Town: Mèqê-jirê Dêtîkè

Mèqê-jirê Dêtîkè

Mèqê-jirê Dêtîkè
Example Iron Elven architecture.
StateUnion of Engineers
ProvenceLëcêngthëvi Zone
RegionYìmov Nolyèlěkhka Grasslands
Founded1043
Community LeaderCity Manager Cú̄b Yawmē̋ch 'Ryder Glaze' Mbó̄kīy Dä̂ Mbōkīkī Tresm
Area5 km2 (2 mi2)
Average Yearly Temp27°C (80°F)
Average Elevation5258 m (17250 ft)
Average Yearly Precipitation288 cm/y (113 in/y)
Population1232
Population Density246 people per km2 (616 people per mi2)
Town AuraChronomancy
Naming
Native nameMèqê-jirê Dêtîkè
Pronunciation/ˈmèqɘ/ /ˈʤirɘ/
Direct Translation[blind] [saliva]
Translation[Not Yet Translated]

Mèqê-jirê Dêtîkè (/ˈmèqɘ/ /ˈʤirɘ/ [blind] [saliva]) is a temperate Town located in the Lëcêngthëvi Zone of the Union of Engineers.

The name Mèqê-jirê Dêtîkè is derived from the Iron Elvish language, as Mèqê-jirê Dêtîkè was founded by Mlî Trîyèlëm, who was culturaly Iron Elven.

Climate

Mèqê-jirê Dêtîkè has a yearly average temperature of 27°C (80°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 24°C (75°F). Mèqê-jirê Dêtîkè receives an average of 288 cm/y (113 in/y) of precipitation, most of which comes in the form of rain during the summer. Mèqê-jirê Dêtîkè covers an area of nearly 5 km2 (2 mi2), and an average elevation of 5258 m (17250 ft) above sea level.

Overview

Mèqê-jirê Dêtîkè was founded durring the early 11th century, by Mlî Trîyèlëm. The establishment of Mèqê-jirê Dêtîkè was somewhat plagued by a lack of willing colonists, leading to Mlî Trîyèlëm electing to pay people to resettle in Mèqê-jirê Dêtîkè.

Mèqê-jirê Dêtîkè was built using the conventions of Iron Elven durring the early 11th century. Naturaly, all settlmentss have their own look to them, and Mèqê-jirê Dêtîkè is no diffrent. The town's buildings feature masoned stone construction which prominantly features pointed arches, pointed ribbed vault cielings, flying buttress', and window tracery all of which share a simmilar gemoetetic patern halfway between organic and inorganic in design formaing a very distinct aesthetically integrated style. BUildings tend to reach for the havens, and more expencive homes are easily identified by their floor count as well as the addition of decorative features intigrated into the building's design such as statues, gargoyals, and embelished joinery.

Mèqê-jirê Dêtîkè is buildings are grouped arround an odd layout of restrictive flagstone streets, which seems to be based on an overlapping squair patern such that there are small squares at the cornor of every bigger square. Sometimes buildings exist in the smaller squaires, other times they are open spaces, or occupied by temporary structures. The town rests behind the absurdity that is a thick, timber braced, wall made of clay bricks. While visualy impressive and certainly an astetic, Mèqê-jirê Dêtîkè's wall provides no actual defence against siege equipment due to the choice of its cosntruction materials. Even nonexperts can tell the town is trying to impress rather than defend with its walls, towers, and gatehouses. Though admittedly, they do look nice... To primitive tribals who have never seen fortifications before. The town's political statment focused walls are visibly old, but also obviously well maintained. Its likly the local malishia or garrison are tasked with routine mantance of the town's defences.

Mèqê-jirê Dêtîkè 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 Mèqê-jirê Dêtîkè ’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 Mèqê-jirê Dêtîkè 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 Mèqê-jirê Dêtîkè long.

Civic Infrastructure

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

Mèqê-jirê Dêtîkè 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.

Mèqê-jirê Dêtîkè 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.

Mèqê-jirê Dêtîkè 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.

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

Mèqê-jirê Dêtîkè has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.

Mèqê-jirê Dêtîkè 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.

Cultural Notes

Mèqê-jirê Dêtîkè's chapel was built using a different architectural style from the rest of the town. The style used is famous for its stately symmetry, classical elements, and grand appearance. Columns and pillars, such as Corinthian columns, are often seen supporting open structures or porticos. Symmetry is an important feature of this style, with each half of a building mirroring the other. Domed ceilings and windows grace these buildings, with everything placed in a mathematical arrangement.

In Mèqê-jirê Dêtîkè there are no smells.

The Assassin Bug, Great near Mèqê-jirê Dêtîkè are known to be a mutant strain of the creature.

Mèqê-jirê Dêtîkè's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves creating small tokens to channel Abjuration 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: 4
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 4940 m2
    • Cattle and Similar Creatures: 308
    • Poultry: 3696
    • Swine: 246
    • Sheep: 12
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 123

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 2
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 2
  • Candlemakers: 3
  • 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: 9
  • Glassworkers: 4
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 2
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 1
  • 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: 7
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 3
  • Whitesmiths: 1

Merchants

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

Service workers

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

Specialized Laborer

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

Skilled Laborers

  • Accountants: 1
  • Alchemist: 1
  • 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: 2
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 8
  • Monks, Monastic: 3
  • Monks, Civic: 3
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 5
  • Rangers: 1
  • Rat Catchers: 1
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 4
  • Military Officers: 4

Cottage Industries

  • Brewers: 3
  • Comfort Services: 4
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 3
  • Needleworkers: 3
  • Potters: 1
  • Preserve Makers: 3
  • Quilters: 1
  • Seamsters: 7
  • 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: 3
  • Writers: 4

Produce Industries

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

375 of Mèqê-jirê Dêtîkè's population work within a Foundational Occupation.

796 of Mèqê-jirê Dêtîkè's population do not work in a formal occupation, but do contribute to the local economy. 61 (5%) are noncontributers.

Points of Interest

Mèqê-jirê Dêtîkè is a major trade hub, connecting several important cities or resource production areas. It’s probably at an important river juncture, ancient crossroads, or occupying the only safe path through some perilous wilderness. Its position may be important enough that it can survive on trade alone, despite being unable to feed itself with the surrounding land. Such hubs are usually heavily garrisoned by the lord who profits from their tariffs and taxes.

Mèqê-jirê Dêtîkè makes use of canals for some of its streets. Locals often fish in the canals.

POI

History

The the a monocole of Conjuration, an a monocole imbued with great amounts of Conjuration energies was created near Mèqê-jirê Dêtîkè by in time immemorial, reportedly some time during the early 2nd century.

History