Large City: Fǟk Zlo̠t Med

Fǟk Zlo̠t Med

Fǟk Zlo̠t Med
Example Wood Elven architecture.
StateViceroyalty of Rosid
ProvenceCergmar County
RegionFrön Chyhyöwtök Woodlands
Founded1418
Community LeaderChief Pyrodalia Phroniavno
Area525 km2 (210 mi2)
Average Yearly Temp17°C (62°F)
Average Elevation1192 m (3910 ft)
Average Yearly Precipitation219 cm/y (86 in/y)
Population122666
Population Density233 people per km2 (584 people per mi2)
Town AuraInvocation
Naming
Native nameFǟk Zlo̠t Med
Pronunciation/faːk/ /zlo̠t/
Direct Translation[famous] [equipment]
Translation[Not Yet Translated]

Fǟk Zlo̠t Med (/faːk/ /zlo̠t/ [famous] [equipment]) is a temperate Large City located in the Cergmar County of the Viceroyalty of Rosid.

The name Fǟk Zlo̠t Med is derived from the Wood Elvish language, as Fǟk Zlo̠t Med was founded by Brêbè Chebedric, who was culturaly Wood Elven.

Climate

Fǟk Zlo̠t Med has a yearly average temperature of 17°C (62°F), with its average temperature during the summer being a pleasant 24°C (75°F) and its average temperature during the winter being a cold 10°C (50°F). Fǟk Zlo̠t Med receives an average of 219 cm/y (86 in/y) of precipitation, most of which comes in the form of rain during the spring. Fǟk Zlo̠t Med covers an area of nearly 525 km2 (210 mi2), and an average elevation of 1192 m (3910 ft) above sea level.

Overview

Fǟk Zlo̠t Med was founded durring the early 15th century in summer of the year 1418, by Brêbè Chebedric. 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 Brêbè Chebedric.

Fǟk Zlo̠t Med was built using the conventions of Wood Elven durring the early 15th century. Naturaly, all settlmentss have their own look to them, and Fǟk Zlo̠t Med 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.

Fǟk Zlo̠t Med is buildings are speckled and packed arround premissive cobblestone streets with seemingly no patern to them. It appears as if the city's residents simply built streets as they pleased and squeazed buildings in wherever and howeave rpossible, creating an organic, frustrating to navigate, maze of a city. The city is defended by arcane means. It's hard to spot at first, but there's a tell tell shimmer in the air arround Fǟk Zlo̠t Med, and you can spot the ocasional warding glyph carved into a rock or tree all arround town. These mystical defences are ancient, unknowable, and unassailable by current means... Assuming everything is in working order. Otherwise, the wards are little more than a deathtrap. The city's Relic of the World That Was 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 city.

Fǟk Zlo̠t Med 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 Fǟk Zlo̠t Med ’s existence has dried up and the city is drifting down the stream of history as it dries up. Even with that as it is, everything is just a little too worn down, a little too dirty, or much of both. The town should be gone, not dying. No one makes eye contact. Kids play quietly, but happily. Occasionally a passerby glances at you out of the corner of their eye, staring just long enough for it to be uncomfortable.

Civic Infrastructure

Fǟk Zlo̠t Med possesses a Aethary Link for its accademic, government, and financial institutions. Public Aethary access is available through one or more of these intitutions.

Fǟk Zlo̠t Med has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

Fǟk Zlo̠t Med 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 Fǟk Zlo̠t Med. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Fǟk Zlo̠t Med's parks.

Fǟk Zlo̠t Med has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Fǟk Zlo̠t Med.

Fǟk Zlo̠t Med 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.

Fǟk Zlo̠t Med 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.

Fǟk Zlo̠t Med has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.

Fǟk Zlo̠t Med has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Fǟk Zlo̠t Med 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.

Fǟk Zlo̠t Med 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.

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

Fǟk Zlo̠t Med has an Administrative Academy which trains individuals in the administrative arts.

Fǟk Zlo̠t Med 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 Large City. Fǟk Zlo̠t Med's grid is powered by an arcane means.

Fǟk Zlo̠t Med 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.

Fǟk Zlo̠t Med has a first rate hospital which caters to anyone in need of long term medical care.

