Shechäh Zätu Ckez has a yearly average temperature of 16°C (60°F), with its average temperature during the summer being a cool 20°C (68°F) and its average temperature during the winter being a cool 13°C (55°F). Shechäh Zätu Ckez receives an average of 246 cm/y (96 in/y) of precipitation, most of which comes in the form of rain during the summer. Shechäh Zätu Ckez covers an area of nearly 5 km2 (2 mi2), and an average elevation of 2014 m (6607 ft) above sea level.
Overview
Shechäh Zätu Ckez was founded durring the early 12th century in winter of the year 1110, by Vúchvē̌ Rā̄ 'Fiona Nova' Vú̄̄b Sé̄kīy Ya̋nvé̄sh Härtfewy. The establishment of Shechäh Zätu Ckez was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Vúchvē̌ Rā̄ 'Fiona Nova' Vú̄̄b Sé̄kīy Ya̋nvé̄sh Härtfewy struck deals with nearby nations and communities to establish Shechäh Zätu Ckez as a prison colony.
Shechäh Zätu Ckez was built using the conventions of Dwarvern durring the early 12th century. Naturaly, all settlmentss have their own look to them, and Shechäh Zätu Ckez is no diffrent. The town'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.
Shechäh Zätu Ckez is buildings are arranged arround a single spacious flagstone mainstreet with many smaller streets branching off of it which gives the town a over all rectangular shape, albit one warped and twisted by the nature of the curves of the main road. The town is protected by a series of wooden fences ringing the town's parimiter, which are likly intended to keep varrious beasts out of town rather than protect it from attack by any intelegent agents. The bare minimum defences has suffered a visible ammount of structural damage, leaving them effectivly useless. One can't help but wonder why the has not yet effected repairs.
Shechäh Zätu Ckez seems to be abandoned at first. There are people present, working their trades and going about their business like any community, it’s just they are absurdly quiet. Just as you start to think there might be trouble, you see most of them are smiling, quietly exchanging words with a friend, or simply enjoying the day as they work. It reminds you of an evening at home as everyone dined, having run out of things to talk about and embraced the savory meal before them.
Civic Infrastructure
Shechäh Zätu Ckez 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 Shechäh Zätu Ckez. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Shechäh Zätu Ckez's parks.
Shechäh Zätu Ckez has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Shechäh Zätu Ckez.
Shechäh Zätu Ckez 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.
Shechäh Zätu Ckez 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.
Shechäh Zätu Ckez has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Shechäh Zätu Ckez's public wards, blessings, and other arcane systems.
Shechäh Zätu Ckez possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.
Shechäh Zätu Ckez 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 Shechäh Zätu Ckez's natural decorations nor waterways.
Shechäh Zätu Ckez 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.
Shechäh Zätu Ckez 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.
Cultural Notes
Shechäh Zätu Ckez's town hall 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..
In Shechäh Zätu Ckez vermin leave small tokens in payment for food taken.
The Mercane near Shechäh Zätu Ckez are known to be more aggressive than normal.
