City: Schye-so̠r Hadfow

Schye-so̠r Hadfow

Schye-so̠r Hadfow
Example Wood Elf architecture.
StateRosid
ProvenceḾoůma H́ueo̊ Moot
RegionËchy-ed Heath
Founded1290
Community LeaderLord Kherzel
Area49 km2 (19 mi2)
Average Yearly Temp16°C (60°F)
Average Elevation2724 m (8937 ft)
Average Yearly Precipitation190 cm/y (74 in/y)
Population11637
Population Density237 people per km2 (612 people per mi2)
Town AuraEnchantment
Naming
Native nameSchye-so̠r Hadfow
Pronunciation/sce/ /so̠r/
Direct Translation[palace] [bra]
Translation[Not Yet Translated]

Schye-so̠r Hadfow (/sce/ /so̠r/ [palace] [bra]) is a subtropical City located in the Ḿoůma H́ueo̊ Moot of the Rosid.

The name Schye-so̠r Hadfow is derived from the Goblin language, as Schye-so̠r Hadfow was founded by Kherzel, who was culturaly Wood Elf.

Climate

Schye-so̠r Hadfow has a yearly average temperature of 16°C (60°F), with its average temperature during the summer being a warm 28°C (82°F) and its average temperature during the winter being a cold 4°C (39°F). Schye-so̠r Hadfow receives an average of 190 cm/y (74 in/y) of precipitation, most of which comes in the form of rain during the fall. Schye-so̠r Hadfow covers an area of nearly 49 km2 (19 mi2), and an average elevation of 2724 m (8937 ft) above sea level.

Overview

Schye-so̠r Hadfow was founded durring the late 14th century in spring of the year 1290, by Kherzel. The establishment of Schye-so̠r Hadfow was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Schye-so̠r Hadfow's construction back out of the project. Kherzel pushed on reguardles, and Schye-so̠r Hadfow was finished, but starts off as a terible place to live.

Schye-so̠r Hadfow was built using the conventions of Wood Elf durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Schye-so̠r Hadfow 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.

Schye-so̠r Hadfow is is constructed arround a semi-circular broad packed earth mainstreet, with smaller strait roads linking the circiles to eachother at varrious points. The city posesses a mighty albit amaturly crafted stone wall. It was built using querried stone blocks and posesses all of the standard defencive features, including a few watch towers. While it would last against a siege, the wall's outdated and simplistic construction method percludes the possability of Schye-so̠r Hadfow weathering a full scale bombardment durring a siege. The city's budget focused millitary grade defenses are visibly old, but also obviously well maintained. Its likly the local malishia or garrison are tasked with routine mantance of the city's defences.

Schye-so̠r Hadfow 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 Schye-so̠r Hadfow ’s existence has dried up and the city is drifting down the stream of history as it dries up. On top of this is an unmistakable feeling that Schye-so̠r Hadfow is in this condition because there is something terribly wrong with the city. 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 Schye-so̠r Hadfow long.

Civic Infrastructure

Schye-so̠r Hadfow has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

Schye-so̠r Hadfow 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 Schye-so̠r Hadfow. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Schye-so̠r Hadfow's parks.

Schye-so̠r Hadfow has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Schye-so̠r Hadfow.

Schye-so̠r Hadfow 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.

Schye-so̠r Hadfow 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.

Schye-so̠r Hadfow has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.

Schye-so̠r Hadfow has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Schye-so̠r Hadfow 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.

Schye-so̠r Hadfow 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.

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

Schye-so̠r Hadfow has an Theological Academy which trains clergy in various arcane and theological topics required for their occupations.

Schye-so̠r Hadfow 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. Schye-so̠r Hadfow's grid is powered by hydrogalvanic generators.

Schye-so̠r Hadfow 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.

Schye-so̠r Hadfow 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 Schye-so̠r Hadfow's natural decorations nor waterways.

Schye-so̠r Hadfow 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.

Schye-so̠r Hadfow 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.

Schye-so̠r Hadfow 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

Schye-so̠r Hadfow has a long tradition of martial expertise. This may be a crisply-organized history of skilled native levies, or it may be a natural belligerence in the people that leaves them familiar with bloodshed. While their neighbors and liege doubtless respect their talents, this very aptitude might make them more willing to turn to steel than prudence would advise.

Schye-so̠r Hadfow's chapel was built using a different architectural style from the rest of the town. The style used is characterized by towering round arches, massive stone and brickwork, small windows, thick walls, and a propensity for housing art and sculpture depicting mythological scenes. The building's general shape would be a clever and ascetic combination of geometric shapes, which would be blended together by joining elements. The style's decorative features were largely internal rather than external and incorporated semicircular arches for windows, doors, and arcades; barrel or groin vaults to support the roof of the nave; massive piers and walls, with few windows, to contain the outward thrust of the vaults; side aisles with galleries above them..

Due to the actions of local Kami, winter is skipped in Schye-so̠r Hadfow.

The Bacallia near Schye-so̠r Hadfow are known to be more aggressive than normal.

Schye-so̠r Hadfow's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves drinking to channel Enchantment energies of tier 2 via throat chanting.

