Small City: Räz Cecfehd Gårx̄

Räz Cecfehd Gårx̄

Räz Cecfehd Gårx̄
Example Undermountain architecture.
StateUndermountain
ProvenceLälhulål Kingdom
Sub ProvenceDakÿhḡredte Hold
RegionBêtdë-vëkê Grasslands
Founded1245
Community LeaderLord Onshi
Area17 km2 (6 mi2)
Average Yearly Temp20°C (68°F)
Average Elevation9264 m (-12555 ft)
Average Yearly Precipitation134 cm/y (52 in/y)
Population4130
Population Density242 people per km2 (688 people per mi2)
Town AuraWild Magic
Naming
Native nameRäz Cecfehd Gårx̄
Pronunciation/cekˈfɪ̘d/ /gɑːrx/
Direct Translation[extreme; intense; severe; radical] [need]
Translation[Not Yet Translated]

Räz Cecfehd Gårx̄ (/cekˈfɪ̘d/ /gɑːrx/ [extreme; intense; severe; radical] [need]) is a subtropical Small City located in Dakÿhḡredte Hold, Lälhulål Kingdom, within the Undermountain.

The name Räz Cecfehd Gårx̄ is derived from the Sylvin language, as Räz Cecfehd Gårx̄ was founded by Hä̌s Ma̋nvóch 'Aura Maeve' Jō̌ Ca̋chvénḱ Mboidī̌sh, who was culturaly Undermountain.

Climate

Räz Cecfehd Gårx̄ has a yearly average temperature of 20°C (68°F), with its average temperature during the summer being a warm 28°C (82°F) and its average temperature during the winter being a cool 13°C (55°F). Räz Cecfehd Gårx̄ receives an average of 134 cm/y (52 in/y) of precipitation, most of which comes in the form of rain during the spring. Räz Cecfehd Gårx̄ covers an area of nearly 17 km2 (6 mi2), and an average elevation of 9264 m (-12555 ft) above sea level.

Overview

Räz Cecfehd Gårx̄ was founded durring the early 13th century in winter of the year 1245, by Hä̌s Ma̋nvóch 'Aura Maeve' Jō̌ Ca̋chvénḱ Mboidī̌sh. The establishment of Räz Cecfehd Gårx̄ suffered from several major issues, resulting in the need to develop many solutions to basic problems. Problems such as a lack of fresh water, logistical support, poor quality tools, and the odd monster or two. Howeaver, these were overcome in time.

Räz Cecfehd Gårx̄ was built using the conventions of Undermountain durring the early 13th century. Naturaly, all settlmentss have their own look to them, and Räz Cecfehd Gårx̄ is no diffrent. The city'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.

Räz Cecfehd Gårx̄ is buildings are arranged arround a network of premissive split-log ties streets which form a diagonal shaped 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 city has a defencive wall made from large clay bricks. The wall is constructed to the exact specifications of millitary fortifications, but the nature of its clay brick construction leaves it vulnerable to even outdated siege equipment. That said, the city is well defended against anything short of an army. Räz Cecfehd Gårx̄'s brittle defences 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.

A look around Räz Cecfehd Gårx̄ has something terribly wrong with it. It’s impossible to put one’s finger on, but something is horribly wrong. 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 Räz Cecfehd Gårx̄ long.

Civic Infrastructure

Räz Cecfehd Gårx̄ has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

Räz Cecfehd Gårx̄ 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 Räz Cecfehd Gårx̄. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Räz Cecfehd Gårx̄'s parks.

Räz Cecfehd Gårx̄ has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Räz Cecfehd Gårx̄.

Räz Cecfehd Gårx̄ has a government-funded child care program, overseen by the local Department of Nursemaids, which is responsible for providing childcare to working-class citizens according to local ordinances.

Räz Cecfehd Gårx̄ 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.

Räz Cecfehd Gårx̄ has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.

Räz Cecfehd Gårx̄ 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.

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

Räz Cecfehd Gårx̄ has a first rate hospital which caters to anyone in need of long term medical care.

Räz Cecfehd Gårx̄ 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 Räz Cecfehd Gårx̄'s natural decorations nor waterways.

