Town: Vur Qěkh Birěkhka

Vur Qěkh Birěkhka

Vur Qěkh Birěkhka
Example Constructi architecture.
StateFederation of Alveria
ProvenceDewlǐq District
RegionKéram-nyap Holt
Founded1205
Community LeaderAdministrator Tresmèqtho Trêbmê
Area4 km2 (1 mi2)
Average Yearly Temp27°C (80°F)
Average Elevation9182 m (-12825 ft)
Average Yearly Precipitation199 cm/y (78 in/y)
Population1101
Population Density275 people per km2 (1101 people per mi2)
Town AuraTruename Magic
Naming
Native nameVur Qěkh Birěkhka
Pronunciation/vur/ /qɛx/
Direct Translation[alone] [abdomen; midriff]
Translation[Not Yet Translated]

Vur Qěkh Birěkhka (/vur/ /qɛx/ [alone] [abdomen; midriff]) is a temperate Town located in the Dewlǐq District of the Federation of Alveria.

The name Vur Qěkh Birěkhka is derived from the Constructi language, as Vur Qěkh Birěkhka was founded by Hiwnes Gareshê, who was culturaly Constructi.

Climate

Vur Qěkh Birěkhka 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 23°C (73°F). Vur Qěkh Birěkhka receives an average of 199 cm/y (78 in/y) of precipitation, most of which comes in the form of rain during the fall. Vur Qěkh Birěkhka covers an area of nearly 4 km2 (1 mi2), and an average elevation of 9182 m (-12825 ft) above sea level.

Overview

Vur Qěkh Birěkhka was founded durring the early 13th century in winter of the year 1205, by Hiwnes Gareshê. The establishment of Vur Qěkh Birěkhka suffered from many setbacks, delays, and obsticles, most notably a group of Vur Qěkh Birěkhka which required millitary assistance exterminate before the community could finish being built.

Vur Qěkh Birěkhka was built using the conventions of Constructi durring the early 13th century. Naturaly, all settlmentss have their own look to them, and Vur Qěkh Birěkhka 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.

Vur Qěkh Birěkhka is buildings are grouped arround an odd layout of spacious packed earth 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 emploies a series of defencive earthworks, spikes, and fences to provide some protection against wild beasts and smaller groups of intelegent foes. The town's minimaly adiquite are visibly old, but also obviously maintained semi-regularly. Its likly the local malishia or garrison are tasked with ocasional mantance of the towns defences.

Something in your gut tells you that you may be unwelcome in Vur Qěkh Birěkhka. The town seems like it’s not showing you the side of itself it would show to others. People mostly ignore your questions. Many folks ask you to leave their establishments, even before you’ve walked inside them. You should probably listen to them, as every time you’re asked to leave the person asking you to leave has referenced the town’s patron divine in some way. The little voice in the back of your mind that tells you when you’re in danger feels like it’s just glaring at you and muttering about how stupid you are for even remaining in town.

Civic Infrastructure

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

Vur Qěkh Birěkhka 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.

Vur Qěkh Birěkhka has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.

Vur Qěkh Birěkhka 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.

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

Vur Qěkh Birěkhka 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. Vur Qěkh Birěkhka's grid is powered by a god's will and kindness.

Vur Qěkh Birěkhka has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.

Vur Qěkh Birěkhka 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

Vur Qěkh Birěkhka's garrison 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 Vur Qěkh Birěkhka when drawing, it's impossible to draw an imperfect circle.

The Dvorovoi near Vur Qěkh Birěkhka are known to be more aggressive than normal.

Vur Qěkh Birěkhka's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves consuming a local toxin to channel Mysticism energies of tier 3 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: 3
  • Milk Maids: 2
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 2
    • Farmland: 4437 m2
    • Cattle and Similar Creatures: 275
    • Poultry: 3303
    • Swine: 220
    • Sheep: 11
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 110

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
  • Copyists: 1
  • Fabricworkers: 2
  • Farrier: 6
  • Glassworkers: 3
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 2
  • 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
  • Rugmakers: 1
  • Saddlers: 2
  • Scabbardmakers: 2
  • Scalemakers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 3
  • Tailors: 7
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 3

Merchants

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

Service workers

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

Specialized Laborer

  • Ashworkers: 1
  • Bleachers: 1
  • Coal Heavers: 2
  • In-Town Couriers: 2
  • Long Haul Couriers: 2
  • Dockyard Workers: 2
  • Leech Collectors: 3
  • 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: 2
  • 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: 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: 2
  • Storytellers: 4
  • Military Officers: 3

Cottage Industries

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

Artists

  • Actors: 1
  • Bards: 1
  • Dancers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 3
  • Playwrights: 1
  • Wood Carvers: 4
  • Writers: 3

Produce Industries

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

332 of Vur Qěkh Birěkhka's population work within a Foundational Occupation.

725 of Vur Qěkh Birěkhka's population do not work in a formal occupation, but do contribute to the local economy. 44 (4%) are noncontributers.

Points of Interest

Vur Qěkh Birěkhka has a substantial mill pond located a short distance from town.

POI

History

Vur Qěkh Birěkhka used to be much richer, but something happened in the last (26223 % 6)+1 years to crush its source of prosperity. Different factions of the community might be trying to grasp at the remaining dregs of wealth, others might try to restart the failed industry, and some might look for a new livelihood. Any group or entity thought responsible for the collapse is likely to be treated very harshly, and some locals might find profit in shifting the blame to their enemies.

The the set of splint armour of Necromancy, an set of splint armour imbued with potent amounts of Necromancy energies was created in Vûna Ku̽hu by in time immemorial, reportedly some time during the late 2nd century.

History