Large City: Räz Fehlz Qå

Räz Fehlz Qå

Räz Fehlz Qå
Example Undermountain architecture.
StateUndermountain
ProvenceQånehgdab Kingdom
Sub ProvenceOchondye Hold
RegionLē̌ Mery Woodlands
Founded1355
Community LeaderLord Cúńnvó̄ Haw̄b 'Ella Brandi' Dāshvōy Ca̋chv Ma̋nvóch
Area139 km2 (55 mi2)
Average Yearly Temp16°C (60°F)
Average Elevation1188 m (3897 ft)
Average Yearly Precipitation240 cm/y (94 in/y)
Population32786
Population Density235 people per km2 (596 people per mi2)
Town AuraWild Magic
Naming
Native nameRäz Fehlz Qå
Pronunciation/fɪ̘lz/ /qɑː/
Direct Translation[convenient] [son]
Translation[Not Yet Translated]

Räz Fehlz Qå (/fɪ̘lz/ /qɑː/ [convenient] [son]) is a subtropical Large City located in Ochondye Hold, Qånehgdab Kingdom, within the Undermountain.

The name Räz Fehlz Qå is derived from the Sylvin language, as Räz Fehlz Qå was founded by Hebrealyn, who was culturaly Undermountain.

Climate

Räz Fehlz Qå has a yearly average temperature of 16°C (60°F), with its average temperature during the summer being a pleasant 21°C (69°F) and its average temperature during the winter being a cool 12°C (53°F). Räz Fehlz Qå receives an average of 240 cm/y (94 in/y) of precipitation, most of which comes in the form of rain during the summer. Räz Fehlz Qå covers an area of nearly 139 km2 (55 mi2), and an average elevation of 1188 m (3897 ft) above sea level.

Overview

Räz Fehlz Qå was founded durring the late 14th century in spring of the year 1355, by Hebrealyn. The establishment of Räz Fehlz Qå was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Räz Fehlz Qå's construction back out of the project. Hebrealyn pushed on reguardles, and Räz Fehlz Qå was finished, but starts off as a terible place to live.

Räz Fehlz Qå was built using the conventions of Undermountain durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Räz Fehlz Qå 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 Fehlz Qå is buildings are grouped arround an odd layout of broad paverstone 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 city is defended by arcane means. It's hard to spot at first, but there's a tell tell shimmer in the air arround Räz Fehlz Qå, and you can spot the ocasional warding glyph carved into a rock or tree all arround town. These mystical defences are ancient, unknowable, and unassailable by current means... Assuming everything is in working order. Otherwise, the wards are little more than a deathtrap. Räz Fehlz Qå's Relic of the World That Was 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 Fehlz Qå is like a look into a broken heart. There is no planning, no organization. Everyone here clearly goes about their own thing with little thought to anyone around them who isn’t selling something they need. It’s not malicious. Heads are hung. Eyes are empty. Something truly horrible happened here once upon a time and the city never healed.

Civic Infrastructure

Räz Fehlz Qå 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.

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

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

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

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

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

Räz Fehlz Qå 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 Large City. Räz Fehlz Qå's grid is powered by hydrogalvanic generators.

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

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

Räz Fehlz Qå has a library, which keeps a large collection of books, scrolls, and archives all manner of physical items. While not open to the public, the librarians and scholars employed by the library will assist anyone with their research needs, and wealthy individuals can purchase membership to access the library's materials themselves. In spite of being generally closed to the public, the library has a room with several Aether Linked devices available to the public during business hours.

Räz Fehlz Qå 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 Fehlz Qå's natural decorations nor waterways.

Räz Fehlz Qå 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 Fehlz Qå 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 Fehlz Qå 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

There’s more than one leader in Räz Fehlz Qå, but at least some of them are at each other’s throats. It might be a conflict between formal leadership and informal authorities, or it could be a struggle among civil officials. Their interests might diverge sharply, or it could be a personal grudge that’s boiled over. Outside threats and internal problems are likely being ignored until the power struggle is resolved.

