Town: Hë ǟs Kez

Hë ǟs Kez

Hë ǟs Kez
Example Wood Elven architecture.
StateFederation of Alveria
ProvenceJaz̄omaka District
RegionG̈ëkê-hêmizo Forest
Founded1350
Community LeaderAdministrator Hêbê Eenzin
Area5 km2 (2 mi2)
Average Yearly Temp25°C (77°F)
Average Elevation3980 m (13057 ft)
Average Yearly Precipitation76 cm/y (29 in/y)
Population1278
Population Density255 people per km2 (639 people per mi2)
Town AuraMysticism
Naming
Native nameHë ǟs Kez
Pronunciation/hɛ/ /aːs/
Direct Translation[whole; entire] [nerve]
Translation[Not Yet Translated]

Hë ǟs Kez (/hɛ/ /aːs/ [whole; entire] [nerve]) is a subtropical Town located in the Jaz̄omaka District of the Federation of Alveria.

The name Hë ǟs Kez is derived from the Wood Elvish language, as Hë ǟs Kez was founded by Delvipo Phreirdrageec, who was culturaly Wood Elven.

Climate

Hë ǟs Kez has a yearly average temperature of 25°C (77°F), with its average temperature during the summer being a warm 30°C (86°F) and its average temperature during the winter being a cool 20°C (68°F). Hë ǟs Kez receives an average of 76 cm/y (29 in/y) of precipitation, most of which comes in the form of rain during the spring. Hë ǟs Kez covers an area of nearly 5 km2 (2 mi2), and an average elevation of 3980 m (13057 ft) above sea level.

Overview

Hë ǟs Kez was founded durring the early 14th century in winter of the year 1350, by Delvipo Phreirdrageec. The establishment of Hë ǟs Kez suffered from many setbacks, delays, and obsticles, most notably a group of Hë ǟs Kez which required millitary assistance exterminate before the community could finish being built.

Hë ǟs Kez was built using the conventions of Wood Elven durring the early 14th century. Naturaly, all settlmentss have their own look to them, and Hë ǟs Kez is no diffrent. The town's buildings feature plaster covered brickwork used to form structures with an emphasis on symmetry, proportion, geometry and the regularity of parts. Orderly arrangements of columns, pilasters and lintels, as well as the use of semicircular arches, hemispherical domes, niches and aediculae can be found everywhere such that only size of building and yard can be used to measure the general prosparity of a given building's owners due to a general wealthy feeling the style gives off.

Hë ǟs Kez is buildings are arranged arround a network of broad cobblestone streets which form a 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 has a fortified albit thin brick wall. The wall has most of the feeatures of a typical castle wall, just on a much smaller scale and and budget. Notably brick isn't a particuarly soild choice for resisting siege weapons. Hë ǟs Kez's wall wouldn't hinder a proper army, but it is more than sufishent for bandits and other small marauding groups. Hë ǟs Kez's monster and outlaw focused 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.

Your first impression of Hë ǟs Kez proves to be right on the money. This town is where the rebels chose to settle. Fashion trends are quite simply the opposite of what’s popular in the other nearby communities. THis trend extends everywhere. Things that should be black are white, what would normally be square is organically curved, and what is typically unthinkable for polite society is more than welcome in this public square. Up to the logical limits, of course. There’s no flaying someone alive to eat their skin going on, but the women are dressed a little immodestly, the men are a little more emotional, and the food is all overly complex and terrible.

Civic Infrastructure

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

Hë ǟs 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.

Hë ǟs 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.

Hë ǟs Kez 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.

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

Hë ǟs 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 Town. Hë ǟs Kez's grid is powered by hydrogalvanic generators.

Hë ǟs Kez has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.

Hë ǟs 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.

Cultural Notes

Hë ǟs Kez's garrison was built using a different architectural style from the rest of the town. The style used is famous for its stately symmetry, classical elements, and grand appearance. Columns and pillars, such as Corinthian columns, are often seen supporting open structures or porticos. Symmetry is an important feature of this style, with each half of a building mirroring the other. Domed ceilings and windows grace these buildings, with everything placed in a mathematical arrangement.

In Hë ǟs Kez birds speak prophesy.

The Mercane near Hë ǟs Kez are known to be a mutant strain of the creature.

Hë ǟs Kez's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves square dance to channel Illusion energies of tier 1 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: 2
  • Farmers: 3
  • Farm Laborer: 8
  • Hunters: 4
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 5188 m2
    • Cattle and Similar Creatures: 319
    • Poultry: 3834
    • Swine: 255
    • Sheep: 12
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 127

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 3
  • 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: 8
  • Glassworkers: 4
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 2
  • Jewelers: 1
  • Leatherwrights: 2
  • 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: 4
  • Tailors: 7
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 3
  • Whitesmiths: 1

Merchants

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

Service workers

  • Bakers: 6
  • Barbers: 5
  • Coachmen: 1
  • Cooks: 5
  • Doctors: 2
  • Gamekeepers: 2
  • 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: 4
  • 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: 2
  • Oilmen and Polishers: 2
  • Postmen: 2
  • Pure Finder: 1
  • Skinners: 3
  • Tosher: 2
  • Warehousemen: 5
  • Watercarriers: 3
  • Watermen, Bargemen, etc.: 4

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: 10
  • Monks, Monastic: 3
  • Monks, Civic: 4
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 4
  • Rangers: 1
  • Rat Catchers: 1
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 4
  • Military Officers: 4

Cottage Industries

  • Brewers: 3
  • Comfort Services: 4
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 4
  • Potters: 2
  • Preserve Makers: 3
  • Quilters: 1
  • Seamsters: 6
  • Spinners: 3
  • Tinker: 1
  • Weaver: 3

Artists

  • Actors: 1
  • Bards: 1
  • Dancers: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 3
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 4
  • Writers: 4

Produce Industries

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

392 of Hë ǟs Kez's population work within a Foundational Occupation.

861 of Hë ǟs Kez's population do not work in a formal occupation, but do contribute to the local economy. 25 (2%) are noncontributers.

Points of Interest

Hë ǟs Kez is uncommonly rich, not only for the gentry but for the common citizens as well. They may produce a valuable good, oversee precious resource extraction, have special economic favors from the ruler, or simply have inherited a vast body of infrastructure. Their neighbors likely view them with envy, and outside raiders and exploiters find them an ideal target.

Hë ǟs Kez is accessed from a nearby river via an intricate series of locks.

POI

History

The the a mandolin of Abjuration, an a mandolin imbued with potent amounts of Abjuration energies was created in Hë ǟs Kez by in time immemorial, reportedly some time during the early 2nd century.

History