Town: Yë̋y Zor Kēä

Yë̋y Zor Kēä

Yë̋y Zor Kēä
Example Goblin architecture.
StateConfederation of Goblin Tribes
ProvenceGē̌lerkéōw Region
RegionSchye-vrestjod Shrublands
Founded1467
Community LeaderHigh Chief Mä̌shī Da̋chīy 'Boo Crystal' Jōy Mp̪f̄nḱ Mb̪f̄nvé Cúńó̄s Cúńó̄s
Area4 km2 (1 mi2)
Average Yearly Temp15°C (59°F)
Average Elevation3354 m (11003 ft)
Average Yearly Precipitation302 cm/y (118 in/y)
Population1123
Population Density280 people per km2 (1123 people per mi2)
Town AuraWild Magic
Naming
Native nameYë̋y Zor Kēä
Pronunciation/jɒ̄g/ /zɔː/
Direct Translation[pretty] [Prostate massage]
Translation[Not Yet Translated]

Yë̋y Zor Kēä (/jɒ̄g/ /zɔː/ [pretty] [Prostate massage]) is a subtropical Town located in the Gē̌lerkéōw Region of the Confederation of Goblin Tribes.

The name Yë̋y Zor Kēä is derived from the Goblin language, as Yë̋y Zor Kēä was founded by Rhianna Hele Gwladys, who was culturaly Goblin.

Climate

Yë̋y Zor Kēä has a yearly average temperature of 15°C (59°F), with its average temperature during the summer being a warm 27°C (80°F) and its average temperature during the winter being a cold 3°C (37°F). Yë̋y Zor Kēä receives an average of 302 cm/y (118 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Yë̋y Zor Kēä covers an area of nearly 4 km2 (1 mi2), and an average elevation of 3354 m (11003 ft) above sea level.

Overview

Yë̋y Zor Kēä was founded durring the late 16th century in summer of the year 1467, by Rhianna Hele Gwladys. The establishment of Yë̋y Zor Kēä was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Rhianna Hele Gwladys struck deals with nearby nations and communities to establish Yë̋y Zor Kēä as a prison colony.

Yë̋y Zor Kēä was built using the conventions of Goblin durring the late 16th century. Naturaly, all settlmentss have their own look to them, and Yë̋y Zor Kēä 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.

Yë̋y Zor Kēä is buildings are arranged arrounded a highly ordered system of broad cobblestone streets which form triangular paterns, allowing the incides of the octagons to be common grounds for the buildings on the edges, be it for parkland, yardspace, plazas, or markets. The town is the proud owner of a thick set of fortified walls fashioned from querried stone blocks. While not up to snuff for a fort or castle wall, the town's walls are naturaly much larger than those of forts or castles. Therefore, the construction such a wall is most expencive. Yë̋y Zor Kēä's buget focused wall would serve its community well in battle in spite of looking unimpressive compared to castles and fortresses. The town's top tier civilian fortifications have recently undergone extensive repairs and renovations, such that the repairwork is imeadiently apparent and can be spotted due to the diffring ages of materials. One can't help but wonder what brought the need for those repairs to the town.

A look around Yë̋y Zor Kēä has something terribly wrong with it. It’s impossible to put one’s finger on, but something is horribly wrong. 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 Yë̋y Zor Kēä long.

Civic Infrastructure

Yë̋y Zor Kēä has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Yë̋y Zor Kēä.

Yë̋y Zor Kēä 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.

Yë̋y Zor Kēä 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.

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

Yë̋y Zor Kēä possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.

Yë̋y Zor Kēä has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.

Yë̋y Zor Kēä 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.

Yë̋y Zor Kēä 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

Yë̋y Zor Kēä's garrison was built using a different architectural style from the rest of the town. The style used embraces individualism and experimentation. It emerged as a movement against traditional, classical styles and sought to make buildings dynamic and fun while breaking the rules. The style incorporated elements of previous architectural styles in exaggerated and whimsical ways. Traditional, conservative leanings were void in this era, with most scholars of architecture agreeing it was a time of “anything goes.”.

In Yë̋y Zor Kēä there are unidentifiable people in the fog, but it seems to be okay.

