Large City: Räz Rÿhb̄ Ckÿrf

Räz Rÿhb̄ Ckÿrf

Räz Rÿhb̄ Ckÿrf
Example Undermountain architecture.
StateUndermountain
ProvenceHalähÿhvwu Kingdom
Sub ProvenceVorvqel Hold
RegionVahidï-senk Meadows
Founded1499
Community LeaderLord Fokgroul
Area53 km2 (21 mi2)
Average Yearly Temp27°C (80°F)
Average Elevation8308 m (-15692 ft)
Average Yearly Precipitation267 cm/y (105 in/y)
Population12665
Population Density238 people per km2 (603 people per mi2)
Town AuraElven High Magic
Naming
Native nameRäz Rÿhb̄ Ckÿrf
Pronunciation/rɪ̘bb/ /kirf/
Direct Translation[permanent] [closure]
Translation[Not Yet Translated]

Räz Rÿhb̄ Ckÿrf (/rɪ̘bb/ /kirf/ [permanent] [closure]) is a subtropical Large City located in Vorvqel Hold, Halähÿhvwu Kingdom, within the Undermountain.

The name Räz Rÿhb̄ Ckÿrf is derived from the Sylvin language, as Räz Rÿhb̄ Ckÿrf was founded by Vaeh, who was culturaly Undermountain.

Climate

Räz Rÿhb̄ Ckÿrf has a yearly average temperature of 27°C (80°F), with its average temperature during the summer being a hot 31°C (87°F) and its average temperature during the winter being a pleasant 24°C (75°F). Räz Rÿhb̄ Ckÿrf receives an average of 267 cm/y (105 in/y) of precipitation, most of which comes in the form of rain during the summer. Räz Rÿhb̄ Ckÿrf covers an area of nearly 53 km2 (21 mi2), and an average elevation of 8308 m (-15692 ft) above sea level.

Overview

Räz Rÿhb̄ Ckÿrf was founded durring the late 16th century in winter of the year 1499, by Vaeh. The establishment of Räz Rÿhb̄ Ckÿrf was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Räz Rÿhb̄ Ckÿrf's construction back out of the project. Vaeh pushed on reguardles, and Räz Rÿhb̄ Ckÿrf was finished, but starts off as a terible place to live.

Räz Rÿhb̄ Ckÿrf was built using the conventions of Undermountain durring the late 16th century. Naturaly, all settlmentss have their own look to them, and Räz Rÿhb̄ Ckÿrf 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 Rÿhb̄ Ckÿrf is buildings have been located at convienant points along the valley Räz Rÿhb̄ Ckÿrf was built upon. Navigating the town is therefore a little chalanging as the distance between buildings verris greatly and the premissive gravel streets flow where they are able to be made rather than folowing the most convienant paths. The city has a fortified albit thin brick wall. The wall has most of the feeatures of a typical castle wall, just on a much smaller scale and and budget. Notably brick isn't a particuarly soild choice for resisting siege weapons. Räz Rÿhb̄ Ckÿrf's wall wouldn't hinder a proper army, but it is more than sufishent for bandits and other small marauding groups. Unfortuantly, these monster and outlaw focused fortifications are in extreem disrepair, so much so that one cannot tell if they are decaying from a lack of mantance or damage incured.

Right off the bat Räz Rÿhb̄ Ckÿrf hits you in the face with its success. Everyone, even the peasants, are dressed in well made clothing. Every tool and implement you can see is finely made, and people will boast to you as obvious strangers of the wonders which can be found in their markets. More interestingly is a total lack of beggars, and plenty of new buildings are going up even as you speak. Somehow this city has come into quite a lot of wealth, and recently from the looks of things. It’s easy to see where their wealth comes from the more you look arround. Every aspect of the city has been developed with care and great thought. The people themselves act deliberately and with care in even the simplest of daily actions.

Civic Infrastructure

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

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

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

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

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

Räz Rÿhb̄ Ckÿrf has an Arts Academy which provides higher education in many fields including math, language arts, philosophy, engineering, and other such disciplines.

