Town: Zophte Zel̄ Ckez

Zophte Zel̄ Ckez

Zophte Zel̄ Ckez
Example Dwarvern architecture.
StateUnited Kingdom of Undermountain
ProvenceYazcarfeh Kingdom
Sub ProvenceVèpfaù County
RegionHeku̽bû S̺ûvæ Fields
Founded1051
Community LeaderJarl Vonnom Cÿbackhugehdew
Area6 km2 (2 mi2)
Average Yearly Temp12°C (53°F)
Average Elevation3648 m (11968 ft)
Average Yearly Precipitation250 cm/y (98 in/y)
Population1441
Population Density240 people per km2 (720 people per mi2)
Town AuraTruename Magic
Naming
Native nameZophte Zel̄ Ckez
Pronunciation/zofˈte/ /zell/
Direct Translation[subtle; elusive] [summer]
Translation[Not Yet Translated]

Zophte Zel̄ Ckez (/zofˈte/ /zell/ [subtle; elusive] [summer]) is a subtropical Town located in Vèpfaù County, Yazcarfeh Kingdom, within the United Kingdom of Undermountain.

The name Zophte Zel̄ Ckez is derived from the Dwarven language, as Zophte Zel̄ Ckez was founded by Glèdsmê Raycqug, who was culturaly Dwarvern.

Climate

Zophte Zel̄ Ckez has a yearly average temperature of 12°C (53°F), with its average temperature during the summer being a cool 14°C (57°F) and its average temperature during the winter being a cold 10°C (50°F). Zophte Zel̄ Ckez receives an average of 250 cm/y (98 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Zophte Zel̄ Ckez covers an area of nearly 6 km2 (2 mi2), and an average elevation of 3648 m (11968 ft) above sea level.

Overview

Zophte Zel̄ Ckez was founded durring the late 12th century in spring of the year 1051, by Glèdsmê Raycqug. The establishment of the new community went well, though many minor issues had to be solved as time went on. This was enough to delay construction and push back the formal opening ceramony, leading to some embarisment for Glèdsmê Raycqug.

Zophte Zel̄ Ckez was built using the conventions of Dwarvern durring the late 12th century. Naturaly, all settlmentss have their own look to them, and Zophte Zel̄ Ckez is no diffrent. The town's buildings feature masoned stone construction which prominantly features pointed arches, pointed ribbed vault cielings, flying buttress', and window tracery all of which share a simmilar gemoetetic patern halfway between organic and inorganic in design formaing a very distinct aesthetically integrated style. BUildings tend to reach for the havens, and more expencive homes are easily identified by their floor count as well as the addition of decorative features intigrated into the building's design such as statues, gargoyals, and embelished joinery.

Zophte Zel̄ Ckez is buildings are located arround a single spacious cobblestone mainstreet which forms a clockwise spiral to give the town a over all circular shape. The town sits behind a stone-renforced palisade wall, with stone gatehouses and timber drawbridges for their trench. Zophte Zel̄ Ckez's would-be-castle 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 Zophte Zel̄ Ckez seems to be home to a quite vibrant and boisterous community. Everywhere one looks they can see people going out their daily business with a smile and a spring in their step. Children play loudly in the streets, causing untold havoc as youth are want and allowed to do. On second glance, that chaos continues into adulthood. 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. Yet there are small elements here and there which show the underlying structure of the community. It’s just so complex, organic, and flowing one can only understand what is a piece of the puzzle, but not what its neighbors are.

Civic Infrastructure

Zophte Zel̄ Ckez 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 Zophte Zel̄ Ckez. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Zophte Zel̄ Ckez's parks.

Zophte Zel̄ Ckez has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Zophte Zel̄ Ckez.

Zophte Zel̄ Ckez 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.

Zophte Zel̄ Ckez 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.

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

Zophte Zel̄ Ckez has a first rate hospital which caters to anyone in need of long term medical care.

Zophte Zel̄ Ckez 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 Zophte Zel̄ Ckez's natural decorations nor waterways.

Zophte Zel̄ Ckez 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.

Zophte Zel̄ Ckez 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.

Zophte Zel̄ Ckez 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

There’s a relatively new religion in Zophte Zel̄ Ckez which is rapidly gaining power. It might be a sectarian offshoot of a major faith, the unique product of a new prophet, or an outside faith backed by wealthy and powerful foreign supporters. Depending on the demands made on believers, the new faith may be a matter of concern only to the existing clergy, or it might be a major flashpoint for conflict in the community.

