Town: Doū̌ Tḩī Zár Kēä

Doū̌ Tḩī Zár Kēä

Doū̌ Tḩī Zár Kēä
Example Goblin architecture.
StateConfederation of Goblin Tribes
ProvenceGē̌lerkéōw Region
RegionFretë-uv Moor
Founded1304
Community LeaderHigh Chief Balcheth Gorthassel Sindiel
Area5 km2 (2 mi2)
Average Yearly Temp11°C (51°F)
Average Elevation2750 m (9022 ft)
Average Yearly Precipitation300 cm/y (118 in/y)
Population1234
Population Density246 people per km2 (617 people per mi2)
Town AuraMysticism
Naming
Native nameDoū̌ Tḩī Zár Kēä
Pronunciation/jɒ̄g/ /θɪ̄ zeɪ̯́ɜː/
Direct Translation[pretty] [summer]
Translation[Not Yet Translated]

Doū̌ Tḩī Zár Kēä (/jɒ̄g/ /θɪ̄ zeɪ̯́ɜː/ [pretty] [summer]) is a subtropical Town located in the Gē̌lerkéōw Region of the Confederation of Goblin Tribes.

The name Doū̌ Tḩī Zár Kēä is derived from the Goblin language, as Doū̌ Tḩī Zár Kēä was founded by Trêyënmë Horler Shimmerwing Dragonflies Cave Crickets, who was culturaly Goblin.

Climate

Doū̌ Tḩī Zár Kēä has a yearly average temperature of 11°C (51°F), with its average temperature during the summer being a pleasant 24°C (75°F) and its average temperature during the winter being a freezing -2°C (29°F). Doū̌ Tḩī Zár Kēä receives an average of 300 cm/y (118 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Doū̌ Tḩī Zár Kēä covers an area of nearly 5 km2 (2 mi2), and an average elevation of 2750 m (9022 ft) above sea level.

Overview

Doū̌ Tḩī Zár Kēä was founded durring the early 14th century in spring of the year 1304, by Trêyënmë Horler Shimmerwing Dragonflies Cave Crickets. The establishment of Doū̌ Tḩī Zár Kēä was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Doū̌ Tḩī Zár Kēä's construction back out of the project. Trêyënmë Horler Shimmerwing Dragonflies Cave Crickets pushed on reguardles, and Doū̌ Tḩī Zár Kēä was finished, but starts off as a terible place to live.

Doū̌ Tḩī Zár Kēä was built using the conventions of Goblin durring the early 14th century. Naturaly, all settlmentss have their own look to them, and Doū̌ Tḩī Zár Kēä is no diffrent. The town's buildings feature delicute timber framework hidden behind layer upon layer of finly ground plaster bleached to an almost glossy white sheen, with green clay tiled roofs and decorative brass-leafed trim. Even the smallest, poorest looking structures appear to be expencive thanks to the extreem elegence of the organic shapes and paterns going into their lofty, spire-y, vagly gothic designs. The more well off folks live in identicle homes, save for even shiner trim and a more whimsical appearance to their structures flowing forms.

Doū̌ Tḩī Zár Kēä is buildings are arranged arround a single crampt paverstone mainstreet with many smaller streets branching off of it which gives the town a over all rectangular shape, albit one warped and twisted by the nature of the curves of the main road. The town sits behind a stone-renforced palisade wall, with stone gatehouses and timber drawbridges for their trench. Doū̌ Tḩī Zár Kēä's would-be-castle fortifications has sufferd soem light damage, reducing its function a little in some spots, but could almsot certainly preform as expected... Though some of the worse spots could lead to the loss of defenders lives if attackers identified the weaknesses ahead of time.

A look around Doū̌ Tḩī Zár Kēä is like a look into a broken heart. There is no planning, no organization. Everyone here clearly goes about their own thing with little thought to anyone around them who isn’t selling something they need. It’s not malicious. Heads are hung. Eyes are empty. Something truly horrible happened here once upon a time and the town never healed.

