The name Fìkh Hiz Berkhǐ is derived from the Constructi language, as Fìkh Hiz Berkhǐ was founded by Tsi̊h́a Dyèbe, who was culturaly Constructi.
Climate
Fìkh Hiz Berkhǐ has a yearly average temperature of 25°C (77°F), with its average temperature during the summer being a warm 30°C (86°F) and its average temperature during the winter being a cool 20°C (68°F). Fìkh Hiz Berkhǐ receives an average of 234 cm/y (92 in/y) of precipitation, most of which comes in the form of rain during the summer. Fìkh Hiz Berkhǐ covers an area of nearly 6 km2 (2 mi2), and an average elevation of 7012 m (-19944 ft) above sea level.
Overview
Fìkh Hiz Berkhǐ was founded durring the early 12th century in fall of the year 1116, by Tsi̊h́a Dyèbe. The establishment of Fìkh Hiz Berkhǐ was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Tsi̊h́a Dyèbe struck deals with nearby nations and communities to establish Fìkh Hiz Berkhǐ as a prison colony.
Fìkh Hiz Berkhǐ was built using the conventions of Constructi durring the early 12th century. Naturaly, all settlmentss have their own look to them, and Fìkh Hiz Berkhǐ 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.
Fìkh Hiz Berkhǐ is buildings are arranged arround a single restrictive cobblestone mainstreet with many smaller streets branching off of it which gives the town a over all rectangular shape, albit one warped and twisted by the nature of the curves of the main road. The town posesses a fortified albit thin wall of querried stone. This wall posesses most of the features of a castle wall, though it is constructed from cheeper inferior stone. It would pose a minor chalange for an attacking army, though it's clear the wall's true purpose is to crush the hopes of bandits and marauders. The town's failry decent fortifications are visibly old, but also obviously well maintained. Its likly the local malishia or garrison are tasked with routine mantance of the town's defences.
Before you’ve even set foot into the heart of Fìkh Hiz Berkhǐ, you can smell it. The incense. It hangs about the town like a cloud. Monks, priests, and clerics are everywhere, all dedicated to the same god, all performing the same rituals to bless and anoint buildings, streets, people, animals, you name it they are or have blessed it. The same holy symbol is everywhere too. Its on buildings, on people, and even branded into livestock. This certainly loves its god. More than it loves wealth. The town is very clearly poor. Buildings are run down in ways that are not imeadiatly obvious. The people are a bit too thin. The market is very eager to sell to newcomers, but not so eager to buy from them. There’s also a general lack of the hum and buzz of healthy industry in Fìkh Hiz Berkhǐ.
Civic Infrastructure
Fìkh Hiz Berkhǐ has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Fìkh Hiz Berkhǐ 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 Fìkh Hiz Berkhǐ. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Fìkh Hiz Berkhǐ's parks.
Fìkh Hiz Berkhǐ has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Fìkh Hiz Berkhǐ.
Fìkh Hiz Berkhǐ 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.
Fìkh Hiz Berkhǐ 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.
Fìkh Hiz Berkhǐ 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.
Fìkh Hiz Berkhǐ has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Fìkh Hiz Berkhǐ's public wards, blessings, and other arcane systems.
Fìkh Hiz Berkhǐ 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 Town. Fìkh Hiz Berkhǐ's grid is powered by a boiler and turbine based power plant.
Fìkh Hiz Berkhǐ's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.
Fìkh Hiz Berkhǐ 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 Fìkh Hiz Berkhǐ's natural decorations nor waterways.
Fìkh Hiz Berkhǐ 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.
Fìkh Hiz Berkhǐ 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
Religious leaders are influential in almost any community, but in Fìkh Hiz Berkhǐ they make up the final authorities. It may be an explicit theocracy, with rule by the clerics of a particular faith, or a temple might be so important and powerful that the official leaders are helpless to resist its will. The locals can be expected to be loyal adherents to the faith, or else the less pious majority is deeply intimidated by the religion’s believers.
Fìkh Hiz Berkhǐ's bank was built using a different architectural style from the rest of the town. The style used is characterized by grandeur of scale, simplicity of geometric forms, dramatic use of columns, and a preference for blank walls. This design ethos extended to re-imagining earlier styles of structure to create them anew, with a similar overall look and feel to one another..
In Fìkh Hiz Berkhǐ rain occurs in reverse with water pooling up from the earth then falling into the skies to from clouds, this unsettles every visitor that sees it.
