Town: Heiria

Heiria

Heiria
Example Sylvin architecture.
StateKingdom of Hobben
ProvenceQegian Provence
RegionRêyê-thijê Maquis
Founded1288
Community LeaderAutocrat Ihzeh Astle
Area5 km2 (2 mi2)
Average Yearly Temp23°C (73°F)
Average Elevation1734 m (5688 ft)
Average Yearly Precipitation281 cm/y (110 in/y)
Population1332
Population Density266 people per km2 (666 people per mi2)
Town AuraNecromancy
Naming
Native nameHeiria
Pronunciation/heiria/
Direct Translation[Translation Unavailable]
Translation[Not Yet Translated]

Heiria (/heiria/ [Translation Unavailable]) is a subtropical Town located in the Qegian Provence of the Kingdom of Hobben.

The name Heiria is derived from the Sylvin language, as Heiria was founded by Tubuir Beadsworth, who was culturaly Sylvin.

Climate

Heiria has a yearly average temperature of 23°C (73°F), with its average temperature during the summer being a hot 31°C (87°F) and its average temperature during the winter being a cool 15°C (59°F). Heiria receives an average of 281 cm/y (110 in/y) of precipitation, most of which comes in the form of rain during the summer. Heiria covers an area of nearly 5 km2 (2 mi2), and an average elevation of 1734 m (5688 ft) above sea level.

Overview

Heiria was founded durring the late 14th century in summer of the year 1288, by Tubuir Beadsworth. The establishment of Heiria was somewhat plagued by a lack of willing colonists, leading to Tubuir Beadsworth electing to pay people to resettle in Heiria.

Heiria was built using the conventions of Sylvin durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Heiria 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.

Heiria is buildings folow an organic layout of restrictive cobblestone streets whihch gives the town a shape simmilar to a tree, if one views its streets from above. The town rests behind a thick wall made from clay bricks. The wall has all of the proper fortifications and is well made. Unfortuantly the nature of clay brick leaves it quite vulnerable to siege equipment, though the thickness of the wall lends it simmilar resistnace to a thinner hardrock wall. The millitarily questionable fortifications have not been wellmaintained over the years, and while functional are in dire need of some loving care and perhapse light renovation.

Your first impression of Heiria proves to be right on the money. This town is where the rebels chose to settle. Fashion trends are quite simply the opposite of what’s popular in the other nearby communities. THis trend extends everywhere. Things that should be black are white, what would normally be square is organically curved, and what is typically unthinkable for polite society is more than welcome in this public square. Up to the logical limits, of course. There’s no flaying someone alive to eat their skin going on, but the women are dressed a little immodestly, the men are a little more emotional, and the food is all overly complex and terrible.

Civic Infrastructure

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

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

Heiria 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.

Heiria has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Heiria 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.

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

Heiria possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.

Heiria 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 Heiria's natural decorations nor waterways.

Heiria 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.

Heiria 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

There’s more than one leader in Heiria, but at least some of them are at each other’s throats. It might be a conflict between formal leadership and informal authorities, or it could be a struggle among civil officials. Their interests might diverge sharply, or it could be a personal grudge that’s boiled over. Outside threats and internal problems are likely being ignored until the power struggle is resolved.

Heiria's bank was built using a different architectural style from the rest of the town. The style used which employed abundant symbolic geometry, using pure forms such as the circle and square, and plans are based on often symmetrical layouts featuring rectangular courtyards and halls. These structures were is decorated with carved stone or stucco reliefs and made use of colorful stone mosaics..

In Heiria sometimes, near one of the seasonal solstices, the sun appears to split into three and it rains from a clear sky for several hours.

The Ice Elemental, Large near Heiria are known to be more aggressive than normal.

Heiria's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves embarking on a group pilgrimage to channel Elven High Magic energies of tier 2 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: 3
  • Farm Laborer: 8
  • Hunters: 4
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 5328 m2
    • Cattle and Similar Creatures: 333
    • Poultry: 3996
    • Swine: 266
    • Sheep: 13
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 133

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 2
  • 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: 3
  • Farrier: 8
  • 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: 5
  • Tailors: 8
  • 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: 6
  • Coachmen: 1
  • Cooks: 4
  • Doctors: 2
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 4
  • Healers: 3
  • Housekeepers: 3
  • Housemaids: 7
  • House Stewards: 4
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 5
  • Nursery Maids: 2
  • Pastrycooks: 5
  • Restaurateur: 7
  • 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: 3
  • Miners: 3
  • Oilmen and Polishers: 2
  • Postmen: 3
  • Pure Finder: 1
  • Skinners: 4
  • Tosher: 2
  • Warehousemen: 4
  • Watercarriers: 2
  • Watermen, Bargemen, etc.: 3

Skilled Laborers

  • Accountants: 1
  • Alchemist: 2
  • Clerk: 2
  • Dentists: 1
  • Educators: 3
  • Engineers: 2
  • 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: 10
  • Monks, Monastic: 3
  • Monks, Civic: 4
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 4
  • Rangers: 1
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 4
  • Military Officers: 4

Cottage Industries

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

Artists

  • Actors: 1
  • Bards: 1
  • 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: 3

411 of Heiria's population work within a Foundational Occupation.

815 of Heiria's population do not work in a formal occupation, but do contribute to the local economy. 106 (8%) are noncontributers.

Points of Interest

Heiria's is something of a geological and arcane anomaly, as neither physical nor magical law entirely explains its formation.

POI

History

The the a guisarme of Illusion, an a guisarme imbued with great amounts of Illusion energies was created in Hèh-athê Fêqê by in time immemorial, reportedly some time during the late 2nd century.

History