The name Eg Schew äq is derived from the Dwarven language, as Eg Schew äq was founded by Vea Yadequg, who was culturaly Dwarvern.
Climate
Eg Schew äq 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). Eg Schew äq receives an average of 180 cm/y (70 in/y) of precipitation, most of which comes in the form of rain during the fall. Eg Schew äq covers an area of nearly 4 km2 (1 mi2), and an average elevation of 6444 m (21141 ft) above sea level.
Overview
Eg Schew äq was founded durring the early 15th century in fall of the year 1425, by Vea Yadequg. The establishment of Eg Schew äq was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Eg Schew äq's construction back out of the project. Vea Yadequg pushed on reguardles, and Eg Schew äq was finished, but starts off as a terible place to live.
Eg Schew äq was built using the conventions of Dwarvern durring the early 15th century. Naturaly, all settlmentss have their own look to them, and Eg Schew äq 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.
Eg Schew äq is is constructed arround a semi-circular broad packed earth mainstreet, with smaller strait roads linking the circiles to eachother at varrious points. The town posesses a fortified albit thin wall of querried stone. This wall posesses most of the features of a castle wall, though it is constructed from cheeper inferior stone. It would pose a minor chalange for an attacking army, though it's clear the wall's true purpose is to crush the hopes of bandits and marauders. Eg Schew äq's failry decent fortifications are in an unremarkable state. To some, this is the ideal sate for defences to be in. In need of absoutly nothing, and ready to serve the town as needed.
Something in your gut tells you that you may be unwelcome in Eg Schew äq. The town seems like it’s not showing you the side of itself it would show to others. People mostly ignore your questions. Many folks ask you to leave their establishments, even before you’ve walked inside them.
Civic Infrastructure
Eg Schew äq has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Eg Schew äq.
Eg Schew äq 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.
Eg Schew äq has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.
Eg Schew äq 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.
Eg Schew äq has a Hall of Slayers, which is tasked with maintaining the roads and highways leading into town as well as keeping them safe for travelers.
Eg Schew äq has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Eg Schew äq's public wards, blessings, and other arcane systems.
Eg Schew äq has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Eg Schew äq 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
Eg Schew äq's locals are divided into several castes. They may be organized by social role, by imputed nobility of birth, by ethnic origins, or any other dividing principle, but they cannot imagine any other way of organizing themselves. A hierarchy of castes is not inevitable, but there will be social and legal limits applied to ensure that each caste remains fixed in its function. The outside world may or may not respect these distinctions when dealing with the locals.
Eg Schew äq's chapel 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 Eg Schew äq the milk never sours.
The Killmoulis near Eg Schew äq are known to be quite timid.
Eg Schew äq's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves creating small tokens to channel Illusion energies of tier 3 via singing.
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: 1
Farmers: 3
Farm Laborer: 8
Hunters: 3
Milk Maids: 2
Ranchers: 1
Ranch Hands: 2
Shepherds: 2
Farmland: 4201 m2
Cattle and Similar Creatures: 260
Poultry: 3120
Swine: 208
Sheep: 10
Goats: 2
Horses, Mounts, and Beasts of Burden: 104
Craftsmen
Arms and Toolmakers: 1
Blacksmiths: 2
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 2
Candlemakers: 3
Carpenters: 3
Clothmakers: 2
Coach and Harness Makers: 1
Coopers: 2
Copper, Brass, Tin, Zinc, and Lead Workers: 1
Fabricworkers: 2
Farrier: 6
Glassworkers: 3
Gunsmiths: 2
Harness-Makers: 1
Hatters: 1
Jewelers: 1
Leatherwrights: 2
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: 3
Tailors: 5
Tanners: 1
Upholsterers: 1
Watchmakers: 1
Weavers: 2
Merchants
Beer-Sellers: 1
Booksellers: 1
Butchers: 3
Chandlers: 2
Chicken Butchers: 2
Entrepreneurs: 1
Fine Clothiers: 2
Fishmongers: 2
Potion Sellers: 1
Resellers: 5
Spice Merchants: 1
Wine-sellers: 2
Wheelwright: 1
Service workers
Bakers: 6
Barbers: 4
Coachmen: 1
Cooks: 3
Doctors: 2
Gamekeepers: 1
Hairdressers: 3
Healers: 3
Housekeepers: 2
Housemaids: 5
House Stewards: 3
Laundry maids: 1
Maidservants: 3
Nursery Maids: 2
Pastrycooks: 3
Restaurateur: 4
Tavern Keepers: 4
Specialized Laborer
Ashworkers: 1
Coal Heavers: 1
In-Town Couriers: 2
Long Haul Couriers: 2
Dockyard Workers: 2
Leech Collectors: 3
Millers: 2
Miners: 2
Oilmen and Polishers: 1
Postmen: 2
Pure Finder: 1
Skinners: 2
Tosher: 1
Warehousemen: 3
Watercarriers: 2
Watermen, Bargemen, etc.: 2
Skilled Laborers
Accountants: 1
Alchemist: 1
Clerk: 2
Dentists: 1
Educators: 2
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: 1
Militia Officers: 8
Monks, Monastic: 3
Monks, Civic: 3
Historian, Oral: 2
Historian, Textual: 1
Policemen, Sheriffs, etc.: 2
Priests: 4
Rangers: 1
Rat Catchers: 1
Scholars: 1
Spiritualist: 1
Storytellers: 3
Military Officers: 3
Cottage Industries
Brewers: 3
Comfort Services: 3
Enchanters: 1
Herbalists: 1
Jaminators: 3
Needleworkers: 3
Potters: 1
Preserve Makers: 3
Quilters: 1
Seamsters: 6
Spinners: 2
Tinker: 1
Weaver: 2
Artists
Actors: 1
Bards: 1
Dancers: 1
Glaziers: 1
Inlayers: 1
Musicians: 2
Playwrights: 1
Wood Carvers: 3
Writers: 3
Produce Industries
Butter Churners: 3
Canners: 2
Cheesmakers: 3
Millers: 2
Picklers: 1
Smokers: 1
Stockmakers: 1
Tobacconists: 1
Tallowmakers: 2
309 of Eg Schew äq's population work within a Foundational Occupation.
21 work in Agriculture
67 work as Craftsmen
24 work as Merchants
50 work as Service Workers
29 work as General Laborers
11 work as Skilled Laborers
47 work as Civil Servants
30 work in Cottage Industries
14 work as Artists
16 work in Produce Industries
669 of Eg Schew äq's population do not work in a formal occupation, but do contribute to the local economy. 62 (6%) are noncontributers.
Points of Interest
Eg Schew äq is known for its unusual rock formations.
POI
History
The the a sickle of Chronomancy, an a sickle imbued with great amounts of Chronomancy energies was created near Eg Rehrx Rech by in time immemorial, reportedly some time during the late 2nd century.