City: Räz Erkt äz

Räz Erkt äz

Räz Erkt äz
Example Undermountain architecture.
StateUndermountain
ProvenceQättza Kingdom
Sub ProvencePhÿvÿhpm Hold
RegionJë-ma Woods
Founded1307
Community LeaderLord Yaw̄y Hä̋ch 'Flame Cherish' Gāsh Nīrmb Ré̄shī
Area47 km2 (18 mi2)
Average Yearly Temp22°C (71°F)
Average Elevation3086 m (10124 ft)
Average Yearly Precipitation275 cm/y (108 in/y)
Population11106
Population Density236 people per km2 (617 people per mi2)
Town AuraAugury
Naming
Native nameRäz Erkt äz
Pronunciation/erkt/ /əz/
Direct Translation[already] [committee; tribunal]
Translation[Not Yet Translated]

Räz Erkt äz (/erkt/ /əz/ [already] [committee; tribunal]) is a temperate City located in Phÿvÿhpm Hold, Qättza Kingdom, within the Undermountain.

The name Räz Erkt äz is derived from the Sylvin language, as Räz Erkt äz was founded by Ylvyhn, who was culturaly Undermountain.

Climate

Räz Erkt äz has a yearly average temperature of 22°C (71°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 18°C (64°F). Räz Erkt äz receives an average of 275 cm/y (108 in/y) of precipitation, most of which comes in the form of rain during the spring. Räz Erkt äz covers an area of nearly 47 km2 (18 mi2), and an average elevation of 3086 m (10124 ft) above sea level.

Overview

Räz Erkt äz was founded durring the early 14th century in summer of the year 1307, by Ylvyhn. The establishment of the new community went well, though many minor issues had to be solved as time went on. This was enough to delay construction and push back the formal opening ceramony, leading to some embarisment for Ylvyhn.

Räz Erkt äz was built using the conventions of Undermountain durring the early 14th century. Naturaly, all settlmentss have their own look to them, and Räz Erkt äz is no diffrent. The city'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.

Räz Erkt äz is is constructed arround a series of narrow flagstone mainstreets which form concentric circles, with smaller strait roads linking the circiles to each other at varrious points. The city resides behind a palisade wall complete with battlments, a moat, and timber gatehouses with drawbridges. The city's robustly designed timber walls are visibly old, but also obviously maintained semi-regularly. Its likly the local malishia or garrison are tasked with ocasional mantance of the citys defences.

A look around Räz Erkt äz 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 scutteling 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 everything together. Regardless, you do not feel it would be wise to remain in Räz Erkt äz long.

Civic Infrastructure

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

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

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

Räz Erkt äz 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 Erkt äz 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 Erkt äz 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 Erkt äz has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Räz Erkt äz 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 Erkt äz 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.

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

Räz Erkt äz has an Theological Academy which trains clergy in various arcane and theological topics required for their occupations.

Räz Erkt äz 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 City. Räz Erkt äz's grid is powered by a boiler and turbine based power plant.

Räz Erkt äz's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.

Räz Erkt äz 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 Erkt äz's natural decorations nor waterways.

Räz Erkt äz 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 Erkt äz 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 Erkt äz 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 Erkt äz's garrison was built using a different architectural style from the rest of the town. The style used is best known for its striking sculptural forms and often dazzling ornamental detail that characterizes the buildings general shape. The radiant colors, rich patterns, and symmetrical silhouettes employed by this style were backed up by rich decorative features including gardens, courtyards, extruded arches, domes, pointed domes, vaulted ceilings, elaborate painted and inlaid designs, and decorative sculptures.

In Räz Erkt äz every night at precisely midnight every structure in town is engulfed by sailors fire until the end of the witching hour.

The Nightmare Ettercap near Räz Erkt äz are known to be almost tame, such that they can be put to domestic use.

Räz Erkt äz's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves reenactments to channel Transmutation energies of tier 1 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: 22
  • Farmers: 32
  • Farm Laborer: 55
  • Hunters: 39
  • Milk Maids: 30
  • Ranchers: 13
  • Ranch Hands: 31
  • Shepherds: 30
    • Farmland: 45090 m2
    • Cattle and Similar Creatures: 2776
    • Poultry: 33318
    • Swine: 2221
    • Sheep: 111
    • Goats: 22
    • Horses, Mounts, and Beasts of Burden: 1110

Craftsmen

  • Arms and Toolmakers: 22
  • Blacksmiths: 24
  • Bookbinders: 14
  • Buckle-makers: 16
  • Cabinetmakers: 24
  • Candlemakers: 41
  • Carpenters: 32
  • Clothmakers: 33
  • Coach and Harness Makers: 12
  • Coopers: 25
  • Copper, Brass, Tin, Zinc, and Lead Workers: 15
  • Copyists: 10
  • Cutlers: 9
  • Fabricworkers: 25
  • Farrier: 88
  • Furriers: 7
  • Glassworkers: 39
  • Gunsmiths: 23
  • Harness-Makers: 10
  • Hatters: 22
  • Hosiery Workers: 7
  • Jewelers: 12
  • Leatherwrights: 27
  • Locksmiths: 11
  • Matchstick makers: 17
  • Musical Instrument Makers: 16
  • Painters, Structures and Fixtures: 14
  • Paper Workers: 16
  • Plasterers: 15
  • Pursemakers: 18
  • Roofers: 12
  • Ropemakers: 11
  • Rugmakers: 10
  • Saddlers: 21
  • Scabbardmakers: 21
  • Scalemakers: 11
  • Scientific, Surgical, and Optical Instrument Makers: 7
  • Sculptors, Structures and Fixtures: 10
  • Shoemakers: 10
  • Soap and Tallow Workers: 36
  • Tailors: 71
  • Tanners: 14
  • Upholsterers: 16
  • Watchmakers: 14
  • Weavers: 33
  • Whitesmiths: 8