The Marble Snake near Yë̋y Zor Kēä are known to be almost tame, such that they can be put to domestic use.

Yë̋y Zor Kēä's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves consuming a local toxin to channel Conjuration energies of tier 2 via recitation of poetic epics.

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: 2
  • Farm Laborer: 8
  • Hunters: 3
  • Milk Maids: 2
  • Ranchers: 1
  • Ranch Hands: 2
  • Shepherds: 2
    • Farmland: 4581 m2
    • Cattle and Similar Creatures: 280
    • Poultry: 3369
    • Swine: 224
    • Sheep: 11
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 112

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 2
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 2
  • Candlemakers: 3
  • Carpenters: 3
  • Clothmakers: 2
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Fabricworkers: 2
  • Farrier: 6
  • Glassworkers: 4
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 2
  • Jewelers: 1
  • Leatherwrights: 2
  • Locksmiths: 1
  • Matchstick makers: 1
  • Musical Instrument Makers: 1
  • Painters, Structures and Fixtures: 1
  • Paper Workers: 1
  • Plasterers: 1
  • Pursemakers: 1
  • 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: 5
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 4

Merchants

  • Beer-Sellers: 1
  • Booksellers: 1
  • Butchers: 2
  • Chandlers: 3
  • Chicken Butchers: 3
  • Entrepreneurs: 1
  • Fine Clothiers: 2
  • Fishmongers: 2
  • Potion Sellers: 1
  • Resellers: 4
  • Spice Merchants: 1
  • Wine-sellers: 2
  • Wheelwright: 1
  • Woodsellers: 1

Service workers

  • Bakers: 5
  • Barbers: 5
  • Coachmen: 1
  • Cooks: 4
  • Doctors: 2
  • Gamekeepers: 1
  • Hairdressers: 3
  • Healers: 2
  • Housekeepers: 3
  • Housemaids: 4
  • House Stewards: 3
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 3
  • 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
  • Leech Collectors: 2
  • Millers: 2
  • Miners: 2
  • Oilmen and Polishers: 1
  • Postmen: 2
  • Pure Finder: 1
  • Skinners: 3
  • Tosher: 1
  • Warehousemen: 4
  • Watercarriers: 2
  • Watermen, Bargemen, etc.: 3

Skilled Laborers

  • Accountants: 1
  • Alchemist: 1
  • Clerk: 2
  • Dentists: 1
  • Educators: 2
  • 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: 1
  • Militia Officers: 6
  • Monks, Monastic: 3
  • Monks, Civic: 3
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 4
  • Rangers: 1
  • Rat Catchers: 1
  • Scholars: 1
  • Spiritualist: 2
  • Storytellers: 4
  • Military Officers: 3

Cottage Industries

  • Brewers: 3
  • Comfort Services: 4
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 4
  • Potters: 1
  • Preserve Makers: 3
  • Quilters: 1
  • Seamsters: 5
  • Spinners: 3
  • Tinker: 1
  • Weaver: 2

Artists

  • Actors: 1
  • Bards: 1
  • Dancers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 3
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 3
  • Writers: 3

Produce Industries

  • Butter Churners: 4
  • Canners: 3
  • Cheesmakers: 3
  • Millers: 2
  • Picklers: 1
  • Smokers: 1
  • Stockmakers: 1
  • Tobacconists: 1
  • Tallowmakers: 2

332 of Yë̋y Zor Kēä's population work within a Foundational Occupation.

758 of Yë̋y Zor Kēä's population do not work in a formal occupation, but do contribute to the local economy. 33 (3%) are noncontributers.

Points of Interest

Yë̋y Zor Kēä was unknowingly built atop something unstable, and now that substrate is crumbling. It may be swampy ground or a decaying coastline, or it could be an ancient buried city that’s now giving way. In the case of some antique habitation, the denizens that once lived there might be boiling upward as their home is collapsing, or new opportunities may be revealed even as the community’s present structure is ruined.

Yë̋y Zor Kēä is known for its unusual rock formations.

POI

History

In time immemorial, reportedly some time during the early 2nd century a local hero by the name of spared the town from an attack. A small order of knights was founded in 's honor, and bears his name to this day.

History