Large City: Räz Fÿhwehz Cab̄

Räz Fÿhwehz Cab̄

Räz Fÿhwehz Cab̄
Example Undermountain architecture.
StateUndermountain
ProvenceQånehgdab Kingdom
Sub ProvenceShärehdnul̄ Hold
RegionMidïpo-ocïávo Moorland
Founded1409
Community LeaderLord Meletye
Area115 km2 (46 mi2)
Average Yearly Temp17°C (62°F)
Average Elevation1386 m (4547 ft)
Average Yearly Precipitation262 cm/y (103 in/y)
Population26974
Population Density234 people per km2 (586 people per mi2)
Town AuraSummoning
Naming
Native nameRäz Fÿhwehz Cab̄
Pronunciation/fiˈhwɪ̘z/ /cabb/
Direct Translation[red; yellow; orange; brown] [agriculture]
Translation[Not Yet Translated]

Räz Fÿhwehz Cab̄ (/fiˈhwɪ̘z/ /cabb/ [red; yellow; orange; brown] [agriculture]) is a temperate Large City located in Shärehdnul̄ Hold, Qånehgdab Kingdom, within the Undermountain.

The name Räz Fÿhwehz Cab̄ is derived from the Sylvin language, as Räz Fÿhwehz Cab̄ was founded by Glêmtco, who was culturaly Undermountain.

Climate

Räz Fÿhwehz Cab̄ has a yearly average temperature of 17°C (62°F), with its average temperature during the summer being a pleasant 22°C (71°F) and its average temperature during the winter being a cool 13°C (55°F). Räz Fÿhwehz Cab̄ receives an average of 262 cm/y (103 in/y) of precipitation, most of which comes in the form of rain during the spring. Räz Fÿhwehz Cab̄ covers an area of nearly 115 km2 (46 mi2), and an average elevation of 1386 m (4547 ft) above sea level.

Overview

Räz Fÿhwehz Cab̄ was founded durring the early 15th century in fall of the year 1409, by Glêmtco. The establishment of Räz Fÿhwehz Cab̄ was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Glêmtco struck deals with nearby nations and communities to establish Räz Fÿhwehz Cab̄ as a prison colony.

Räz Fÿhwehz Cab̄ was built using the conventions of Undermountain durring the early 15th century. Naturaly, all settlmentss have their own look to them, and Räz Fÿhwehz Cab̄ is no diffrent. The city's buildings feature timber framed wooden shiethed or brick construction, which gives form to a very formalized, rational, expence effishent arcatectural style based on strictly symmetrical designs which universaly feature pitched roofs, shutters, and the occasional column or pilaster for a decorative touch.

Räz Fÿhwehz Cab̄ is buildings are arranged arround a network of premissive baked earthen 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 sits behind an impressive looking clay brick wall. The wall is notable for querried stone blocks being used to renforce the clay bricks in the expected manner and locations. While the wall was built to the exact specifications of modern fortifications, one has to wonder why the money invested into creating such a well fortified wall wasnt spent on a less impressive looking wall crated from sturdier materials. Räz Fÿhwehz Cab̄'s walls would endure a brief bombardment, but only from light siege weapons. It seems more likly the city's walls were not designed with defence in mind but rather lending the town a certain air with visitors. Astonishigly, the boondoggle-of-a-fortified wall are in pristine condishion, as if they had just been finished before you laied eyes upon them.

Räz Fÿhwehz Cab̄ has the unmistakable air of a city 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 Räz Fÿhwehz Cab̄ ’s existence has dried up and the city is drifting down the stream of history as it dries up. Likely due to this, Räz Fÿhwehz Cab̄ is, in a word, disorder. People seem to be allowed to do as they please with little harmoney to anything. It feels less like a city, and more like a spot people just happened to have homes. One cannot help but wonder what Räz Fÿhwehz Cab̄ was like during the glorydays.

Civic Infrastructure

Räz Fÿhwehz Cab̄ possesses a Aethary Link for its accademic, government, and financial institutions. Public Aethary access is available through one or more of these intitutions.

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

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

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

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

Räz Fÿhwehz Cab̄ has an Arcane Academy which provides higher education in the arcane sciences.

