Fìkh Sidlǐlăg Rævda (/siˈdlɪlə̝g/ /ˈrævda/ [academic] [pen]) is a subtropical Large Town located in the Wozqoěs District of the Federation of Alveria.
The name Fìkh Sidlǐlăg Rævda is derived from the Constructi language, as Fìkh Sidlǐlăg Rævda was founded by Trêg̈ga Zèlkë Dyeshèle, who was culturaly Constructi.
Climate
Fìkh Sidlǐlăg Rævda has a yearly average temperature of 19°C (66°F), with its average temperature during the summer being a warm 28°C (82°F) and its average temperature during the winter being a cool 11°C (51°F). Fìkh Sidlǐlăg Rævda receives an average of 180 cm/y (70 in/y) of precipitation, most of which comes in the form of rain during the fall. Fìkh Sidlǐlăg Rævda covers an area of nearly 6 km2 (2 mi2), and an average elevation of 3380 m (11089 ft) above sea level.
Overview
Fìkh Sidlǐlăg Rævda was founded durring the early 16th century in spring of the year 1523, by Trêg̈ga Zèlkë Dyeshèle. The establishment of Fìkh Sidlǐlăg Rævda suffered from several major issues, resulting in the need to develop many solutions to basic problems. Problems such as a lack of fresh water, logistical support, poor quality tools, and the odd monster or two. Howeaver, these were overcome in time.
Fìkh Sidlǐlăg Rævda was built using the conventions of Constructi durring the early 16th century. Naturaly, all settlmentss have their own look to them, and Fìkh Sidlǐlăg Rævda 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 Sidlǐlăg Rævda is buildings are arranged arround a single narrow split-log ties mainstreet with many smaller streets branching off of it which gives the town a over all rectangular shape, albit one warped and twisted by the nature of the curves of the main road. The town is the proud owner of a properly designed set of renforced walls made from mighty querried stone blocks. Their construction and material choices would make a dwarf weap with joy, for each and every part of the elaborate fortifications are purly functional and robust well byond reason. Even nonexperts can tell the walls are an excelent defencive structure. The exceptionaly well made fortifications has suffered a visible ammount of structural damage, leaving them effectivly useless. One can't help but wonder why the has not yet effected repairs.
Fìkh Sidlǐlăg Rævda has the unmistakable air of a town on its last legs. Everything is a bit slipshod and ramshackle. Everyone is at work, or drinking. No one has anything in their eyes other than fear and despair. Fìkh Sidlǐlăg Rævda ’s existence was once fed by scholarly pursuits. But the income once drawn in by the works of scribes and academics has dried up and the town is drifting down the stream of history as it dries up. Everywhere about the town one can see abandoned schools, libraries, and other academic structures. Locals can be overheard having academic discussions, as well as talking about scholarly subjects in general. It’s quite clear the town places a lot of value on education and being a learned individual. Even in these times.
Civic Infrastructure
Fìkh Sidlǐlăg Rævda has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Fìkh Sidlǐlăg Rævda 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 Sidlǐlăg Rævda. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Fìkh Sidlǐlăg Rævda's parks.
Fìkh Sidlǐlăg Rævda has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Fìkh Sidlǐlăg Rævda.
Fìkh Sidlǐlăg Rævda 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 Sidlǐlăg Rævda 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 Sidlǐlăg Rævda 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 Sidlǐlăg Rævda has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Fìkh Sidlǐlăg Rævda's public wards, blessings, and other arcane systems.
Fìkh Sidlǐlăg Rævda 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. Fìkh Sidlǐlăg Rævda's grid is powered by a god's will and kindness.
Fìkh Sidlǐlăg Rævda 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 Sidlǐlăg Rævda's natural decorations nor waterways.
Fìkh Sidlǐlăg Rævda 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 Sidlǐlăg Rævda 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 Sidlǐlăg Rævda's garrison was built using a different architectural style from the rest of the town. The style used is inspired by the natural world, characterized by sinuous, sculptural, organic shapes, arches, curving lines, and sensual ornamentation. Common motifs included stylized versions of leaves, flowers, vines, insects, animals, and other natural elements. Decorative elements found on the inside and outside of buildings include intricate mosaic work, curved windows, and decorative trim work. .