Civic Infrastructure

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

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

Doū̌ Tḩī Zár 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.

Doū̌ Tḩī Zár 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.

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

Doū̌ Tḩī Zár Kēä 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. Doū̌ Tḩī Zár Kēä's grid is powered by an arcane means.

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

Doū̌ Tḩī Zár 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

Doū̌ Tḩī Zár Kēä's garrison was built using a different architectural style from the rest of the town. The style used is known for its fluid and florid elaborate style, comprising ornate, asymmetric designs and pastel shades. It is often considered to be a playful, light style, which made exuberant use of curves and emphasized subtle asymmetry in the general shape of its structures. Walls, ceilings and moldings are decorated with numerous interlacing of curves and counter-curves based on the shapes of ‘C’ and ‘S’, along with shell forms and other naturalistic shapes.

In Doū̌ Tḩī Zár Kēä there are unidentifiable people in the fog, but it seems to be okay.

The Ifrit near Doū̌ Tḩī Zár Kēä are known to be quite timid.

Doū̌ Tḩī Zár Kēä's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves sex to channel Summoning energies of tier 3 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: 3
  • Farm Laborer: 8
  • Hunters: 4
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 4997 m2
    • Cattle and Similar Creatures: 308
    • Poultry: 3702
    • Swine: 246
    • Sheep: 12
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 123

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: 7
  • Glassworkers: 4
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 2
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 2
  • 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: 3
  • Tailors: 6
  • 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: 5
  • Spice Merchants: 1
  • Wine-sellers: 2
  • Wheelwright: 1
  • Woodsellers: 1

Service workers

  • Bakers: 6
  • Barbers: 6
  • Coachmen: 1
  • Cooks: 4
  • Doctors: 2
  • Gamekeepers: 1
  • Grooms: 1
  • Hairdressers: 4
  • Healers: 3
  • Housekeepers: 3
  • Housemaids: 8
  • House Stewards: 3
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 4
  • 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: 3
  • Dockyard Workers: 2
  • Hay Merchants: 1
  • Leech Collectors: 3
  • Millers: 2
  • Miners: 3
  • Oilmen and Polishers: 2
  • Postmen: 2
  • Pure Finder: 1
  • Skinners: 3
  • Tosher: 1
  • Warehousemen: 4
  • 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: 7
  • Monks, Monastic: 3
  • Monks, Civic: 3
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 5
  • Rangers: 1
  • Rat Catchers: 1
  • Scholars: 1
  • Spiritualist: 2
  • Storytellers: 5
  • Military Officers: 4

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: 3

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

375 of Doū̌ Tḩī Zár Kēä's population work within a Foundational Occupation.

835 of Doū̌ Tḩī Zár Kēä's population do not work in a formal occupation, but do contribute to the local economy. 24 (2%) are noncontributers.

Points of Interest

Doū̌ Tḩī Zár Kēä is cursed with recurrent spells of some troublesome disease. The affliction isn’t so fatal as to make living there impossible, but it adds suffering and expense to local lives. The plague might be the product of an ancient curse, the results of long lost toxic remains, or an unavoidable byproduct of whatever industry or purpose justifies the city. It’s probably not overly contagious, but visitors may be in some peril all the same.

POI

History

In time immemorial, reportedly some time during the early 2nd century, Doū̌ Tḩī Zár Kēä 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 Doū̌ Tḩī Zár Kēä lost 245 people, 310 livestock, and 74 buildings. The conflict ended after roughly 212, when members of Doū̌ Tḩī Zár Kēä's militia enacted an operation to escort a particular solgiers group to a safe location. The operation was complicated by a natural disaster interrupted the operation, shattering unit cohesion. The conflict ended with the defense of the prison against a siege, which ended in a crushing defeat for Doū̌ Tḩī Zár Kēä's forces. The war is remembered in legend by Doū̌ Tḩī Zár Kēä's bards, historians, and legend keepers.

History