Large Town: Fìkh Rì Zæ-èv

Fìkh Rì Zæ-èv

Fìkh Rì Zæ-èv
Example Constructi architecture.
StateFederation of Alveria
ProvenceJĭǐkhěn District
RegionGlijenjliksmesez̄u Basin
Founded1072
Community LeaderAdministrator Lw-45k 'Mechano' Dyêbêbm
Area6 km2 (2 mi2)
Average Yearly Temp28°C (82°F)
Average Elevation2278 m (7473 ft)
Average Yearly Precipitation205 cm/y (80 in/y)
Population1532
Population Density255 people per km2 (766 people per mi2)
Town AuraSummoning
Naming
Native nameFìkh Rì Zæ-èv
Pronunciation/rɨ zæ/ /ɤv/
Direct Translation[realm] [dairy]
Translation[Not Yet Translated]

Fìkh Rì Zæ-èv (/rɨ zæ/ /ɤv/ [realm] [dairy]) is a subtropical Large Town located in the Jĭǐkhěn District of the Federation of Alveria.

The name Fìkh Rì Zæ-èv is derived from the Constructi language, as Fìkh Rì Zæ-èv was founded by Mm-38o '7-Zark-7' Gadshëm, who was culturaly Constructi.

Climate

Fìkh Rì Zæ-èv 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 Rì Zæ-èv receives an average of 205 cm/y (80 in/y) of precipitation, most of which comes in the form of rain during the fall. Fìkh Rì Zæ-èv covers an area of nearly 6 km2 (2 mi2), and an average elevation of 2278 m (7473 ft) above sea level.

Overview

Fìkh Rì Zæ-èv was founded durring the late 12th century in spring of the year 1072, by Mm-38o '7-Zark-7' Gadshëm. The establishment of Fìkh Rì Zæ-èv was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Mm-38o '7-Zark-7' Gadshëm struck deals with nearby nations and communities to establish Fìkh Rì Zæ-èv as a prison colony.

Fìkh Rì Zæ-èv was built using the conventions of Constructi durring the late 12th century. Naturaly, all settlmentss have their own look to them, and Fìkh Rì Zæ-èv is no diffrent. The town's buildings feature timber and earth construction, with most buildigns first floors resembling mounds of earth, with subsequent floors appearing as elaborate log cabins, with each building forming a tiered pyramid of sorts fromed from the stack of rectangular, peek roofed cabins. Most wooden bracing, support, and trim is carved with decorative knotwork, and the larger structures even feature painted trim which emphasises the knotwork.

Fìkh Rì Zæ-èv is was constructed arround several crampt paverstone mainstreets which cross one another at certain axies, with smaller streets branching off of them to premit acess to the many buildings deeper into the road network. The overall fashion is remenessent of a circulatory system, or other organic construct, and is quite effishent in its design. 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-èv weathering a full scale bombardment durring a siege. The town's budget focused millitary grade defenses have recently undergone extensive repairs and renovations, such that the repairwork is imeadiently apparent and can be spotted due to the diffring ages of materials. One can't help but wonder what brought the need for those repairs to the town.

Fìkh Rì Zæ-èv has the unmistakable air of a town on its last legs. Everything is a bit slipshod and ramshackle. Everyone is at work, or drinking. No one has anything in their eyes other than fear and despair. Whatever industry once fueled Fìkh Rì Zæ-èv ’s existence has dried up and the town is drifting down the stream of history as it dries up. The people are clearly worried about something, and everyone is either wearing a weapon or has one close at hand. Your gut tells you it’s not mere fate which has caused this town to begin failing...

Civic Infrastructure

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

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

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

Fìkh Rì Zæ-èv 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 Rì Zæ-èv's grid is powered by a boiler and turbine based power plant.

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

Fìkh Rì Zæ-èv 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 Rì Zæ-èv 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-èv 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 Rì Zæ-èv's chapel 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-èv rainbows form quite often above the Large Town.

The Mire Nettle near Fìkh Rì Zæ-èv are known to be a mutant strain of the creature.

Fìkh Rì Zæ-èv's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves bloodletting to channel Necromancy energies of tier 1 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: 4
  • Farm Laborer: 8
  • Hunters: 5
  • Milk Maids: 3
  • Ranchers: 2
  • Ranch Hands: 4
  • Shepherds: 4
    • Farmland: 6173 m2
    • Cattle and Similar Creatures: 383
    • Poultry: 4596
    • Swine: 306
    • Sheep: 15
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 153

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 2
  • Cabinetmakers: 3
  • Candlemakers: 5
  • Carpenters: 5
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 11
  • Glassworkers: 5
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 2
  • Hosiery Workers: 1
  • Jewelers: 1
  • Leatherwrights: 4
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 2
  • Painters, Structures and Fixtures: 2
  • 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: 5
  • Tailors: 7
  • Tanners: 1
  • 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: 5
  • Spice Merchants: 2
  • Wine-sellers: 2
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 6
  • Barbers: 7
  • Coachmen: 2
  • Cooks: 6
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 6
  • Healers: 4
  • Housekeepers: 5
  • Housemaids: 9
  • House Stewards: 4
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 5
  • Nursery Maids: 2
  • Pastrycooks: 6
  • Restaurateur: 5
  • Tavern Keepers: 5

Specialized Laborer

  • Ashworkers: 2
  • Bleachers: 1
  • Coal Heavers: 3
  • 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: 2
  • Skinners: 4
  • Tosher: 2
  • Warehousemen: 5
  • Watercarriers: 3
  • Watermen, Bargemen, etc.: 4

Skilled Laborers

  • Accountants: 2
  • 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: 2
  • Landlords: 3
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 10
  • Monks, Monastic: 5
  • Monks, Civic: 4
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 6
  • Rangers: 2
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 6
  • Military Officers: 5

Cottage Industries

  • Brewers: 4
  • Comfort Services: 6
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 5
  • Needleworkers: 5
  • Potters: 2
  • Preserve Makers: 4
  • Quilters: 2
  • Seamsters: 10
  • Spinners: 4
  • Tinker: 1
  • Weaver: 4

Artists

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

Produce Industries

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

497 of Fìkh Rì Zæ-èv's population work within a Foundational Occupation.

974 of Fìkh Rì Zæ-èv's population do not work in a formal occupation, but do contribute to the local economy. 61 (4%) are noncontributers.

Points of Interest

Fìkh Rì Zæ-èv is known for its unusual rock formations.

POI

History

A local has came up with a wonderful new idea (23983 % 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.

The the a symble of Invocation, an a symble imbued with potent amounts of Invocation energies was created in Fìkh Rì Zæ-èv by in time immemorial, reportedly some time during the late 2nd century.

History