Large Town: Fìkh Jg-11x Zid

Fìkh Jg-11x Zid

Fìkh Jg-11x Zid
Example Constructi architecture.
StateFederation of Alveria
ProvenceJĭǐkhěn District
RegionGlijenjliksmesez̄u Basin
Founded980
Community LeaderAdministrator Aleddyn Glkdsí
Area7 km2 (2 mi2)
Average Yearly Temp28°C (82°F)
Average Elevation2366 m (7762 ft)
Average Yearly Precipitation220 cm/y (86 in/y)
Population1859
Population Density265 people per km2 (929 people per mi2)
Town AuraTransmutation
Naming
Native nameFìkh Jg-11x Zid
Pronunciation/rɨ zæ/ /zid/
Direct Translation[realm] [bench]
Translation[Not Yet Translated]

Fìkh Jg-11x Zid (/rɨ zæ/ /zid/ [realm] [bench]) is a subtropical Large Town located in the Jĭǐkhěn District of the Federation of Alveria.

The name Fìkh Jg-11x Zid is derived from the Constructi language, as Fìkh Jg-11x Zid was founded by Edris Treg̈m, who was culturaly Constructi.

Climate

Fìkh Jg-11x Zid has a yearly average temperature of 28°C (82°F), with its average temperature during the summer being a hot 31°C (87°F) and its average temperature during the winter being a pleasant 25°C (77°F). Fìkh Jg-11x Zid receives an average of 220 cm/y (86 in/y) of precipitation, most of which comes in the form of rain during the summer. Fìkh Jg-11x Zid covers an area of nearly 7 km2 (2 mi2), and an average elevation of 2366 m (7762 ft) above sea level.

Overview

Fìkh Jg-11x Zid was founded durring the late 11th century, by Edris Treg̈m. The establishment of Fìkh Jg-11x Zid was somewhat plagued by a lack of willing colonists, leading to Edris Treg̈m electing to pay people to resettle in Fìkh Jg-11x Zid.

Fìkh Jg-11x Zid was built using the conventions of Constructi durring the late 11th century. Naturaly, all settlmentss have their own look to them, and Fìkh Jg-11x Zid 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.

Fìkh Jg-11x Zid is buildings are arranged arround a single restrictive paverstone 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 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 town's cost-cutting-focused defences 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.

Fìkh Jg-11x Zid is not quite well. Something happened here, perhapse recently, perhapse long ago. Whatever it was, it settled into the very soul of the town like a festering wound. The people go about their day well enough, but there’s a tention in the air you can cut with a knife. You get the terrible feeling that whatever it was, the wound it left will simply never heal. This town is as a necropolice.

Civic Infrastructure

Fìkh Jg-11x Zid 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 Jg-11x Zid. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Fìkh Jg-11x Zid's parks.

Fìkh Jg-11x Zid has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Fìkh Jg-11x Zid.

Fìkh Jg-11x Zid 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 Jg-11x Zid 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 Jg-11x Zid has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Fìkh Jg-11x Zid's public wards, blessings, and other arcane systems.

Fìkh Jg-11x Zid 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 Jg-11x Zid's grid is powered by an arcane means.

Fìkh Jg-11x Zid's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.

Fìkh Jg-11x Zid 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 Jg-11x Zid's natural decorations nor waterways.

Fìkh Jg-11x Zid 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.

Fìkh Jg-11x Zid 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 Jg-11x Zid 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

Fìkh Jg-11x Zid'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 Fìkh Jg-11x Zid all of the cats speak the local language with prefect diction.

The Skinstitch near Fìkh Jg-11x Zid are known to be almost tame, such that they can be put to domestic use.

Fìkh Jg-11x Zid's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves line dance to channel Truename Magic energies of tier 3 via 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: 3
  • Farmers: 5
  • Farm Laborer: 9
  • Hunters: 6
  • Milk Maids: 5
  • Ranchers: 2
  • Ranch Hands: 5
  • Shepherds: 4
    • Farmland: 7528 m2
    • Cattle and Similar Creatures: 464
    • Poultry: 5577
    • Swine: 371
    • Sheep: 18
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 185

Craftsmen

  • Arms and Toolmakers: 4
  • Blacksmiths: 3
  • Bookbinders: 2
  • Buckle-makers: 2
  • Cabinetmakers: 4
  • Candlemakers: 5
  • Carpenters: 5
  • Clothmakers: 5
  • Coach and Harness Makers: 1
  • Coopers: 4
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 4
  • Farrier: 11
  • Furriers: 1
  • Glassworkers: 6
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 3
  • Hosiery Workers: 1
  • Jewelers: 2
  • Leatherwrights: 5
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 2
  • Painters, Structures and Fixtures: 2
  • Paper Workers: 2
  • Plasterers: 2
  • Pursemakers: 3
  • Roofers: 1
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 3
  • Scabbardmakers: 3
  • Scalemakers: 2
  • Scientific, Surgical, and Optical Instrument Makers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 7
  • Tailors: 11
  • Tanners: 2
  • Upholsterers: 2
  • Watchmakers: 2
  • Weavers: 4
  • Whitesmiths: 1

