  • Preserve Makers: 3
  • Quilters: 1
  • Seamsters: 9
  • Spinners: 3
  • Tinker: 1
  • Weaver: 2

Artists

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

Produce Industries

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

373 of Zésh Ha̋y Kēä's population work within a Foundational Occupation.

819 of Zésh Ha̋y Kēä's population do not work in a formal occupation, but do contribute to the local economy. 36 (3%) are noncontributers.

Points of Interest

Zésh Ha̋y Kēä has a substantial mill pond located a short distance from town.

POI

History

Almost every community has some problem with bandits and highwaymen, but Zésh Ha̋y Kēä is seriously plagued with raiders. One or more groups of persistent plunderers are hitting the community repeatedly, and they lack the necessary resources to fend them off or protect all their holdings.

In time immemorial, reportedly some time during the late 2nd century, Zésh Ha̋y Kēä was attacked by savage tribes living nearby Zésh Ha̋y Kēä. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Zésh Ha̋y Kēä lost 262 people, 325 livestock, and 81 buildings. The conflict ended after roughly 90, when members of Zésh Ha̋y Kēä's militia enacted an operation to escort a specific expert to a safe location. The operation was complicated by the militia had access to far less resources than expected. The conflict ended with the defense of the strategic location against a siege, which ended in defeat for Zésh Ha̋y Kēä's forces. The war is remembered in legend by Zésh Ha̋y Kēä's bards, historians, and legend keepers.

History