Large Town: Hav Qo̠ Kez

Hav Qo̠ Kez

Hav Qo̠ Kez
Example Wood Elven architecture.
StateViceroyalty of Rosid
ProvenceKo̠ktugttö Moot
RegionRāshziēàq Brush
Founded1134
Community LeaderChief Mraez Khastru
Area6 km2 (2 mi2)
Average Yearly Temp12°C (53°F)
Average Elevation4444 m (14580 ft)
Average Yearly Precipitation146 cm/y (57 in/y)
Population1528
Population Density254 people per km2 (764 people per mi2)
Town AuraInvocation
Naming
Native nameHav Qo̠ Kez
Pronunciation/hav/ /qo̠/
Direct Translation[silly; absurd] [rib]
Translation[Not Yet Translated]

Hav Qo̠ Kez (/hav/ /qo̠/ [silly; absurd] [rib]) is a subtropical Large Town located in the Ko̠ktugttö Moot of the Viceroyalty of Rosid.

The name Hav Qo̠ Kez is derived from the Wood Elvish language, as Hav Qo̠ Kez was founded by Maita Neerlush, who was culturaly Wood Elven.

Climate

Hav Qo̠ Kez has a yearly average temperature of 12°C (53°F), with its average temperature during the summer being a warm 26°C (78°F) and its average temperature during the winter being a freezing -2°C (29°F). Hav Qo̠ Kez receives an average of 146 cm/y (57 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Hav Qo̠ Kez covers an area of nearly 6 km2 (2 mi2), and an average elevation of 4444 m (14580 ft) above sea level.

Overview

Hav Qo̠ Kez was founded durring the early 12th century in spring of the year 1134, by Maita Neerlush. The establishment of Hav Qo̠ Kez was somewhat plagued by a lack of willing colonists, leading to Maita Neerlush electing to pay people to resettle in Hav Qo̠ Kez.

Hav Qo̠ Kez was built using the conventions of Wood Elven durring the early 12th century. Naturaly, all settlmentss have their own look to them, and Hav Qo̠ Kez 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.

Hav Qo̠ Kez is is constructed arround a series of crampt cobblestone mainstreets which form concentric circles, with smaller strait roads linking the circiles to each other at varrious points. The town posesses a mighty albit amaturly crafted stone wall. It was built using querried stone blocks and posesses all of the standard defencive features, including a few watch towers. While it would last against a siege, the wall's outdated and simplistic construction method percludes the possability of Hav Qo̠ Kez weathering a full scale bombardment durring a siege. Hav Qo̠ Kez's budget focused millitary grade defenses are suffering from significent damage, so much so that examples can be pointed to no matter which section one might have within their line of site, and most of which render sections inoperable at present.

Something in your gut tells you that you may be unwelcome in Hav Qo̠ Kez. 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

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

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

Hav Qo̠ 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.

Hav Qo̠ Kez has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Hav Qo̠ 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.

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

Hav Qo̠ Kez has an Theological Academy which trains clergy in various arcane and theological topics required for their occupations.

Hav Qo̠ Kez 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. Hav Qo̠ Kez's grid is powered by a god's will and kindness.

Hav Qo̠ Kez 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.

Hav Qo̠ 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 Hav Qo̠ Kez's natural decorations nor waterways.

Hav Qo̠ 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.

Hav Qo̠ 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

Hav Qo̠ Kez's town hall was built using a different architectural style from the rest of the town. The style used is known for its buildings being predominantly formed through the combination of basic geometric shapes. However, it shown in the detailing given to the structures such as its characteristic tall columns, intricate detail, symmetry, harmony, and balance in their designs to an astonishing degree of precision. Decorative elements for the buildings tended to be built into the structure itself, making great use of fluting, frescoes, inlays, and embossing.

In Hav Qo̠ Kez there is no wind.

The Spider, Assassin (Giant) near Hav Qo̠ Kez are known to be more aggressive than normal.

Hav Qo̠ Kez's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves performance art to channel Summoning 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: 2
  • Farmers: 4
  • Farm Laborer: 8
  • Hunters: 4
  • Milk Maids: 4
  • Ranchers: 2
  • Ranch Hands: 4
  • Shepherds: 3
    • Farmland: 6112 m2
    • Cattle and Similar Creatures: 382
    • Poultry: 4584
    • Swine: 305
    • Sheep: 15
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 152

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 2
  • Cabinetmakers: 3
  • Candlemakers: 6
  • 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: 8
  • Glassworkers: 5
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 2
  • Hosiery Workers: 1
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 2
  • Painters, Structures and Fixtures: 1
  • Paper Workers: 2
  • Plasterers: 2
  • Pursemakers: 2
  • Roofers: 1
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 2
  • Scabbardmakers: 3
  • Scalemakers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 5
  • Tailors: 11
  • Tanners: 1
  • Upholsterers: 2
  • Watchmakers: 1
  • Weavers: 4
  • Whitesmiths: 1

Merchants

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

Service workers

  • Bakers: 8
  • Barbers: 8
  • Coachmen: 2
  • Cooks: 5
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 5
  • Healers: 3
  • Housekeepers: 4
  • Housemaids: 8
  • House Stewards: 4
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 5
  • Nursery Maids: 2
  • Pastrycooks: 6
  • Restaurateur: 5
  • Tavern Keepers: 8

Specialized Laborer

  • Ashworkers: 2
  • Bleachers: 1
  • Coal Heavers: 3
  • 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: 4
  • Watercarriers: 3
  • Watermen, Bargemen, etc.: 4

Skilled Laborers

  • Accountants: 1
  • 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: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 9
  • Monks, Monastic: 4
  • Monks, Civic: 4
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 7
  • Rangers: 2
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 5
  • Military Officers: 5

Cottage Industries

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

Artists

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

Produce Industries

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

487 of Hav Qo̠ Kez's population work within a Foundational Occupation.

950 of Hav Qo̠ Kez's population do not work in a formal occupation, but do contribute to the local economy. 91 (6%) are noncontributers.

Points of Interest

Due to a magical anomaly, Hav Qo̠ Kez is directly accessible from a nearby river, despite the lack of a physical connection between the town's pond and the river.

POI

History

The the a grail of Wild Magic, an a grail imbued with potent amounts of Wild Magic energies was created near Hardcoomb by in time immemorial, reportedly some time during the early 2nd century.

History