The name Civ Zib Birěkhka is derived from the Constructi language, as Civ Zib Birěkhka was founded by Atelerida Shonhëg̈, who was culturaly Constructi.
Climate
Civ Zib Birěkhka has a yearly average temperature of 25°C (77°F), with its average temperature during the summer being a warm 30°C (86°F) and its average temperature during the winter being a pleasant 21°C (69°F). Civ Zib Birěkhka receives an average of 219 cm/y (86 in/y) of precipitation, most of which comes in the form of rain during the fall. Civ Zib Birěkhka covers an area of nearly 5 km2 (2 mi2), and an average elevation of 4506 m (14783 ft) above sea level.
Overview
Civ Zib Birěkhka was founded durring the late 14th century in summer of the year 1258, by Atelerida Shonhëg̈. 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 Atelerida Shonhëg̈.
Civ Zib Birěkhka was built using the conventions of Constructi durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Civ Zib Birěkhka 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.
Civ Zib Birěkhka is buildings are arranged arrounded a highly ordered system of restrictive packed earth streets which form triangular 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 resides behind a palisade wall complete with battlments, a moat, and timber gatehouses with drawbridges. The town's robustly designed timber 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.
Right off the bat Civ Zib Birěkhka hits you in the face with its success. Everyone, even the peasants, are dressed in well made clothing. Every tool and implement you can see is finely made, and people will boast to you as obvious strangers of the wonders which can be found in their markets. More interestingly is a total lack of beggars, and plenty of new buildings are going up even as you speak. Somehow this town has come into quite a lot of wealth, and recently from the looks of things. Precisely how it has gained its wealth is a mystery. Civ Zib Birěkhka is, in a word, disorder. People seem to be allowed to do as they please with little harmoney to anything. It feels less like a town, and more like a spot people just happened to place their homes. Yet there are small elements here and there which show the underlying structure of the community. It’s just so complex, organic, and flowing one can only understand what is a piece of the puzzle, but not what its neighbors are.
Civic Infrastructure
Civ Zib Birěkhka has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Civ Zib Birěkhka.
Civ Zib 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.
Civ Zib 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.
Civ Zib Birěkhka has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Civ Zib Birěkhka's public wards, blessings, and other arcane systems.
Civ Zib 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. Civ Zib Birěkhka's grid is powered by a god's will and kindness.
Civ Zib Birěkhka has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Civ Zib 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
While Civ Zib Birěkhka might ostensibly be ruled by some other power, real control lies with the senior members of the local craft and labor guilds. Their decisions have the practical weight of law, and much of their time and effort is spent squeezing out competitors and parceling out economic opportunities in the community. Some guilds might have little or nothing to do with their original trade, and now exist purely as shells for political influence.
Civ Zib Birěkhka's chapel was built using a different architectural style from the rest of the town. The style used is admittedly strange and non-linear style rooted in defiance of symmetrical shapes. It championed the creation of buildings with a unique visual appearance. the structural norms of classic buildings and deforms or moves away from elementary architectural principles. By including non-linear designs processed into its buildings and favoring fragmentation, this style expressed a form of controlled chaos. Its buildings appear out-of-the-ordinary, draw the eye in immediately and sometimes create a feeling of strangeness. These distorted shapes and structure are not reserved to the building’s outer facade, they destabilize interior elements too, favoring minimalism and play on people’s perceptions by injecting a futuristic touch.
Civ Zib Birěkhka's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves bloodletting to channel Augury energies of tier 2 via oath swearing.
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: 5309 m2
Cattle and Similar Creatures: 327
Poultry: 3933
Swine: 262
Sheep: 13
Goats: 2
Horses, Mounts, and Beasts of Burden: 131
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 2
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: 7
Glassworkers: 4
Gunsmiths: 3
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: 3
Scalemakers: 1
Sculptors, Structures and Fixtures: 1
Shoemakers: 1
Soap and Tallow Workers: 4
Tailors: 6
Tanners: 1
Upholsterers: 1
Watchmakers: 1
Weavers: 3
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: 5
Spice Merchants: 1
Wine-sellers: 2
Wheelwright: 2
Woodsellers: 1
Service workers
Bakers: 6
Barbers: 7
Coachmen: 1
Cooks: 5
Doctors: 2
Gamekeepers: 2
Grooms: 1
Hairdressers: 4
Healers: 3
Housekeepers: 3
Housemaids: 7
House Stewards: 3
Inns: 1
Laundry maids: 2
Maidservants: 4
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: 3
Dockyard Workers: 3
Hay Merchants: 1
Leech Collectors: 3
Millers: 3
Miners: 2
Oilmen and Polishers: 2
Postmen: 3
Pure Finder: 1
Skinners: 3
Tosher: 1
Warehousemen: 4
Watercarriers: 2
Watermen, Bargemen, etc.: 4
Skilled Laborers
Accountants: 1
Alchemist: 1
Clerk: 2
Dentists: 1
Educators: 3
Engineers: 1
Gardeners: 1
Mages: 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: 9
Monks, Monastic: 3
Monks, Civic: 3
Historian, Oral: 3
Historian, Textual: 1
Policemen, Sheriffs, etc.: 3
Priests: 5
Rangers: 1
Rat Catchers: 2
Scholars: 2
Spiritualist: 2
Storytellers: 4
Military Officers: 4
Cottage Industries
Brewers: 3
Comfort Services: 5
Enchanters: 1
Herbalists: 1
Jaminators: 4
Needleworkers: 5
Potters: 2
Preserve Makers: 3
Quilters: 1
Seamsters: 8
Spinners: 3
Tinker: 1
Weaver: 3
Artists
Actors: 1
Bards: 1
Dancers: 1
Engravers: 1
Glaziers: 1
Inlayers: 1
Musicians: 3
Playwrights: 1
Sculptors, Art: 1
Wood Carvers: 4
Writers: 4
Produce Industries
Butter Churners: 4
Canners: 3
Cheesmakers: 4
Millers: 2
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 2
Tallowmakers: 2
403 of Civ Zib Birěkhka's population work within a Foundational Occupation.
25 work in Agriculture
88 work as Craftsmen
32 work as Merchants
67 work as Service Workers
41 work as General Laborers
13 work as Skilled Laborers
57 work as Civil Servants
40 work in Cottage Industries
19 work as Artists
21 work in Produce Industries
804 of Civ Zib Birěkhka's population do not work in a formal occupation, but do contribute to the local economy. 104 (8%) are noncontributers.
Points of Interest
Due to a magical anomaly, Civ Zib Birěkhka is directly accessible from a nearby river, despite the lack of a physical connection between the town's pond and the river.
POI
History
In time immemorial, reportedly some time during the late 2nd century, Civ Zib Birěkhka was attacked by savage tribes living nearby Civ Zib Birěkhka. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Civ Zib Birěkhka lost 199 people, 296 livestock, and 43 buildings. The conflict ended after roughly 40, when members of Civ Zib Birěkhka's militia enacted an operation to capture a specific enemy mage alive. The operation was complicated by torrential rains which turned the ground into deep mud. The conflict ended with the defense of the research site against a siege, which ended in a crushing defeat for Civ Zib Birěkhka's forces. The war is remembered in legend by Civ Zib Birěkhka's bards, historians, and legend keepers.