The name Ådehlÿ Hantvÿh Verx åzaf is derived from the Dwarven language, as Ådehlÿ Hantvÿh Verx åzaf was founded by Qrudek Ewelochoch, who was culturaly Dwarvern.
Climate
Ådehlÿ Hantvÿh Verx åzaf has a yearly average temperature of 24°C (75°F), with its average temperature during the summer being a warm 28°C (82°F) and its average temperature during the winter being a pleasant 21°C (69°F). Ådehlÿ Hantvÿh Verx åzaf receives an average of 200 cm/y (78 in/y) of precipitation, most of which comes in the form of rain during the fall. Ådehlÿ Hantvÿh Verx åzaf covers an area of nearly 7 km2 (2 mi2), and an average elevation of 8350 m (-15554 ft) above sea level.
Overview
Ådehlÿ Hantvÿh Verx åzaf was founded durring the late 15th century in summer of the year 1367, by Qrudek Ewelochoch. The establishment of Ådehlÿ Hantvÿh Verx åzaf suffered from many setbacks, delays, and obsticles, most notably a group of Ådehlÿ Hantvÿh Verx åzaf which required millitary assistance exterminate before the community could finish being built.
Ådehlÿ Hantvÿh Verx åzaf was built using the conventions of Dwarvern durring the late 15th century. Naturaly, all settlmentss have their own look to them, and Ådehlÿ Hantvÿh Verx åzaf 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.
Ådehlÿ Hantvÿh Verx åzaf is is constructed arround a series of broad cobblestone mainstreets which form overlapping circles, with smaller strait roads linking the circiles to eachother at varrious points. The town emploies a series of defencive earthworks, spikes, and fences to provide some protection against wild beasts and smaller groups of intelegent foes. The minimaly adiquite have not been wellmaintained over the years, and while functional are in dire need of some loving care and perhapse light renovation.
Ådehlÿ Hantvÿh Verx åzaf 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 Ådehlÿ Hantvÿh Verx åzaf ’s existence has dried up and the town is drifting down the stream of history as it dries up. The people are clearly worried about something, and everyone is either wearing a weapon or has one close at hand. Your gut tells you it’s not mere fate which has caused this town to begin failing...
Civic Infrastructure
Ådehlÿ Hantvÿh Verx åzaf 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 Ådehlÿ Hantvÿh Verx åzaf. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Ådehlÿ Hantvÿh Verx åzaf's parks.
Ådehlÿ Hantvÿh Verx åzaf has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Ådehlÿ Hantvÿh Verx åzaf.
Ådehlÿ Hantvÿh Verx åzaf 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 Hantvÿh Verx åzaf 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 Hantvÿh Verx åzaf has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Ådehlÿ Hantvÿh Verx åzaf's public wards, blessings, and other arcane systems.
Ådehlÿ Hantvÿh Verx åzaf 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 Large Town. Ådehlÿ Hantvÿh Verx åzaf's grid is powered by mana accumulators.
Ådehlÿ Hantvÿh Verx åzaf possesses an older civil lighting system consisting of street lamps. In spite of the Galvanic Grid, these lights continue to use their old fule sources to provide nighttime illumination to all city streets.
Ådehlÿ Hantvÿh Verx åzaf has a first rate hospital which caters to anyone in need of long term medical care.
Ådehlÿ Hantvÿh Verx åzaf 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 Ådehlÿ Hantvÿh Verx åzaf's natural decorations nor waterways.
Ådehlÿ Hantvÿh Verx åzaf 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.
Ådehlÿ Hantvÿh Verx åzaf 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.
Ådehlÿ Hantvÿh Verx åzaf 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
Ådehlÿ Hantvÿh Verx åzaf's bank was built using a different architectural style from the rest of the town. The style used is characterized by vertical proportions, pointed arches, external buttressing, and asymmetry in the general shape of its buildings. The decorative features of the style were key, consisting of large arched windows, pointed arches, vaulted ceilings, flying buttresses, and sculptures integrated into the structure itself. Occasionally, for very important buildings, an array of sculptures or one colossal sculpture might replace the entirety of the entrance to said building.
In Ådehlÿ Hantvÿh Verx åzaf snow is warm to the touch and does not melt within city limits. Also it only happens during summer.
The Flowering Lattice near Ådehlÿ Hantvÿh Verx åzaf are known to be a mutant strain of the creature.
