Town: Odíhg Si̊sràkùm I̊g

Odíhg Si̊sràkùm I̊g

Odíhg Si̊sràkùm I̊g
Example Tauric architecture.
StateDalandic Empire
ProvenceVùjluwo Provence
Sub ProvenceNorwitch Dutchy
RegionJĭæ Vǐp Moor
Founded1369
Community LeaderMaster Carandoliel Edwaladr Bevan
Area4 km2 (1 mi2)
Average Yearly Temp25°C (77°F)
Average Elevation7248 m (-19170 ft)
Average Yearly Precipitation214 cm/y (84 in/y)
Population1032
Population Density258 people per km2 (1032 people per mi2)
Town AuraChronomancy
Naming
Native nameOdíhg Si̊sràkùm I̊g
Pronunciation/ˈsi̘srə/ /kʊm i̘g/
Direct Translation[exhibit] [wildlife]
Translation[Not Yet Translated]

Odíhg Si̊sràkùm I̊g (/ˈsi̘srə/ /kʊm i̘g/ [exhibit] [wildlife]) is a subtropical Town located in Norwitch Dutchy, Vùjluwo Provence, within the Dalandic Empire.

The name Odíhg Si̊sràkùm I̊g is derived from the Tauric language, as Odíhg Si̊sràkùm I̊g was founded by Carandoliel Edwaladr, who was culturaly Tauric.

Climate

Odíhg Si̊sràkùm I̊g has a yearly average temperature of 25°C (77°F), with its average temperature during the summer being a warm 29°C (84°F) and its average temperature during the winter being a pleasant 22°C (71°F). Odíhg Si̊sràkùm I̊g receives an average of 214 cm/y (84 in/y) of precipitation, most of which comes in the form of rain during the fall. Odíhg Si̊sràkùm I̊g covers an area of nearly 4 km2 (1 mi2), and an average elevation of 7248 m (-19170 ft) above sea level.

Overview

Odíhg Si̊sràkùm I̊g was founded durring the late 15th century in spring of the year 1369, by Carandoliel Edwaladr. The establishment of the new community went well, with no major obsticles durring construction.

Odíhg Si̊sràkùm I̊g was built using the conventions of Tauric durring the late 15th century. Naturaly, all settlmentss have their own look to them, and Odíhg Si̊sràkùm I̊g 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.

Odíhg Si̊sràkùm I̊g is was constructed arround several broad worn bedrock 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 rests behind the absurdity that is a thick, timber braced, wall made of clay bricks. While visualy impressive and certainly an astetic, Odíhg Si̊sràkùm I̊g'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 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.

Odíhg Si̊sràkùm I̊g 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 Odíhg Si̊sràkùm I̊g ’s existence has dried up and the town is drifting down the stream of history as it dries up. The locals seem to have responded to their slow downfall by recreating Odíhg Si̊sràkùm I̊g as one of the strictest places imaginable. Everyone’s actions are clearly directed by laws they keep in heart and mind at all times. Orderly byond order is a phrase which the town brings to mind.

Civic Infrastructure

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

Odíhg Si̊sràkùm I̊g 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.

Odíhg Si̊sràkùm I̊g 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.

Odíhg Si̊sràkùm I̊g 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.

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

Odíhg Si̊sràkùm I̊g has an Arcane Academy which provides higher education in the arcane sciences.

Odíhg Si̊sràkùm I̊g has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.

Odíhg Si̊sràkùm I̊g 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.

Odíhg Si̊sràkùm I̊g 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

Odíhg Si̊sràkùm I̊g's town hall was built using a different architectural style from the rest of the town. The style used embraces individualism and experimentation. It emerged as a movement against traditional, classical styles and sought to make buildings dynamic and fun while breaking the rules. The style incorporated elements of previous architectural styles in exaggerated and whimsical ways. Traditional, conservative leanings were void in this era, with most scholars of architecture agreeing it was a time of “anything goes.”.

In Odíhg Si̊sràkùm I̊g there are unidentifiable people in the fog, but it seems to be okay.

The Tizheruk near Odíhg Si̊sràkùm I̊g are known to be more aggressive than normal.

Odíhg Si̊sràkùm I̊g's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves destroying a prepared ritual vessel to channel Wild Magic energies of tier 3 via throat chanting.

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: 1
  • Farmers: 3
  • Farm Laborer: 8
  • Hunters: 3
  • Milk Maids: 2
  • Ranchers: 1
  • Ranch Hands: 2
  • Shepherds: 2
    • Farmland: 4179 m2
    • Cattle and Similar Creatures: 258
    • Poultry: 3096
    • Swine: 206
    • Sheep: 10
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 103

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 2
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 2
  • Candlemakers: 3
  • Carpenters: 3
  • Clothmakers: 2
  • Coach and Harness Makers: 1
  • Coopers: 2
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Fabricworkers: 2
  • Farrier: 5
  • Glassworkers: 3
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 1
  • Jewelers: 1
  • Leatherwrights: 2
  • Locksmiths: 1
  • Matchstick makers: 1
  • Musical Instrument Makers: 1
  • Painters, Structures and Fixtures: 1
  • Paper Workers: 1
  • Plasterers: 1
  • Pursemakers: 1
  • Roofers: 1
  • Ropemakers: 1
  • Saddlers: 1
  • Scabbardmakers: 2
  • Scalemakers: 1
  • Sculptors, Structures and Fixtures: 1
  • Soap and Tallow Workers: 3
  • Tailors: 5
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 2

Merchants

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

Service workers

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

Specialized Laborer

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

Skilled Laborers

  • Accountants: 1
  • Alchemist: 1
  • Clerk: 2
  • Dentists: 1
  • Educators: 3
  • Engineers: 1
  • Gardeners: 1
  • Plumbers: 1
  • Pharmacist: 1

Civil Servants

  • Bankers: 1
  • Civil Clerks: 2
  • Civic Iudex: 1
  • Exorcist: 2
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 1
  • Lawyers: 1
  • Legend Keepers: 1
  • Militia Officers: 11
  • Monks, Monastic: 3
  • Monks, Civic: 3
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 3
  • Rangers: 1
  • Rat Catchers: 1
  • Scholars: 1
  • Spiritualist: 1
  • Storytellers: 4
  • Military Officers: 3

Cottage Industries

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

Artists

  • Actors: 1
  • Bards: 1
  • Dancers: 1
  • Glaziers: 1
  • Musicians: 3
  • Playwrights: 1
  • Wood Carvers: 3
  • Writers: 3

Produce Industries

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

308 of Odíhg Si̊sràkùm I̊g's population work within a Foundational Occupation.

694 of Odíhg Si̊sràkùm I̊g's population do not work in a formal occupation, but do contribute to the local economy. 30 (3%) are noncontributers.

Points of Interest

While private tutelage of worthy apprentices can be had even in most remote villages, Odíhg Si̊sràkùm I̊g 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.

Odíhg Si̊sràkùm I̊g'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 Odíhg Si̊sràkùm I̊g suffering from potholes, cracking, and even sinkholes. The locals often repair the road by putting down wooden decking.

POI

History

In time immemorial, reportedly some time during the late 2nd century a local hero by the name of protected Odíhg Si̊sràkùm I̊g's harvest from an army of bandits. A small order of knights was founded in 's honor, and bears his name to this day.

History