Large Town: Odíhg Si̊shiēam

Odíhg Si̊shiēam

Odíhg Si̊shiēam
Example Tauric architecture.
StateTauranian United Provinces
ProvenceLashfi̊f Provence
Sub ProvenceChenvuwa Hold
RegionIlekskvurmzuz̄i Holt
Founded1215
Community LeaderMayor Shëkê Wynne
Area7 km2 (2 mi2)
Average Yearly Temp25°C (77°F)
Average Elevation3678 m (12066 ft)
Average Yearly Precipitation177 cm/y (69 in/y)
Population1723
Population Density246 people per km2 (861 people per mi2)
Town AuraAbjuration
Naming
Native nameOdíhg Si̊shiēam
Pronunciation/si̘ʃ/ /jam/
Direct Translation[politics] [mobile; portable]
Translation[Not Yet Translated]

Odíhg Si̊shiēam (/si̘ʃ/ /jam/ [politics] [mobile; portable]) is a subtropical Large Town located in Chenvuwa Hold, Lashfi̊f Provence, within the Tauranian United Provinces.

The name Odíhg Si̊shiēam is derived from the Tauric language, as Odíhg Si̊shiēam was founded by Veahn Parry Fluellen, who was culturaly Tauric.

Climate

Odíhg Si̊shiēam has a yearly average temperature of 25°C (77°F), with its average temperature during the summer being a warm 28°C (82°F) and its average temperature during the winter being a pleasant 23°C (73°F). Odíhg Si̊shiēam receives an average of 177 cm/y (69 in/y) of precipitation, most of which comes in the form of rain during the fall. Odíhg Si̊shiēam covers an area of nearly 7 km2 (2 mi2), and an average elevation of 3678 m (12066 ft) above sea level.

Overview

Odíhg Si̊shiēam was founded durring the early 13th century in fall of the year 1215, by Veahn Parry Fluellen. The establishment of the new community went well, with no major obsticles durring construction.

Odíhg Si̊shiēam was built using the conventions of Tauric durring the early 13th century. Naturaly, all settlmentss have their own look to them, and Odíhg Si̊shiēam 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.

Odíhg Si̊shiēam is buildings are arranged arround a network of crampt packed earth streets which form a diagonal shaped grid, where each square verries in size given the proximity of the paralell streets forming each section. The ocasional smaller square has been used to construct a park, plaza, and other communal structures. 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. The town's frontieer-style defences are visibly old, but also obviously well maintained. Its likly the local malishia or garrison are tasked with routine mantance of the town's defences.

A look around Odíhg Si̊shiēam makes it abundantly clear the town suffered something horrible some time ago. It’s a quiet town filled with closed scriptoriums, people quietly yet dejectedly reading in isolated places around town, and the occasional book laying in a heap of garbage.

Civic Infrastructure

Odíhg Si̊shiēam 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 Odíhg Si̊shiēam. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Odíhg Si̊shiēam's parks.

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

Odíhg Si̊shiēam 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.

Odíhg Si̊shiēam 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.

Odíhg Si̊shiēam 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.

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

Odíhg Si̊shiēam 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 Odíhg Si̊shiēam's natural decorations nor waterways.

Odíhg Si̊shiēam has a Guild of Roadworkers, who are responsible for maintaining the roadways and public paths within town. They also have the duty of enforcing all civil laws relating to the roadways.

Odíhg Si̊shiēam 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.

Odíhg Si̊shiēam 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

One or more crime bosses have a powerful influence within Odíhg Si̊shiēam. They may control crime within the community itself, or they may use it simply as a safe haven from which to direct their minions elsewhere. Local law enforcement may know all about them, but lack the strength to confront them and their paid or intimidated henchmen.

Odíhg Si̊shiēam's bank was built using a different architectural style from the rest of the town. The style used is best known for the combined use of arcuated and trabeated construction, employing arches and constructed with post and lintel. The arch served as the style's chief structural element, with flanking columns serving as buttresses or decorations. While the general shape of their structures could be generously described as simplistic, the use of these arches and columns created a most distinct ascetic which is easily distinguishable on sight to armatures and experts alike.

