Town: Zrë-mi̽d Kez

Zrë-mi̽d Kez

Zrë-mi̽d Kez
Example Wood Elven architecture.
StateViceroyalty of Rosid
ProvenceZde̜ze̜ Moot
RegionIē̼àmíhqdèmàf Holt
Founded1560
Community LeaderChief Audra Ghuvnaget
Area6 km2 (2 mi2)
Average Yearly Temp17°C (62°F)
Average Elevation3498 m (11476 ft)
Average Yearly Precipitation150 cm/y (59 in/y)
Population1494
Population Density249 people per km2 (747 people per mi2)
Town AuraElven High Magic
Naming
Native nameZrë-mi̽d Kez
Pronunciation/zrɛ/ /mi̽d/
Direct Translation[mouth; edge; border; boundary; fringe; perimeter; mane] [bud; fetus; embryo]
Translation[Not Yet Translated]

Zrë-mi̽d Kez (/zrɛ/ /mi̽d/ [mouth; edge; border; boundary; fringe; perimeter; mane] [bud; fetus; embryo]) is a subtropical Town located in the Zde̜ze̜ Moot of the Viceroyalty of Rosid.

The name Zrë-mi̽d Kez is derived from the Wood Elvish language, as Zrë-mi̽d Kez was founded by Bertha Berdra, who was culturaly Wood Elven.

Climate

Zrë-mi̽d Kez has a yearly average temperature of 17°C (62°F), with its average temperature during the summer being a warm 29°C (84°F) and its average temperature during the winter being a cold 5°C (41°F). Zrë-mi̽d Kez receives an average of 150 cm/y (59 in/y) of precipitation, most of which comes in the form of rain during the fall. Zrë-mi̽d Kez covers an area of nearly 6 km2 (2 mi2), and an average elevation of 3498 m (11476 ft) above sea level.

Overview

Zrë-mi̽d Kez was founded durring the late 16th century in fall of the year 1560, by Bertha Berdra. The establishment of Zrë-mi̽d Kez was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Bertha Berdra struck deals with nearby nations and communities to establish Zrë-mi̽d Kez as a prison colony.

Zrë-mi̽d Kez was built using the conventions of Wood Elven durring the late 16th century. Naturaly, all settlmentss have their own look to them, and Zrë-mi̽d Kez is no diffrent. The town's buildings feature masoned stone construction which prominantly features pointed arches, pointed ribbed vault cielings, flying buttress', and window tracery all of which share a simmilar gemoetetic patern halfway between organic and inorganic in design formaing a very distinct aesthetically integrated style. BUildings tend to reach for the havens, and more expencive homes are easily identified by their floor count as well as the addition of decorative features intigrated into the building's design such as statues, gargoyals, and embelished joinery.

Zrë-mi̽d Kez is buildings are arranged arrounded a highly ordered system of crampt canals 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 has a defencive wall made from querried stone. The wall is equipped with a full set of battlments but the nature of its construction methodology leaves it somewhat vulnerable to siege equipment. That said, the town is well defended against anything short of an army. The cost-cutting-focused 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.

Right off the bat Zrë-mi̽d Kez 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 town has come into quite a lot of wealth, and recently from the looks of things. The town is very clearly a joyfull place as well as wealthy. Music can be heard often, as well as laughter. The smell of food and drink permiates the air. You can’t help but smile.

Civic Infrastructure

Zrë-mi̽d Kez 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 Zrë-mi̽d Kez. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Zrë-mi̽d Kez's parks.

Zrë-mi̽d Kez has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Zrë-mi̽d Kez.

Zrë-mi̽d Kez 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.

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

Zrë-mi̽d Kez 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.

Zrë-mi̽d Kez 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.

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

Zrë-mi̽d Kez 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 Town. Zrë-mi̽d Kez's grid is powered by a direct leyline tap.

Zrë-mi̽d Kez 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 Zrë-mi̽d Kez's natural decorations nor waterways.

Zrë-mi̽d Kez 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.

Zrë-mi̽d Kez 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.

Zrë-mi̽d Kez 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

Zrë-mi̽d Kez's chapel was built using a different architectural style from the rest of the town. The style used is characterized by their massive, monolithic and 'blocky' appearance with a rigid geometric style. It was best known for its rough, unfinished surfaces, unusual shapes, heavy-looking materials, straight lines, and small windows. Modular elements were often used to form masses representing specific functional zones, grouped into a unified whole.

Due to the actions of local Kami, spring is short in Zrë-mi̽d Kez.