Räz Rÿhb̄ Ckÿrf 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 Rÿhb̄ Ckÿrf's grid is powered by an arcane means.

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

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

Räz Rÿhb̄ Ckÿrf has a library, which keeps a large collection of books, scrolls, and archives all manner of physical items. The library is open to the public, including the Aether Link.

Räz Rÿhb̄ Ckÿrf 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 Rÿhb̄ Ckÿrf's natural decorations nor waterways.

Räz Rÿhb̄ Ckÿrf 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 Rÿhb̄ Ckÿrf 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 Rÿhb̄ Ckÿrf 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 Rÿhb̄ Ckÿrf's garrison was built using a different architectural style from the rest of the town. The style used is based upon new and innovative technologies of construction and the idea that form should follow function. It was an embrace of minimalism and a rejection of ornament. The style became characterized by an emphasis on volume, asymmetrical compositions, and minimal ornamentation..

In Räz Rÿhb̄ Ckÿrf vermin leave small tokens in payment for food taken.

The Ankheg near Räz Rÿhb̄ Ckÿrf are known to be a mutant strain of the creature.

Räz Rÿhb̄ Ckÿrf's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves bloodletting to channel Elven High Magic energies of tier 3 via throat 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: 25
  • Farmers: 38
  • Farm Laborer: 60
  • Hunters: 45
  • Milk Maids: 34
  • Ranchers: 16
  • Ranch Hands: 36
  • Shepherds: 32
    • Farmland: 51293 m2
    • Cattle and Similar Creatures: 3166
    • Poultry: 37995
    • Swine: 2533
    • Sheep: 126
    • Goats: 25
    • Horses, Mounts, and Beasts of Burden: 1266

Craftsmen

  • Arms and Toolmakers: 26
  • Blacksmiths: 30
  • Bookbinders: 16
  • Buckle-makers: 17
  • Cabinetmakers: 28
  • Candlemakers: 43
  • Carpenters: 38
  • Clothmakers: 34
  • Coach and Harness Makers: 13
  • Coopers: 35
  • Copper, Brass, Tin, Zinc, and Lead Workers: 17
  • Copyists: 12
  • Cutlers: 10
  • Fabricworkers: 27
  • Farrier: 68
  • Furriers: 8
  • Glassworkers: 50
  • Gunsmiths: 26
  • Harness-Makers: 12
  • Hatters: 25
  • Hosiery Workers: 8
  • Jewelers: 14
  • Leatherwrights: 32
  • Locksmiths: 13
  • Matchstick makers: 20
  • Musical Instrument Makers: 18
  • Painters, Structures and Fixtures: 16
  • Paper Workers: 18
  • Plasterers: 17
  • Pursemakers: 21
  • Roofers: 13
  • Ropemakers: 13
  • Rugmakers: 11
  • Saddlers: 23
  • Scabbardmakers: 27
  • Scalemakers: 14
  • Scientific, Surgical, and Optical Instrument Makers: 8
  • Sculptors, Structures and Fixtures: 12
  • Shoemakers: 12
  • Soap and Tallow Workers: 40
  • Tailors: 81
  • Tanners: 16
  • Upholsterers: 18
  • Watchmakers: 17
  • Weavers: 35
  • Whitesmiths: 10

Merchants

  • Adventuring Goods Retellers: 8
  • Arcana Sellers: 8
  • Beer-Sellers: 16
  • Booksellers: 19
  • Butchers: 32
  • Chandlers: 32
  • Chicken Butchers: 34
  • Entrepreneurs: 12
  • Fine Clothiers: 33
  • Fishmongers: 32
  • Florists: 7
  • Potion Sellers: 22
  • Resellers: 63
  • Spice Merchants: 16
  • Wine-sellers: 27
  • Wheelwright: 19
  • Woodsellers: 12

Service workers

  • Bakers: 66
  • Barbers: 53
  • Coachmen: 17
  • Cooks: 46
  • Doctors: 26
  • Gamekeepers: 19
  • Grooms: 11
  • Hairdressers: 38
  • Healers: 36
  • Housekeepers: 36
  • Housemaids: 66
  • House Stewards: 35
  • Inns: 12
  • Laundry maids: 24
  • Maidservants: 38
  • Nursery Maids: 24
  • Pastrycooks: 39
  • Restaurateur: 50
  • Tavern Keepers: 57

