Fìkh Zvlěpp Hǐf has a yearly average temperature of 23°C (73°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 19°C (66°F). Fìkh Zvlěpp Hǐf receives an average of 212 cm/y (83 in/y) of precipitation, most of which comes in the form of rain during the fall. Fìkh Zvlěpp Hǐf covers an area of nearly 6 km2 (2 mi2), and an average elevation of 3796 m (12454 ft) above sea level.
Overview
Fìkh Zvlěpp Hǐf was founded durring the early 13th century in spring of the year 1248, by Mēs Rē̌shvoī 'Sheer Jay' Bërmér Bé̄̄̌s Mp̪ftór Êyêbrê. The establishment of Fìkh Zvlěpp Hǐf was somewhat plagued by a lack of willing colonists, leading to Mēs Rē̌shvoī 'Sheer Jay' Bërmér Bé̄̄̌s Mp̪ftór Êyêbrê electing to pay people to resettle in Fìkh Zvlěpp Hǐf.
Fìkh Zvlěpp Hǐf was built using the conventions of Constructi durring the early 13th century. Naturaly, all settlmentss have their own look to them, and Fìkh Zvlěpp Hǐf 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 Zvlěpp Hǐf is buildings are arranged arround a single premissive gravel 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 protected by a well-crafted cobblestone fence tall enough to provide adiquite cover for defenders to fire from, but no more than that. Fìkh Zvlěpp Hǐf's frontieer-style defences are suffering from significent damage, so much so that examples can be pointed to no matter which section one might have within their line of site, and most of which render sections inoperable at present.
Looking around Fìkh Zvlěpp Hǐf you immediately realise that the locals are looking back at you. All of them. Everywhere you look somone is staring back at you analytically, looking over every inch of you, your gear, and your companions. As you get close to people, their hands move closer to their belt knife, or dagger. You may want to watch where you go and what you say...
Civic Infrastructure
Fìkh Zvlěpp Hǐf 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 Zvlěpp Hǐf. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Fìkh Zvlěpp Hǐf's parks.
Fìkh Zvlěpp Hǐf has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Fìkh Zvlěpp Hǐf.
Fìkh Zvlěpp Hǐf 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 Zvlěpp Hǐf 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 Zvlěpp Hǐf has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Fìkh Zvlěpp Hǐf's public wards, blessings, and other arcane systems.
Fìkh Zvlěpp Hǐf 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 Zvlěpp Hǐf's grid is powered by a god's will and kindness.
Fìkh Zvlěpp Hǐf 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 Zvlěpp Hǐf 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 Zvlěpp Hǐf's natural decorations nor waterways.
Fìkh Zvlěpp Hǐf 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 Zvlěpp Hǐf 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 Zvlěpp Hǐf's town hall was built using a different architectural style from the rest of the town. The style used is characterized by their massive, monolithic and 'blocky' appearance with a rigid geometric style. It was best known for its rough, unfinished surfaces, unusual shapes, heavy-looking materials, straight lines, and small windows. Modular elements were often used to form masses representing specific functional zones, grouped into a unified whole.
In Fìkh Zvlěpp Hǐf there is no wind.
The Ifrit near Fìkh Zvlěpp Hǐf are known to be quite timid.
