Town: Fìkh Rì Zæ-měmiz

Fìkh Rì Zæ-měmiz

Fìkh Rì Zæ-měmiz
Example Constructi architecture.
StateFederation of Alveria
ProvenceBerěbudbǐb District
Sub ProvenceTriqtkrukrakamaji Parish
RegionBël-èke Woods
Founded1308
Community LeaderAdministrator Bresèbrê Tsmtco
Area6 km2 (2 mi2)
Average Yearly Temp20°C (68°F)
Average Elevation6044 m (19829 ft)
Average Yearly Precipitation152 cm/y (59 in/y)
Population1456
Population Density242 people per km2 (728 people per mi2)
Town AuraSummoning
Naming
Native nameFìkh Rì Zæ-měmiz
Pronunciation/rɨ zæ/ /ˈmɛmiz/
Direct Translation[realm] [memento; souvenir]
Translation[Not Yet Translated]

Fìkh Rì Zæ-měmiz (/rɨ zæ/ /ˈmɛmiz/ [realm] [memento; souvenir]) is a subtropical Town located in Triqtkrukrakamaji Parish, Berěbudbǐb District, within the Federation of Alveria.

The name Fìkh Rì Zæ-měmiz is derived from the Constructi language, as Fìkh Rì Zæ-měmiz was founded by Kt-859k 'B.O.B.' Zlkdsmtco, who was culturaly Constructi.

Climate

Fìkh Rì Zæ-měmiz has a yearly average temperature of 20°C (68°F), with its average temperature during the summer being a pleasant 25°C (77°F) and its average temperature during the winter being a cool 15°C (59°F). Fìkh Rì Zæ-měmiz receives an average of 152 cm/y (59 in/y) of precipitation, most of which comes in the form of rain during the fall. Fìkh Rì Zæ-měmiz covers an area of nearly 6 km2 (2 mi2), and an average elevation of 6044 m (19829 ft) above sea level.

Overview

Fìkh Rì Zæ-měmiz was founded durring the early 14th century in fall of the year 1308, by Kt-859k 'B.O.B.' Zlkdsmtco. The establishment of Fìkh Rì Zæ-měmiz was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Kt-859k 'B.O.B.' Zlkdsmtco struck deals with nearby nations and communities to establish Fìkh Rì Zæ-měmiz as a prison colony.

Fìkh Rì Zæ-měmiz was built using the conventions of Constructi durring the early 14th century. Naturaly, all settlmentss have their own look to them, and Fìkh Rì Zæ-měmiz is no diffrent. The town's buildings feature plaster covered brickwork used to form structures with an emphasis on symmetry, proportion, geometry and the regularity of parts. Orderly arrangements of columns, pilasters and lintels, as well as the use of semicircular arches, hemispherical domes, niches and aediculae can be found everywhere such that only size of building and yard can be used to measure the general prosparity of a given building's owners due to a general wealthy feeling the style gives off.

Fìkh Rì Zæ-měmiz is buildings are arranged arrounded highly ordered system of broad canals streets which form hexical paterns, allowing the incides of the octagons to be common grounds for the buildings on the edges, be it for parkland, yardspace, plazas, or markets. The town posesses a mighty albit amaturly crafted stone wall. It was built using querried stone blocks and posesses all of the standard defencive features, including a few watch towers. While it would last against a siege, the wall's outdated and simplistic construction method percludes the possability of Fìkh Rì Zæ-měmiz weathering a full scale bombardment durring a siege. Astonishigly, the budget focused millitary grade defenses are in pristine condishion, as if they had just been finished before you laied eyes upon them.

A look around Fìkh Rì Zæ-měmiz 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 Fìkh Rì Zæ-měmiz long.

Civic Infrastructure

Fìkh Rì Zæ-měmiz possesses a city-wide Aethary Link which provides Aethary access anywhere within its metropolitan. This allows citizens who can afford the relevant devices access in their places of work, and rarely homes.

Fìkh Rì Zæ-měmiz 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 Rì Zæ-měmiz. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Fìkh Rì Zæ-měmiz's parks.

Fìkh Rì Zæ-měmiz has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Fìkh Rì Zæ-měmiz.