Räz Fehlz Qå's bank was built using a different architectural style from the rest of the town. The style used is characterized by dynamic designs and complex architectural plan forms; intended to heighten feelings of motion and sensuality, and frequently based on the oval. It made extensive and extreme use of: Grandeur, Contrast, Curves and twists, Rich surface treatments, Gilded statuary, Bright colors, Vividly painted ceilings, Fragmented or deliberately incomplete elements, Large-scale frescoes, Dramatic central projections on an external facade, the use of plaster, stucco, or marble finishing, Illusory effects such as trompe l’oeil, and pear-shaped domes. While beloved by the nobility, the common folk tended to despise the style due to the massive consumption of resources required for even a small building constructed in this style.

In Räz Fehlz Qå all of the cats speak the local language with prefect diction.

The Digmaul near Räz Fehlz Qå are known to be a mutant strain of the creature.

Räz Fehlz Qå's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves performance art to channel Abjuration energies of tier 1 via moments of science.

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: 63
  • Farmers: 91
  • Farm Laborer: 163
  • Hunters: 105
  • Milk Maids: 78
  • Ranchers: 43
  • Ranch Hands: 89
  • Shepherds: 79
    • Farmland: 132455 m2
    • Cattle and Similar Creatures: 8196
    • Poultry: 98358
    • Swine: 6557
    • Sheep: 327
    • Goats: 65
    • Horses, Mounts, and Beasts of Burden: 3278

Craftsmen

  • Arms and Toolmakers: 68
  • Blacksmiths: 68
  • Bookbinders: 43
  • Buckle-makers: 44
  • Cabinetmakers: 79
  • Candlemakers: 109
  • Carpenters: 107
  • Clothmakers: 88
  • Coach and Harness Makers: 34
  • Coopers: 88
  • Copper, Brass, Tin, Zinc, and Lead Workers: 45
  • Copyists: 30
  • Cutlers: 28
  • Fabricworkers: 74
  • Farrier: 262
  • Furriers: 21
  • Glassworkers: 105
  • Gunsmiths: 73
  • Harness-Makers: 31
  • Hatters: 60
  • Hosiery Workers: 23
  • Jewelers: 37
  • Leatherwrights: 79
  • Locksmiths: 34
  • Matchstick makers: 51
  • Musical Instrument Makers: 47
  • Painters, Structures and Fixtures: 39
  • Paper Workers: 46
  • Plasterers: 43
  • Pursemakers: 58
  • Roofers: 34
  • Ropemakers: 33
  • Rugmakers: 31
  • Saddlers: 66
  • Scabbardmakers: 72
  • Scalemakers: 35
  • Scientific, Surgical, and Optical Instrument Makers: 21
  • Sculptors, Structures and Fixtures: 32
  • Shoemakers: 31
  • Soap and Tallow Workers: 107
  • Tailors: 198
  • Tanners: 42
  • Upholsterers: 48
  • Watchmakers: 42
  • Weavers: 102
  • Whitesmiths: 27

Merchants

  • Adventuring Goods Retellers: 22
  • Arcana Sellers: 23
  • Beer-Sellers: 46
  • Booksellers: 52
  • Butchers: 84
  • Chandlers: 81
  • Chicken Butchers: 85
  • Entrepreneurs: 34
  • Fine Clothiers: 78
  • Fishmongers: 84
  • Florists: 19
  • Potion Sellers: 56
  • Resellers: 142
  • Spice Merchants: 44
  • Wine-sellers: 64
  • Wheelwright: 50
  • Woodsellers: 32