Räz Fÿhwehz Cab̄ 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 Fÿhwehz Cab̄'s grid is powered by an arcane means.

Räz Fÿhwehz Cab̄ possesses an older civil lighting system consisting of street lamps. In spite of the Galvanic Grid, these lights continue to use their old fule sources to provide nighttime illumination to all city streets.

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

Räz Fÿhwehz Cab̄ 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 Fÿhwehz Cab̄ 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 Fÿhwehz Cab̄'s natural decorations nor waterways.

Räz Fÿhwehz Cab̄ 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 Fÿhwehz Cab̄ 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 Fÿhwehz Cab̄ 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.

Räz Fÿhwehz Cab̄ is home to a University which provides higher education in a variety of fields, and also serves as a research institute for those same fields.

Cultural Notes

The law within Räz Fÿhwehz Cab̄ is highly corrupt, or does not apply to certain favored groups or castes. Strangers might be fleeced by local lawmen, evildoers can be absolved by a payment, and powerful gentry do as they please.

Räz Fÿhwehz Cab̄'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 Räz Fÿhwehz Cab̄ during thunderstorms, with each flash of lightning, everyone sees different monsters from the corner of their eyes.

The Mud Elemental, Medium near Räz Fÿhwehz Cab̄ are known to be quite timid.

Räz Fÿhwehz Cab̄'s citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves performance art to channel Transmutation energies of tier 3 via singing.

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: 50
  • Farmers: 81
  • Farm Laborer: 107
  • Hunters: 103
  • Milk Maids: 67
  • Ranchers: 34
  • Ranch Hands: 73
  • Shepherds: 70
    • Farmland: 108974 m2
    • Cattle and Similar Creatures: 6743
    • Poultry: 80922
    • Swine: 5394
    • Sheep: 269
    • Goats: 53
    • Horses, Mounts, and Beasts of Burden: 2697

Craftsmen

  • Arms and Toolmakers: 57
  • Blacksmiths: 59
  • Bookbinders: 35
  • Buckle-makers: 35
  • Cabinetmakers: 64
  • Candlemakers: 112
  • Carpenters: 94
  • Clothmakers: 81
  • Coach and Harness Makers: 28
  • Coopers: 65
  • Copper, Brass, Tin, Zinc, and Lead Workers: 39
  • Copyists: 26
  • Cutlers: 22
  • Fabricworkers: 56
  • Farrier: 131
  • Furriers: 17
  • Glassworkers: 93
  • Gunsmiths: 60
  • Harness-Makers: 25
  • Hatters: 51
  • Hosiery Workers: 19
  • Jewelers: 30
  • Leatherwrights: 62
  • Locksmiths: 27
  • Matchstick makers: 42
  • Musical Instrument Makers: 40
  • Painters, Structures and Fixtures: 33
  • Paper Workers: 38
  • Plasterers: 35
  • Pursemakers: 42
  • Roofers: 29
  • Ropemakers: 27
  • Rugmakers: 26
  • Saddlers: 46
  • Scabbardmakers: 54
  • Scalemakers: 28
  • Scientific, Surgical, and Optical Instrument Makers: 17
  • Sculptors, Structures and Fixtures: 25
  • Shoemakers: 25
  • Soap and Tallow Workers: 94
  • Tailors: 131
  • Tanners: 34
  • Upholsterers: 40
  • Watchmakers: 35
  • Weavers: 89
  • Whitesmiths: 21

Merchants

  • Adventuring Goods Retellers: 18
  • Arcana Sellers: 18
  • Beer-Sellers: 35
  • Booksellers: 42
  • Butchers: 74
  • Chandlers: 64
  • Chicken Butchers: 75
  • Entrepreneurs: 28
  • Fine Clothiers: 70
  • Fishmongers: 69
  • Florists: 16
  • Potion Sellers: 44
  • Resellers: 117
  • Spice Merchants: 37
  • Wine-sellers: 56
  • Wheelwright: 40
  • Woodsellers: 26

