Town: Wæm Zinrǐ Hèw

Wæm Zinrǐ Hèw

Wæm Zinrǐ Hèw
Example Constructi architecture.
StateFederation of Alveria
ProvenceIf-70cqǐnrì District
RegionThêthè-g̈êqe Woodlands
Founded1067
Community LeaderAdministrator Sq-73g 'H.E.L.P.eR.' Trtêg̈ga
Area5 km2 (2 mi2)
Average Yearly Temp12°C (53°F)
Average Elevation1908 m (6259 ft)
Average Yearly Precipitation224 cm/y (88 in/y)
Population1320
Population Density264 people per km2 (660 people per mi2)
Town AuraWild Magic
Naming
Native nameWæm Zinrǐ Hèw
Pronunciation/ˈzinrɪ/ /hɤw/
Direct Translation[handsome] [mule]
Translation[Not Yet Translated]

Wæm Zinrǐ Hèw (/ˈzinrɪ/ /hɤw/ [handsome] [mule]) is a subtropical Town located in the If-70cqǐnrì District of the Federation of Alveria.

The name Wæm Zinrǐ Hèw is derived from the Constructi language, as Wæm Zinrǐ Hèw was founded by Ul-54b 'B.E.N.' Tshênhë, who was culturaly Constructi.

Climate

Wæm Zinrǐ Hèw has a yearly average temperature of 12°C (53°F), with its average temperature during the summer being a cool 15°C (59°F) and its average temperature during the winter being a cold 9°C (48°F). Wæm Zinrǐ Hèw receives an average of 224 cm/y (88 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Wæm Zinrǐ Hèw covers an area of nearly 5 km2 (2 mi2), and an average elevation of 1908 m (6259 ft) above sea level.

Overview

Wæm Zinrǐ Hèw was founded durring the late 12th century in spring of the year 1067, by Ul-54b 'B.E.N.' Tshênhë. 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 Ul-54b 'B.E.N.' Tshênhë.

Wæm Zinrǐ Hèw was built using the conventions of Constructi durring the late 12th century. Naturaly, all settlmentss have their own look to them, and Wæm Zinrǐ Hèw 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.

Wæm Zinrǐ Hèw is is constructed arround a series of crampt baked earthen mainstreets which form overlapping circles, with smaller strait roads linking the circiles to eachother at varrious points. The town lacks any defencive features, though certainly constructing even a simple fence or digging a ditch is at the forefront of the 's mind. At least, one would hope so.

A look around Wæm Zinrǐ Hèw is like looking into a university’s plaza on the day before an exam. People rush about to-and-fro. Discarded scrolls and quills are dotted around town. In spite of many locals discussing academic topics, there’s little sign of any organized groups for any of that talk. Infact, the town seems disordered in general with everything scattered helter skelter about.

Civic Infrastructure

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

Wæm Zinrǐ Hèw 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.

Wæm Zinrǐ Hèw 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.

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

Wæm Zinrǐ Hèw 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. Wæm Zinrǐ Hèw's grid is powered by hydrogalvanic generators.

Wæm Zinrǐ Hèw possesses an older civil lighting system consisting of street lamps. In spite of the Galvanic Grid, these lights continue to use their old fule sources to provide nighttime illumination to all city streets.

Wæm Zinrǐ Hèw has a first rate hospital which caters to anyone in need of long term medical care.

Wæm Zinrǐ Hèw has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.

Wæm Zinrǐ Hèw 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.

Wæm Zinrǐ Hèw 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

Wæm Zinrǐ Hèw's citizens locals enjoy many vices and lustful appetites. They may have religious sanction for their deeds, or neighbors might trade with them for such things, or they could be followers of some ideology that blesses such pursuits. Their economy or their social organization is usually heavily reliant on such traffic, and to ensure its continuance they may have made bargains with various mortal and immortal powers.

Wæm Zinrǐ Hèw's bank was built using a different architectural style from the rest of the town. The style used is known primarily for its use of abstraction and simplicity. Clean lines, right angles, and primary colors characterized this aesthetic and art movement expressed via architecture and paintings. Its design ethos allows only primary colors and non-colors, only squares and rectangles, only straight and horizontal or vertical lines. Vertical and horizontal lines are positioned in layers or planes that do not intersect, thereby allowing each element to exist independently and unobstructed by other elements. These seemingly impossible principals for an architectural style coalesces into structures which most experts find hard to put into words. It is not that their geometry is impossible, but rather the style's attempt at producing works only describable visually was most successful..

Due to the actions of local Kami, summer is skipped in Wæm Zinrǐ Hèw.

The Forlarren near Wæm Zinrǐ Hèw are known to be a mutant strain of the creature.

Wæm Zinrǐ Hèw's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves sacrificing an animal to channel Truename Magic energies of tier 2 via mimery.

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: 5
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 5319 m2
    • Cattle and Similar Creatures: 330
    • Poultry: 3960
    • Swine: 264
    • Sheep: 13
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 132

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 3
  • 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: 12
  • 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: 4
  • Tailors: 9
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 4
  • 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: 6
  • Spice Merchants: 1
  • Wine-sellers: 2
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

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

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: 3
  • Oilmen and Polishers: 2
  • Postmen: 2
  • Pure Finder: 1
  • Skinners: 3
  • Tosher: 2
  • Warehousemen: 4
  • Watercarriers: 2
  • Watermen, Bargemen, etc.: 3

Skilled Laborers

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

Civil Servants

  • Adventurers: 1
  • Bankers: 1
  • Civil Clerks: 3
  • Civic Iudex: 1
  • Exorcist: 3
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 13
  • Monks, Monastic: 4
  • Monks, Civic: 3
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 6
  • Rangers: 1
  • Rat Catchers: 2
  • Scholars: 1
  • Spiritualist: 2
  • Storytellers: 5
  • Military Officers: 4

Cottage Industries

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

Artists

  • Actors: 1
  • Bards: 2
  • Dancers: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 4
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 5
  • Writers: 4

Produce Industries

  • Butter Churners: 5
  • Canners: 4
  • Cheesmakers: 5
  • Millers: 2
  • Picklers: 2
  • Smokers: 1
  • Stockmakers: 1
  • Tobacconists: 1
  • Tallowmakers: 3

423 of Wæm Zinrǐ Hèw's population work within a Foundational Occupation.

845 of Wæm Zinrǐ Hèw's population do not work in a formal occupation, but do contribute to the local economy. 52 (4%) are noncontributers.

Points of Interest

Wæm Zinrǐ Hèw makes use of canals for some of its streets. Locals often fish in the canals.

POI

History

In time immemorial, reportedly some time during the early 2nd century, Wæm Zinrǐ Hèw was attacked by organized criminals with significant wealth and power. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Wæm Zinrǐ Hèw lost 232 people, 296 livestock, and 48 buildings. The conflict ended after roughly 202, when members of Wæm Zinrǐ Hèw's militia enacted an operation to escort a specific religious figure to a safe location. The operation was complicated by a trusted officer who turned traitor and defects. The conflict ended with pitched battle between both forces, which ended in a crushing defeat for Wæm Zinrǐ Hèw's forces. The war is remembered in legend by Wæm Zinrǐ Hèw's bards, historians, and legend keepers.

History