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: 23
  • Farmers: 40
  • Farm Laborer: 68
  • Hunters: 36
  • Milk Maids: 29
  • Ranchers: 15
  • Ranch Hands: 32
  • Shepherds: 30
    • Farmland: 46897 m2
    • Cattle and Similar Creatures: 2909
    • Poultry: 34911
    • Swine: 2327
    • Sheep: 116
    • Goats: 23
    • Horses, Mounts, and Beasts of Burden: 1163

Craftsmen

  • Arms and Toolmakers: 23
  • Blacksmiths: 24
  • Bookbinders: 15
  • Buckle-makers: 16
  • Cabinetmakers: 24
  • Candlemakers: 44
  • Carpenters: 38
  • Clothmakers: 32
  • Coach and Harness Makers: 12
  • Coopers: 30
  • Copper, Brass, Tin, Zinc, and Lead Workers: 15
  • Copyists: 11
  • Cutlers: 9
  • Fabricworkers: 25
  • Farrier: 70
  • Furriers: 7
  • Glassworkers: 34
  • Gunsmiths: 23
  • Harness-Makers: 11
  • Hatters: 23
  • Hosiery Workers: 8
  • Jewelers: 12
  • Leatherwrights: 28
  • 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: 11
  • Saddlers: 21
  • Scabbardmakers: 23
  • Scalemakers: 12
  • Scientific, Surgical, and Optical Instrument Makers: 7
  • Sculptors, Structures and Fixtures: 10
  • Shoemakers: 11
  • Soap and Tallow Workers: 39
  • Tailors: 75
  • Tanners: 14
  • Upholsterers: 15
  • Watchmakers: 15
  • Weavers: 38
  • Whitesmiths: 9

Merchants

  • Adventuring Goods Retellers: 7
  • Arcana Sellers: 8
  • Beer-Sellers: 15
  • Booksellers: 17
  • Butchers: 28
  • Chandlers: 30
  • Chicken Butchers: 31
  • Entrepreneurs: 12
  • Fine Clothiers: 29
  • Fishmongers: 31
  • Florists: 7
  • Potion Sellers: 19
  • Resellers: 43
  • Spice Merchants: 16
  • Wine-sellers: 23
  • Wheelwright: 18
  • Woodsellers: 11

Service workers

  • Bakers: 61
  • Barbers: 59
  • Coachmen: 17
  • Cooks: 46
  • Doctors: 25
  • Gamekeepers: 18
  • Grooms: 10
  • Hairdressers: 40
  • Healers: 28
  • Housekeepers: 33
  • Housemaids: 55
  • House Stewards: 34
  • Inns: 10
  • Laundry maids: 20
  • Maidservants: 43
  • Nursery Maids: 22
  • Pastrycooks: 46
  • Restaurateur: 55
  • Tavern Keepers: 52

Specialized Laborer

  • Ashworkers: 16
  • Bleachers: 10
  • Chemical Workers: 6
  • Coal Heavers: 23
  • In-Town Couriers: 26
  • Long Haul Couriers: 28
  • Dockyard Workers: 22
  • Gas Workers: 5
  • Hay Merchants: 9
  • Leech Collectors: 28
  • Millers: 25
  • Miners: 25
  • Oilmen and Polishers: 19
  • Postmen: 25
  • Pure Finder: 15
  • Skinners: 34
  • Sugar Refiners: 6
  • Tosher: 17
  • Warehousemen: 40
  • Watercarriers: 23
  • Watermen, Bargemen, etc.: 37

Skilled Laborers

  • Accountants: 15
  • Alchemist: 16
  • Clerk: 24
  • Dentists: 11
  • Educators: 31
  • Engineers: 16
  • Gardeners: 11
  • Mages: 8
  • Plumbers: 12
  • Pharmacist: 14
  • Professors: 5
  • Scientists: 8
  • Wizards: 5

Civil Servants

  • Adventurers: 10
  • Bankers: 15
  • Civil Clerks: 27
  • Civic Iudex: 13
  • Consultants: 7
  • Exorcist: 27
  • Fixers: 14
  • Kami Clerk: 25
  • Landlords: 23
  • Lawyers: 14
  • Legend Keepers: 20
  • Militia Officers: 72
  • Monks, Monastic: 38
  • Monks, Civic: 37
  • Historian, Oral: 26
  • Historian, Textual: 13
  • Policemen, Sheriffs, etc.: 27
  • Priests: 50
  • Rangers: 15
  • Rat Catchers: 18
  • Scholars: 17
  • Spiritualist: 21
  • Slayers: 6
  • Storytellers: 49
  • Military Officers: 44

Cottage Industries

  • Brewers: 35
  • Comfort Services: 46
  • Enchanters: 12
  • Herbalists: 12
  • Jaminators: 36
  • Needleworkers: 43
  • Potters: 17
  • Preserve Makers: 31
  • Quilters: 16
  • Seamsters: 58
  • Spinners: 33
  • Tinker: 13
  • Weaver: 29

Artists

  • Actors: 12
  • Architects: 4
  • Bards: 18
  • Costumers: 6
  • Dancers: 13
  • Drafters: 7
  • Engravers: 9
  • Fine Furniture Carpenters: 5
  • Glaziers: 12
  • Inlayers: 11
  • Musicians: 36
  • Painters, Art: 6
  • Playwrights: 12
  • Sculptors, Art: 10
  • Wood Carvers: 44
  • Writers: 44

Produce Industries

  • Butter Churners: 41
  • Canners: 35
  • Cheesmakers: 40
  • Ice Merchants: 5
  • Millers: 23
  • Picklers: 19
  • Smokers: 14
  • Stockmakers: 12
  • Tobacconists: 18
  • Tallowmakers: 30

4343 of Schye-so̠r Hadfow's population work within a Foundational Occupation.

6713 of Schye-so̠r Hadfow's population do not work in a formal occupation, but do contribute to the local economy. 581 (5%) are noncontributers.

Points of Interest

POI

History

In time immemorial, reportedly some time during the late 2nd century the Kami spared the town from an attack. One of Schye-so̠r Hadfow's local festivals commemorates this miracle.

History