Town: Fìkh Yèh Qær

Fìkh Yèh Qær

Fìkh Yèh Qær
Example Constructi architecture.
StateFederation of Alveria
ProvenceBerěbudbǐb District
Sub ProvenceSeiqupe Zone
RegionÊoyê-yîcî Woods
Founded1469
Community LeaderAdministrator Tshênkepí Zlêyêtë
Area5 km2 (2 mi2)
Average Yearly Temp16°C (60°F)
Average Elevation6520 m (21391 ft)
Average Yearly Precipitation221 cm/y (87 in/y)
Population1410
Population Density282 people per km2 (705 people per mi2)
Town AuraMysticism
Naming
Native nameFìkh Yèh Qær
Pronunciation/jɤh/ /qær/
Direct Translation[permanent] [breakfast]
Translation[Not Yet Translated]

Fìkh Yèh Qær (/jɤh/ /qær/ [permanent] [breakfast]) is a subtropical Town located in Seiqupe Zone, Berěbudbǐb District, within the Federation of Alveria.

The name Fìkh Yèh Qær is derived from the Constructi language, as Fìkh Yèh Qær was founded by Dyeg̈mênm Brtconkdo, who was culturaly Constructi.

Climate

Fìkh Yèh Qær has a yearly average temperature of 16°C (60°F), with its average temperature during the summer being a pleasant 24°C (75°F) and its average temperature during the winter being a cold 8°C (46°F). Fìkh Yèh Qær receives an average of 221 cm/y (87 in/y) of precipitation, most of which comes in the form of rain during the summer. Fìkh Yèh Qær covers an area of nearly 5 km2 (2 mi2), and an average elevation of 6520 m (21391 ft) above sea level.

Overview

Fìkh Yèh Qær was founded durring the late 16th century in spring of the year 1469, by Dyeg̈mênm Brtconkdo. The establishment of the new community went well, with no major obsticles durring construction.

Fìkh Yèh Qær was built using the conventions of Constructi durring the late 16th century. Naturaly, all settlmentss have their own look to them, and Fìkh Yèh Qær 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 Yèh Qær is is constructed arround a semi-circular spacious flagstone mainstreet, with smaller strait roads linking the circiles to eachother at varrious points. The town is protected by a humble stone fence which is tall enough to provide adiquite cover for defenders to fire from, but no more than that. The peasent-grade has suffered a visible ammount of structural damage, leaving them effectivly useless. One can't help but wonder why the has not yet effected repairs.

A look around Fìkh Yèh Qær makes it abundantly clear the town suffered something horrible some time ago. It’s a quiet town filled with closed scriptoriums, people quietly yet dejectedly reading in isolated places around town, and the occasional book laying in a heap of garbage.

Civic Infrastructure

Fìkh Yèh Qær 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 Yèh Qær 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 Yèh Qær. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Fìkh Yèh Qær's parks.

Fìkh Yèh Qær has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Fìkh Yèh Qær.

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

Fìkh Yèh Qær 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 Yèh Qær's grid is powered by an arcane means.

Fìkh Yèh Qær 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 Yèh Qær 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 Yèh Qær's natural decorations nor waterways.

Fìkh Yèh Qær 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 Yèh Qær 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 Yèh Qær's mayor's house was built using a different architectural style from the rest of the town. The style used is best known for its functional shapes, abstract shapes used sparingly for decor, simple color schemes, holistic design, and basic industrial materials. Its simple designs were created to be beautiful, functional, and mass-producible. The style used little to no embellishment or ornamentation, instead drawing attention to the streamlined design, such as flat roofs to create a simple, geometric look. The simplicity masks the style's nearly sinister functionality, as every last feature is designed to guide the people living in the building in how to make the most efficient use of the structure.

Due to the actions of local Kami, spring is recurring in Fìkh Yèh Qær.

The Spriggan near Fìkh Yèh Qær are known to be quite timid.

Fìkh Yèh Qær's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves consuming a local toxin to channel Truename Magic 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: 3
  • Farm Laborer: 8
  • Hunters: 5
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 4
  • Shepherds: 3
    • Farmland: 5682 m2
    • Cattle and Similar Creatures: 352
    • Poultry: 4230
    • Swine: 282
    • Sheep: 14
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 141

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 3
  • Candlemakers: 4
  • 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: 10
  • Glassworkers: 4
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 2
  • Hosiery Workers: 1
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 1
  • 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: 6
  • Tanners: 1
  • Upholsterers: 2
  • Watchmakers: 1
  • Weavers: 3
  • Whitesmiths: 1

Merchants

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

Service workers

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

Specialized Laborer

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

Skilled Laborers

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

Civil Servants

  • Adventurers: 1
  • Bankers: 1
  • Civil Clerks: 3
  • Civic Iudex: 1
  • Exorcist: 3
  • Fixers: 1
  • Kami Clerk: 2
  • 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: 5
  • Rangers: 1
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 6
  • Military Officers: 4

Cottage Industries

  • Brewers: 3
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 4
  • Potters: 2
  • Preserve Makers: 3
  • Quilters: 2
  • Seamsters: 8
  • Spinners: 3
  • 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: 5
  • Canners: 3
  • Cheesmakers: 5
  • Millers: 3
  • Picklers: 2
  • Smokers: 1
  • Stockmakers: 1
  • Tobacconists: 2
  • Tallowmakers: 3

441 of Fìkh Yèh Qær's population work within a Foundational Occupation.

941 of Fìkh Yèh Qær's population do not work in a formal occupation, but do contribute to the local economy. 28 (2%) are noncontributers.

Points of Interest

Due to a magical anomaly, Fìkh Yèh Qær is directly accessible from a nearby river, despite the lack of a physical connection between the town's pond and the river.

POI

History

Fìkh Yèh Qær's residents established a new industry (9566 % 6)+1 years ago, and it’s making them a great deal of profit. Old patterns of authority and wealth are being disrupted, and the old gentry are unlikely to be pleased about it. They may be trying to take over the industry, or they may have been the ones to enable it in the first place and are using it to crush the life out of any rival power bases. Outsiders might be playing a major role as well, and it could be they plot to siphon off the profits.

The the a mace of Enchantment, an a mace imbued with great amounts of Enchantment energies was created near Fìkh Yèh Qær by in time immemorial, reportedly some time during the early 2nd century.

History