Large Town: Fik-hor Ner

Fik-hor Ner

Fik-hor Ner
Example Wood Elven architecture.
StateViceroyalty of Rosid
ProvenceNënchyën Moot
RegionKríhtojic Forest
Founded1440
Community LeaderChief Uirneth Drilriash
Area7 km2 (2 mi2)
Average Yearly Temp15°C (59°F)
Average Elevation3348 m (10984 ft)
Average Yearly Precipitation152 cm/y (59 in/y)
Population1752
Population Density250 people per km2 (876 people per mi2)
Town AuraTransmutation
Naming
Native nameFik-hor Ner
Pronunciation/fik/ /hor/
Direct Translation[spike] [louse]
Translation[Not Yet Translated]

Fik-hor Ner (/fik/ /hor/ [spike] [louse]) is a subtropical Large Town located in the Nënchyën Moot of the Viceroyalty of Rosid.

The name Fik-hor Ner is derived from the Wood Elvish language, as Fik-hor Ner was founded by Tsèbêm Vanzadur, who was culturaly Wood Elven.

Climate

Fik-hor Ner has a yearly average temperature of 15°C (59°F), with its average temperature during the summer being a warm 27°C (80°F) and its average temperature during the winter being a cold 3°C (37°F). Fik-hor Ner receives an average of 152 cm/y (59 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Fik-hor Ner covers an area of nearly 7 km2 (2 mi2), and an average elevation of 3348 m (10984 ft) above sea level.

Overview

Fik-hor Ner was founded durring the early 15th century in winter of the year 1440, by Tsèbêm Vanzadur. The establishment of Fik-hor Ner was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Tsèbêm Vanzadur struck deals with nearby nations and communities to establish Fik-hor Ner as a prison colony.

Fik-hor Ner was built using the conventions of Wood Elven durring the early 15th century. Naturaly, all settlmentss have their own look to them, and Fik-hor Ner is no diffrent. The town's buildings feature plaster covered brickwork used to form structures with an emphasis on symmetry, proportion, geometry and the regularity of parts. Orderly arrangements of columns, pilasters and lintels, as well as the use of semicircular arches, hemispherical domes, niches and aediculae can be found everywhere such that only size of building and yard can be used to measure the general prosparity of a given building's owners due to a general wealthy feeling the style gives off.

Fik-hor Ner is was constructed arround several broad cobblestone 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 sits behind a stone-renforced palisade wall, with stone gatehouses and timber drawbridges for their trench. The town's would-be-castle fortifications 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 Fik-hor Ner 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.

Civic Infrastructure

Fik-hor Ner 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 Fik-hor Ner. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Fik-hor Ner's parks.

Fik-hor Ner has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Fik-hor Ner.

Fik-hor Ner 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.

Fik-hor Ner 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.

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

Fik-hor Ner 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. Fik-hor Ner's grid is powered by an arcane means.

Fik-hor Ner's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.

Fik-hor Ner 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 Fik-hor Ner's natural decorations nor waterways.

Fik-hor Ner 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.

Fik-hor Ner 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.

Fik-hor Ner 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

Fik-hor Ner's chapel was built using a different architectural style from the rest of the town. The style used is best known for the combined use of arcuated and trabeated construction, employing arches and constructed with post and lintel. The arch served as the style's chief structural element, with flanking columns serving as buttresses or decorations. While the general shape of their structures could be generously described as simplistic, the use of these arches and columns created a most distinct ascetic which is easily distinguishable on sight to armatures and experts alike.

In Fik-hor Ner hail is always enormous, yet harmlessly plinks off people, creatures, and structures.

The Wolf, Dire near Fik-hor Ner are known to be almost tame, such that they can be put to domestic use.

Fik-hor Ner's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves reenactments to channel Enchantment energies of tier 3 via proclamations.

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: 5
  • Farm Laborer: 10
  • Hunters: 5
  • Milk Maids: 4
  • Ranchers: 2
  • Ranch Hands: 4
  • Shepherds: 4
    • Farmland: 7078 m2
    • Cattle and Similar Creatures: 438
    • Poultry: 5256
    • Swine: 350
    • Sheep: 17
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 175

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 4
  • Bookbinders: 2
  • Buckle-makers: 2
  • Cabinetmakers: 3
  • Candlemakers: 5
  • Carpenters: 5
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 4
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 4
  • Farrier: 12
  • Furriers: 1
  • Glassworkers: 6
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 3
  • Hosiery Workers: 1
  • Jewelers: 2
  • 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: 6
  • Tailors: 10
  • Tanners: 2
  • Upholsterers: 2
  • Watchmakers: 2
  • Weavers: 5
  • 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: 8
  • Spice Merchants: 2
  • Wine-sellers: 3
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

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

Specialized Laborer

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

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: 4
  • Civic Iudex: 1
  • Consultants: 1
  • Exorcist: 3
  • Fixers: 2
  • Kami Clerk: 3
  • Landlords: 3
  • Lawyers: 2
  • Legend Keepers: 2
  • Militia Officers: 13
  • Monks, Monastic: 6
  • Monks, Civic: 5
  • Historian, Oral: 4
  • 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: 5
  • Comfort Services: 7
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 5
  • Needleworkers: 6
  • Potters: 3
  • Preserve Makers: 6
  • Quilters: 2
  • Seamsters: 9
  • Spinners: 4
  • 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: 6
  • Writers: 5

Produce Industries

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

579 of Fik-hor Ner's population work within a Foundational Occupation.

1086 of Fik-hor Ner's population do not work in a formal occupation, but do contribute to the local economy. 87 (5%) are noncontributers.

Points of Interest

Fik-hor Ner'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 Fik-hor Ner 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 early 2nd century a local hero by the name of protected Fik-hor Ner's harvest from an army of bandits. One of Fik-hor Ner's festivals remembers the hero.

History