Large Town: Fìkh Hăjĭ Hěkhdi

Fìkh Hăjĭ Hěkhdi

Fìkh Hăjĭ Hěkhdi
Example Constructi architecture.
StateFederation of Alveria
ProvenceUh-25vdebaq District
RegionMêngît-kêhê Woods
Founded1070
Community LeaderAdministrator Zlkdsh Glkarë
Area6 km2 (2 mi2)
Average Yearly Temp22°C (71°F)
Average Elevation6616 m (-21243 ft)
Average Yearly Precipitation208 cm/y (81 in/y)
Population1621
Population Density270 people per km2 (810 people per mi2)
Town AuraAugury
Naming
Native nameFìkh Hăjĭ Hěkhdi
Pronunciation/hə̝ʤ/ /ˈhɛxdi/
Direct Translation[fine (okay)] [peninsula]
Translation[Not Yet Translated]

Fìkh Hăjĭ Hěkhdi (/hə̝ʤ/ /ˈhɛxdi/ [fine (okay)] [peninsula]) is a subtropical Large Town located in the Uh-25vdebaq District of the Federation of Alveria.

The name Fìkh Hăjĭ Hěkhdi is derived from the Constructi language, as Fìkh Hăjĭ Hěkhdi was founded by Dy-13l 'R.O.T.O.R.' Dyêbêbm, who was culturaly Constructi.

Climate

Fìkh Hăjĭ Hěkhdi has a yearly average temperature of 22°C (71°F), with its average temperature during the summer being a warm 27°C (80°F) and its average temperature during the winter being a cool 18°C (64°F). Fìkh Hăjĭ Hěkhdi receives an average of 208 cm/y (81 in/y) of precipitation, most of which comes in the form of rain during the fall. Fìkh Hăjĭ Hěkhdi covers an area of nearly 6 km2 (2 mi2), and an average elevation of 6616 m (-21243 ft) above sea level.

Overview

Fìkh Hăjĭ Hěkhdi was founded durring the late 12th century in fall of the year 1070, by Dy-13l 'R.O.T.O.R.' Dyêbêbm. The establishment of Fìkh Hăjĭ Hěkhdi was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Dy-13l 'R.O.T.O.R.' Dyêbêbm struck deals with nearby nations and communities to establish Fìkh Hăjĭ Hěkhdi as a prison colony.

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

Fìkh Hăjĭ Hěkhdi is buildings are located arround a single spacious baked earthen mainstreet which forms a clockwise spiral to give the town a over all circular shape. The town sits behind a stone-renforced palisade wall, with stone gatehouses and timber drawbridges for their trench. Fìkh Hăjĭ Hěkhdi's would-be-castle fortifications has sufferd soem light damage, reducing its function a little in some spots, but could almsot certainly preform as expected... Though some of the worse spots could lead to the loss of defenders lives if attackers identified the weaknesses ahead of time.

Right off the bat Fìkh Hăjĭ Hěkhdi 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. The new wealth has created some worrying attitudes in many passers by, such that it’s clear new laws have recently been enacted and enforced with such extreme scrutiny the locals seem to be going about their day as if by clockwork.

Civic Infrastructure

Fìkh Hăjĭ Hěkhdi 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 Fìkh Hăjĭ Hěkhdi. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Fìkh Hăjĭ Hěkhdi's parks.

Fìkh Hăjĭ Hěkhdi has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Fìkh Hăjĭ Hěkhdi.

Fìkh Hăjĭ Hěkhdi 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.

Fìkh Hăjĭ Hěkhdi 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.

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

Fìkh Hăjĭ Hěkhdi possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.

Fìkh Hăjĭ Hěkhdi 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 Fìkh Hăjĭ Hěkhdi's natural decorations nor waterways.

Fìkh Hăjĭ Hěkhdi 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.

Fìkh Hăjĭ Hěkhdi 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

Fìkh Hăjĭ Hěkhdi's chapel was built using a different architectural style from the rest of the town. The style used is best known for its striking sculptural forms and often dazzling ornamental detail that characterizes the buildings general shape. The radiant colors, rich patterns, and symmetrical silhouettes employed by this style were backed up by rich decorative features including gardens, courtyards, extruded arches, domes, pointed domes, vaulted ceilings, elaborate painted and inlaid designs, and decorative sculptures.

Due to the actions of local Kami, spring is recurring in Fìkh Hăjĭ Hěkhdi.

The Apallie near Fìkh Hăjĭ Hěkhdi are known to be almost tame, such that they can be put to domestic use.

Fìkh Hăjĭ Hěkhdi's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves gestures to channel Invocation energies of tier 2 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: 4
  • Farm Laborer: 8
  • Hunters: 6
  • Milk Maids: 4
  • Ranchers: 2
  • Ranch Hands: 4
  • Shepherds: 4
    • Farmland: 6516 m2
    • Cattle and Similar Creatures: 405
    • Poultry: 4863
    • Swine: 324
    • Sheep: 16
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 162

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 3
  • Bookbinders: 2
  • Buckle-makers: 2
  • Cabinetmakers: 4
  • 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: 9
  • Furriers: 1
  • Glassworkers: 5
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 3
  • Hosiery Workers: 1
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 2
  • Painters, Structures and Fixtures: 2
  • Paper Workers: 2
  • Plasterers: 2
  • Pursemakers: 2
  • 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: 9
  • 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: 7
  • Spice Merchants: 2
  • Wine-sellers: 3
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

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

Specialized Laborer

  • Ashworkers: 2
  • Bleachers: 1
  • Coal Heavers: 3
  • In-Town Couriers: 3
  • 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: 4
  • Tosher: 2
  • Warehousemen: 5
  • 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: 1
  • Scientists: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 2
  • Civil Clerks: 3
  • Civic Iudex: 1
  • Consultants: 1
  • Exorcist: 3
  • Fixers: 1
  • Kami Clerk: 3
  • Landlords: 3
  • Lawyers: 2
  • Legend Keepers: 2
  • Militia Officers: 18
  • Monks, Monastic: 5
  • Monks, Civic: 5
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 4
  • Priests: 6
  • Rangers: 2
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 6
  • Military Officers: 5

Cottage Industries

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

Artists

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

Produce Industries

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

531 of Fìkh Hăjĭ Hěkhdi's population work within a Foundational Occupation.

1042 of Fìkh Hăjĭ Hěkhdi's population do not work in a formal occupation, but do contribute to the local economy. 48 (3%) are noncontributers.

Points of Interest

Fìkh Hăjĭ Hěkhdi is a major trade hub, connecting several important cities or resource production areas. It’s probably at an important river juncture, ancient crossroads, or occupying the only safe path through some perilous wilderness. Its position may be important enough that it can survive on trade alone, despite being unable to feed itself with the surrounding land. Such hubs are usually heavily garrisoned by the lord who profits from their tariffs and taxes.

Fìkh Hăjĭ Hěkhdi's is something of a geological and arcane anomaly, as neither physical nor magical law entirely explains its formation.

POI

History

The the a pair of gloves of Transmutation, an a pair of gloves imbued with notable amounts of Transmutation energies was created in Fìkh Hăjĭ Hěkhdi by in time immemorial, reportedly some time during the early 2nd century.

History