Fǟk Zlo̠t Med has a library, which keeps a large collection of books, scrolls, and archives all manner of physical items. While not open to the public, the librarians and scholars employed by the library will assist anyone with their research needs, and wealthy individuals can purchase membership to access the library's materials themselves. In spite of being generally closed to the public, the library has a room with several Aether Linked devices available to the public during business hours.

Fǟk Zlo̠t Med 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 Fǟk Zlo̠t Med's natural decorations nor waterways.

Fǟk Zlo̠t Med 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.

Fǟk Zlo̠t Med 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.

Fǟk Zlo̠t Med 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.

Fǟk Zlo̠t Med 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

Fǟk Zlo̠t Med's mayor's house was built using a different architectural style from the rest of the town. The style used is known primarily for its use of abstraction and simplicity. Clean lines, right angles, and primary colors characterized this aesthetic and art movement expressed via architecture and paintings. Its design ethos allows only primary colors and non-colors, only squares and rectangles, only straight and horizontal or vertical lines. Vertical and horizontal lines are positioned in layers or planes that do not intersect, thereby allowing each element to exist independently and unobstructed by other elements. These seemingly impossible principals for an architectural style coalesces into structures which most experts find hard to put into words. It is not that their geometry is impossible, but rather the style's attempt at producing works only describable visually was most successful..

In Fǟk Zlo̠t Med sometimes, near one of the seasonal solstices, the sun appears to split into three and it rains from a clear sky for several hours.

The Ghoul near Fǟk Zlo̠t Med are known to be more aggressive than normal.

Fǟk Zlo̠t Med's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves gestures to channel Invocation energies of tier 1 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: 225
  • Farmers: 331
  • Farm Laborer: 645
  • Hunters: 422
  • Milk Maids: 306
  • Ranchers: 156
  • Ranch Hands: 327
  • Shepherds: 322
    • Farmland: 500477 m2
    • Cattle and Similar Creatures: 30666
    • Poultry: 367998
    • Swine: 24533
    • Sheep: 1226
    • Goats: 245
    • Horses, Mounts, and Beasts of Burden: 12266

Craftsmen

  • Arms and Toolmakers: 235
  • Blacksmiths: 255
  • Bookbinders: 161
  • Buckle-makers: 168
  • Cabinetmakers: 266
  • Candlemakers: 454
  • Carpenters: 402
  • Clothmakers: 371
  • Coach and Harness Makers: 127
  • Coopers: 314
  • Copper, Brass, Tin, Zinc, and Lead Workers: 169
  • Copyists: 116
  • Cutlers: 99
  • Fabricworkers: 299
  • Farrier: 663
  • Furriers: 80
  • Glassworkers: 422
  • Gunsmiths: 252
  • Harness-Makers: 114
  • Hatters: 233
  • Hosiery Workers: 89
  • Jewelers: 134
  • Leatherwrights: 322
  • Locksmiths: 123
  • Matchstick makers: 191
  • Musical Instrument Makers: 177
  • Painters, Structures and Fixtures: 157
  • Paper Workers: 170
  • Plasterers: 163
  • Pursemakers: 211
  • Roofers: 130
  • Ropemakers: 123
  • Rugmakers: 117
  • Saddlers: 235
  • Scabbardmakers: 242
  • Scalemakers: 129
  • Scientific, Surgical, and Optical Instrument Makers: 79
  • Sculptors, Structures and Fixtures: 116
  • Shoemakers: 114
  • Soap and Tallow Workers: 415
  • Tailors: 791
  • Tanners: 157
  • Upholsterers: 172
  • Watchmakers: 155
  • Weavers: 395
  • Whitesmiths: 98

Merchants

  • Adventuring Goods Retellers: 84
  • Arcana Sellers: 86
  • Beer-Sellers: 159
  • Booksellers: 194
  • Butchers: 285
  • Chandlers: 350
  • Chicken Butchers: 302
  • Entrepreneurs: 125
  • Fine Clothiers: 299
  • Fishmongers: 340
  • Florists: 73
  • Potion Sellers: 227
  • Resellers: 511
  • Spice Merchants: 161
  • Wine-sellers: 255
  • Wheelwright: 191
  • Woodsellers: 112