Service workers

  • Bakers: 117
  • Barbers: 110
  • Coachmen: 41
  • Cooks: 117
  • Doctors: 55
  • Gamekeepers: 43
  • Grooms: 23
  • Hairdressers: 81
  • Healers: 66
  • Housekeepers: 89
  • Housemaids: 122
  • House Stewards: 70
  • Inns: 26
  • Laundry maids: 47
  • Maidservants: 93
  • Nursery Maids: 49
  • Pastrycooks: 93
  • Restaurateur: 122
  • Tavern Keepers: 112

Specialized Laborer

  • Ashworkers: 38
  • Bleachers: 25
  • Chemical Workers: 15
  • Coal Heavers: 55
  • In-Town Couriers: 67
  • Long Haul Couriers: 59
  • Dockyard Workers: 51
  • Gas Workers: 13
  • Hay Merchants: 23
  • Leech Collectors: 70
  • Millers: 59
  • Miners: 62
  • Oilmen and Polishers: 42
  • Postmen: 53
  • Pure Finder: 35
  • Skinners: 81
  • Sugar Refiners: 15
  • Tosher: 41
  • Warehousemen: 96
  • Watercarriers: 60
  • Watermen, Bargemen, etc.: 77

Skilled Laborers

  • Accountants: 35
  • Alchemist: 38
  • Clerk: 55
  • Dentists: 27
  • Educators: 75
  • Engineers: 37
  • Gardeners: 27
  • Mages: 19
  • Plumbers: 28
  • Pharmacist: 32
  • Professors: 11
  • Scientists: 19
  • Wizards: 11

Civil Servants

  • Adventurers: 25
  • Bankers: 37
  • Civil Clerks: 62
  • Civic Iudex: 31
  • Consultants: 17
  • Exorcist: 59
  • Fixers: 30
  • Kami Clerk: 51
  • Landlords: 54
  • Lawyers: 33
  • Legend Keepers: 42
  • Militia Officers: 269
  • Monks, Monastic: 87
  • Monks, Civic: 99
  • Historian, Oral: 57
  • Historian, Textual: 31
  • Policemen, Sheriffs, etc.: 65
  • Priests: 107
  • Rangers: 34
  • Rat Catchers: 42
  • Scholars: 42
  • Spiritualist: 55
  • Slayers: 15
  • Storytellers: 110
  • Military Officers: 89

Cottage Industries

  • Brewers: 72
  • Comfort Services: 93
  • Enchanters: 29
  • Herbalists: 31
  • Jaminators: 81
  • Needleworkers: 89
  • Potters: 44
  • Preserve Makers: 70
  • Quilters: 40
  • Seamsters: 122
  • Spinners: 74
  • Tinker: 30
  • Weaver: 70

Artists

  • Actors: 28
  • Architects: 10
  • Bards: 43
  • Costumers: 16
  • Dancers: 31
  • Drafters: 17
  • Engravers: 21
  • Fine Furniture Carpenters: 13
  • Glaziers: 29
  • Inlayers: 25
  • Musicians: 77
  • Painters, Art: 13
  • Playwrights: 29
  • Sculptors, Art: 23
  • Wood Carvers: 96
  • Writers: 87

Produce Industries

  • Butter Churners: 107
  • Canners: 72
  • Cheesmakers: 81
  • Ice Merchants: 11
  • Millers: 55
  • Picklers: 46
  • Smokers: 33
  • Stockmakers: 31
  • Tobacconists: 40
  • Tallowmakers: 61

10013 of Räz Fÿhwehz Cab̄'s population work within a Foundational Occupation.

14804 of Räz Fÿhwehz Cab̄'s population do not work in a formal occupation, but do contribute to the local economy. 2157 (8%) are noncontributers.

Points of Interest

Räz Fÿhwehz Cab̄ makes use of canals for some of its streets. Locals often fish in the canals.

POI

History

In time immemorial, reportedly some time during the late 2nd century was ravaged by a deadly sickness. was the epicenter of the disaster, but Räz Fÿhwehz Cab̄ suffered the most. Räz Fÿhwehz Cab̄ lost 255 people, 286 livestock, and 35 buildings in the disaster.. The disaster is spoken of in hushed whispers as the Wrath of Trepidation.

History