Räz Cecfehd Gårx̄ has a Guild of Roadworkers, who are responsible for maintaining the roadways and public paths within town. They also have the duty of enforcing all civil laws relating to the roadways.

Räz Cecfehd Gårx̄ 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.

Räz Cecfehd Gårx̄ 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

Räz Cecfehd Gårx̄'s bank was built using a different architectural style from the rest of the town. The style used embraces individualism and experimentation. It emerged as a movement against traditional, classical styles and sought to make buildings dynamic and fun while breaking the rules. The style incorporated elements of previous architectural styles in exaggerated and whimsical ways. Traditional, conservative leanings were void in this era, with most scholars of architecture agreeing it was a time of “anything goes.”.

Due to the actions of local Kami, summer is long in Räz Cecfehd Gårx̄.

The Faerie Mount near Räz Cecfehd Gårx̄ are known to be almost tame, such that they can be put to domestic use.

Räz Cecfehd Gårx̄'s citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves destroying a prepared ritual vessel to channel Wild Magic energies of tier 3 via recitation of poetic epics.

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: 7
  • Farmers: 11
  • Farm Laborer: 22
  • Hunters: 15
  • Milk Maids: 10
  • Ranchers: 5
  • Ranch Hands: 13
  • Shepherds: 11
    • Farmland: 16809 m2
    • Cattle and Similar Creatures: 1032
    • Poultry: 12390
    • Swine: 826
    • Sheep: 41
    • Goats: 8
    • Horses, Mounts, and Beasts of Burden: 413

Craftsmen

  • Arms and Toolmakers: 8
  • Blacksmiths: 8
  • Bookbinders: 5
  • Buckle-makers: 5
  • Cabinetmakers: 10
  • Candlemakers: 12
  • Carpenters: 14
  • Clothmakers: 11
  • Coach and Harness Makers: 4
  • Coopers: 10
  • Copper, Brass, Tin, Zinc, and Lead Workers: 5
  • Copyists: 3
  • Cutlers: 3
  • Fabricworkers: 8
  • Farrier: 25
  • Furriers: 2
  • Glassworkers: 13
  • Gunsmiths: 9
  • Harness-Makers: 4
  • Hatters: 8
  • Hosiery Workers: 3
  • Jewelers: 4
  • Leatherwrights: 10
  • Locksmiths: 4
  • Matchstick makers: 6
  • Musical Instrument Makers: 5
  • Painters, Structures and Fixtures: 5
  • Paper Workers: 5
  • Plasterers: 5
  • Pursemakers: 7
  • Roofers: 4
  • Ropemakers: 4
  • Rugmakers: 3
  • Saddlers: 7
  • Scabbardmakers: 8
  • Scalemakers: 4
  • Scientific, Surgical, and Optical Instrument Makers: 2
  • Sculptors, Structures and Fixtures: 3
  • Shoemakers: 3
  • Soap and Tallow Workers: 13
  • Tailors: 26
  • Tanners: 5
  • Upholsterers: 5
  • Watchmakers: 5
  • Weavers: 12
  • Whitesmiths: 3

Merchants

  • Adventuring Goods Retellers: 2
  • Arcana Sellers: 2
  • Beer-Sellers: 5
  • Booksellers: 6
  • Butchers: 10
  • Chandlers: 10
  • Chicken Butchers: 11
  • Entrepreneurs: 4
  • Fine Clothiers: 10
  • Fishmongers: 10
  • Florists: 2
  • Potion Sellers: 6
  • Resellers: 15
  • Spice Merchants: 5
  • Wine-sellers: 8
  • Wheelwright: 6
  • Woodsellers: 3

Service workers

  • Bakers: 19
  • Barbers: 19
  • Coachmen: 6
  • Cooks: 15
  • Doctors: 9
  • Gamekeepers: 6
  • Grooms: 3
  • Hairdressers: 14
  • Healers: 11
  • Housekeepers: 12
  • Housemaids: 24
  • House Stewards: 12
  • Inns: 3
  • Laundry maids: 8
  • Maidservants: 14
  • Nursery Maids: 7
  • Pastrycooks: 14
  • Restaurateur: 17
  • Tavern Keepers: 16

