The name Ådehlÿ Ekÿnz Dÿrx̄ is derived from the Dwarven language, as Ådehlÿ Ekÿnz Dÿrx̄ was founded by Arwyn Cetrÿnequg, who was culturaly Dwarvern.
Climate
Ådehlÿ Ekÿnz Dÿrx̄ has a yearly average temperature of 27°C (80°F), with its average temperature during the summer being a hot 31°C (87°F) and its average temperature during the winter being a pleasant 24°C (75°F). Ådehlÿ Ekÿnz Dÿrx̄ receives an average of 189 cm/y (74 in/y) of precipitation, most of which comes in the form of rain during the fall. Ådehlÿ Ekÿnz Dÿrx̄ covers an area of nearly 5 km2 (2 mi2), and an average elevation of 4920 m (16141 ft) above sea level.
Overview
Ådehlÿ Ekÿnz Dÿrx̄ was founded durring the late 16th century in spring of the year 1472, by Arwyn Cetrÿnequg. The establishment of Ådehlÿ Ekÿnz Dÿrx̄ was somewhat plagued by a lack of willing colonists, leading to Arwyn Cetrÿnequg electing to pay people to resettle in Ådehlÿ Ekÿnz Dÿrx̄.
Ådehlÿ Ekÿnz Dÿrx̄ was built using the conventions of Dwarvern durring the late 16th century. Naturaly, all settlmentss have their own look to them, and Ådehlÿ Ekÿnz Dÿrx̄ is no diffrent. The town's buildings feature timber framed wooden shiethed or brick construction, which gives form to a very formalized, rational, expence effishent arcatectural style based on strictly symmetrical designs which universaly feature pitched roofs, shutters, and the occasional column or pilaster for a decorative touch.
Ådehlÿ Ekÿnz Dÿrx̄ is was constructed arround several broad paverstone mainstreets which cross one another at certain axies, with smaller streets branching off of them to premit acess to the many buildings deeper into the road network. The overall fashion is remenessent of a circulatory system, or other organic construct, and is quite effishent in its design. The town is protected by a well-crafted cobblestone fence tall enough to provide adiquite cover for defenders to fire from, but no more than that. Unfortuantly, these frontieer-style defences are in extreem disrepair, so much so that one cannot tell if they are decaying from a lack of mantance or damage incured.
Right off the bat Ådehlÿ Ekÿnz Dÿrx̄ hits you in the face with its success. Everyone, even the peasants, are dressed in well made clothing. Every tool and implement you can see is finely made, and people will boast to you as obvious strangers of the wonders which can be found in their markets. More interestingly is a total lack of beggars, and plenty of new buildings are going up even as you speak. Somehow this town has come into quite a lot of wealth, and recently from the looks of things. The new wealth has created some worrying attitudes in many passers by, such that it’s clear new laws have recently been enacted and enforced with such extreme scrutiny the locals seem to be going about their day as if by clockwork.
Civic Infrastructure
Ådehlÿ Ekÿnz Dÿrx̄ has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Ådehlÿ Ekÿnz Dÿrx̄.
Ådehlÿ Ekÿnz Dÿrx̄ 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.
Ådehlÿ Ekÿnz Dÿrx̄ 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.
Ådehlÿ Ekÿnz Dÿrx̄ has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Ådehlÿ Ekÿnz Dÿrx̄'s public wards, blessings, and other arcane systems.
Ådehlÿ Ekÿnz Dÿrx̄ 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 Town. Ådehlÿ Ekÿnz Dÿrx̄'s grid is powered by a boiler and turbine based power plant.
Ådehlÿ Ekÿnz Dÿrx̄ has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Ådehlÿ Ekÿnz Dÿrx̄ 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
The law within Ådehlÿ Ekÿnz Dÿrx̄ is highly corrupt, or does not apply to certain favored groups or castes. Strangers might be fleeced by local lawmen, evildoers can be absolved by a payment, and powerful gentry do as they please.
Ådehlÿ Ekÿnz Dÿrx̄'s town hall was built using a different architectural style from the rest of the town. The style used embraces individualism and experimentation. It emerged as a movement against traditional, classical styles and sought to make buildings dynamic and fun while breaking the rules. The style incorporated elements of previous architectural styles in exaggerated and whimsical ways. Traditional, conservative leanings were void in this era, with most scholars of architecture agreeing it was a time of “anything goes.”.
=In Ådehlÿ Ekÿnz Dÿrx̄ when drawing, it's impossible to draw an imperfect circle.
The Marble Snake near Ådehlÿ Ekÿnz Dÿrx̄ are known to be more aggressive than normal.
Ådehlÿ Ekÿnz Dÿrx̄'s citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves bloodletting to channel Invocation energies of tier 3 via moments of science.
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: 4912 m2
Cattle and Similar Creatures: 304
Poultry: 3657
Swine: 243
Sheep: 12
Goats: 2
Horses, Mounts, and Beasts of Burden: 121
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 2
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: 6
Glassworkers: 3
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: 1
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: 10
Tanners: 1
Upholsterers: 1
Watchmakers: 1
Weavers: 3
Merchants
Beer-Sellers: 1
Booksellers: 1
Butchers: 2
Chandlers: 3
Chicken Butchers: 3
Entrepreneurs: 1
Fine Clothiers: 3
Fishmongers: 3
Potion Sellers: 1
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: 4
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: 3
Tosher: 1
Warehousemen: 3
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: 2
Fixers: 1
Kami Clerk: 2
Landlords: 2
Lawyers: 1
Legend Keepers: 2
Militia Officers: 8
Monks, Monastic: 3
Monks, Civic: 3
Historian, Oral: 3
Historian, Textual: 1
Policemen, Sheriffs, etc.: 2
Priests: 5
Rangers: 1
Rat Catchers: 1
Scholars: 2
Spiritualist: 2
Storytellers: 4
Military Officers: 3
Cottage Industries
Brewers: 3
Comfort Services: 4
Enchanters: 1
Herbalists: 1
Jaminators: 3
Needleworkers: 4
Potters: 2
Preserve Makers: 3
Quilters: 1
Seamsters: 6
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: 5
Writers: 4
Produce Industries
Butter Churners: 4
Canners: 3
Cheesmakers: 4
Millers: 2
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 1
Tallowmakers: 2
368 of Ådehlÿ Ekÿnz Dÿrx̄'s population work within a Foundational Occupation.
24 work in Agriculture
82 work as Craftsmen
27 work as Merchants
63 work as Service Workers
34 work as General Laborers
12 work as Skilled Laborers
53 work as Civil Servants
34 work in Cottage Industries
19 work as Artists
20 work in Produce Industries
827 of Ådehlÿ Ekÿnz Dÿrx̄'s population do not work in a formal occupation, but do contribute to the local economy. 24 (2%) are noncontributers.
Points of Interest
The roads leading into Ådehlÿ Ekÿnz Dÿrx̄ possess a great number of switchbacks. While designed for defense, they mostly wind up pissing everyone trying to take goods to town right the hell off.
POI
History
The the a crop of Illusion, an a crop imbued with notable amounts of Illusion energies was created near Ådehlÿ Ekÿnz Dÿrx̄ by in time immemorial, reportedly some time during the early 2nd century.