Large Town: Bëlfmō Se̜f Kez

Bëlfmō Se̜f Kez

Bëlfmō Se̜f Kez
Example Wood Elven architecture.
StateFederation of Alveria
ProvenceFrömku District
RegionHiēshùfo Forest
Founded859
Community LeaderAdministrator Glîd Zienra
Area6 km2 (2 mi2)
Average Yearly Temp14°C (57°F)
Average Elevation2242 m (7355 ft)
Average Yearly Precipitation246 cm/y (96 in/y)
Population1554
Population Density259 people per km2 (777 people per mi2)
Town AuraWild Magic
Naming
Native nameBëlfmō Se̜f Kez
Pronunciation/ˈbɛlfmoː/ /se̜f/
Direct Translation[blonde] [title]
Translation[Not Yet Translated]

Bëlfmō Se̜f Kez (/ˈbɛlfmoː/ /se̜f/ [blonde] [title]) is a subtropical Large Town located in the Frömku District of the Federation of Alveria.

The name Bëlfmō Se̜f Kez is derived from the Wood Elvish language, as Bëlfmō Se̜f Kez was founded by Imed Agondren, who was culturaly Wood Elven.

Climate

Bëlfmō Se̜f Kez has a yearly average temperature of 14°C (57°F), with its average temperature during the summer being a cool 18°C (64°F) and its average temperature during the winter being a cold 10°C (50°F). Bëlfmō Se̜f Kez receives an average of 246 cm/y (96 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Bëlfmō Se̜f Kez covers an area of nearly 6 km2 (2 mi2), and an average elevation of 2242 m (7355 ft) above sea level.

Overview

Bëlfmō Se̜f Kez was founded durring the late 10th century, by Imed Agondren. The establishment of the new community went well, with no major obsticles durring construction.

Bëlfmō Se̜f Kez was built using the conventions of Wood Elven durring the late 10th century. Naturaly, all settlmentss have their own look to them, and Bëlfmō Se̜f Kez 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.

Bëlfmō Se̜f Kez is buildings are arranged arround a network of narrow packed earth 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 town sits behind a stone-renforced palisade wall, with stone gatehouses and timber drawbridges for their trench. Unfortuantly, these would-be-castle fortifications are in extreem disrepair, so much so that one cannot tell if they are decaying from a lack of mantance or damage incured.

A look around Bëlfmō Se̜f Kez gives you an uneasy feeling. Everything is just a little too worn down, a little too dirty, or both. No one makes eye contact. Kids play quietly, but happily. Occasionally a passerby glances at you out of the corner of their eye, staring just long enough for it to be uncomfortable. This all rests atop the unmistakable impression the town is one of the strictest places imaginable. Everyone’s actions are clearly directed by laws they keep in heart and mind at all times. Orderly byond order is a phrase which Bëlfmō Se̜f Kez brings to mind.

Civic Infrastructure

Bëlfmō Se̜f Kez 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 Bëlfmō Se̜f Kez. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Bëlfmō Se̜f Kez's parks.

Bëlfmō Se̜f Kez has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Bëlfmō Se̜f Kez.

Bëlfmō Se̜f Kez 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.

Bëlfmō Se̜f Kez 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.

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

Bëlfmō Se̜f Kez has a first rate hospital which caters to anyone in need of long term medical care.

Bëlfmō Se̜f Kez 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 Bëlfmō Se̜f Kez's natural decorations nor waterways.

Bëlfmō Se̜f Kez 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.

Bëlfmō Se̜f Kez 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

Bëlfmō Se̜f Kez's garrison was built using a different architectural style from the rest of the town. The style used is characterized by grandeur of scale, simplicity of geometric forms, dramatic use of columns, and a preference for blank walls. This design ethos extended to re-imagining earlier styles of structure to create them anew, with a similar overall look and feel to one another..

In Bëlfmō Se̜f Kez every night at precisely midnight every structure in town is engulfed by sailors fire until the end of the witching hour.

The Porcupine, Dire near Bëlfmō Se̜f Kez are known to be a mutant strain of the creature.

Bëlfmō Se̜f Kez's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves creating small tokens to channel Necromancy energies of tier 1 via chanting.

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: 5
  • Farm Laborer: 8
  • Hunters: 5
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 4
  • Shepherds: 3
    • Farmland: 6293 m2
    • Cattle and Similar Creatures: 388
    • Poultry: 4662
    • Swine: 310
    • Sheep: 15
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 155

Craftsmen

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

Merchants

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

Service workers

  • Bakers: 10
  • Barbers: 7
  • Coachmen: 2
  • Cooks: 6
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 5
  • Healers: 4
  • Housekeepers: 4
  • Housemaids: 7
  • House Stewards: 4
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 4
  • Nursery Maids: 2
  • Pastrycooks: 5
  • Restaurateur: 6
  • Tavern Keepers: 5

Specialized Laborer

  • Ashworkers: 2
  • Bleachers: 1
  • Coal Heavers: 2
  • In-Town Couriers: 3
  • Long Haul Couriers: 3
  • Dockyard Workers: 3
  • Hay Merchants: 1
  • Leech Collectors: 4
  • Millers: 3
  • Miners: 3
  • Oilmen and Polishers: 2
  • Postmen: 3
  • Pure Finder: 1
  • Skinners: 4
  • Tosher: 2
  • Warehousemen: 5
  • 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: 1
  • Scientists: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 2
  • Civil Clerks: 3
  • Civic Iudex: 1
  • Consultants: 1
  • Exorcist: 3
  • Fixers: 1
  • Kami Clerk: 3
  • Landlords: 3
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 14
  • Monks, Monastic: 5
  • Monks, Civic: 4
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 6
  • Rangers: 2
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 6
  • Military Officers: 5

Cottage Industries

  • Brewers: 4
  • Comfort Services: 6
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 5
  • Needleworkers: 5
  • Potters: 2
  • Preserve Makers: 4
  • Quilters: 2
  • Seamsters: 9
  • Spinners: 5
  • Tinker: 1
  • Weaver: 4

Artists

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

Produce Industries

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

504 of Bëlfmō Se̜f Kez's population work within a Foundational Occupation.

1004 of Bëlfmō Se̜f Kez's population do not work in a formal occupation, but do contribute to the local economy. 46 (3%) are noncontributers.

Points of Interest

Bëlfmō Se̜f Kez's is something of a geological and arcane anomaly, as neither physical nor magical law entirely explains its formation.

POI

History

A vast influx of newcomers over the last (11876 % 6)+1 years has greatly spiked Bëlfmō Se̜f Kez's population. They may have been drawn by economic opportunities, or fled some pursuing peril, or been forcibly moved there by a ruler who wanted to dilute the existing native cohesion. The natives may not have the resources or opportunities to integrate these newcomers, and it may be that the new population has no desire to stay longer than is necessary.

In time immemorial, reportedly some time during the early 2nd century the Kami blessed the town with wealth for a year and a day. One of Bëlfmō Se̜f Kez's local festivals commemorates this miracle.

History