Town: Pibîk-co Fêqê

Pibîk-co Fêqê

Pibîk-co Fêqê
Example Iron Elven architecture.
StateDalandic Empire
ProvenceÈjila Provence
Sub ProvenceLightfield Dutchy
RegionNojubuz̄udenuku Moorland
Founded1297
Community LeaderMaster Lacula Trêg̈m
Area6 km2 (2 mi2)
Average Yearly Temp27°C (80°F)
Average Elevation2090 m (6856 ft)
Average Yearly Precipitation290 cm/y (114 in/y)
Population1458
Population Density243 people per km2 (729 people per mi2)
Town AuraEnchantment
Naming
Native namePibîk-co Fêqê
Pronunciation/lɘ/ /co/
Direct Translation[rust] [rocket]
Translation[Not Yet Translated]

Pibîk-co Fêqê (/lɘ/ /co/ [rust] [rocket]) is a subtropical Town located in Lightfield Dutchy, Èjila Provence, within the Dalandic Empire.

The name Pibîk-co Fêqê is derived from the Iron Elvish language, as Pibîk-co Fêqê was founded by Fyeshèj Shesî, who was culturaly Iron Elven.

Climate

Pibîk-co Fêqê has a yearly average temperature of 27°C (80°F), with its average temperature during the summer being a warm 29°C (84°F) and its average temperature during the winter being a pleasant 25°C (77°F). Pibîk-co Fêqê receives an average of 290 cm/y (114 in/y) of precipitation, most of which comes in the form of rain during the spring. Pibîk-co Fêqê covers an area of nearly 6 km2 (2 mi2), and an average elevation of 2090 m (6856 ft) above sea level.

Overview

Pibîk-co Fêqê was founded durring the late 14th century in spring of the year 1297, by Fyeshèj Shesî. The establishment of Pibîk-co Fêqê was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Fyeshèj Shesî struck deals with nearby nations and communities to establish Pibîk-co Fêqê as a prison colony.

Pibîk-co Fêqê was built using the conventions of Iron Elven durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Pibîk-co Fêqê 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.

Pibîk-co Fêqê is is constructed arround a series of premissive packed earth mainstreets which form concentric circles, with smaller strait roads linking the circiles to each other at varrious points. The town is protected by a renforced stone fence which sits atop earthwork defences, for some of the best inexpencive defences a town of Pibîk-co Fêqê's size could have. Pibîk-co Fêqê's well-designed, yet cheep 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.

A look around Pibîk-co Fêqê seems to be home to a quite vibrant and boisterous community. Everywhere one looks they can see people going out their daily business with a smile and a spring in their step. Children play loudly in the streets, causing untold havoc as youth are want and allowed to do.

Civic Infrastructure

Pibîk-co Fêqê 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 Pibîk-co Fêqê. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Pibîk-co Fêqê's parks.

Pibîk-co Fêqê has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Pibîk-co Fêqê.

Pibîk-co Fêqê 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.

Pibîk-co Fêqê 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.

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

Pibîk-co Fêqê 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 Pibîk-co Fêqê's natural decorations nor waterways.

Pibîk-co Fêqê 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.

Pibîk-co Fêqê 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

While Pibîk-co Fêqê has a public leader, the real authority is hidden from outsiders. This ruler may draw their authority from rationales unacceptable to outsiders, they may have cowed the public authority into obedience, or they may have a mutually beneficial private arrangement with the official ruler.

Pibîk-co Fêqê's town hall was built using a different architectural style from the rest of the town. The style used is admittedly strange and non-linear style rooted in defiance of symmetrical shapes. It championed the creation of buildings with a unique visual appearance. the structural norms of classic buildings and deforms or moves away from elementary architectural principles. By including non-linear designs processed into its buildings and favoring fragmentation, this style expressed a form of controlled chaos. Its buildings appear out-of-the-ordinary, draw the eye in immediately and sometimes create a feeling of strangeness. These distorted shapes and structure are not reserved to the building’s outer facade, they destabilize interior elements too, favoring minimalism and play on people’s perceptions by injecting a futuristic touch.

In Pibîk-co Fêqê yeast remains dormant.

The Dlurgraven near Pibîk-co Fêqê are known to be more aggressive than normal.

Pibîk-co Fêqê's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves gestures to channel Illusion 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: 3
  • Farmers: 4
  • Farm Laborer: 9
  • Hunters: 4
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 5875 m2
    • Cattle and Similar Creatures: 364
    • Poultry: 4374
    • Swine: 291
    • Sheep: 14
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 145

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 3
  • Candlemakers: 5
  • Carpenters: 4
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 8
  • Glassworkers: 5
  • Gunsmiths: 3
  • 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: 2
  • Plasterers: 2
  • Pursemakers: 2
  • Roofers: 1
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 2
  • Scabbardmakers: 3
  • Scalemakers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 5
  • Tailors: 9
  • Tanners: 1
  • Upholsterers: 2
  • Watchmakers: 2
  • Weavers: 4
  • Whitesmiths: 1

Merchants

  • Adventuring Goods Retellers: 1
  • Beer-Sellers: 2
  • Booksellers: 2
  • Butchers: 3
  • Chandlers: 3
  • Chicken Butchers: 4
  • Entrepreneurs: 1
  • Fine Clothiers: 3
  • Fishmongers: 3
  • Potion Sellers: 2
  • Resellers: 6
  • Spice Merchants: 1
  • Wine-sellers: 3
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 6
  • Barbers: 7
  • Coachmen: 2
  • Cooks: 5
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 4
  • Healers: 4
  • Housekeepers: 4
  • Housemaids: 7
  • House Stewards: 5
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 5
  • Nursery Maids: 2
  • Pastrycooks: 5
  • Restaurateur: 6
  • Tavern Keepers: 5

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: 3
  • Millers: 3
  • Miners: 3
  • Oilmen and Polishers: 2
  • Postmen: 3
  • Pure Finder: 1
  • Skinners: 4
  • Tosher: 2
  • Warehousemen: 4
  • Watercarriers: 3
  • Watermen, Bargemen, etc.: 3

Skilled Laborers

  • Accountants: 1
  • Alchemist: 2
  • Clerk: 2
  • Dentists: 1
  • Educators: 3
  • 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: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 12
  • Monks, Monastic: 4
  • Monks, Civic: 4
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 6
  • Rangers: 1
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 6
  • Military Officers: 5

Cottage Industries

  • Brewers: 4
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 5
  • Potters: 2
  • Preserve Makers: 3
  • Quilters: 1
  • 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: 6
  • Writers: 5

Produce Industries

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

467 of Pibîk-co Fêqê's population work within a Foundational Occupation.

933 of Pibîk-co Fêqê's population do not work in a formal occupation, but do contribute to the local economy. 58 (4%) are noncontributers.

Points of Interest

Pibîk-co Fêqê makes use of canals for some of its streets. Locals often fish in the canals.

POI

History

In time immemorial, reportedly some time during the early 2nd century, Pibîk-co Fêqê was attacked by savage scorpionfolks living nearby. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Pibîk-co Fêqê lost 191 people, 156 livestock, and 63 buildings. The conflict ended after roughly 75, when members of Pibîk-co Fêqê's militia enacted an operation to train a group of civilians for a special clandestine operation. The operation was complicated by major logistical problems. The conflict ended with pitched battle between both forces, which ended in defeat for Pibîk-co Fêqê's forces. The war is remembered in legend by Pibîk-co Fêqê's bards, historians, and legend keepers.

History