Town: Mǟd Zron Kez

Mǟd Zron Kez

Mǟd Zron Kez
Example Wood Elven architecture.
StateCovenent of Irus
ProvenceVrōzftor Diocese
Sub ProvenceChyìkhgělsæymæ Zone
RegionNâ Nëry Rainforest
Founded1325
Community LeaderMaster Zlegfê Khirsa
Area4 km2 (1 mi2)
Average Yearly Temp34°C (93°F)
Average Elevation20762 m (-17782 ft)
Average Yearly Precipitation68 cm/y (26 in/y)
Population1095
Population Density273 people per km2 (1095 people per mi2)
Town AuraAugury
Naming
Native nameMǟd Zron Kez
Pronunciation/maːd/ /zron/
Direct Translation[extinct] [information; data]
Translation[Not Yet Translated]

Mǟd Zron Kez (/maːd/ /zron/ [extinct] [information; data]) is a subtropical Town located in Chyìkhgělsæymæ Zone, Vrōzftor Diocese, within the Covenent of Irus.

The name Mǟd Zron Kez is derived from the Wood Elvish language, as Mǟd Zron Kez was founded by Zëkê Drorsair, who was culturaly Wood Elven.

Climate

Mǟd Zron Kez has a yearly average temperature of 34°C (93°F), with its average temperature during the summer being a blistering 39°C (102°F) and its average temperature during the winter being a warm 30°C (86°F). Mǟd Zron Kez receives an average of 68 cm/y (26 in/y) of precipitation, most of which comes in the form of rain during the spring. Mǟd Zron Kez covers an area of nearly 4 km2 (1 mi2), and an average elevation of 20762 m (-17782 ft) above sea level.

Overview

Mǟd Zron Kez was founded durring the early 14th century in spring of the year 1325, by Zëkê Drorsair. The establishment of Mǟd Zron Kez was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Zëkê Drorsair struck deals with nearby nations and communities to establish Mǟd Zron Kez as a prison colony.

Mǟd Zron Kez was built using the conventions of Wood Elven durring the early 14th century. Naturaly, all settlmentss have their own look to them, and Mǟd Zron Kez is no diffrent. The town's buildings feature plaster covered brick construction taking the shape of large simple gemometric shapes which ate then embelished with decorative features, but retain their simple shapes in spite of the added features such as pillars, faccaddes, and covered walkways. The blocky nature gives a general impression of extreem age, as if each structure has existed since time immemorial.

Mǟd Zron Kez is buildings are grouped arround an odd layout of narrow baked earthen streets, which seems to be based on an overlapping squair patern such that there are small squares at the cornor of every bigger square. Sometimes buildings exist in the smaller squaires, other times they are open spaces, or occupied by temporary 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. Mǟd Zron Kez's wall wouldn't hinder a proper army, but it is more than sufishent for bandits and other small marauding groups. Mǟd Zron Kez's monster and outlaw focused fortifications 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.

Mǟd Zron Kez has the unmistakable air of a town on its last legs. Everything is a bit slipshod and ramshackle. Everyone is at work, or drinking. No one has anything in their eyes other than fear and despair. Whatever industry once fueled Mǟd Zron Kez ’s existence has dried up and the town is drifting down the stream of history as it dries up. On top of this is an unmistakable feeling that Mǟd Zron Kez is in this condition because there is something terribly wrong with the town. Maybe it’s the way fog blankets the ground, but only in the connors of places. Maybe it’s the vermin scuttling between shadows in the corner of your eyes. Perhaps it’s the overcast sky which seemed to creep out of nowhere, or the distant howling of wolves. Maybe it’s all of those things together, or perhaps it's the way these elements combine which makes you worry someone might stab you in a dark ally for your boots. It’s not filthy, or dark, but the smiles seem strained, the locals seem to glare daggers in eachothers backs a little too much, and everyone is armed at all times. You may want to keep an eye on your valuables, and make sure you don’t wind up in any position of power. Regardless, you do not feel it would be wise to remain in Mǟd Zron Kez long.

Civic Infrastructure

Mǟd Zron Kez has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

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

Mǟd Zron 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.

Mǟd Zron 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.

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

Mǟd Zron Kez has an Arts Academy which provides higher education in many fields including math, language arts, philosophy, engineering, and other such disciplines.

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

Mǟd Zron 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

Mǟd Zron Kez is home to a distinct subculture, who are either the majority here or have the dominant positions in the community. Architecture, local laws, and social customs are all tuned to suit them, and they may not be particularly forgiving or friendly to the major culture of the region. Communities that are not outright independent usually make an arm's-length submission to a local lord.

Mǟd Zron Kez's mayor's house 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 Mǟd Zron Kez the water is caffeinated.

The Gravebound near Mǟd Zron Kez are known to be a mutant strain of the creature.

Mǟd Zron Kez's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves sex to channel Summoning energies of tier 3 via oath swearing.

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: 2
  • Farm Laborer: 8
  • Hunters: 4
  • Milk Maids: 2
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 2
    • Farmland: 4434 m2
    • Cattle and Similar Creatures: 273
    • Poultry: 3285
    • Swine: 219
    • Sheep: 10
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 109

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 2
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 2
  • Candlemakers: 3
  • Carpenters: 3
  • Clothmakers: 3
  • Coach and Harness Makers: 1
  • Coopers: 2
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Fabricworkers: 2
  • Farrier: 7
  • Glassworkers: 3
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 2
  • 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: 6
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 3

Merchants

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

Service workers

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

Specialized Laborer

  • Ashworkers: 1
  • Bleachers: 1
  • Coal Heavers: 2
  • In-Town Couriers: 2
  • Long Haul Couriers: 2
  • Dockyard Workers: 2
  • Leech Collectors: 2
  • 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: 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: 1
  • Militia Officers: 13
  • 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: 4
  • Military Officers: 3

Cottage Industries

  • Brewers: 3
  • Comfort Services: 4
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 3
  • Needleworkers: 3
  • Potters: 1
  • Preserve Makers: 3
  • Quilters: 1
  • Seamsters: 7
  • Spinners: 3
  • Tinker: 1
  • Weaver: 3

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

334 of Mǟd Zron Kez's population work within a Foundational Occupation.

729 of Mǟd Zron Kez's population do not work in a formal occupation, but do contribute to the local economy. 32 (3%) are noncontributers.

Points of Interest

Mǟd Zron Kez has a substantial mill pond located a short distance from town.

POI

History

The the a greataxe of Chronomancy, an a greataxe imbued with great amounts of Chronomancy energies was created near Mǟd Zron Kez by in time immemorial, reportedly some time during the early 2nd century.

History