Merchants

  • Adventuring Goods Retellers: 7
  • Arcana Sellers: 7
  • Beer-Sellers: 15
  • Booksellers: 17
  • Butchers: 30
  • Chandlers: 27
  • Chicken Butchers: 28
  • Entrepreneurs: 11
  • Fine Clothiers: 27
  • Fishmongers: 30
  • Florists: 6
  • Potion Sellers: 19
  • Resellers: 48
  • Spice Merchants: 15
  • Wine-sellers: 22
  • Wheelwright: 17
  • Woodsellers: 10

Service workers

  • Bakers: 61
  • Barbers: 60
  • Coachmen: 15
  • Cooks: 50
  • Doctors: 23
  • Gamekeepers: 16
  • Grooms: 9
  • Hairdressers: 42
  • Healers: 29
  • Housekeepers: 33
  • Housemaids: 58
  • House Stewards: 33
  • Inns: 10
  • Laundry maids: 20
  • Maidservants: 37
  • Nursery Maids: 19
  • Pastrycooks: 34
  • Restaurateur: 42
  • Tavern Keepers: 52

Specialized Laborer

  • Ashworkers: 15
  • Bleachers: 10
  • Chemical Workers: 6
  • Coal Heavers: 24
  • In-Town Couriers: 27
  • Long Haul Couriers: 23
  • Dockyard Workers: 22
  • Gas Workers: 5
  • Hay Merchants: 9
  • Leech Collectors: 31
  • Millers: 25
  • Miners: 25
  • Oilmen and Polishers: 16
  • Postmen: 22
  • Pure Finder: 14
  • Skinners: 33
  • Sugar Refiners: 6
  • Tosher: 18
  • Warehousemen: 37
  • Watercarriers: 22
  • Watermen, Bargemen, etc.: 33

Skilled Laborers

  • Accountants: 14
  • Alchemist: 15
  • Clerk: 22
  • Dentists: 11
  • Educators: 28
  • Engineers: 16
  • Gardeners: 11
  • Mages: 8
  • Plumbers: 11
  • Pharmacist: 12
  • Professors: 4
  • Scientists: 8
  • Wizards: 4

Civil Servants

  • Adventurers: 11
  • Bankers: 15
  • Civil Clerks: 25
  • Civic Iudex: 12
  • Consultants: 7
  • Exorcist: 25
  • Fixers: 13
  • Kami Clerk: 21
  • Landlords: 20
  • Lawyers: 12
  • Legend Keepers: 18
  • Militia Officers: 111
  • Monks, Monastic: 39
  • Monks, Civic: 30
  • Historian, Oral: 27
  • Historian, Textual: 13
  • Policemen, Sheriffs, etc.: 25
  • Priests: 44
  • Rangers: 15
  • Rat Catchers: 15
  • Scholars: 17
  • Spiritualist: 19
  • Slayers: 6
  • Storytellers: 43
  • Military Officers: 34

Cottage Industries

  • Brewers: 32
  • Comfort Services: 39
  • Enchanters: 12
  • Herbalists: 12
  • Jaminators: 33
  • Needleworkers: 35
  • Potters: 18
  • Preserve Makers: 32
  • Quilters: 16
  • Seamsters: 79
  • Spinners: 37
  • Tinker: 12
  • Weaver: 27

Artists

  • Actors: 11
  • Architects: 4
  • Bards: 17
  • Costumers: 6
  • Dancers: 13
  • Drafters: 7
  • Engravers: 9
  • Fine Furniture Carpenters: 5
  • Glaziers: 11
  • Inlayers: 10
  • Musicians: 31
  • Painters, Art: 5
  • Playwrights: 11
  • Sculptors, Art: 9
  • Wood Carvers: 39
  • Writers: 34

Produce Industries

  • Butter Churners: 35
  • Canners: 34
  • Cheesmakers: 38
  • Ice Merchants: 4
  • Millers: 23
  • Picklers: 18
  • Smokers: 13
  • Stockmakers: 12
  • Tobacconists: 16
  • Tallowmakers: 24

4185 of Räz Erkt äz's population work within a Foundational Occupation.

6033 of Räz Erkt äz's population do not work in a formal occupation, but do contribute to the local economy. 888 (8%) are noncontributers.

Points of Interest

Many of Räz Erkt äz’s structures date back to the ancient past and a long-vanished culture. They have unique architectural traits, perhaps being made of some strange substance or with uncanny qualities. The locals find them too useful or too durable to destroy, but the buildings often have unpleasant little surprises in their under-explored corners, and there may be greater structures still buried by long ages beneath Räz Erkt äz’s streets.

Räz Erkt äz'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 late 2nd century a local hero by the name of slew a dragon and brought its hoard to Räz Erkt äz, where it was shared with all. The recitation of the hero's story remains a popular tavern and fair tale.

History