Specialized Laborer

  • Ashworkers: 18
  • Bleachers: 11
  • Chemical Workers: 7
  • Coal Heavers: 25
  • In-Town Couriers: 29
  • Long Haul Couriers: 27
  • Dockyard Workers: 24
  • Gas Workers: 6
  • Hay Merchants: 10
  • Leech Collectors: 35
  • Millers: 28
  • Miners: 30
  • Oilmen and Polishers: 20
  • Postmen: 29
  • Pure Finder: 17
  • Skinners: 36
  • Sugar Refiners: 7
  • Tosher: 20
  • Warehousemen: 40
  • Watercarriers: 27
  • Watermen, Bargemen, etc.: 37

Skilled Laborers

  • Accountants: 16
  • Alchemist: 18
  • Clerk: 24
  • Dentists: 13
  • Educators: 32
  • Engineers: 17
  • Gardeners: 13
  • Mages: 9
  • Plumbers: 13
  • Pharmacist: 15
  • Professors: 5
  • Scientists: 9
  • Wizards: 5

Civil Servants

  • Adventurers: 12
  • Bankers: 18
  • Civil Clerks: 28
  • Civic Iudex: 14
  • Consultants: 8
  • Exorcist: 28
  • Fixers: 14
  • Kami Clerk: 23
  • Landlords: 24
  • Lawyers: 15
  • Legend Keepers: 20
  • Militia Officers: 115
  • Monks, Monastic: 40
  • Monks, Civic: 39
  • Historian, Oral: 26
  • Historian, Textual: 14
  • Policemen, Sheriffs, etc.: 29
  • Priests: 55
  • Rangers: 16
  • Rat Catchers: 18
  • Scholars: 19
  • Spiritualist: 23
  • Slayers: 7
  • Storytellers: 46
  • Military Officers: 42

Cottage Industries

  • Brewers: 36
  • Comfort Services: 48
  • Enchanters: 13
  • Herbalists: 14
  • Jaminators: 45
  • Needleworkers: 36
  • Potters: 20
  • Preserve Makers: 35
  • Quilters: 17
  • Seamsters: 63
  • Spinners: 42
  • Tinker: 13
  • Weaver: 36

Artists

  • Actors: 13
  • Architects: 4
  • Bards: 18
  • Costumers: 7
  • Dancers: 14
  • Drafters: 8
  • Engravers: 10
  • Fine Furniture Carpenters: 6
  • Glaziers: 14
  • Inlayers: 11
  • Musicians: 42
  • Painters, Art: 6
  • Playwrights: 13
  • Sculptors, Art: 11
  • Wood Carvers: 38
  • Writers: 45

Produce Industries

  • Butter Churners: 43
  • Canners: 39
  • Cheesmakers: 50
  • Ice Merchants: 5
  • Millers: 28
  • Picklers: 23
  • Smokers: 16
  • Stockmakers: 15
  • Tobacconists: 19
  • Tallowmakers: 28

4717 of Räz Rÿhb̄ Ckÿrf's population work within a Foundational Occupation.

7695 of Räz Rÿhb̄ Ckÿrf's population do not work in a formal occupation, but do contribute to the local economy. 253 (2%) are noncontributers.

Points of Interest

Räz Rÿhb̄ Ckÿrf is home to some form of natural wonder. It could be a hot spring, or an especially enchanting glade, or a particular vista. Whatever it is, it's such a lovely attraction that Räz Rÿhb̄ Ckÿrf sees its fair share of tourists every year from all across Eyom. Consequently, its residents speak many languages at a functional level.

Räz Rÿhb̄ Ckÿrf is known for its unusual rock formations.

POI

History

In time immemorial, reportedly some time during the early 2nd century the Kami spared the town from the rampage of a legendary monster. One of Räz Rÿhb̄ Ckÿrf's local festivals commemorates this miracle.

History