Service workers

  • Bakers: 721
  • Barbers: 598
  • Coachmen: 177
  • Cooks: 511
  • Doctors: 247
  • Gamekeepers: 188
  • Grooms: 105
  • Hairdressers: 422
  • Healers: 345
  • Housekeepers: 395
  • Housemaids: 533
  • House Stewards: 360
  • Inns: 120
  • Laundry maids: 231
  • Maidservants: 438
  • Nursery Maids: 223
  • Pastrycooks: 422
  • Restaurateur: 511
  • Tavern Keepers: 471

Specialized Laborer

  • Ashworkers: 171
  • Bleachers: 112
  • Chemical Workers: 71
  • Coal Heavers: 240
  • In-Town Couriers: 299
  • Long Haul Couriers: 260
  • Dockyard Workers: 255
  • Gas Workers: 59
  • Hay Merchants: 99
  • Leech Collectors: 327
  • Millers: 260
  • Miners: 272
  • Oilmen and Polishers: 191
  • Postmen: 272
  • Pure Finder: 160
  • Skinners: 360
  • Sugar Refiners: 70
  • Tosher: 204
  • Warehousemen: 438
  • Watercarriers: 252
  • Watermen, Bargemen, etc.: 322

Skilled Laborers

  • Accountants: 154
  • Alchemist: 181
  • Clerk: 260
  • Dentists: 126
  • Educators: 318
  • Engineers: 180
  • Gardeners: 121
  • Mages: 91
  • Plumbers: 133
  • Pharmacist: 139
  • Professors: 53
  • Scientists: 90
  • Wizards: 53

Civil Servants

  • Adventurers: 115
  • Bankers: 162
  • Civil Clerks: 285
  • Civic Iudex: 137
  • Consultants: 79
  • Exorcist: 292
  • Fixers: 144
  • Kami Clerk: 238
  • Landlords: 229
  • Lawyers: 154
  • Legend Keepers: 204
  • Militia Officers: 943
  • Monks, Monastic: 383
  • Monks, Civic: 395
  • Historian, Oral: 266
  • Historian, Textual: 149
  • Policemen, Sheriffs, etc.: 292
  • Priests: 533
  • Rangers: 163
  • Rat Catchers: 184
  • Scholars: 191
  • Spiritualist: 231
  • Slayers: 69
  • Storytellers: 481
  • Military Officers: 371

Cottage Industries

  • Brewers: 350
  • Comfort Services: 454
  • Enchanters: 137
  • Herbalists: 147
  • Jaminators: 395
  • Needleworkers: 371
  • Potters: 223
  • Preserve Makers: 350
  • Quilters: 180
  • Seamsters: 584
  • Spinners: 350
  • Tinker: 137
  • Weaver: 299

Artists

  • Actors: 129
  • Architects: 48
  • Bards: 177
  • Costumers: 73
  • Dancers: 149
  • Drafters: 81
  • Engravers: 95
  • Fine Furniture Carpenters: 59
  • Glaziers: 130
  • Inlayers: 117
  • Musicians: 331
  • Painters, Art: 63
  • Playwrights: 127
  • Sculptors, Art: 107
  • Wood Carvers: 490
  • Writers: 454

Produce Industries

  • Butter Churners: 422
  • Canners: 340
  • Cheesmakers: 408
  • Ice Merchants: 55
  • Millers: 245
  • Picklers: 201
  • Smokers: 147
  • Stockmakers: 136
  • Tobacconists: 188
  • Tallowmakers: 292

46010 of Fǟk Zlo̠t Med's population work within a Foundational Occupation.

74203 of Fǟk Zlo̠t Med's population do not work in a formal occupation, but do contribute to the local economy. 2453 (2%) are noncontributers.

Points of Interest

Fǟk Zlo̠t Med's is something of a geological and arcane anomaly, as neither physical nor magical law entirely explains its formation.

POI

History

In time immemorial, reportedly some time during the late 2nd century, Fǟk Zlo̠t Med was attacked by a renegade group of the army. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Fǟk Zlo̠t Med lost 133 people, 293 livestock, and 62 buildings. The conflict ended after roughly 173, when members of Fǟk Zlo̠t Med's militia enacted an operation to transport a specific war supplies to a particular port unharmed. The operation was complicated by a natural disaster interrupted the operation, shattering unit cohesion. The conflict ended with pitched battle between both forces, which ended in a stalemate for Fǟk Zlo̠t Med's forces. The war is remembered in legend by Fǟk Zlo̠t Med's bards, historians, and legend keepers.

History