Fìkh Zvlěpp Hǐf's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves gestures 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: 4
Farm Laborer: 8
Hunters: 5
Milk Maids: 3
Ranchers: 1
Ranch Hands: 4
Shepherds: 3
Farmland: 6170 m2
Cattle and Similar Creatures: 383
Poultry: 4605
Swine: 307
Sheep: 15
Goats: 3
Horses, Mounts, and Beasts of Burden: 153
Craftsmen
Arms and Toolmakers: 3
Blacksmiths: 3
Bookbinders: 1
Buckle-makers: 2
Cabinetmakers: 3
Candlemakers: 5
Carpenters: 4
Clothmakers: 3
Coach and Harness Makers: 1
Coopers: 4
Copper, Brass, Tin, Zinc, and Lead Workers: 2
Copyists: 1
Cutlers: 1
Fabricworkers: 3
Farrier: 8
Furriers: 1
Glassworkers: 4
Gunsmiths: 3
Harness-Makers: 1
Hatters: 2
Hosiery Workers: 1
Jewelers: 1
Leatherwrights: 4
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: 2
Scabbardmakers: 3
Scalemakers: 1
Scientific, Surgical, and Optical Instrument Makers: 1
Sculptors, Structures and Fixtures: 1
Shoemakers: 1
Soap and Tallow Workers: 4
Tailors: 11
Tanners: 1
Upholsterers: 2
Watchmakers: 2
Weavers: 4
Whitesmiths: 1
Merchants
Adventuring Goods Retellers: 1
Arcana Sellers: 1
Beer-Sellers: 2
Booksellers: 2
Butchers: 3
Chandlers: 3
Chicken Butchers: 3
Entrepreneurs: 1
Fine Clothiers: 4
Fishmongers: 3
Potion Sellers: 2
Resellers: 6
Spice Merchants: 1
Wine-sellers: 3
Wheelwright: 2
Woodsellers: 1
Service workers
Bakers: 8
Barbers: 7
Coachmen: 2
Cooks: 6
Doctors: 3
Gamekeepers: 2
Grooms: 1
Hairdressers: 5
Healers: 4
Housekeepers: 4
Housemaids: 7
House Stewards: 4
Inns: 1
Laundry maids: 2
Maidservants: 5
Nursery Maids: 3
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: 2
Hay Merchants: 1
Leech Collectors: 4
Millers: 3
Miners: 3
Oilmen and Polishers: 2
Postmen: 3
Pure Finder: 1
Skinners: 4
Tosher: 2
Warehousemen: 4
Watercarriers: 3
Watermen, Bargemen, etc.: 4
Skilled Laborers
Accountants: 1
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
Exorcist: 3
Fixers: 1
Kami Clerk: 2
Landlords: 3
Lawyers: 1
Legend Keepers: 2
Militia Officers: 15
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: 2
Storytellers: 5
Military Officers: 5
Cottage Industries
Brewers: 4
Comfort Services: 5
Enchanters: 1
Herbalists: 1
Jaminators: 5
Needleworkers: 4
Potters: 2
Preserve Makers: 4
Quilters: 2
Seamsters: 8
Spinners: 4
Tinker: 1
Weaver: 3
Artists
Actors: 1
Bards: 2
Dancers: 1
Engravers: 1
Glaziers: 1
Inlayers: 1
Musicians: 4
Playwrights: 1
Sculptors, Art: 1
Wood Carvers: 5
Writers: 4
Produce Industries
Butter Churners: 5
Canners: 5
Cheesmakers: 5
Millers: 3
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 2
Tallowmakers: 3
492 of Fìkh Zvlěpp Hǐf's population work within a Foundational Occupation.
28 work in Agriculture
111 work as Craftsmen
38 work as Merchants
81 work as Service Workers
48 work as General Laborers
18 work as Skilled Laborers
75 work as Civil Servants
44 work in Cottage Industries
22 work as Artists
27 work in Produce Industries
1013 of Fìkh Zvlěpp Hǐf's population do not work in a formal occupation, but do contribute to the local economy. 30 (2%) are noncontributers.
Points of Interest
The roads leading into Fìkh Zvlěpp Hǐf possess a great number of switchbacks. While designed for defense, they mostly wind up pissing everyone trying to take goods to town right the hell off.
POI
History
Fìkh Zvlěpp Hǐf's residents established a new industry (9430 % 6)+1 years ago, and it’s making them a great deal of profit. Old patterns of authority and wealth are being disrupted, and the old gentry are unlikely to be pleased about it. They may be trying to take over the industry, or they may have been the ones to enable it in the first place and are using it to crush the life out of any rival power bases. Outsiders might be playing a major role as well, and it could be they plot to siphon off the profits.
The the a banner of Necromancy, an a banner imbued with great amounts of Necromancy energies was created near Fìkh Zvlěpp Hǐf by in time immemorial, reportedly some time during the late 2nd century.