City: E̜stjǟzös Zduv Hadfow

E̜stjǟzös Zduv Hadfow

E̜stjǟzös Zduv Hadfow
Example Wood Elf architecture.
StateRosid
ProvenceFio̠dyokōn Moot
RegionSíhtētif Holt
Founded1430
Community LeaderLord Brîv
Area49 km2 (19 mi2)
Average Yearly Temp16°C (60°F)
Average Elevation5414 m (17762 ft)
Average Yearly Precipitation146 cm/y (57 in/y)
Population11619
Population Density237 people per km2 (611 people per mi2)
Town AuraInvocation
Naming
Native nameE̜stjǟzös Zduv Hadfow
Pronunciation/e̜sˈtjaːzo˞s/ /zduv/
Direct Translation[offensive] [police]
Translation[Not Yet Translated]

E̜stjǟzös Zduv Hadfow (/e̜sˈtjaːzo˞s/ /zduv/ [offensive] [police]) is a subtropical City located in the Fio̠dyokōn Moot of the Rosid.

The name E̜stjǟzös Zduv Hadfow is derived from the Goblin language, as E̜stjǟzös Zduv Hadfow was founded by Qollube, who was culturaly Wood Elf.

Climate

E̜stjǟzös Zduv Hadfow has a yearly average temperature of 16°C (60°F), with its average temperature during the summer being a pleasant 24°C (75°F) and its average temperature during the winter being a cold 9°C (48°F). E̜stjǟzös Zduv Hadfow receives an average of 146 cm/y (57 in/y) of precipitation, most of which comes in the form of rain during the spring. E̜stjǟzös Zduv Hadfow covers an area of nearly 49 km2 (19 mi2), and an average elevation of 5414 m (17762 ft) above sea level.

Overview

E̜stjǟzös Zduv Hadfow was founded durring the early 15th century in winter of the year 1430, by Qollube. The establishment of E̜stjǟzös Zduv Hadfow was somewhat plagued by a lack of willing colonists, leading to Qollube electing to pay people to resettle in E̜stjǟzös Zduv Hadfow.

E̜stjǟzös Zduv Hadfow was built using the conventions of Wood Elf durring the early 15th century. Naturaly, all settlmentss have their own look to them, and E̜stjǟzös Zduv Hadfow is no diffrent. The city'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.

E̜stjǟzös Zduv Hadfow is buildings are arranged arround a single crampt packed earth mainstreet with many smaller streets branching off of it which gives the city a over all rectangular shape, albit one warped and twisted by the nature of the curves of the main road. The city has a defencive wall made from querried stone. The wall is equipped with a full set of battlments but the nature of its construction methodology leaves it somewhat vulnerable to siege equipment. That said, the city is well defended against anything short of an army. The cost-cutting-focused defences has suffered a visible ammount of structural damage, leaving them effectivly useless. One can't help but wonder why the has not yet effected repairs.

A look around E̜stjǟzös Zduv Hadfow makes it abundantly clear the city suffered something horrible some time ago. It’s a quiet city filled with closed scriptoriums, people quietly yet dejectedly reading in isolated places around town, and the occasional book laying in a heap of garbage.

Civic Infrastructure

E̜stjǟzös Zduv Hadfow has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

E̜stjǟzös Zduv Hadfow 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 E̜stjǟzös Zduv Hadfow. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for E̜stjǟzös Zduv Hadfow's parks.

E̜stjǟzös Zduv Hadfow has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within E̜stjǟzös Zduv Hadfow.

E̜stjǟzös Zduv Hadfow has a government-funded child care program, overseen by the local Department of Nursemaids, which is responsible for providing childcare to working-class citizens according to local ordinances.

E̜stjǟzös Zduv Hadfow 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.

E̜stjǟzös Zduv Hadfow has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.

E̜stjǟzös Zduv Hadfow has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

E̜stjǟzös Zduv Hadfow 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.

E̜stjǟzös Zduv Hadfow 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.

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

E̜stjǟzös Zduv Hadfow has an Administrative Academy which trains individuals in the administrative arts.