Shechäh Zätu Ckez's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves sex to channel Summoning 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: 2
Farmers: 3
Farm Laborer: 8
Hunters: 4
Milk Maids: 3
Ranchers: 1
Ranch Hands: 4
Shepherds: 3
Farmland: 5386 m2
Cattle and Similar Creatures: 332
Poultry: 3990
Swine: 266
Sheep: 13
Goats: 2
Horses, Mounts, and Beasts of Burden: 133
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 3
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 3
Candlemakers: 4
Carpenters: 4
Clothmakers: 3
Coach and Harness Makers: 1
Coopers: 3
Copper, Brass, Tin, Zinc, and Lead Workers: 1
Copyists: 1
Cutlers: 1
Fabricworkers: 3
Farrier: 7
Glassworkers: 4
Gunsmiths: 2
Harness-Makers: 1
Hatters: 2
Jewelers: 1
Leatherwrights: 3
Locksmiths: 1
Matchstick makers: 2
Musical Instrument Makers: 1
Painters, Structures and Fixtures: 1
Paper Workers: 1
Plasterers: 1
Pursemakers: 2
Roofers: 1
Ropemakers: 1
Rugmakers: 1
Saddlers: 2
Scabbardmakers: 2
Scalemakers: 1
Sculptors, Structures and Fixtures: 1
Shoemakers: 1
Soap and Tallow Workers: 4
Tailors: 7
Tanners: 1
Upholsterers: 1
Watchmakers: 1
Weavers: 4
Whitesmiths: 1
Merchants
Beer-Sellers: 1
Booksellers: 1
Butchers: 3
Chandlers: 3
Chicken Butchers: 3
Entrepreneurs: 1
Fine Clothiers: 3
Fishmongers: 3
Potion Sellers: 2
Resellers: 5
Spice Merchants: 1
Wine-sellers: 2
Wheelwright: 2
Woodsellers: 1
Service workers
Bakers: 7
Barbers: 5
Coachmen: 1
Cooks: 6
Doctors: 2
Gamekeepers: 2
Grooms: 1
Hairdressers: 4
Healers: 3
Housekeepers: 3
Housemaids: 6
House Stewards: 4
Inns: 1
Laundry maids: 2
Maidservants: 4
Nursery Maids: 2
Pastrycooks: 4
Restaurateur: 4
Tavern Keepers: 5
Specialized Laborer
Ashworkers: 1
Bleachers: 1
Coal Heavers: 2
In-Town Couriers: 2
Long Haul Couriers: 2
Dockyard Workers: 2
Hay Merchants: 1
Leech Collectors: 3
Millers: 2
Miners: 2
Oilmen and Polishers: 2
Postmen: 2
Pure Finder: 1
Skinners: 4
Tosher: 2
Warehousemen: 4
Watercarriers: 2
Watermen, Bargemen, etc.: 4
Skilled Laborers
Accountants: 1
Alchemist: 2
Clerk: 2
Dentists: 1
Educators: 3
Engineers: 1
Gardeners: 1
Plumbers: 1
Pharmacist: 1
Civil Servants
Adventurers: 1
Bankers: 1
Civil Clerks: 2
Civic Iudex: 1
Exorcist: 2
Fixers: 1
Kami Clerk: 2
Landlords: 2
Lawyers: 1
Legend Keepers: 2
Militia Officers: 10
Monks, Monastic: 3
Monks, Civic: 4
Historian, Oral: 2
Historian, Textual: 1
Policemen, Sheriffs, etc.: 2
Priests: 5
Rangers: 1
Rat Catchers: 2
Scholars: 2
Spiritualist: 2
Storytellers: 5
Military Officers: 5
Cottage Industries
Brewers: 3
Comfort Services: 5
Enchanters: 1
Herbalists: 1
Jaminators: 4
Needleworkers: 4
Potters: 2
Preserve Makers: 3
Quilters: 1
Seamsters: 6
Spinners: 3
Tinker: 1
Weaver: 3
Artists
Actors: 1
Bards: 2
Dancers: 1
Engravers: 1
Glaziers: 1
Inlayers: 1
Musicians: 4
Playwrights: 1
Sculptors, Art: 1
Wood Carvers: 5
Writers: 5
Produce Industries
Butter Churners: 4
Canners: 4
Cheesmakers: 3
Millers: 2
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 2
Tallowmakers: 2
404 of Shechäh Zätu Ckez's population work within a Foundational Occupation.
26 work in Agriculture
89 work as Craftsmen
31 work as Merchants
66 work as Service Workers
39 work as General Laborers
13 work as Skilled Laborers
59 work as Civil Servants
37 work in Cottage Industries
23 work as Artists
21 work in Produce Industries
833 of Shechäh Zätu Ckez's population do not work in a formal occupation, but do contribute to the local economy. 93 (7%) are noncontributers.
Points of Interest
Shechäh Zätu Ckez is a major trade hub, connecting several important cities or resource production areas. It’s probably at an important river juncture, ancient crossroads, or occupying the only safe path through some perilous wilderness. Its position may be important enough that it can survive on trade alone, despite being unable to feed itself with the surrounding land. Such hubs are usually heavily garrisoned by the lord who profits from their tariffs and taxes.
Shechäh Zätu Ckez is known for its odd use of round-a-bouts, small ring roads used in place of intersections.
POI
History
The the a grimwar of Necromancy, an a grimwar imbued with potent amounts of Necromancy energies was created in Shechäh Zätu Ckez by in time immemorial, reportedly some time during the early 2nd century.