Town: Fìkh Răm Khæl

Fìkh Răm Khæl

Fìkh Răm Khæl
Example Constructi architecture.
StateFederation of Alveria
ProvencePz-339jnup District
Sub ProvenceYv-4ilakhwik Zone
RegionVěn Sitkhìkhka Moor
Founded1072
Community LeaderAdministrator Emyta Shèbrêth
Area5 km2 (2 mi2)
Average Yearly Temp21°C (69°F)
Average Elevation1360 m (4461 ft)
Average Yearly Precipitation216 cm/y (85 in/y)
Population1264
Population Density252 people per km2 (632 people per mi2)
Town AuraElven High Magic
Naming
Native nameFìkh Răm Khæl
Pronunciation/rə̝m/ /xæl/
Direct Translation[green; sick; fresh] [spring (season)]
Translation[Not Yet Translated]

Fìkh Răm Khæl (/rə̝m/ /xæl/ [green; sick; fresh] [spring (season)]) is a subtropical Town located in Yv-4ilakhwik Zone, Pz-339jnup District, within the Federation of Alveria.

The name Fìkh Răm Khæl is derived from the Constructi language, as Fìkh Răm Khæl was founded by Hahrurth Èqtco, who was culturaly Constructi.

Climate

Fìkh Răm Khæl has a yearly average temperature of 21°C (69°F), with its average temperature during the summer being a hot 32°C (89°F) and its average temperature during the winter being a cool 11°C (51°F). Fìkh Răm Khæl receives an average of 216 cm/y (85 in/y) of precipitation, most of which comes in the form of rain during the fall. Fìkh Răm Khæl covers an area of nearly 5 km2 (2 mi2), and an average elevation of 1360 m (4461 ft) above sea level.

Overview

Fìkh Răm Khæl was founded durring the late 12th century in summer of the year 1072, by Hahrurth Èqtco. The establishment of Fìkh Răm Khæl suffered from many setbacks, delays, and obsticles, most notably a group of Fìkh Răm Khæl which required millitary assistance exterminate before the community could finish being built.

Fìkh Răm Khæl was built using the conventions of Constructi durring the late 12th century. Naturaly, all settlmentss have their own look to them, and Fìkh Răm Khæl is no diffrent. The town's buildings feature timber framed wooden shiethed or brick construction, which gives form to a very formalized, rational, expence effishent arcatectural style based on strictly symmetrical designs which universaly feature pitched roofs, shutters, and the occasional column or pilaster for a decorative touch.

Fìkh Răm Khæl is buildings are grouped arround an odd layout of spacious packed earth streets, which seems to be based on an overlapping squair patern such that there are small squares at the cornor of every bigger square. Sometimes buildings exist in the smaller squaires, other times they are open spaces, or occupied by temporary structures. 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. Fìkh Răm Khæl's buget focused wall would serve its community well in battle in spite of looking unimpressive compared to castles and fortresses. Fìkh Răm Khæl's top tier civilian fortifications are in an unremarkable state. To some, this is the ideal sate for defences to be in. In need of absoutly nothing, and ready to serve the town as needed.

A look around Fìkh Răm Khæl makes it abundantly clear the town suffered something horrible some time ago. It's as if the town itself is depressed. Smiles are few, cheer is nowhere to be had. Everyone quietly goes about their daily business not looking anyone in the eye.

Civic Infrastructure

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

Fìkh Răm Khæl 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 Răm Khæl 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 Răm Khæl has a Hall of Slayers, which is tasked with maintaining the roads and highways leading into town as well as keeping them safe for travelers.

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

Fìkh Răm Khæl 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. Fìkh Răm Khæl's grid is powered by a god's will and kindness.

Fìkh Răm Khæl 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.

Fìkh Răm Khæl has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.

Fìkh Răm Khæl 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

Fìkh Răm Khæl's mayor's house was built using a different architectural style from the rest of the town. The style used which employed abundant symbolic geometry, using pure forms such as the circle and square, and plans are based on often symmetrical layouts featuring rectangular courtyards and halls. These structures were is decorated with carved stone or stucco reliefs and made use of colorful stone mosaics..

In Fìkh Răm Khæl there is always just enough rain to be annoying.

The Sylph near Fìkh Răm Khæl are known to be almost tame, such that they can be put to domestic use.

Fìkh Răm Khæl's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves ritual combat to channel Elven High Magic energies of tier 2 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: 2
  • Farmers: 3
  • Farm Laborer: 8
  • Hunters: 5
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 5131 m2
    • Cattle and Similar Creatures: 316
    • Poultry: 3792
    • Swine: 252
    • Sheep: 12
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 126

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: 2
  • Farrier: 6
  • 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: 8
  • 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: 2
  • 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: 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: 4

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

Skilled Laborers

  • Accountants: 1
  • Alchemist: 1
  • Clerk: 2
  • Dentists: 1
  • Educators: 3
  • Engineers: 1
  • Gardeners: 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: 10
  • Monks, Monastic: 3
  • Monks, Civic: 4
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 5
  • Rangers: 1
  • Rat Catchers: 1
  • Scholars: 1
  • Spiritualist: 2
  • Storytellers: 4
  • Military Officers: 3

Cottage Industries

  • Brewers: 3
  • Comfort Services: 4
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 4
  • Potters: 2
  • Preserve Makers: 3
  • Quilters: 1
  • Seamsters: 9
  • 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: 1
  • Tallowmakers: 3

390 of Fìkh Răm Khæl's population work within a Foundational Occupation.

786 of Fìkh Răm Khæl's population do not work in a formal occupation, but do contribute to the local economy. 88 (7%) are noncontributers.

Points of Interest

Some important ruler or leading figure resides in the community. This may be the seat of a regional lord, or it could be the traditional residence of a high priest, great magus, merchant house, or other wielder of influence. The community itself may or may not be under their direct control, but the wishes of the august figure must be acknowledged by the locals.

Fìkh Răm Khæl is accessed from a nearby river via an intricate series of locks.

POI

History

In time immemorial, reportedly some time during the early 2nd century a local hero by the name of spared the town from an attack. Fìkh Răm Khæl's militia's elite squad is named after .

History