In Odíhg Si̊shiēam there is a constant smell of overcooked presumably ethnic food.

The Giant cockroach near Odíhg Si̊shiēam are known to be almost tame, such that they can be put to domestic use.

Odíhg Si̊shiēam's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves ritual combat to channel Necromancy energies of tier 1 via chanting.

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: 3
  • Farmers: 4
  • Farm Laborer: 8
  • Hunters: 5
  • Milk Maids: 4
  • Ranchers: 2
  • Ranch Hands: 4
  • Shepherds: 4
    • Farmland: 6978 m2
    • Cattle and Similar Creatures: 430
    • Poultry: 5169
    • Swine: 344
    • Sheep: 17
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 172

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 3
  • Bookbinders: 2
  • Buckle-makers: 2
  • Cabinetmakers: 3
  • Candlemakers: 5
  • Carpenters: 5
  • Clothmakers: 5
  • Coach and Harness Makers: 1
  • Coopers: 4
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 4
  • Farrier: 8
  • Furriers: 1
  • Glassworkers: 5
  • Gunsmiths: 4
  • Harness-Makers: 1
  • Hatters: 3
  • 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: 3
  • Scabbardmakers: 3
  • Scalemakers: 1
  • Scientific, Surgical, and Optical Instrument Makers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 6
  • Tailors: 11
  • Tanners: 2
  • Upholsterers: 2
  • Watchmakers: 2
  • Weavers: 5
  • 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: 9
  • Barbers: 8
  • Coachmen: 2
  • Cooks: 7
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 5
  • Healers: 5
  • Housekeepers: 4
  • Housemaids: 9
  • House Stewards: 5
  • Inns: 1
  • Laundry maids: 3
  • Maidservants: 6
  • Nursery Maids: 3
  • Pastrycooks: 5
  • Restaurateur: 7
  • Tavern Keepers: 8

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: 5
  • Tosher: 2
  • Warehousemen: 6
  • Watercarriers: 4
  • Watermen, Bargemen, etc.: 5

Skilled Laborers

  • Accountants: 2
  • Alchemist: 2
  • Clerk: 3
  • Dentists: 1
  • Educators: 4
  • Engineers: 2
  • Gardeners: 1
  • Mages: 1
  • Plumbers: 1
  • Pharmacist: 2
  • Scientists: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 2
  • Civil Clerks: 4
  • Civic Iudex: 1
  • Consultants: 1
  • Exorcist: 3
  • Fixers: 2
  • Kami Clerk: 3
  • Landlords: 3
  • Lawyers: 2
  • Legend Keepers: 2
  • Militia Officers: 17
  • Monks, Monastic: 5
  • Monks, Civic: 4
  • Historian, Oral: 4
  • Historian, Textual: 2
  • Policemen, Sheriffs, etc.: 4
  • Priests: 7
  • Rangers: 2
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 3
  • Storytellers: 6
  • Military Officers: 6

Cottage Industries

  • Brewers: 4
  • Comfort Services: 7
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 5
  • Needleworkers: 6
  • Potters: 3
  • Preserve Makers: 4
  • Quilters: 2
  • Seamsters: 9
  • Spinners: 5
  • Tinker: 1
  • Weaver: 4

Artists

  • Actors: 1
  • Bards: 2
  • Costumers: 1
  • Dancers: 2
  • Drafters: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 5
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 5
  • Writers: 6

Produce Industries

  • Butter Churners: 5
  • Canners: 4
  • Cheesmakers: 6
  • Millers: 3
  • Picklers: 2
  • Smokers: 2
  • Stockmakers: 1
  • Tobacconists: 2
  • Tallowmakers: 4

565 of Odíhg Si̊shiēam's population work within a Foundational Occupation.

1124 of Odíhg Si̊shiēam's population do not work in a formal occupation, but do contribute to the local economy. 34 (2%) are noncontributers.

Points of Interest

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

POI

History

The the a cape of Wild Magic, an a cape imbued with potent amounts of Wild Magic energies was created near Odíhg Si̊shiēam by in time immemorial, reportedly some time during the early 2nd century.

History