The Sandman near Zrë-mi̽d Kez are known to be quite timid.

Zrë-mi̽d Kez's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves bloodletting to channel Conjuration energies of tier 1 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: 2
  • Farmers: 4
  • Farm Laborer: 9
  • Hunters: 4
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 4
  • Shepherds: 3
    • Farmland: 6080 m2
    • Cattle and Similar Creatures: 373
    • Poultry: 4482
    • Swine: 298
    • Sheep: 14
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 149

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 2
  • Cabinetmakers: 3
  • Candlemakers: 5
  • Carpenters: 5
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 4
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 12
  • Glassworkers: 4
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 3
  • Hosiery Workers: 1
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 2
  • Painters, Structures and Fixtures: 1
  • Paper Workers: 2
  • Plasterers: 2
  • Pursemakers: 2
  • Roofers: 1
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 2
  • Scabbardmakers: 3
  • Scalemakers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 4
  • Tailors: 9
  • Tanners: 1
  • Upholsterers: 2
  • Watchmakers: 1
  • Weavers: 4
  • Whitesmiths: 1

Merchants

  • Adventuring Goods Retellers: 1
  • Arcana Sellers: 1
  • Beer-Sellers: 1
  • Booksellers: 2
  • Butchers: 3
  • Chandlers: 4
  • Chicken Butchers: 3
  • Entrepreneurs: 1
  • Fine Clothiers: 4
  • Fishmongers: 4
  • Potion Sellers: 2
  • Resellers: 5
  • Spice Merchants: 2
  • Wine-sellers: 3
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 8
  • Barbers: 7
  • Coachmen: 2
  • Cooks: 6
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 5
  • Healers: 4
  • Housekeepers: 4
  • Housemaids: 7
  • House Stewards: 4
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 4
  • Nursery Maids: 2
  • Pastrycooks: 4
  • Restaurateur: 5
  • Tavern Keepers: 7

Specialized Laborer

  • Ashworkers: 2
  • Bleachers: 1
  • Coal Heavers: 2
  • In-Town Couriers: 3
  • Long Haul Couriers: 3
  • Dockyard Workers: 3
  • Hay Merchants: 1
  • Leech Collectors: 3
  • Millers: 3
  • Miners: 3
  • Oilmen and Polishers: 2
  • Postmen: 3
  • Pure Finder: 1
  • Skinners: 4
  • Tosher: 2
  • Warehousemen: 4
  • Watercarriers: 3
  • Watermen, Bargemen, etc.: 4

Skilled Laborers

  • Accountants: 1
  • Alchemist: 2
  • Clerk: 3
  • Dentists: 1
  • Educators: 3
  • Engineers: 2
  • Gardeners: 1
  • Mages: 1
  • Plumbers: 1
  • Pharmacist: 1
  • Scientists: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 2
  • Civil Clerks: 3
  • Civic Iudex: 1
  • Exorcist: 3
  • Fixers: 1
  • Kami Clerk: 3
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 13
  • Monks, Monastic: 4
  • Monks, Civic: 4
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 5
  • Rangers: 1
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 5
  • Military Officers: 4

Cottage Industries

  • Brewers: 4
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 5
  • Potters: 2
  • Preserve Makers: 4
  • Quilters: 2
  • Seamsters: 6
  • Spinners: 4
  • 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: 6
  • Writers: 4

Produce Industries

  • Butter Churners: 5
  • Canners: 3
  • Cheesmakers: 4
  • Millers: 2
  • Picklers: 2
  • Smokers: 1
  • Stockmakers: 1
  • Tobacconists: 2
  • Tallowmakers: 3

475 of Zrë-mi̽d Kez's population work within a Foundational Occupation.

930 of Zrë-mi̽d Kez's population do not work in a formal occupation, but do contribute to the local economy. 89 (6%) are noncontributers.

Points of Interest

Zrë-mi̽d Kez is surrounded by dangerous terrain: miasmatic swamps, perilous crevasses, radioactive badlands, a pocket of or some other harmful topography. Zrë-mi̽d Kez might prefer the defensive potential of the terrain here, or have found a precious resource worth the danger. The terrain might have formed at some time since the founding, with the citizens struggling to make terms with the new danger.

The center of Zrë-mi̽d Kez's town square was built around an ancient standing stone.

POI

History

The the an Armband of Elven High Magic, an an Armband imbued with great amounts of Elven High Magic energies was created near Zrë-mi̽d Kez by in time immemorial, reportedly some time during the late 2nd century.

History