Town: Fìkh Zircě Hěl

Fìkh Zircě Hěl

Fìkh Zircě Hěl
Example Constructi architecture.
StateFederation of Alveria
ProvenceWozqoěs District
RegionÎqe Chyohæ Forest
Founded1109
Community LeaderAdministrator Aara Fyënm Ênmêv
Area5 km2 (2 mi2)
Average Yearly Temp19°C (66°F)
Average Elevation2898 m (9507 ft)
Average Yearly Precipitation189 cm/y (74 in/y)
Population1298
Population Density259 people per km2 (649 people per mi2)
Town AuraConjuration
Naming
Native nameFìkh Zircě Hěl
Pronunciation/ˈzircɛ/ /hɛl/
Direct Translation[bronze] [window; nostril; view]
Translation[Not Yet Translated]

Fìkh Zircě Hěl (/ˈzircɛ/ /hɛl/ [bronze] [window; nostril; view]) is a subtropical Town located in the Wozqoěs District of the Federation of Alveria.

The name Fìkh Zircě Hěl is derived from the Constructi language, as Fìkh Zircě Hěl was founded by Aara Fyënm, who was culturaly Constructi.

Climate

Fìkh Zircě Hěl has a yearly average temperature of 19°C (66°F), with its average temperature during the summer being a warm 29°C (84°F) and its average temperature during the winter being a cold 9°C (48°F). Fìkh Zircě Hěl receives an average of 189 cm/y (74 in/y) of precipitation, most of which comes in the form of rain during the fall. Fìkh Zircě Hěl covers an area of nearly 5 km2 (2 mi2), and an average elevation of 2898 m (9507 ft) above sea level.

Overview

Fìkh Zircě Hěl was founded durring the early 12th century in summer of the year 1109, by Aara Fyënm. The establishment of the new community went well, though many minor issues had to be solved as time went on. This was enough to delay construction and push back the formal opening ceramony, leading to some embarisment for Aara Fyënm.

Fìkh Zircě Hěl was built using the conventions of Constructi durring the early 12th century. Naturaly, all settlmentss have their own look to them, and Fìkh Zircě Hěl is no diffrent. The town's buildings feature timber framed wooden shiethed or brick construction, which gives form to a very formalized, rational, expence effishent arcatectural style based on strictly symmetrical designs which universaly feature pitched roofs, shutters, and the occasional column or pilaster for a decorative touch.

Fìkh Zircě Hěl is buildings are located arround a single crampt cobblestone mainstreet which forms a clockwise spiral to give the town a over all circular shape. The town is protected by a series of wooden fences ringing the town's parimiter, which are likly intended to keep varrious beasts out of town rather than protect it from attack by any intelegent agents. The bare minimum defences 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.

Fìkh Zircě Hěl 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 Zircě Hěl ’s existence has dried up and the town is drifting down the stream of history as it dries up. On top of this is an unmistakable feeling that Fìkh Zircě Hěl is in this condition because there is something terribly wrong with the town. Maybe it’s the way fog blankets the ground, but only in the connors of places. Maybe it’s the vermin scuttling 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 all of those things together, or perhaps it's the way these elements combine which makes you worry someone might stab you in a dark ally for your boots. It’s not filthy, or dark, but the smiles seem strained, the locals seem to glare daggers in eachothers backs a little too much, and everyone is armed at all times. You may want to keep an eye on your valuables, and make sure you don’t wind up in any position of power. Regardless, you do not feel it would be wise to remain in Fìkh Zircě Hěl long.

Civic Infrastructure

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

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

Fìkh Zircě Hěl has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.

Fìkh Zircě Hěl 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 Zircě Hěl 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 Zircě Hěl's bank was built using a different architectural style from the rest of the town. The style used is characterized by their massive, monolithic and 'blocky' appearance with a rigid geometric style. It was best known for its rough, unfinished surfaces, unusual shapes, heavy-looking materials, straight lines, and small windows. Modular elements were often used to form masses representing specific functional zones, grouped into a unified whole.

The Retch Hound near Fìkh Zircě Hěl are known to be a mutant strain of the creature.

Fìkh Zircě Hěl's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves destroying a prepared ritual vessel to channel Transmutation energies of tier 1 via oratory performances.

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: 3
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 5282 m2
    • Cattle and Similar Creatures: 324
    • Poultry: 3894
    • Swine: 259
    • Sheep: 12
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 129

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 2
  • Candlemakers: 4
  • Carpenters: 4
  • 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: 3
  • 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: 4
  • Tailors: 6
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 3
  • Whitesmiths: 1

Merchants

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

Specialized Laborer

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

Skilled Laborers

  • Accountants: 1
  • Alchemist: 2
  • 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: 3
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 9
  • Monks, Monastic: 3
  • Monks, Civic: 4
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 5
  • Rangers: 1
  • Rat Catchers: 1
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 5
  • Military Officers: 4

Cottage Industries

  • Brewers: 3
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 4
  • Potters: 2
  • Preserve Makers: 4
  • Quilters: 1
  • Seamsters: 6
  • Spinners: 3
  • Tinker: 1
  • Weaver: 3

Artists

  • Actors: 1
  • Bards: 2
  • Dancers: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 3
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 4
  • Writers: 4

Produce Industries

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

392 of Fìkh Zircě Hěl's population work within a Foundational Occupation.

855 of Fìkh Zircě Hěl's population do not work in a formal occupation, but do contribute to the local economy. 51 (4%) are noncontributers.

Points of Interest

While private tutelage of worthy apprentices can be had even in most remote villages, Fìkh Zircě Hěl is home to a proper school dedicated to teaching magic. Such schools are usually small, with no more than a few dozen pupils, most of whom will fail for lack of talent or discipline. The instructors are rarely first-rate, usually serving only for the pay and status, but sometimes a genius sorcerer will find a reason to observe likely apprentices here. Given the unfortunate accident potential of the school, it’s probably isolated or well-fortified.

Fìkh Zircě Hěl's roads were poorly made when first laid. Rather than repairing them correctly, a series of new roads was laid atop the old, leading to the streets of modern Fìkh Zircě Hěl suffering from potholes, cracking, and even sinkholes. The locals often repair the road by putting down wooden decking.

POI

History

The the a spear of Elven High Magic, an a spear imbued with potent amounts of Elven High Magic energies was created near Fìkh Zircě Hěl by in time immemorial, reportedly some time during the late 2nd century.

History