E̜stjǟzös Zduv Hadfow 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 City. E̜stjǟzös Zduv Hadfow's grid is powered by hydrogalvanic generators.

E̜stjǟzös Zduv Hadfow 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.

E̜stjǟzös Zduv Hadfow 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 E̜stjǟzös Zduv Hadfow's natural decorations nor waterways.

E̜stjǟzös Zduv Hadfow 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.

E̜stjǟzös Zduv Hadfow 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.

E̜stjǟzös Zduv Hadfow 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

One or more crime bosses have a powerful influence within E̜stjǟzös Zduv Hadfow. They may control crime within the community itself, or they may use it simply as a safe haven from which to direct their minions elsewhere. Local law enforcement may know all about them, but lack the strength to confront them and their paid or intimidated henchmen.

E̜stjǟzös Zduv Hadfow's town hall was built using a different architectural style from the rest of the town. The style used is based upon new and innovative technologies of construction and the idea that form should follow function. It was an embrace of minimalism and a rejection of ornament. The style became characterized by an emphasis on volume, asymmetrical compositions, and minimal ornamentation..

Due to the actions of local Kami, winter is skipped in E̜stjǟzös Zduv Hadfow.

The Dlurgraven near E̜stjǟzös Zduv Hadfow are known to be quite timid.

E̜stjǟzös Zduv Hadfow's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves square dance to channel Chronomancy energies of tier 2 via throat 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: 22
  • Farmers: 32
  • Farm Laborer: 58
  • Hunters: 38
  • Milk Maids: 31
  • Ranchers: 14
  • Ranch Hands: 30
  • Shepherds: 29
    • Farmland: 46824 m2
    • Cattle and Similar Creatures: 2904
    • Poultry: 34857
    • Swine: 2323
    • Sheep: 116
    • Goats: 23
    • Horses, Mounts, and Beasts of Burden: 1161

Craftsmen

  • Arms and Toolmakers: 25
  • Blacksmiths: 26
  • Bookbinders: 14
  • Buckle-makers: 15
  • Cabinetmakers: 24
  • Candlemakers: 37
  • Carpenters: 34
  • Clothmakers: 35
  • Coach and Harness Makers: 11
  • Coopers: 29
  • Copper, Brass, Tin, Zinc, and Lead Workers: 15
  • Copyists: 11
  • Cutlers: 9
  • Fabricworkers: 27
  • Farrier: 86
  • Furriers: 7
  • Glassworkers: 43
  • Gunsmiths: 23
  • Harness-Makers: 10
  • Hatters: 23
  • Hosiery Workers: 8
  • Jewelers: 13
  • Leatherwrights: 30
  • Locksmiths: 11
  • Matchstick makers: 17
  • Musical Instrument Makers: 16
  • Painters, Structures and Fixtures: 14
  • Paper Workers: 17
  • Plasterers: 15
  • Pursemakers: 18
  • Roofers: 12
  • Ropemakers: 12
  • Rugmakers: 11
  • Saddlers: 20
  • Scabbardmakers: 24
  • Scalemakers: 11
  • Scientific, Surgical, and Optical Instrument Makers: 7
  • Sculptors, Structures and Fixtures: 11
  • Shoemakers: 11
  • Soap and Tallow Workers: 39
  • Tailors: 74
  • Tanners: 14
  • Upholsterers: 17
  • Watchmakers: 15
  • Weavers: 32
  • Whitesmiths: 9

Merchants

  • Adventuring Goods Retellers: 8
  • Arcana Sellers: 8
  • Beer-Sellers: 15
  • Booksellers: 18
  • Butchers: 29
  • Chandlers: 28
  • Chicken Butchers: 30
  • Entrepreneurs: 11
  • Fine Clothiers: 30
  • Fishmongers: 28
  • Florists: 7
  • Potion Sellers: 20
  • Resellers: 46
  • Spice Merchants: 15
  • Wine-sellers: 23
  • Wheelwright: 17
  • Woodsellers: 10

