Large Town: Arè-g̈îfî Fêqê

Arè-g̈îfî Fêqê

Arè-g̈îfî Fêqê
Example Iron Elven architecture.
StateDalandic Empire
ProvenceNùàgvan Provence
Sub ProvenceLorland Dutchy
RegionZipueka Holt
Founded1639
Community LeaderMaster Murim Trîbm
Area7 km2 (2 mi2)
Average Yearly Temp26°C (78°F)
Average Elevation4990 m (16371 ft)
Average Yearly Precipitation209 cm/y (82 in/y)
Population1683
Population Density240 people per km2 (841 people per mi2)
Town AuraAugury
Naming
Native nameArè-g̈îfî Fêqê
Pronunciation/ˈarè/ /ˈg̃ɪfɪ/
Direct Translation[jealous] [difference]
Translation[Not Yet Translated]

Arè-g̈îfî Fêqê (/ˈarè/ /ˈg̃ɪfɪ/ [jealous] [difference]) is a subtropical Large Town located in Lorland Dutchy, Nùàgvan Provence, within the Dalandic Empire.

The name Arè-g̈îfî Fêqê is derived from the Iron Elvish language, as Arè-g̈îfî Fêqê was founded by Deadly Mantis Trêyê, who was culturaly Iron Elven.

Climate

Arè-g̈îfî Fêqê has a yearly average temperature of 26°C (78°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 23°C (73°F). Arè-g̈îfî Fêqê receives an average of 209 cm/y (82 in/y) of precipitation, most of which comes in the form of rain during the fall. Arè-g̈îfî Fêqê covers an area of nearly 7 km2 (2 mi2), and an average elevation of 4990 m (16371 ft) above sea level.

Overview

Arè-g̈îfî Fêqê was founded durring the early 17th century in early winter of the year 1639, by Deadly Mantis Trêyê. The establishment of Arè-g̈îfî Fêqê was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Arè-g̈îfî Fêqê's construction back out of the project. Deadly Mantis Trêyê pushed on reguardles, and Arè-g̈îfî Fêqê was finished, but starts off as a terible place to live.

Arè-g̈îfî Fêqê was built using the conventions of Iron Elven durring the early 17th century. Naturaly, all settlmentss have their own look to them, and Arè-g̈îfî Fêqê 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.

Arè-g̈îfî Fêqê is buildings are arranged arrounded highly ordered system of crampt packed earth streets which form hexical paterns, allowing the incides of the octagons to be common grounds for the buildings on the edges, be it for parkland, yardspace, plazas, or markets. The town is the proud owner of a thick set of fortified walls fashioned from querried stone blocks. While not up to snuff for a fort or castle wall, the town's walls are naturaly much larger than those of forts or castles. Therefore, the construction such a wall is most expencive. Arè-g̈îfî Fêqê's buget focused wall would serve its community well in battle in spite of looking unimpressive compared to castles and fortresses. Arè-g̈îfî Fêqê's top tier civilian fortifications are suffering from significent damage, so much so that examples can be pointed to no matter which section one might have within their line of site, and most of which render sections inoperable at present.

Arè-g̈îfî Fêqê is not quite well. Something happened here, perhapse recently, perhapse long ago. Whatever it was, it settled into the very soul of the town like a festering wound. The people go about their day well enough, but there’s a tention in the air you can cut with a knife. There’s a patern to the panic. It’s not easy to see, and no one quite agrees on what it is, but the locals know and operate under this pattern. It shapes everything they do, and you feel as if you’ve almost worked it out only for some small detail to devastate your theory every time you try and comprehend it.

Civic Infrastructure

Arè-g̈îfî Fêqê 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 Arè-g̈îfî Fêqê. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Arè-g̈îfî Fêqê's parks.

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

Arè-g̈îfî Fêqê 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.

Arè-g̈îfî Fêqê 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.

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

Arè-g̈îfî Fêqê 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 Large Town. Arè-g̈îfî Fêqê's grid is powered by mana accumulators.

Arè-g̈îfî Fêqê 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.

Arè-g̈îfî Fêqê 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 Arè-g̈îfî Fêqê's natural decorations nor waterways.

Arè-g̈îfî Fêqê 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.

Arè-g̈îfî Fêqê 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.

Arè-g̈îfî Fêqê 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

The locals are in a state of despair and dull apathy. They've lost the things that used to give them pride and hope, with the best among them carrying on out of habitual duty and the worst giving ready hands to shameful deeds and ignoble acts. No one really believes the future can be better, and most seek only to satisfy immediate appetites.

Arè-g̈îfî Fêqê's bank was built using a different architectural style from the rest of the town. The style used is which made use of the classical orders and mathematically precise ratios of height and width combined with a desire for symmetry, proportion, and harmony. It used columns, pediments, arches and domes are imaginatively in buildings of all types. Decorative features were seen as largely unnecessary as the sheer beauty of the structure itself was often close to art. However, many buildings with large ceiling spaces had their ceilings decorated with elaborate paintings, simply because the large flat spaces could feel wasted.

