The name Fìkh Kodtěq Sèkhda is derived from the Constructi language, as Fìkh Kodtěq Sèkhda was founded by Nomick Brîtco, who was culturaly Constructi.
Climate
Fìkh Kodtěq Sèkhda has a yearly average temperature of 32°C (89°F), with its average temperature during the summer being a blistering 36°C (96°F) and its average temperature during the winter being a warm 29°C (84°F). Fìkh Kodtěq Sèkhda 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 Kodtěq Sèkhda covers an area of nearly 5 km2 (2 mi2), and an average elevation of 3860 m (12664 ft) above sea level.
Overview
Fìkh Kodtěq Sèkhda was founded durring the late 16th century in summer of the year 1554, by Nomick Brîtco. The establishment of Fìkh Kodtěq Sèkhda suffered from several major issues, resulting in the need to develop many solutions to basic problems. Problems such as a lack of fresh water, logistical support, poor quality tools, and the odd monster or two. Howeaver, these were overcome in time.
Fìkh Kodtěq Sèkhda was built using the conventions of Constructi durring the late 16th century. Naturaly, all settlmentss have their own look to them, and Fìkh Kodtěq Sèkhda 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 Kodtěq Sèkhda is is constructed arround a series of narrow worn bedrock mainstreets which form overlapping circles, with smaller strait roads linking the circiles to eachother at varrious points. The town is the proud owner of a thick set of fortified walls fashioned from querried stone blocks. While not up to snuff for a fort or castle wall, the town's walls are naturaly much larger than those of forts or castles. Therefore, the construction such a wall is most expencive. Fìkh Kodtěq Sèkhda's buget focused wall would serve its community well in battle in spite of looking unimpressive compared to castles and fortresses. The town's top tier civilian 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.
A quick look in any direction shows Fìkh Kodtěq Sèkhda is filled with vices. There are many taverns, brothels are advertising their services on the streets, cardsharks are plying their illicit trade within public squairs, and every shop has at least three signs advertising various sales on goods. That alone wouldn’t be too noticeable, if it wasn’t just so omnipresent and overwhelmingly how the people of this town live.
Civic Infrastructure
Fìkh Kodtěq Sèkhda has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Fìkh Kodtěq Sèkhda has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Fìkh Kodtěq Sèkhda.
Fìkh Kodtěq Sèkhda 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 Kodtěq Sèkhda 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 Kodtěq Sèkhda 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 Kodtěq Sèkhda has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Fìkh Kodtěq Sèkhda's public wards, blessings, and other arcane systems.
Fìkh Kodtěq Sèkhda 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. Fìkh Kodtěq Sèkhda's grid is powered by a god's will and kindness.
Fìkh Kodtěq Sèkhda 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.
Fìkh Kodtěq Sèkhda has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Fìkh Kodtěq Sèkhda 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
Fìkh Kodtěq Sèkhda's chapel was built using a different architectural style from the rest of the town. The style used is based upon new and innovative technologies of construction and the idea that form should follow function. It was an embrace of minimalism and a rejection of ornament. The style became characterized by an emphasis on volume, asymmetrical compositions, and minimal ornamentation..
In Fìkh Kodtěq Sèkhda every night at precisely midnight every structure in town is engulfed by sailors fire until the end of the witching hour.
The Magmin near Fìkh Kodtěq Sèkhda are known to be almost tame, such that they can be put to domestic use.
Fìkh Kodtěq Sèkhda's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves embarking on a group pilgrimage to channel Conjuration energies of tier 3 via 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: 3
Ranchers: 1
Ranch Hands: 3
Shepherds: 3
Farmland: 5012 m2
Cattle and Similar Creatures: 312
Poultry: 3750
Swine: 250
Sheep: 12
Goats: 2
Horses, Mounts, and Beasts of Burden: 125
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 2
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 2
Candlemakers: 5
Carpenters: 3
Clothmakers: 3
Coach and Harness Makers: 1
Coopers: 3
Copper, Brass, Tin, Zinc, and Lead Workers: 1
Copyists: 1
Cutlers: 1
Fabricworkers: 2
Farrier: 7
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: 3
Tailors: 7
Tanners: 1
Upholsterers: 1
Watchmakers: 1
Weavers: 4
Merchants
Beer-Sellers: 1
Booksellers: 1
Butchers: 3
Chandlers: 3
Chicken Butchers: 3
Entrepreneurs: 1
Fine Clothiers: 2
Fishmongers: 3
Potion Sellers: 2
Resellers: 5
Spice Merchants: 1
Wine-sellers: 2
Wheelwright: 1
Woodsellers: 1
Service workers
Bakers: 5
Barbers: 6
Coachmen: 1
Cooks: 5
Doctors: 2
Gamekeepers: 2
Grooms: 1
Hairdressers: 4
Healers: 3
Housekeepers: 3
Housemaids: 8
House Stewards: 3
Inns: 1
Laundry maids: 2
Maidservants: 4
Nursery Maids: 2
Pastrycooks: 4
Restaurateur: 6
Tavern Keepers: 5
Specialized Laborer
Ashworkers: 1
Bleachers: 1
Coal Heavers: 2
In-Town Couriers: 2
Long Haul Couriers: 2
Dockyard Workers: 2
Hay Merchants: 1
Leech Collectors: 3
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: 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: 4
Monks, Civic: 4
Historian, Oral: 2
Historian, Textual: 1
Policemen, Sheriffs, etc.: 2
Priests: 5
Rangers: 1
Rat Catchers: 2
Scholars: 1
Spiritualist: 2
Storytellers: 4
Military Officers: 3
Cottage Industries
Brewers: 3
Comfort Services: 4
Enchanters: 1
Herbalists: 1
Jaminators: 3
Needleworkers: 4
Potters: 2
Preserve Makers: 3
Quilters: 1
Seamsters: 5
Spinners: 3
Tinker: 1
Weaver: 3
Artists
Actors: 1
Bards: 1
Dancers: 1
Engravers: 1
Glaziers: 1
Inlayers: 1
Musicians: 4
Playwrights: 1
Sculptors, Art: 1
Wood Carvers: 4
Writers: 3
Produce Industries
Butter Churners: 4
Canners: 3
Cheesmakers: 4
Millers: 2
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 2
Tallowmakers: 2
380 of Fìkh Kodtěq Sèkhda's population work within a Foundational Occupation.
25 work in Agriculture
84 work as Craftsmen
29 work as Merchants
67 work as Service Workers
34 work as General Laborers
12 work as Skilled Laborers
55 work as Civil Servants
34 work in Cottage Industries
19 work as Artists
21 work in Produce Industries
783 of Fìkh Kodtěq Sèkhda's population do not work in a formal occupation, but do contribute to the local economy. 87 (7%) are noncontributers.
Points of Interest
Fìkh Kodtěq Sèkhda is reliant on an industry or product that has toxic or negative side-effects as part of its production. The good is extremely valuable, or the community is extremely desperate, and the side effects are endured as a necessary evil. It may be that their neighbors or lord are forcing them to produce the good so that they aren’t the ones suffering the cost.
The center of Fìkh Kodtěq Sèkhda's town square was built around an ancient standing stone.
POI
History
The the a mandolin of Elven High Magic, an a mandolin imbued with potent amounts of Elven High Magic energies was created near Fìkh Kodtěq Sèkhda by in time immemorial, reportedly some time during the early 2nd century.