Town: Qōz Vëk Ner

Qōz Vëk Ner

Qōz Vëk Ner
Example Wood Elven architecture.
StateViceroyalty of Rosid
ProvenceIastrokbruk Moot
RegionJ̼obíhdran Prairie
Founded1293
Community LeaderChief Bhiodnyrn Drimorlas
Area6 km2 (2 mi2)
Average Yearly Temp19°C (66°F)
Average Elevation3330 m (10925 ft)
Average Yearly Precipitation149 cm/y (58 in/y)
Population1500
Population Density250 people per km2 (750 people per mi2)
Town AuraInvocation
Naming
Native nameQōz Vëk Ner
Pronunciation/qoːz/ /vɛk/
Direct Translation[sturdy] [urge]
Translation[Not Yet Translated]

Qōz Vëk Ner (/qoːz/ /vɛk/ [sturdy] [urge]) is a subtropical Town located in the Iastrokbruk Moot of the Viceroyalty of Rosid.

The name Qōz Vëk Ner is derived from the Wood Elvish language, as Qōz Vëk Ner was founded by Qalzure Zamezat, who was culturaly Wood Elven.

Climate

Qōz Vëk Ner has a yearly average temperature of 19°C (66°F), with its average temperature during the summer being a warm 27°C (80°F) and its average temperature during the winter being a cool 11°C (51°F). Qōz Vëk Ner receives an average of 149 cm/y (58 in/y) of precipitation, most of which comes in the form of rain during the spring. Qōz Vëk Ner covers an area of nearly 6 km2 (2 mi2), and an average elevation of 3330 m (10925 ft) above sea level.

Overview

Qōz Vëk Ner was founded durring the late 14th century in fall of the year 1293, by Qalzure Zamezat. The establishment of Qōz Vëk Ner was somewhat plagued by a lack of willing colonists, leading to Qalzure Zamezat electing to pay people to resettle in Qōz Vëk Ner.

Qōz Vëk Ner was built using the conventions of Wood Elven durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Qōz Vëk Ner 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.

Qōz Vëk Ner is buildings are arranged arround a network of restrictive cobblestone streets which form a diamond shaped grid, where each diamond verries in size given the proximity of the paralell streets forming each section. The ocasional smaller diamond has been used to construct a park, plaza, and other communal structures. The town emploies a series of defencive earthworks, spikes, and fences to provide some protection against wild beasts and smaller groups of intelegent foes. Qōz Vëk Ner's minimaly adiquite are in an unremarkable state. To some, this is the ideal sate for defences to be in. In need of absoutly nothing, and ready to serve the town as needed.

Qōz Vëk Ner 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 Qōz Vëk Ner ’s existence has dried up and the town is drifting down the stream of history as it dries up. The locals seem to have responded to their slow downfall by recreating Qōz Vëk Ner as one of the strictest places imaginable. Everyone’s actions are clearly directed by laws they keep in heart and mind at all times. Orderly byond order is a phrase which the town brings to mind.

Civic Infrastructure

Qōz Vëk Ner possesses a city-wide Aethary Link which provides Aethary access anywhere within its metropolitan. This allows citizens who can afford the relevant devices access in their places of work, and rarely homes.

Qōz Vëk Ner 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 Qōz Vëk Ner. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Qōz Vëk Ner's parks.

Qōz Vëk Ner has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Qōz Vëk Ner.

Qōz Vëk Ner 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.

Qōz Vëk Ner 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.

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

Qōz Vëk Ner has an Arcane Academy which provides higher education in the arcane sciences.

Qōz Vëk Ner 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. Qōz Vëk Ner's grid is powered by a boiler and turbine based power plant.

Qōz Vëk Ner 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 Qōz Vëk Ner's natural decorations nor waterways.

Qōz Vëk Ner 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.

Qōz Vëk Ner 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

Qōz Vëk Ner is led by one or more incompetents. While they must have been very good at something to have acquired the position, they are fundamentally incapable of leading. Uncontrolled passions or lusts, commitment to a hopelessly impractical ideal, pigheaded obstinacy in the face of failure, a total lack of charisma or interpersonal skills, or profound laziness might all unfit them for their post.

Qōz Vëk Ner's bank was built using a different architectural style from the rest of the town. The style used is admittedly strange and non-linear style rooted in defiance of symmetrical shapes. It championed the creation of buildings with a unique visual appearance. the structural norms of classic buildings and deforms or moves away from elementary architectural principles. By including non-linear designs processed into its buildings and favoring fragmentation, this style expressed a form of controlled chaos. Its buildings appear out-of-the-ordinary, draw the eye in immediately and sometimes create a feeling of strangeness. These distorted shapes and structure are not reserved to the building’s outer facade, they destabilize interior elements too, favoring minimalism and play on people’s perceptions by injecting a futuristic touch.

In Qōz Vëk Ner the milk never sours.

The Gluttongrass near Qōz Vëk Ner are known to be almost tame, such that they can be put to domestic use.

Qōz Vëk Ner's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves reenactments to channel Augury energies of tier 3 via guttural bellowing.

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: 3
  • Ranchers: 1
  • Ranch Hands: 4
  • Shepherds: 3
    • Farmland: 6030 m2
    • Cattle and Similar Creatures: 375
    • Poultry: 4500
    • Swine: 300
    • Sheep: 15
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 150

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 3
  • Candlemakers: 5
  • Carpenters: 4
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 8
  • Glassworkers: 4
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 2
  • Hosiery Workers: 1
  • Jewelers: 1
  • Leatherwrights: 4
  • 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: 8
  • Tanners: 1
  • Upholsterers: 2
  • Watchmakers: 2
  • Weavers: 4
  • Whitesmiths: 1

Merchants

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

Service workers

  • Bakers: 6
  • Barbers: 6
  • Coachmen: 2
  • Cooks: 6
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 5
  • Healers: 4
  • Housekeepers: 3
  • Housemaids: 7
  • House Stewards: 4
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 5
  • Nursery Maids: 2
  • Pastrycooks: 4
  • Restaurateur: 5
  • Tavern Keepers: 7

Specialized Laborer

  • Ashworkers: 2
  • Bleachers: 1
  • Coal Heavers: 2
  • 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: 5
  • Watercarriers: 3
  • Watermen, Bargemen, etc.: 5

Skilled Laborers

  • Accountants: 1
  • Alchemist: 2
  • Clerk: 3
  • Dentists: 1
  • Educators: 3
  • Engineers: 2
  • Gardeners: 1
  • Mages: 1
  • Plumbers: 1
  • Pharmacist: 1
  • Scientists: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 2
  • Civil Clerks: 3
  • Civic Iudex: 1
  • Exorcist: 3
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 12
  • Monks, Monastic: 4
  • Monks, Civic: 4
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 6
  • 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: 4
  • Needleworkers: 5
  • Potters: 2
  • Preserve Makers: 4
  • Quilters: 2
  • Seamsters: 8
  • Spinners: 4
  • Tinker: 1
  • Weaver: 3

Artists

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

Produce Industries

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

475 of Qōz Vëk Ner's population work within a Foundational Occupation.

920 of Qōz Vëk Ner's population do not work in a formal occupation, but do contribute to the local economy. 105 (7%) are noncontributers.

Points of Interest

Qōz Vëk Ner is known for its unusual rock formations.

POI

History

The the an eyepatch of Enchantment, an an eyepatch imbued with great amounts of Enchantment energies was created near Qōz Vëk Ner by in time immemorial, reportedly some time during the early 2nd century.

History