Zophte Zel̄ Ckez's garrison was built using a different architectural style from the rest of the town. The style used is best known for its striking sculptural forms and often dazzling ornamental detail that characterizes the buildings general shape. The radiant colors, rich patterns, and symmetrical silhouettes employed by this style were backed up by rich decorative features including gardens, courtyards, extruded arches, domes, pointed domes, vaulted ceilings, elaborate painted and inlaid designs, and decorative sculptures.

In Zophte Zel̄ Ckez it is impossible to directly or indirectly lie.

The Tooth Fairy near Zophte Zel̄ Ckez are known to be a mutant strain of the creature.

Zophte Zel̄ Ckez's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves line dance to channel Truename Magic energies of tier 3 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: 2
  • Farmers: 4
  • Farm Laborer: 8
  • Hunters: 4
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 5836 m2
    • Cattle and Similar Creatures: 360
    • Poultry: 4323
    • Swine: 288
    • Sheep: 14
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 144

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 3
  • Candlemakers: 4
  • Carpenters: 5
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 10
  • Glassworkers: 4
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 2
  • Hosiery Workers: 1
  • Jewelers: 1
  • Leatherwrights: 4
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 2
  • Painters, Structures and Fixtures: 1
  • Paper Workers: 2
  • 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: 5
  • Tailors: 8
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 4
  • Whitesmiths: 1

Merchants

  • Arcana Sellers: 1
  • Beer-Sellers: 2
  • Booksellers: 2
  • Butchers: 3
  • Chandlers: 3
  • Chicken Butchers: 4
  • Entrepreneurs: 1
  • Fine Clothiers: 3
  • Fishmongers: 3
  • Potion Sellers: 2
  • Resellers: 6
  • Spice Merchants: 1
  • Wine-sellers: 2
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 7
  • Barbers: 7
  • Coachmen: 2
  • Cooks: 5
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 4
  • Healers: 3
  • Housekeepers: 3
  • Housemaids: 8
  • House Stewards: 4
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 4
  • Nursery Maids: 2
  • Pastrycooks: 4
  • Restaurateur: 5
  • Tavern Keepers: 6

Specialized Laborer

  • Ashworkers: 2
  • Bleachers: 1
  • Coal Heavers: 3
  • In-Town Couriers: 3
  • Long Haul Couriers: 3
  • Dockyard Workers: 3
  • Hay Merchants: 1
  • Leech Collectors: 3
  • Millers: 3
  • Miners: 3
  • Oilmen and Polishers: 2
  • Postmen: 3
  • Pure Finder: 1
  • Skinners: 4
  • Tosher: 2
  • Warehousemen: 4
  • Watercarriers: 3
  • Watermen, Bargemen, etc.: 4

Skilled Laborers

  • Accountants: 1
  • Alchemist: 2
  • Clerk: 3
  • Dentists: 1
  • Educators: 4
  • Engineers: 2
  • Gardeners: 1
  • Mages: 1
  • Plumbers: 1
  • Pharmacist: 1
  • Scientists: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 2
  • Civil Clerks: 3
  • Civic Iudex: 1
  • Exorcist: 3
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 11
  • Monks, Monastic: 4
  • 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: 4
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 4
  • Potters: 2
  • Preserve Makers: 3
  • Quilters: 2
  • Seamsters: 7
  • Spinners: 4
  • Tinker: 1
  • Weaver: 3

Artists

  • Actors: 1
  • Bards: 2
  • Dancers: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 4
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 5
  • Writers: 4

Produce Industries

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

457 of Zophte Zel̄ Ckez's population work within a Foundational Occupation.

956 of Zophte Zel̄ Ckez's population do not work in a formal occupation, but do contribute to the local economy. 28 (2%) are noncontributers.

Points of Interest

Zophte Zel̄ Ckez is known for its unusual rock formations.

POI

History

In time immemorial, reportedly some time during the early 2nd century, Zophte Zel̄ Ckez was attacked by soldiers from another nation, waging a greater campaign. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Zophte Zel̄ Ckez lost 232 people, 130 livestock, and 22 buildings. The conflict ended after roughly 113, when members of Zophte Zel̄ Ckez's militia enacted an operation to rescue a specific spy from the enemy. The operation was complicated by extremely hostile wildlife which took many out of action. The conflict ended with an assault and siege on the fortification, which ended in victory for Zophte Zel̄ Ckez's forces. The war is remembered in legend by Zophte Zel̄ Ckez's bards, historians, and legend keepers.

History