Town: Med-qüeönmyë Kez

Med-qüeönmyë Kez

Med-qüeönmyë Kez
Example Wood Elven architecture.
StateViceroyalty of Rosid
ProvenceStrömo̠w Moot
RegionI̽sto Iyǟ Holt
Founded1096
Community LeaderChief Khèsê Pherierzoth
Area5 km2 (2 mi2)
Average Yearly Temp7°C (44°F)
Average Elevation5710 m (18733 ft)
Average Yearly Precipitation149 cm/y (58 in/y)
Population1228
Population Density245 people per km2 (614 people per mi2)
Town AuraMysticism
Naming
Native nameMed-qüeönmyë Kez
Pronunciation/med/ /ˈq˔o˞nmjɛ/
Direct Translation[city] [shrub; bush]
Translation[Not Yet Translated]

Med-qüeönmyë Kez (/med/ /ˈq˔o˞nmjɛ/ [city] [shrub; bush]) is a temperate Town located in the Strömo̠w Moot of the Viceroyalty of Rosid.

The name Med-qüeönmyë Kez is derived from the Wood Elvish language, as Med-qüeönmyë Kez was founded by Tanner Phandroc, who was culturaly Wood Elven.

Climate

Med-qüeönmyë Kez has a yearly average temperature of 7°C (44°F), with its average temperature during the summer being an icy 26°C (78°F) and its average temperature during the winter being a freezing -11°C (13°F). Med-qüeönmyë Kez receives an average of 149 cm/y (58 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Med-qüeönmyë Kez covers an area of nearly 5 km2 (2 mi2), and an average elevation of 5710 m (18733 ft) above sea level.

Overview

Med-qüeönmyë Kez was founded durring the late 12th century in spring of the year 1096, by Tanner Phandroc. The establishment of Med-qüeönmyë Kez was somewhat plagued by a lack of willing colonists, leading to Tanner Phandroc electing to pay people to resettle in Med-qüeönmyë Kez.

Med-qüeönmyë Kez was built using the conventions of Wood Elven durring the late 12th century. Naturaly, all settlmentss have their own look to them, and Med-qüeönmyë 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.

Med-qüeönmyë Kez is buildings are arranged arrounded highly ordered system of spacious baked earthen streets which form hexical paterns, allowing the incides of the octagons to be common grounds for the buildings on the edges, be it for parkland, yardspace, plazas, or markets. The town sits comfortably behind a palisade wall complete with a timber gatehouse and battlments. The town's timber-based walls are visibly old, but also obviously maintained semi-regularly. Its likly the local malishia or garrison are tasked with ocasional mantance of the towns defences.

Right off the bat Med-qüeönmyë Kez hits you in the face with its success. Everyone, even the peasants, are dressed in well made clothing. Every tool and implement you can see is finely made, and people will boast to you as obvious strangers of the wonders which can be found in their markets. More interestingly is a total lack of beggars, and plenty of new buildings are going up even as you speak. Somehow this town has come into quite a lot of wealth, and recently from the looks of things. The new wealth has created some worrying attitudes in many passers by, such that it’s clear new laws have recently been enacted and enforced with such extreme scrutiny the locals seem to be going about their day as if by clockwork.

Civic Infrastructure

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

Med-qüeönmyë 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.

Med-qüeönmyë 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.

Med-qüeönmyë 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.

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

Med-qüeönmyë 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. Med-qüeönmyë Kez's grid is powered by mana accumulators.

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

Med-qüeönmyë 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

Med-qüeönmyë Kez's citizens locals enjoy many vices and lustful appetites. They may have religious sanction for their deeds, or neighbors might trade with them for such things, or they could be followers of some ideology that blesses such pursuits. Their economy or their social organization is usually heavily reliant on such traffic, and to ensure its continuance they may have made bargains with various mortal and immortal powers.

Med-qüeönmyë Kez's chapel was built using a different architectural style from the rest of the town. The style used has a sleek, linear appearance with stylized, often geometric ornamentation. The primary facade of its buildings often featured a series of set backs that create a stepped outline. Low-relief decorative panels can be found at entrances, around windows, along roof edges or as string courses. It was best known for its use of smooth finish building materials such as stucco, concrete block, glazed brick or mosaic tile. Decorative details can incorporate various artistic or exotic motifs to suit the building's function or the architect's whim. Chevrons, zigzags, and other geometrical motifs are common forms of ornament.

Due to the actions of local Kami, spring is skipped in Med-qüeönmyë Kez.

The Sylph near Med-qüeönmyë Kez are known to be almost tame, such that they can be put to domestic use.

Med-qüeönmyë Kez's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves ritual combat to channel Elven High Magic energies of tier 1 via 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: 2
    • Farmland: 4936 m2
    • Cattle and Similar Creatures: 307
    • Poultry: 3684
    • Swine: 245
    • Sheep: 12
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 122

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 2
  • Candlemakers: 4
  • Carpenters: 4
  • Clothmakers: 3
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 2
  • Farrier: 6
  • Glassworkers: 4
  • 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: 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: 6
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 3
  • Whitesmiths: 1

Merchants

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

Service workers

  • Bakers: 7
  • Barbers: 5
  • Coachmen: 1
  • Cooks: 5
  • Doctors: 2
  • Gamekeepers: 1
  • Grooms: 1
  • Hairdressers: 4
  • Healers: 3
  • Housekeepers: 3
  • Housemaids: 6
  • House Stewards: 3
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 4
  • Nursery Maids: 2
  • Pastrycooks: 3
  • 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
  • Hay Merchants: 1
  • Leech Collectors: 3
  • Millers: 2
  • Miners: 2
  • Oilmen and Polishers: 1
  • Postmen: 2
  • Pure Finder: 1
  • Skinners: 3
  • Tosher: 1
  • Warehousemen: 5
  • Watercarriers: 2
  • Watermen, Bargemen, etc.: 3

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

Cottage Industries

  • Brewers: 3
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 4
  • Potters: 2
  • 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: 3
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 4
  • Writers: 3

Produce Industries

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

370 of Med-qüeönmyë Kez's population work within a Foundational Occupation.

785 of Med-qüeönmyë Kez's population do not work in a formal occupation, but do contribute to the local economy. 73 (6%) are noncontributers.

Points of Interest

Med-qüeönmyë Kez's is something of a geological and arcane anomaly, as neither physical nor magical law entirely explains its formation.

POI

History

In time immemorial, reportedly some time during the early 2nd century the Kami ended a drought plaguing Med-qüeönmyë Kez. One of Med-qüeönmyë Kez's local festivals commemorates this miracle.

History