Service workers

  • Bakers: 182
  • Barbers: 177
  • Coachmen: 48
  • Cooks: 117
  • Doctors: 66
  • Gamekeepers: 49
  • Grooms: 28
  • Hairdressers: 126
  • Healers: 97
  • Housekeepers: 99
  • Housemaids: 172
  • House Stewards: 91
  • Inns: 32
  • Laundry maids: 60
  • Maidservants: 105
  • Nursery Maids: 65
  • Pastrycooks: 126
  • Restaurateur: 142
  • Tavern Keepers: 142

Specialized Laborer

  • Ashworkers: 45
  • Bleachers: 30
  • Chemical Workers: 18
  • Coal Heavers: 69
  • In-Town Couriers: 72
  • Long Haul Couriers: 78
  • Dockyard Workers: 72
  • Gas Workers: 15
  • Hay Merchants: 27
  • Leech Collectors: 92
  • Millers: 72
  • Miners: 71
  • Oilmen and Polishers: 49
  • Postmen: 76
  • Pure Finder: 42
  • Skinners: 109
  • Sugar Refiners: 18
  • Tosher: 50
  • Warehousemen: 113
  • Watercarriers: 72
  • Watermen, Bargemen, etc.: 96

Skilled Laborers

  • Accountants: 39
  • Alchemist: 50
  • Clerk: 65
  • Dentists: 33
  • Educators: 83
  • Engineers: 46
  • Gardeners: 32
  • Mages: 23
  • Plumbers: 36
  • Pharmacist: 38
  • Professors: 14
  • Scientists: 24
  • Wizards: 14

Civil Servants

  • Adventurers: 30
  • Bankers: 44
  • Civil Clerks: 78
  • Civic Iudex: 36
  • Consultants: 21
  • Exorcist: 78
  • Fixers: 38
  • Kami Clerk: 63
  • Landlords: 63
  • Lawyers: 39
  • Legend Keepers: 57
  • Militia Officers: 234
  • Monks, Monastic: 93
  • Monks, Civic: 113
  • Historian, Oral: 74
  • Historian, Textual: 37
  • Policemen, Sheriffs, etc.: 78
  • Priests: 163
  • Rangers: 44
  • Rat Catchers: 50
  • Scholars: 52
  • Spiritualist: 58
  • Slayers: 18
  • Storytellers: 119
  • Military Officers: 117

Cottage Industries

  • Brewers: 99
  • Comfort Services: 149
  • Enchanters: 36
  • Herbalists: 35
  • Jaminators: 99
  • Needleworkers: 96
  • Potters: 53
  • Preserve Makers: 88
  • Quilters: 46
  • Seamsters: 156
  • Spinners: 99
  • Tinker: 36
  • Weaver: 81

Artists

  • Actors: 34
  • Architects: 12
  • Bards: 55
  • Costumers: 19
  • Dancers: 39
  • Drafters: 21
  • Engravers: 26
  • Fine Furniture Carpenters: 16
  • Glaziers: 36
  • Inlayers: 31
  • Musicians: 91
  • Painters, Art: 16
  • Playwrights: 34
  • Sculptors, Art: 29
  • Wood Carvers: 102
  • Writers: 117

Produce Industries

  • Butter Churners: 99
  • Canners: 113
  • Cheesmakers: 113
  • Ice Merchants: 14
  • Millers: 68
  • Picklers: 52
  • Smokers: 43
  • Stockmakers: 38
  • Tobacconists: 49
  • Tallowmakers: 74

12397 of Räz Fehlz Qå's population work within a Foundational Occupation.

18094 of Räz Fehlz Qå's population do not work in a formal occupation, but do contribute to the local economy. 2295 (7%) are noncontributers.

Points of Interest

Due to a magical anomaly, Räz Fehlz Qå is directly accessible from a nearby river, despite the lack of a physical connection between the town's pond and the river.

POI

History

In time immemorial, reportedly some time during the late 2nd century a local hero by the name of saved most of the town when a natural disaster struck Räz Fehlz Qå. Räz Fehlz Qå's militia's elite squad is named after .

History