Town: Fìkh Zěd Qægdæ

Fìkh Zěd Qægdæ

Fìkh Zěd Qægdæ
Example Constructi architecture.
StateFederation of Alveria
ProvenceIf-70cqǐnrì District
Sub ProvenceYuqlǐki Zone
RegionThêthè-g̈êqe Woodlands
Founded1457
Community LeaderAdministrator Rc-94l 'Yulgis' Glêyèdsê Trgêbrthê
Area5 km2 (2 mi2)
Average Yearly Temp22°C (71°F)
Average Elevation3976 m (13044 ft)
Average Yearly Precipitation281 cm/y (110 in/y)
Population1360
Population Density272 people per km2 (680 people per mi2)
Town AuraTruename Magic
Naming
Native nameFìkh Zěd Qægdæ
Pronunciation/zɛd/ /ˈqægdæ/
Direct Translation[rare] [parent]
Translation[Not Yet Translated]

Fìkh Zěd Qægdæ (/zɛd/ /ˈqægdæ/ [rare] [parent]) is a subtropical Town located in Yuqlǐki Zone, If-70cqǐnrì District, within the Federation of Alveria.

The name Fìkh Zěd Qægdæ is derived from the Constructi language, as Fìkh Zěd Qægdæ was founded by Rc-94l 'Yulgis' Glêyèdsê, who was culturaly Constructi.

Climate

Fìkh Zěd Qægdæ has a yearly average temperature of 22°C (71°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 17°C (62°F). Fìkh Zěd Qægdæ receives an average of 281 cm/y (110 in/y) of precipitation, most of which comes in the form of rain during the summer. Fìkh Zěd Qægdæ covers an area of nearly 5 km2 (2 mi2), and an average elevation of 3976 m (13044 ft) above sea level.

Overview

Fìkh Zěd Qægdæ was founded durring the late 15th century in winter of the year 1457, by Rc-94l 'Yulgis' Glêyèdsê. The establishment of the new community went well, though many minor issues had to be solved as time went on. This was enough to delay construction and push back the formal opening ceramony, leading to some embarisment for Rc-94l 'Yulgis' Glêyèdsê.

Fìkh Zěd Qægdæ was built using the conventions of Constructi durring the late 15th century. Naturaly, all settlmentss have their own look to them, and Fìkh Zěd Qægdæ is no diffrent. The town's buildings feature delicute timber framework hidden behind layer upon layer of finly ground plaster bleached to an almost glossy white sheen, with green clay tiled roofs and decorative brass-leafed trim. Even the smallest, poorest looking structures appear to be expencive thanks to the extreem elegence of the organic shapes and paterns going into their lofty, spire-y, vagly gothic designs. The more well off folks live in identicle homes, save for even shiner trim and a more whimsical appearance to their structures flowing forms.

Fìkh Zěd Qægdæ is buildings are located arround a single broad baked earthen mainstreet which forms a clockwise spiral to give the town a over all circular shape. 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 town's exceptionaly well made fortifications have recently undergone extensive repairs and renovations, such that the repairwork is imeadiently apparent and can be spotted due to the diffring ages of materials. One can't help but wonder what brought the need for those repairs to the town.

Even the most brief look arround Fìkh Zěd Qægdæ has a good chance of putting a church or shrine into the center of your view. The town is most certainly a god fearing community. It’s also definitely a god loving community. THe streetcornors are occupied by preachers, with the occasional intersection playing host to an actually friendly debate relating to the merits of various gods. Even the less popular as well as the less politically loved gods seem to have a space in Fìkh Zěd Qægdæ, there’s even shrines to gods known to the region only through hearsay.

Civic Infrastructure

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

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

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

Fìkh Zěd Qægdæ 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 Zěd Qægdæ's grid is powered by an arcane means.

Fìkh Zěd Qægdæ's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.

Fìkh Zěd Qægdæ 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 Zěd Qægdæ's natural decorations nor waterways.

Fìkh Zěd Qægdæ 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 Zěd Qægdæ 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 Zěd Qægdæ's garrison was built using a different architectural style from the rest of the town. The style used is famous for its stately symmetry, classical elements, and grand appearance. Columns and pillars, such as Corinthian columns, are often seen supporting open structures or porticos. Symmetry is an important feature of this style, with each half of a building mirroring the other. Domed ceilings and windows grace these buildings, with everything placed in a mathematical arrangement.

In Fìkh Zěd Qægdæ tiny harmless tornadoes plague the town.

The Megafauna, Megatherium near Fìkh Zěd Qægdæ are known to be more aggressive than normal.

Fìkh Zěd Qægdæ's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves reenactments to channel Abjuration energies of tier 1 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: 2
  • Farmers: 3
  • Farm Laborer: 8
  • Hunters: 4
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 5494 m2
    • Cattle and Similar Creatures: 340
    • Poultry: 4080
    • Swine: 272
    • Sheep: 13
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 136

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 2
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 3
  • Candlemakers: 5
  • 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: 8
  • Glassworkers: 5
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 2
  • Hosiery Workers: 1
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 2
  • 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: 10
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 4
  • Whitesmiths: 1

Merchants

  • Beer-Sellers: 1
  • Booksellers: 2
  • Butchers: 3
  • Chandlers: 3
  • Chicken Butchers: 3
  • Entrepreneurs: 1
  • Fine Clothiers: 3
  • Fishmongers: 3
  • Potion Sellers: 2
  • Resellers: 5
  • 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: 8
  • House Stewards: 4
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 4
  • Nursery Maids: 2
  • Pastrycooks: 4
  • Restaurateur: 6
  • Tavern Keepers: 6

Specialized Laborer

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

Skilled Laborers

  • Accountants: 1
  • Alchemist: 1
  • Clerk: 2
  • Dentists: 1
  • Educators: 3
  • Engineers: 1
  • Gardeners: 1
  • Mages: 1
  • Plumbers: 1
  • Pharmacist: 1
  • Scientists: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 1
  • Civil Clerks: 3
  • Civic Iudex: 1
  • Exorcist: 2
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 10
  • Monks, Monastic: 4
  • Monks, Civic: 4
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 5
  • Rangers: 1
  • 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: 3
  • Quilters: 1
  • Seamsters: 7
  • 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: 4
  • Writers: 4

Produce Industries

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

426 of Fìkh Zěd Qægdæ's population work within a Foundational Occupation.

853 of Fìkh Zěd Qægdæ's population do not work in a formal occupation, but do contribute to the local economy. 81 (6%) are noncontributers.

Points of Interest

Due to a magical anomaly, Fìkh Zěd Qægdæ is directly accessible from a nearby river, despite the lack of a physical connection between the town's pond and the river.

POI

History

A vast influx of newcomers over the last (18224 % 6)+1 years has greatly spiked Fìkh Zěd Qægdæ's population. They may have been drawn by economic opportunities, or fled some pursuing peril, or been forcibly moved there by a ruler who wanted to dilute the existing native cohesion. The natives may not have the resources or opportunities to integrate these newcomers, and it may be that the new population has no desire to stay longer than is necessary.

The the a Mail coif of Charm, an a Mail coif imbued with notable amounts of Charm energies was created near Fìkh Yèh Qær by in time immemorial, reportedly some time during the early 2nd century.

History