Fìkh Rì Zæ-měmiz 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 Rì Zæ-měmiz has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

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

Fìkh Rì Zæ-měmiz 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 Rì Zæ-měmiz's grid is powered by hydrogalvanic generators.

Fìkh Rì Zæ-měmiz 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 Rì Zæ-měmiz's natural decorations nor waterways.

Fìkh Rì Zæ-měmiz 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 Rì Zæ-měmiz 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 Rì Zæ-měmiz 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 Rì Zæ-měmiz'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.

In Fìkh Rì Zæ-měmiz most nights are accompanied by colorful ribbons of light in the sky.

The Raven, Giant near Fìkh Rì Zæ-měmiz are known to be a mutant strain of the creature.

Fìkh Rì Zæ-měmiz'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 2 via recitation of scripture.

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: 4
  • Farm Laborer: 8
  • Hunters: 4
  • Milk Maids: 4
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 5882 m2
    • Cattle and Similar Creatures: 364
    • Poultry: 4368
    • Swine: 291
    • Sheep: 14
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 145

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 1
  • 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: 7
  • Glassworkers: 5
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 3
  • Hosiery Workers: 1
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 2
  • Painters, Structures and Fixtures: 1
  • Paper Workers: 2
  • 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: 4
  • Tailors: 10
  • Tanners: 1
  • Upholsterers: 2
  • Watchmakers: 1
  • Weavers: 4
  • Whitesmiths: 1

Merchants

  • Beer-Sellers: 2
  • Booksellers: 2
  • Butchers: 3
  • Chandlers: 3
  • Chicken Butchers: 3
  • Entrepreneurs: 1
  • Fine Clothiers: 4
  • Fishmongers: 4
  • Potion Sellers: 2
  • Resellers: 6
  • Spice Merchants: 1
  • Wine-sellers: 2
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 7
  • Barbers: 6
  • Coachmen: 2
  • Cooks: 5
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 5
  • Healers: 3
  • Housekeepers: 4
  • Housemaids: 8
  • House Stewards: 4
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 5
  • Nursery Maids: 2
  • Pastrycooks: 6
  • Restaurateur: 6
  • Tavern Keepers: 6

Specialized Laborer

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

Skilled Laborers

  • Accountants: 1
  • Alchemist: 2
  • Clerk: 3
  • Dentists: 1
  • Educators: 3
  • 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: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 14
  • Monks, Monastic: 5
  • Monks, Civic: 4
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 5
  • Rangers: 1
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 5
  • Military Officers: 4

Cottage Industries

  • Brewers: 4
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 5
  • Needleworkers: 4
  • Potters: 2
  • Preserve Makers: 4
  • Quilters: 2
  • Seamsters: 10
  • Spinners: 4
  • Tinker: 1
  • Weaver: 3

Artists

  • Actors: 1
  • Bards: 2
  • Dancers: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 4
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 5
  • Writers: 4

Produce Industries

  • Butter Churners: 4
  • Canners: 4
  • Cheesmakers: 5
  • Millers: 2
  • Picklers: 2
  • Smokers: 1
  • Stockmakers: 1
  • Tobacconists: 2
  • Tallowmakers: 3

465 of Fìkh Rì Zæ-měmiz's population work within a Foundational Occupation.

875 of Fìkh Rì Zæ-měmiz's population do not work in a formal occupation, but do contribute to the local economy. 116 (8%) are noncontributers.

Points of Interest

The center of Fìkh Rì Zæ-měmiz's town square was built around an ancient standing stone.

POI

History

In time immemorial, reportedly some time during the late 2nd century, Fìkh Rì Zæ-měmiz was attacked by savage serpentfolks living nearby. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Fìkh Rì Zæ-měmiz lost 122 people, 144 livestock, and 58 buildings. The conflict ended after roughly 102, when members of Fìkh Rì Zæ-měmiz's militia enacted an operation to destroy or capture a specific enemy influential figure. The operation was complicated by the army being put into a position where they could only choose between two terrible options. The conflict ended with needing to break through the enemy's lines, which ended in a stalemate for Fìkh Rì Zæ-měmiz's forces. The war is remembered in legend by Fìkh Rì Zæ-měmiz's bards, historians, and legend keepers.

History