Due to the actions of local Kami, spring is short in Arè-g̈îfî Fêqê.

The Giant cockroach near Arè-g̈îfî Fêqê are known to be quite timid.

Arè-g̈îfî Fêqê's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves embarking on a group pilgrimage to channel Mysticism energies of tier 1 via guttural bellowing.

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: 3
  • Farmers: 4
  • Farm Laborer: 9
  • Hunters: 5
  • Milk Maids: 4
  • Ranchers: 2
  • Ranch Hands: 4
  • Shepherds: 4
    • Farmland: 6866 m2
    • Cattle and Similar Creatures: 420
    • Poultry: 5049
    • Swine: 336
    • Sheep: 16
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 168

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 3
  • Bookbinders: 2
  • Buckle-makers: 2
  • Cabinetmakers: 3
  • Candlemakers: 6
  • Carpenters: 4
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 10
  • Furriers: 1
  • Glassworkers: 6
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 3
  • Hosiery Workers: 1
  • Jewelers: 1
  • Leatherwrights: 4
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 2
  • Painters, Structures and Fixtures: 2
  • Paper Workers: 2
  • Plasterers: 2
  • Pursemakers: 3
  • Roofers: 1
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 3
  • Scabbardmakers: 3
  • Scalemakers: 1
  • Scientific, Surgical, and Optical Instrument Makers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 5
  • Tailors: 10
  • Tanners: 2
  • Upholsterers: 2
  • Watchmakers: 2
  • Weavers: 4
  • Whitesmiths: 1

Merchants

  • Adventuring Goods Retellers: 1
  • Arcana Sellers: 1
  • Beer-Sellers: 2
  • Booksellers: 2
  • Butchers: 4
  • Chandlers: 4
  • Chicken Butchers: 4
  • Entrepreneurs: 1
  • Fine Clothiers: 4
  • Fishmongers: 4
  • Florists: 1
  • Potion Sellers: 2
  • Resellers: 6
  • Spice Merchants: 2
  • Wine-sellers: 3
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 9
  • Barbers: 7
  • Coachmen: 2
  • Cooks: 7
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 5
  • Healers: 4
  • Housekeepers: 5
  • Housemaids: 8
  • House Stewards: 4
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 6
  • Nursery Maids: 3
  • Pastrycooks: 5
  • Restaurateur: 6
  • Tavern Keepers: 6

Specialized Laborer

  • Ashworkers: 2
  • Bleachers: 1
  • Coal Heavers: 3
  • In-Town Couriers: 4
  • Long Haul Couriers: 3
  • Dockyard Workers: 3
  • Hay Merchants: 1
  • Leech Collectors: 4
  • Millers: 3
  • Miners: 3
  • Oilmen and Polishers: 2
  • Postmen: 4
  • Pure Finder: 2
  • Skinners: 5
  • Tosher: 2
  • Warehousemen: 6
  • Watercarriers: 3
  • Watermen, Bargemen, etc.: 4

Skilled Laborers

  • Accountants: 2
  • Alchemist: 2
  • Clerk: 3
  • Dentists: 1
  • Educators: 4
  • Engineers: 2
  • Gardeners: 1
  • Mages: 1
  • Plumbers: 1
  • Pharmacist: 2
  • Scientists: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 2
  • Civil Clerks: 3
  • Civic Iudex: 1
  • Consultants: 1
  • Exorcist: 3
  • Fixers: 2
  • Kami Clerk: 3
  • Landlords: 3
  • Lawyers: 2
  • Legend Keepers: 2
  • Militia Officers: 11
  • Monks, Monastic: 5
  • Monks, Civic: 5
  • Historian, Oral: 3
  • Historian, Textual: 2
  • Policemen, Sheriffs, etc.: 3
  • Priests: 7
  • Rangers: 2
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 3
  • Storytellers: 6
  • Military Officers: 6

Cottage Industries

  • Brewers: 4
  • Comfort Services: 7
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 5
  • Needleworkers: 6
  • Potters: 2
  • Preserve Makers: 4
  • Quilters: 2
  • Seamsters: 8
  • Spinners: 5
  • Tinker: 1
  • Weaver: 4

Artists

  • Actors: 1
  • Bards: 2
  • Costumers: 1
  • Dancers: 2
  • Drafters: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 5
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 5
  • Writers: 6

Produce Industries

  • Butter Churners: 6
  • Canners: 4
  • Cheesmakers: 6
  • Millers: 3
  • Picklers: 3
  • Smokers: 2
  • Stockmakers: 1
  • Tobacconists: 2
  • Tallowmakers: 4

547 of Arè-g̈îfî Fêqê's population work within a Foundational Occupation.

1002 of Arè-g̈îfî Fêqê's population do not work in a formal occupation, but do contribute to the local economy. 134 (8%) are noncontributers.

Points of Interest

POI

History

In time immemorial, reportedly some time during the early 2nd century the Kami spared the town a natural disaster. One of Arè-g̈îfî Fêqê's local festivals commemorates this miracle.

History