Merchants

  • Adventuring Goods Retellers: 1
  • Arcana Sellers: 1
  • Beer-Sellers: 2
  • Booksellers: 2
  • Butchers: 4
  • Chandlers: 4
  • Chicken Butchers: 5
  • Entrepreneurs: 1
  • Fine Clothiers: 4
  • Fishmongers: 4
  • Florists: 1
  • Potion Sellers: 3
  • Resellers: 8
  • Spice Merchants: 2
  • Wine-sellers: 4
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 9
  • Barbers: 8
  • Coachmen: 2
  • Cooks: 9
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 6
  • Healers: 5
  • Housekeepers: 5
  • Housemaids: 9
  • House Stewards: 5
  • Inns: 1
  • Laundry maids: 3
  • Maidservants: 6
  • Nursery Maids: 3
  • Pastrycooks: 7
  • Restaurateur: 9
  • Tavern Keepers: 7

Specialized Laborer

  • Ashworkers: 2
  • Bleachers: 1
  • Chemical Workers: 1
  • Coal Heavers: 3
  • In-Town Couriers: 4
  • Long Haul Couriers: 4
  • Dockyard Workers: 3
  • Hay Merchants: 1
  • Leech Collectors: 5
  • Millers: 4
  • Miners: 3
  • Oilmen and Polishers: 2
  • Postmen: 4
  • Pure Finder: 2
  • Skinners: 5
  • Sugar Refiners: 1
  • Tosher: 2
  • Warehousemen: 6
  • Watercarriers: 3
  • Watermen, Bargemen, etc.: 5

Skilled Laborers

  • Accountants: 2
  • Alchemist: 2
  • Clerk: 4
  • Dentists: 1
  • Educators: 4
  • Engineers: 2
  • Gardeners: 1
  • Mages: 1
  • Plumbers: 2
  • Pharmacist: 2
  • Scientists: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 2
  • Civil Clerks: 4
  • Civic Iudex: 2
  • Consultants: 1
  • Exorcist: 4
  • Fixers: 2
  • Kami Clerk: 3
  • Landlords: 3
  • Lawyers: 2
  • Legend Keepers: 3
  • Militia Officers: 12
  • Monks, Monastic: 6
  • Monks, Civic: 5
  • Historian, Oral: 4
  • Historian, Textual: 2
  • Policemen, Sheriffs, etc.: 4
  • Priests: 8
  • Rangers: 2
  • Rat Catchers: 2
  • Scholars: 3
  • Spiritualist: 3
  • Slayers: 1
  • Storytellers: 6
  • Military Officers: 6

Cottage Industries

  • Brewers: 5
  • Comfort Services: 6
  • Enchanters: 2
  • Herbalists: 2
  • Jaminators: 6
  • Needleworkers: 6
  • Potters: 2
  • Preserve Makers: 5
  • Quilters: 2
  • Seamsters: 8
  • Spinners: 5
  • Tinker: 2
  • Weaver: 4

Artists

  • Actors: 1
  • Bards: 3
  • Costumers: 1
  • Dancers: 2
  • Drafters: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 5
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 6
  • Writers: 6

Produce Industries

  • Butter Churners: 6
  • Canners: 5
  • Cheesmakers: 5
  • Millers: 4
  • Picklers: 3
  • Smokers: 2
  • Stockmakers: 2
  • Tobacconists: 2
  • Tallowmakers: 4

610 of Fìkh Jg-11x Zid's population work within a Foundational Occupation.

1138 of Fìkh Jg-11x Zid's population do not work in a formal occupation, but do contribute to the local economy. 111 (6%) are noncontributers.

Points of Interest

Fìkh Jg-11x Zid has a substantial mill pond located a short distance from town.

POI

History

A vast influx of newcomers over the last (31337 % 6)+1 years has greatly spiked Fìkh Jg-11x Zid's population. They may have been drawn by economic opportunities, or fled some pursuing peril, or been forcibly moved there by a ruler who wanted to dilute the existing native cohesion. The natives may not have the resources or opportunities to integrate these newcomers, and it may be that the new population has no desire to stay longer than is necessary.

The the a broach of Charm, an a broach imbued with notable amounts of Charm energies was created near Fìkh Jg-11x Zid by in time immemorial, reportedly some time during the early 2nd century.

History