Town: Dahya Du̽mâ Mîze

Dahya Du̽mâ Mîze

Dahya Du̽mâ Mîze
Example Wareneese architecture.
StateWarrenese Shogunate
ProvenceMijgake Empire
Sub ProvenceBuruqopuhibubo Zone
RegionUtierilèmushàm Holt
Founded909
Community LeaderLaird Gle Trthêyepî
Area5 km2 (2 mi2)
Average Yearly Temp17°C (62°F)
Average Elevation4390 m (14402 ft)
Average Yearly Precipitation77 cm/y (30 in/y)
Population1274
Population Density254 people per km2 (637 people per mi2)
Town AuraChronomancy
Naming
Native nameDahya Du̽mâ Mîze
Pronunciation/ˈhemu/ /ˈdu̽mɑ/
Direct Translation[footpath; sidewalk] [dagger]
Translation[Not Yet Translated]

Dahya Du̽mâ Mîze (/ˈhemu/ /ˈdu̽mɑ/ [footpath; sidewalk] [dagger]) is a subtropical Town located in Buruqopuhibubo Zone, Mijgake Empire, within the Warrenese Shogunate.

The name Dahya Du̽mâ Mîze is derived from the Wareneese language, as Dahya Du̽mâ Mîze was founded by Dygzoth Shêyêyëm, who was culturaly Wareneese.

Climate

Dahya Du̽mâ Mîze has a yearly average temperature of 17°C (62°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 8°C (46°F). Dahya Du̽mâ Mîze receives an average of 77 cm/y (30 in/y) of precipitation, most of which comes in the form of rain during the spring. Dahya Du̽mâ Mîze covers an area of nearly 5 km2 (2 mi2), and an average elevation of 4390 m (14402 ft) above sea level.

Overview

Dahya Du̽mâ Mîze was founded durring the early 10th century, by Dygzoth Shêyêyëm. The establishment of the new community went well, though many minor issues had to be solved as time went on. This was enough to delay construction and push back the formal opening ceramony, leading to some embarisment for Dygzoth Shêyêyëm.

Dahya Du̽mâ Mîze was built using the conventions of Wareneese durring the early 10th century. Naturaly, all settlmentss have their own look to them, and Dahya Du̽mâ Mîze 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.

Dahya Du̽mâ Mîze is buildings are built arround a single restrictive cobblestone mainstreet which forms a counterclockwise spiral to give the town a over all circular shape. The town is protected by a humble stone fence which is tall enough to provide adiquite cover for defenders to fire from, but no more than that. Dahya Du̽mâ Mîze's peasent-grade are suffering from significent damage, so much so that examples can be pointed to no matter which section one might have within their line of site, and most of which render sections inoperable at present.

Dahya Du̽mâ Mîze has the unmistakable air of a town 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. Dahya Du̽mâ Mîze ’s existence was once fed by scholarly pursuits. But the income once drawn in by the works of scribes and academics has dried up and the town is drifting down the stream of history as it dries up. Everywhere about the town one can see abandoned schools, libraries, and other academic structures. Locals can be overheard having academic discussions, as well as talking about scholarly subjects in general. It’s quite clear the town places a lot of value on education and being a learned individual. Even in these times.

Civic Infrastructure

Dahya Du̽mâ Mîze has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Dahya Du̽mâ Mîze.

Dahya Du̽mâ Mîze 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.

Dahya Du̽mâ Mîze 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.

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

Dahya Du̽mâ Mîze has an Theological Academy which trains clergy in various arcane and theological topics required for their occupations.

Dahya Du̽mâ Mîze 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. Dahya Du̽mâ Mîze's grid is powered by a boiler and turbine based power plant.

Dahya Du̽mâ Mîze has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.

Dahya Du̽mâ Mîze 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

Dahya Du̽mâ Mîze's bank was built using a different architectural style from the rest of the town. The style used is best known for its striking sculptural forms and often dazzling ornamental detail that characterizes the buildings general shape. The radiant colors, rich patterns, and symmetrical silhouettes employed by this style were backed up by rich decorative features including gardens, courtyards, extruded arches, domes, pointed domes, vaulted ceilings, elaborate painted and inlaid designs, and decorative sculptures.

In Dahya Du̽mâ Mîze grains of dust blow into perfectly neat rows.

The Dlurgraven near Dahya Du̽mâ Mîze are known to be more aggressive than normal.

Dahya Du̽mâ Mîze's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves destroying a prepared ritual vessel to channel Enchantment energies of tier 1 via oratory performances.

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: 3
  • Shepherds: 3
    • Farmland: 5146 m2
    • Cattle and Similar Creatures: 318
    • Poultry: 3822
    • Swine: 254
    • Sheep: 12
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 127

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 2
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 2
  • 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: 2
  • Farrier: 10
  • 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: 9
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 3
  • Whitesmiths: 1

Merchants

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

Service workers

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

Specialized Laborer

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

Skilled Laborers

  • Accountants: 1
  • Alchemist: 1
  • 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: 9
  • Monks, Monastic: 3
  • Monks, Civic: 4
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 4
  • Rangers: 1
  • Rat Catchers: 1
  • Scholars: 1
  • Spiritualist: 2
  • Storytellers: 4
  • Military Officers: 4

Cottage Industries

  • Brewers: 3
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 4
  • Potters: 1
  • 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: 3
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 4
  • Writers: 5

Produce Industries

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

393 of Dahya Du̽mâ Mîze's population work within a Foundational Occupation.

792 of Dahya Du̽mâ Mîze's population do not work in a formal occupation, but do contribute to the local economy. 89 (7%) are noncontributers.

Points of Interest

Dahya Du̽mâ Mîze produces some wonderful cultural artifact or trains famous artists. The product might be some exceptional cloth, or artistic luxury good, or the scholarly fruits of a famous academy. Trained artists might be students of a particular school, or the apprentices of the current masters of a long artistic tradition who dwell here.

POI

History

In time immemorial, reportedly some time during the early 2nd century, Dahya Du̽mâ Mîze was attacked by soldiers from another nation, waging a greater campaign. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Dahya Du̽mâ Mîze lost 279 people, 185 livestock, and 20 buildings. The conflict ended after roughly 214, when members of Dahya Du̽mâ Mîze's militia enacted an operation to destroy or capture a particular port. The operation was complicated by the officer in charge of Dahya Du̽mâ Mîze's forces was incompetent, and issue many foolish and-or unprofessional orders. The conflict ended with pitched battle between both forces, which ended in victory for Dahya Du̽mâ Mîze's forces. The war is remembered in legend by Dahya Du̽mâ Mîze's bards, historians, and legend keepers.

History