Ådehlÿ Hantvÿh Verx åzaf's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves square dance to channel Abjuration 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: 3
Farmers: 4
Farm Laborer: 8
Hunters: 5
Milk Maids: 4
Ranchers: 2
Ranch Hands: 4
Shepherds: 4
Farmland: 6989 m2
Cattle and Similar Creatures: 432
Poultry: 5190
Swine: 346
Sheep: 17
Goats: 3
Horses, Mounts, and Beasts of Burden: 173
Craftsmen
Arms and Toolmakers: 3
Blacksmiths: 3
Bookbinders: 2
Buckle-makers: 2
Cabinetmakers: 3
Candlemakers: 5
Carpenters: 5
Clothmakers: 4
Coach and Harness Makers: 1
Coopers: 4
Copper, Brass, Tin, Zinc, and Lead Workers: 2
Copyists: 1
Cutlers: 1
Fabricworkers: 3
Farrier: 11
Furriers: 1
Glassworkers: 6
Gunsmiths: 4
Harness-Makers: 1
Hatters: 3
Hosiery Workers: 1
Jewelers: 2
Leatherwrights: 4
Locksmiths: 1
Matchstick makers: 2
Musical Instrument Makers: 2
Painters, Structures and Fixtures: 2
Paper Workers: 2
Plasterers: 2
Pursemakers: 3
Roofers: 1
Ropemakers: 1
Rugmakers: 1
Saddlers: 3
Scabbardmakers: 3
Scalemakers: 1
Scientific, Surgical, and Optical Instrument Makers: 1
Sculptors, Structures and Fixtures: 1
Shoemakers: 1
Soap and Tallow Workers: 5
Tailors: 12
Tanners: 2
Upholsterers: 2
Watchmakers: 2
Weavers: 4
Whitesmiths: 1
Merchants
Adventuring Goods Retellers: 1
Arcana Sellers: 1
Beer-Sellers: 2
Booksellers: 2
Butchers: 3
Chandlers: 4
Chicken Butchers: 4
Entrepreneurs: 1
Fine Clothiers: 4
Fishmongers: 4
Florists: 1
Potion Sellers: 2
Resellers: 8
Spice Merchants: 2
Wine-sellers: 3
Wheelwright: 2
Woodsellers: 1
Service workers
Bakers: 8
Barbers: 8
Coachmen: 2
Cooks: 6
Doctors: 3
Gamekeepers: 2
Grooms: 1
Hairdressers: 7
Healers: 5
Housekeepers: 4
Housemaids: 8
House Stewards: 5
Inns: 1
Laundry maids: 3
Maidservants: 5
Nursery Maids: 3
Pastrycooks: 6
Restaurateur: 7
Tavern Keepers: 7
Specialized Laborer
Ashworkers: 2
Bleachers: 1
Chemical Workers: 1
Coal Heavers: 3
In-Town Couriers: 3
Long Haul Couriers: 4
Dockyard Workers: 3
Hay Merchants: 1
Leech Collectors: 4
Millers: 4
Miners: 3
Oilmen and Polishers: 2
Postmen: 4
Pure Finder: 2
Skinners: 4
Sugar Refiners: 1
Tosher: 2
Warehousemen: 6
Watercarriers: 3
Watermen, Bargemen, etc.: 4
Skilled Laborers
Accountants: 2
Alchemist: 2
Clerk: 3
Dentists: 1
Educators: 4
Engineers: 2
Gardeners: 1
Mages: 1
Plumbers: 1
Pharmacist: 2
Scientists: 1
Civil Servants
Adventurers: 1
Bankers: 2
Civil Clerks: 4
Civic Iudex: 1
Consultants: 1
Exorcist: 3
Fixers: 2
Kami Clerk: 3
Landlords: 3
Lawyers: 2
Legend Keepers: 2
Militia Officers: 14
Monks, Monastic: 5
Monks, Civic: 4
Historian, Oral: 3
Historian, Textual: 2
Policemen, Sheriffs, etc.: 3
Priests: 7
Rangers: 2
Rat Catchers: 2
Scholars: 2
Spiritualist: 3
Storytellers: 6
Military Officers: 5
Cottage Industries
Brewers: 5
Comfort Services: 6
Enchanters: 1
Herbalists: 1
Jaminators: 5
Needleworkers: 5
Potters: 2
Preserve Makers: 5
Quilters: 2
Seamsters: 10
Spinners: 4
Tinker: 1
Weaver: 4
Artists
Actors: 1
Bards: 2
Costumers: 1
Dancers: 2
Drafters: 1
Engravers: 1
Glaziers: 1
Inlayers: 1
Musicians: 5
Playwrights: 1
Sculptors, Art: 1
Wood Carvers: 5
Writers: 5
Produce Industries
Butter Churners: 6
Canners: 4
Cheesmakers: 5
Millers: 3
Picklers: 2
Smokers: 2
Stockmakers: 1
Tobacconists: 2
Tallowmakers: 3
559 of Ådehlÿ Hantvÿh Verx åzaf's population work within a Foundational Occupation.
31 work in Agriculture
127 work as Craftsmen
45 work as Merchants
91 work as Service Workers
57 work as General Laborers
20 work as Skilled Laborers
82 work as Civil Servants
51 work in Cottage Industries
27 work as Artists
28 work in Produce Industries
1050 of Ådehlÿ Hantvÿh Verx åzaf's population do not work in a formal occupation, but do contribute to the local economy. 121 (7%) are noncontributers.
Points of Interest
Ådehlÿ Hantvÿh Verx åzaf was unknowingly built atop something unstable, and now that substrate is crumbling. It may be swampy ground or a decaying coastline, or it could be an ancient buried city that’s now giving way. In the case of some antique habitation, the denizens that once lived there might be boiling upward as their home is collapsing, or new opportunities may be revealed even as the community’s present structure is ruined.
Ådehlÿ Hantvÿh Verx åzaf'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 the Kami solved a major long term problem plaguing the town. One of Ådehlÿ Hantvÿh Verx åzaf's local festivals commemorates this miracle.