Fe̜v Re̜ Ner (/fe̜v/ /re̜/ [confidential] [grain]) is a subtropical Town located in the Ke̜kzi Diocese of the Covenent of Irus.
The name Fe̜v Re̜ Ner is derived from the Wood Elvish language, as Fe̜v Re̜ Ner was founded by Ecrodu Dhuzono, who was culturaly Wood Elven.
Climate
Fe̜v Re̜ Ner has a yearly average temperature of 18°C (64°F), with its average temperature during the summer being a warm 26°C (78°F) and its average temperature during the winter being a cold 10°C (50°F). Fe̜v Re̜ Ner receives an average of 219 cm/y (86 in/y) of precipitation, most of which comes in the form of rain during the fall. Fe̜v Re̜ Ner covers an area of nearly 4 km2 (1 mi2), and an average elevation of 5736 m (18818 ft) above sea level.
Overview
Fe̜v Re̜ Ner was founded durring the early 11th century, by Ecrodu Dhuzono. The establishment of Fe̜v Re̜ Ner was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Ecrodu Dhuzono struck deals with nearby nations and communities to establish Fe̜v Re̜ Ner as a prison colony.
Fe̜v Re̜ Ner was built using the conventions of Wood Elven durring the early 11th century. Naturaly, all settlmentss have their own look to them, and Fe̜v Re̜ Ner 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.
Fe̜v Re̜ Ner is buildings are arranged arround a network of narrow paverstone streets which form a diagonal shaped grid, where each square verries in size given the proximity of the paralell streets forming each section. The ocasional smaller square has been used to construct a park, plaza, and other communal structures. 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. Fe̜v Re̜ Ner'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.
Fe̜v Re̜ Ner has a very calm atmosphere. People can be seen relaxing, scocilizing, and going about all manner of business other than the daily grind. Men, women, children, all can be seen enjoying life in a laid-back way in the many parks which line Fe̜v Re̜ Ner’s streets. A look around Fe̜v Re̜ Ner 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 scutteling 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 everything together. Regardless, you do not feel it would be wise to remain in Fe̜v Re̜ Ner long.
Civic Infrastructure
Fe̜v Re̜ Ner has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Fe̜v Re̜ Ner.
Fe̜v Re̜ Ner 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.
Fe̜v Re̜ Ner 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.
Fe̜v Re̜ Ner has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Fe̜v Re̜ Ner's public wards, blessings, and other arcane systems.
Fe̜v Re̜ Ner possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.
Fe̜v Re̜ Ner has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Fe̜v Re̜ Ner 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
Fe̜v Re̜ Ner's garrison was built using a different architectural style from the rest of the town. The style used is which made use of the classical orders and mathematically precise ratios of height and width combined with a desire for symmetry, proportion, and harmony. It used columns, pediments, arches and domes are imaginatively in buildings of all types. Decorative features were seen as largely unnecessary as the sheer beauty of the structure itself was often close to art. However, many buildings with large ceiling spaces had their ceilings decorated with elaborate paintings, simply because the large flat spaces could feel wasted.
Due to the actions of local Kami, spring is long in Fe̜v Re̜ Ner.
Fe̜v Re̜ Ner's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves ritual combat to channel Augury energies of tier 2 via throat 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: 2
Ranchers: 1
Ranch Hands: 3
Shepherds: 2
Farmland: 4351 m2
Cattle and Similar Creatures: 269
Poultry: 3231
Swine: 215
Sheep: 10
Goats: 2
Horses, Mounts, and Beasts of Burden: 107
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 2
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 2
Candlemakers: 3
Carpenters: 3
Clothmakers: 3
Coach and Harness Makers: 1
Coopers: 2
Copper, Brass, Tin, Zinc, and Lead Workers: 1
Copyists: 1
Fabricworkers: 2
Farrier: 7
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
Saddlers: 1
Scabbardmakers: 2
Scalemakers: 1
Sculptors, Structures and Fixtures: 1
Shoemakers: 1
Soap and Tallow Workers: 3
Tailors: 6
Tanners: 1
Upholsterers: 1
Watchmakers: 1
Weavers: 3
Merchants
Beer-Sellers: 1
Booksellers: 1
Butchers: 2
Chandlers: 2
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: 4
Coachmen: 1
Cooks: 4
Doctors: 2
Gamekeepers: 1
Hairdressers: 4
Healers: 2
Housekeepers: 3
Housemaids: 5
House Stewards: 3
Inns: 1
Laundry maids: 2
Maidservants: 3
Nursery Maids: 1
Pastrycooks: 3
Restaurateur: 4
Tavern Keepers: 4
Specialized Laborer
Ashworkers: 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: 3
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: 1
Lawyers: 1
Legend Keepers: 1
Militia Officers: 10
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: 1
Storytellers: 4
Military Officers: 4
Cottage Industries
Brewers: 3
Comfort Services: 4
Enchanters: 1
Herbalists: 1
Jaminators: 4
Needleworkers: 3
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: 2
Playwrights: 1
Wood Carvers: 4
Writers: 3
Produce Industries
Butter Churners: 4
Canners: 3
Cheesmakers: 4
Millers: 2
Picklers: 1
Smokers: 1
Stockmakers: 1
Tobacconists: 1
Tallowmakers: 2
330 of Fe̜v Re̜ Ner's population work within a Foundational Occupation.
23 work in Agriculture
73 work as Craftsmen
24 work as Merchants
52 work as Service Workers
31 work as General Laborers
11 work as Skilled Laborers
50 work as Civil Servants
32 work in Cottage Industries
15 work as Artists
19 work in Produce Industries
715 of Fe̜v Re̜ Ner's population do not work in a formal occupation, but do contribute to the local economy. 32 (3%) are noncontributers.
Points of Interest
Fe̜v Re̜ Ner's is something of a geological and arcane anomaly, as neither physical nor magical law entirely explains its formation.
POI
History
A local has came up with a wonderful new idea (24437 % 6)+1 months ago; it may be a magical innovation, a new industrial process, a new agricultural product, a new use for what was thought to be ancient garbage, or some other very useful, profitable idea. Everyone around them is fighting for the chance to exploit this clever new plan.
In time immemorial, reportedly some time during the early 2nd century the Kami solved a major long term problem plaguing the town. One of Fe̜v Re̜ Ner's local festivals commemorates this miracle.