Specialized Laborer

  • Ashworkers: 5
  • Bleachers: 3
  • Chemical Workers: 2
  • Coal Heavers: 8
  • In-Town Couriers: 9
  • Long Haul Couriers: 8
  • Dockyard Workers: 8
  • Gas Workers: 2
  • Hay Merchants: 3
  • Leech Collectors: 11
  • Millers: 9
  • Miners: 9
  • Oilmen and Polishers: 6
  • Postmen: 8
  • Pure Finder: 5
  • Skinners: 11
  • Sugar Refiners: 2
  • Tosher: 6
  • Warehousemen: 14
  • Watercarriers: 8
  • Watermen, Bargemen, etc.: 11

Skilled Laborers

  • Accountants: 5
  • Alchemist: 6
  • Clerk: 8
  • Dentists: 4
  • Educators: 9
  • Engineers: 6
  • Gardeners: 4
  • Mages: 3
  • Plumbers: 4
  • Pharmacist: 4
  • Professors: 1
  • Scientists: 3
  • Wizards: 1

Civil Servants

  • Adventurers: 4
  • Bankers: 5
  • Civil Clerks: 10
  • Civic Iudex: 4
  • Consultants: 2
  • Exorcist: 8
  • Fixers: 5
  • Kami Clerk: 8
  • Landlords: 7
  • Lawyers: 5
  • Legend Keepers: 6
  • Militia Officers: 29
  • Monks, Monastic: 12
  • Monks, Civic: 12
  • Historian, Oral: 9
  • Historian, Textual: 4
  • Policemen, Sheriffs, etc.: 9
  • Priests: 19
  • Rangers: 5
  • Rat Catchers: 6
  • Scholars: 6
  • Spiritualist: 8
  • Slayers: 2
  • Storytellers: 14
  • Military Officers: 14

Cottage Industries

  • Brewers: 12
  • Comfort Services: 14
  • Enchanters: 4
  • Herbalists: 4
  • Jaminators: 14
  • Needleworkers: 12
  • Potters: 7
  • Preserve Makers: 13
  • Quilters: 5
  • Seamsters: 25
  • Spinners: 11
  • Tinker: 4
  • Weaver: 10

Artists

  • Actors: 4
  • Architects: 1
  • Bards: 6
  • Costumers: 2
  • Dancers: 4
  • Drafters: 2
  • Engravers: 3
  • Fine Furniture Carpenters: 2
  • Glaziers: 4
  • Inlayers: 3
  • Musicians: 10
  • Painters, Art: 2
  • Playwrights: 4
  • Sculptors, Art: 3
  • Wood Carvers: 13
  • Writers: 16

Produce Industries

  • Butter Churners: 14
  • Canners: 12
  • Cheesmakers: 13
  • Ice Merchants: 1
  • Millers: 8
  • Picklers: 6
  • Smokers: 5
  • Stockmakers: 4
  • Tobacconists: 6
  • Tallowmakers: 9

1470 of Räz Cecfehd Gårx̄'s population work within a Foundational Occupation.

2495 of Räz Cecfehd Gårx̄'s population do not work in a formal occupation, but do contribute to the local economy. 165 (4%) are noncontributers.

Points of Interest

Räz Cecfehd Gårx̄ is cursed with recurrent spells of some troublesome disease. The affliction isn’t so fatal as to make living there impossible, but it adds suffering and expense to local lives. The plague might be the product of an ancient curse, the results of long lost toxic remains, or an unavoidable byproduct of whatever industry or purpose justifies the city. It’s probably not overly contagious, but visitors may be in some peril all the same.

POI

History

In time immemorial, reportedly some time during the late 2nd century, Räz Cecfehd Gårx̄ was attacked by soldiers from another nation, waging a greater campaign. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Räz Cecfehd Gårx̄ lost 260 people, 248 livestock, and 38 buildings. The conflict ended after roughly 168, when members of Räz Cecfehd Gårx̄'s militia enacted an operation to recruit a particular irregulars group. The operation was complicated by major logistical problems. The conflict ended with pitched battle between both forces, which ended in defeat for Räz Cecfehd Gårx̄'s forces. The war is remembered in legend by Räz Cecfehd Gårx̄'s bards, historians, and legend keepers.

History