In Fìkh Sidlǐlăg Rævda snow is warm to the touch and does not melt within city limits. Also it only happens during summer.
The Killmoulis near Fìkh Sidlǐlăg Rævda are known to be almost tame, such that they can be put to domestic use.
Fìkh Sidlǐlăg Rævda's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves long periods of drunkenness to channel Conjuration energies of tier 3 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: 5
Farm Laborer: 9
Hunters: 5
Milk Maids: 4
Ranchers: 2
Ranch Hands: 4
Shepherds: 4
Farmland: 6605 m2
Cattle and Similar Creatures: 405
Poultry: 4869
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: 3
Candlemakers: 5
Carpenters: 5
Clothmakers: 4
Coach and Harness Makers: 1
Coopers: 3
Copper, Brass, Tin, Zinc, and Lead Workers: 2
Copyists: 1
Cutlers: 1
Fabricworkers: 3
Farrier: 11
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: 3
Fishmongers: 4
Potion Sellers: 2
Resellers: 6
Spice Merchants: 2
Wine-sellers: 3
Wheelwright: 2
Woodsellers: 1
Service workers
Bakers: 8
Barbers: 6
Coachmen: 2
Cooks: 8
Doctors: 3
Gamekeepers: 2
Grooms: 1
Hairdressers: 6
Healers: 5
Housekeepers: 4
Housemaids: 6
House Stewards: 4
Inns: 1
Laundry maids: 3
Maidservants: 6
Nursery Maids: 3
Pastrycooks: 6
Restaurateur: 6
Tavern Keepers: 7
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: 3
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: 13
Monks, Monastic: 5
Monks, Civic: 5
Historian, Oral: 3
Historian, Textual: 1
Policemen, Sheriffs, etc.: 3
Priests: 6
Rangers: 2
Rat Catchers: 2
Scholars: 2
Spiritualist: 3
Storytellers: 5
Military Officers: 5
Cottage Industries
Brewers: 4
Comfort Services: 6
Enchanters: 1
Herbalists: 1
Jaminators: 5
Needleworkers: 5
Potters: 2
Preserve Makers: 5
Quilters: 2
Seamsters: 9
Spinners: 5
Tinker: 1
Weaver: 3
Artists
Actors: 1
Bards: 2
Dancers: 1
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: 5
Cheesmakers: 5
Millers: 3
Picklers: 2
Smokers: 2
Stockmakers: 1
Tobacconists: 2
Tallowmakers: 3
531 of Fìkh Sidlǐlăg Rævda's population work within a Foundational Occupation.
33 work in Agriculture
118 work as Craftsmen
42 work as Merchants
87 work as Service Workers
51 work as General Laborers
19 work as Skilled Laborers
77 work as Civil Servants
49 work in Cottage Industries
26 work as Artists
29 work in Produce Industries
979 of Fìkh Sidlǐlăg Rævda's population do not work in a formal occupation, but do contribute to the local economy. 113 (7%) are noncontributers.
Points of Interest
Fìkh Sidlǐlăg Rævda's is something of a geological and arcane anomaly, as neither physical nor magical law entirely explains its formation.
POI
History
In time immemorial, reportedly some time during the late 2nd century, Fìkh Sidlǐlăg Rævda was attacked by a group of notorious bandits. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Fìkh Sidlǐlăg Rævda lost 219 people, 354 livestock, and 83 buildings. The conflict ended after roughly 49, when members of Fìkh Sidlǐlăg Rævda's militia enacted an operation to gain control of a particular strategic location. The operation was complicated by the officers in charge fight among themselves, weakening the army as a whole. The conflict ended with needing to break through the enemy's lines, which ended in a stalemate for Fìkh Sidlǐlăg Rævda's forces. The war is remembered in legend by Fìkh Sidlǐlăg Rævda's bards, historians, and legend keepers.