Service workers

  • Bakers: 72
  • Barbers: 51
  • Coachmen: 17
  • Cooks: 52
  • Doctors: 24
  • Gamekeepers: 18
  • Grooms: 10
  • Hairdressers: 37
  • Healers: 30
  • Housekeepers: 29
  • Housemaids: 61
  • House Stewards: 37
  • Inns: 11
  • Laundry maids: 20
  • Maidservants: 44
  • Nursery Maids: 21
  • Pastrycooks: 38
  • Restaurateur: 52
  • Tavern Keepers: 52

Specialized Laborer

  • Ashworkers: 15
  • Bleachers: 10
  • Chemical Workers: 6
  • Coal Heavers: 23
  • In-Town Couriers: 28
  • Long Haul Couriers: 26
  • Dockyard Workers: 22
  • Gas Workers: 5
  • Hay Merchants: 9
  • Leech Collectors: 30
  • Millers: 28
  • Miners: 27
  • Oilmen and Polishers: 18
  • Postmen: 27
  • Pure Finder: 14
  • Skinners: 35
  • Sugar Refiners: 6
  • Tosher: 17
  • Warehousemen: 36
  • Watercarriers: 24
  • Watermen, Bargemen, etc.: 37

Skilled Laborers

  • Accountants: 14
  • Alchemist: 17
  • Clerk: 23
  • Dentists: 11
  • Educators: 34
  • Engineers: 17
  • Gardeners: 12
  • Mages: 8
  • Plumbers: 11
  • Pharmacist: 13
  • Professors: 5
  • Scientists: 8
  • Wizards: 5

Civil Servants

  • Adventurers: 11
  • Bankers: 16
  • Civil Clerks: 25
  • Civic Iudex: 12
  • Consultants: 7
  • Exorcist: 24
  • Fixers: 13
  • Kami Clerk: 23
  • Landlords: 21
  • Lawyers: 13
  • Legend Keepers: 19
  • Militia Officers: 96
  • Monks, Monastic: 38
  • Monks, Civic: 37
  • Historian, Oral: 25
  • Historian, Textual: 14
  • Policemen, Sheriffs, etc.: 24
  • Priests: 48
  • Rangers: 16
  • Rat Catchers: 18
  • Scholars: 17
  • Spiritualist: 21
  • Slayers: 6
  • Storytellers: 42
  • Military Officers: 40

Cottage Industries

  • Brewers: 33
  • Comfort Services: 41
  • Enchanters: 13
  • Herbalists: 13
  • Jaminators: 38
  • Needleworkers: 34
  • Potters: 18
  • Preserve Makers: 38
  • Quilters: 16
  • Seamsters: 72
  • Spinners: 33
  • Tinker: 12
  • Weaver: 29

Artists

  • Actors: 12
  • Architects: 4
  • Bards: 18
  • Costumers: 6
  • Dancers: 13
  • Drafters: 7
  • Engravers: 9
  • Fine Furniture Carpenters: 5
  • Glaziers: 12
  • Inlayers: 10
  • Musicians: 31
  • Painters, Art: 5
  • Playwrights: 12
  • Sculptors, Art: 10
  • Wood Carvers: 41
  • Writers: 44

Produce Industries

  • Butter Churners: 41
  • Canners: 30
  • Cheesmakers: 41
  • Ice Merchants: 5
  • Millers: 23
  • Picklers: 19
  • Smokers: 14
  • Stockmakers: 13
  • Tobacconists: 17
  • Tallowmakers: 29

4341 of E̜stjǟzös Zduv Hadfow's population work within a Foundational Occupation.

6814 of E̜stjǟzös Zduv Hadfow's population do not work in a formal occupation, but do contribute to the local economy. 464 (4%) are noncontributers.

Points of Interest

E̜stjǟzös Zduv Hadfow makes use of canals for some of its streets. Locals often fish in the canals.

POI

History

The the a pair of glasses of Elven High Magic, an a pair of glasses imbued with potent amounts of Elven High Magic energies was created in E̜stjǟzös Zduv Hadfow by in time immemorial, reportedly some time during the early 2nd century.

History