Fìkh Hiz Berkhǐ's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves creating small tokens to channel Augury energies of tier 3 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: 3
Farmers: 4
Farm Laborer: 8
Hunters: 5
Milk Maids: 3
Ranchers: 2
Ranch Hands: 4
Shepherds: 4
Farmland: 6149 m2
Cattle and Similar Creatures: 381
Poultry: 4578
Swine: 305
Sheep: 15
Goats: 3
Horses, Mounts, and Beasts of Burden: 152
Craftsmen
Arms and Toolmakers: 3
Blacksmiths: 3
Bookbinders: 1
Buckle-makers: 2
Cabinetmakers: 3
Candlemakers: 5
Carpenters: 4
Clothmakers: 3
Coach and Harness Makers: 1
Coopers: 3
Copper, Brass, Tin, Zinc, and Lead Workers: 2
Copyists: 1
Cutlers: 1
Fabricworkers: 3
Farrier: 9
Glassworkers: 5
Gunsmiths: 2
Harness-Makers: 1
Hatters: 3
Hosiery Workers: 1
Jewelers: 1
Leatherwrights: 4
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: 7
Tanners: 2
Upholsterers: 2
Watchmakers: 2
Weavers: 4
Whitesmiths: 1
Merchants
Adventuring Goods Retellers: 1
Arcana Sellers: 1
Beer-Sellers: 2
Booksellers: 2
Butchers: 3
Chandlers: 3
Chicken Butchers: 4
Entrepreneurs: 1
Fine Clothiers: 3
Fishmongers: 3
Potion Sellers: 2
Resellers: 6
Spice Merchants: 2
Wine-sellers: 3
Wheelwright: 2
Woodsellers: 1
Service workers
Bakers: 8
Barbers: 8
Coachmen: 2
Cooks: 7
Doctors: 3
Gamekeepers: 2
Grooms: 1
Hairdressers: 5
Healers: 4
Housekeepers: 4
Housemaids: 8
House Stewards: 4
Inns: 1
Laundry maids: 2
Maidservants: 5
Nursery Maids: 2
Pastrycooks: 5
Restaurateur: 6
Tavern Keepers: 5
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: 4
Millers: 3
Miners: 3
Oilmen and Polishers: 2
Postmen: 3
Pure Finder: 1
Skinners: 4
Tosher: 2
Warehousemen: 5
Watercarriers: 3
Watermen, Bargemen, etc.: 4
Skilled Laborers
Accountants: 1
Alchemist: 2
Clerk: 3
Dentists: 1
Educators: 4
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: 10
Monks, Monastic: 4
Monks, Civic: 4
Historian, Oral: 3
Historian, Textual: 1
Policemen, Sheriffs, etc.: 3
Priests: 7
Rangers: 2
Rat Catchers: 2
Scholars: 2
Spiritualist: 2
Storytellers: 5
Military Officers: 6
Cottage Industries
Brewers: 4
Comfort Services: 6
Enchanters: 1
Herbalists: 1
Jaminators: 6
Needleworkers: 4
Potters: 2
Preserve Makers: 4
Quilters: 2
Seamsters: 7
Spinners: 4
Tinker: 1
Weaver: 4
Artists
Actors: 1
Bards: 2
Dancers: 1
Engravers: 1
Glaziers: 1
Inlayers: 1
Musicians: 4
Playwrights: 1
Sculptors, Art: 1
Wood Carvers: 4
Writers: 5
Produce Industries
Butter Churners: 5
Canners: 4
Cheesmakers: 4
Millers: 2
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 2
Tallowmakers: 3
486 of Fìkh Hiz Berkhǐ's population work within a Foundational Occupation.
30 work in Agriculture
106 work as Craftsmen
39 work as Merchants
82 work as Service Workers
49 work as General Laborers
18 work as Skilled Laborers
70 work as Civil Servants
46 work in Cottage Industries
22 work as Artists
24 work in Produce Industries
1010 of Fìkh Hiz Berkhǐ's population do not work in a formal occupation, but do contribute to the local economy. 30 (2%) are noncontributers.
Points of Interest
The roads leading into Fìkh Hiz Berkhǐ possess a great number of switchbacks. While designed for defense, they mostly wind up pissing everyone trying to take goods to town right the hell off.
POI
History
The the a power core of Chronomancy, an a power core imbued with great amounts of Chronomancy energies was created in Fìkh Hiz Berkhǐ by in time immemorial, reportedly some time during the early 2nd century.