Wæm Ekk Zib (/ekk/ /zib/ [mint] [brush; beard; brush (for hair); mane]) is a subtropical Town located in the Jĭìlkìwvǐ District of the Federation of Alveria.
The name Wæm Ekk Zib is derived from the Constructi language, as Wæm Ekk Zib was founded by Lapus Trêgë Fyesm, who was culturaly Constructi.
Climate
Wæm Ekk Zib has a yearly average temperature of 20°C (68°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 13°C (55°F). Wæm Ekk Zib receives an average of 272 cm/y (107 in/y) of precipitation, most of which comes in the form of rain during the summer. Wæm Ekk Zib covers an area of nearly 4 km2 (1 mi2), and an average elevation of 3056 m (10026 ft) above sea level.
Overview
Wæm Ekk Zib was founded durring the late 18th century in late spring of the year 1680, by Lapus Trêgë Fyesm. The establishment of Wæm Ekk Zib was somewhat plagued by a lack of willing colonists, leading to Lapus Trêgë Fyesm electing to pay people to resettle in Wæm Ekk Zib.
Wæm Ekk Zib was built using the conventions of Constructi durring the late 18th century. Naturaly, all settlmentss have their own look to them, and Wæm Ekk Zib is no diffrent. The town's buildings feature timber framed wooden shiethed or brick construction, which gives form to a very formalized, rational, expence effishent arcatectural style based on strictly symmetrical designs which universaly feature pitched roofs, shutters, and the occasional column or pilaster for a decorative touch.
Wæm Ekk Zib is buildings are arranged arround a network of restrictive canals 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 emploies a series of defencive earthworks, spikes, and fences to provide some protection against wild beasts and smaller groups of intelegent foes. The town's minimaly adiquite are visibly old, but also obviously maintained semi-regularly. Its likly the local malishia or garrison are tasked with ocasional mantance of the towns defences.
A look around Wæm Ekk Zib makes it abundantly clear the town suffered something horrible some time ago. It's as if the town itself is depressed. Smiles are few, cheer is nowhere to be had. Everyone quietly goes about their daily business not looking anyone in the eye.
Civic Infrastructure
Wæm Ekk Zib has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Wæm Ekk Zib.
Wæm Ekk Zib 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.
Wæm Ekk Zib has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.
Wæm Ekk Zib 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.
Wæm Ekk Zib has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Wæm Ekk Zib's public wards, blessings, and other arcane systems.
Wæm Ekk Zib 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. Wæm Ekk Zib's grid is powered by hydrogalvanic generators.
Wæm Ekk Zib's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.
Wæm Ekk Zib has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Wæm Ekk Zib 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.
Cultural Notes
Wæm Ekk Zib is home to a distinct subculture, who are either the majority here or have the dominant positions in the community. Architecture, local laws, and social customs are all tuned to suit them, and they may not be particularly forgiving or friendly to the major culture of the region. Communities that are not outright independent usually make an arm's-length submission to a local lord.
Wæm Ekk Zib's garrison was built using a different architectural style from the rest of the town. The style used embraces individualism and experimentation. It emerged as a movement against traditional, classical styles and sought to make buildings dynamic and fun while breaking the rules. The style incorporated elements of previous architectural styles in exaggerated and whimsical ways. Traditional, conservative leanings were void in this era, with most scholars of architecture agreeing it was a time of “anything goes.”.
In Wæm Ekk Zib there is a constant smell of overcooked presumably ethnic food.
The Dlurgraven near Wæm Ekk Zib are known to be more aggressive than normal.
Wæm Ekk Zib's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves creating small tokens to channel Mysticism energies of tier 1 via throat singing.
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: 2
Ranchers: 1
Ranch Hands: 3
Shepherds: 2
Farmland: 4747 m2
Cattle and Similar Creatures: 294
Poultry: 3534
Swine: 235
Sheep: 11
Goats: 2
Horses, Mounts, and Beasts of Burden: 117
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 2
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 2
Candlemakers: 4
Carpenters: 3
Clothmakers: 2
Coach and Harness Makers: 1
Coopers: 2
Copper, Brass, Tin, Zinc, and Lead Workers: 1
Copyists: 1
Fabricworkers: 2
Farrier: 7
Glassworkers: 3
Gunsmiths: 2
Harness-Makers: 1
Hatters: 2
Jewelers: 1
Leatherwrights: 2
Locksmiths: 1
Matchstick makers: 1
Musical Instrument Makers: 1
Painters, Structures and Fixtures: 1
Paper Workers: 1
Plasterers: 1
Pursemakers: 1
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: 5
Tanners: 1
Upholsterers: 1
Watchmakers: 1
Weavers: 3
Merchants
Beer-Sellers: 1
Booksellers: 1
Butchers: 3
Chandlers: 2
Chicken Butchers: 3
Entrepreneurs: 1
Fine Clothiers: 2
Fishmongers: 3
Potion Sellers: 1
Resellers: 5
Spice Merchants: 1
Wine-sellers: 2
Wheelwright: 1
Woodsellers: 1
Service workers
Bakers: 5
Barbers: 5
Coachmen: 1
Cooks: 4
Doctors: 2
Gamekeepers: 1
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: 4
Tavern Keepers: 4
Specialized Laborer
Ashworkers: 1
Bleachers: 1
Coal Heavers: 2
In-Town Couriers: 2
Long Haul Couriers: 2
Dockyard Workers: 2
Leech Collectors: 3
Millers: 2
Miners: 2
Oilmen and Polishers: 1
Postmen: 2
Pure Finder: 1
Skinners: 3
Tosher: 1
Warehousemen: 4
Watercarriers: 2
Watermen, Bargemen, etc.: 3
Skilled Laborers
Accountants: 1
Alchemist: 1
Clerk: 2
Dentists: 1
Educators: 3
Engineers: 1
Gardeners: 1
Plumbers: 1
Pharmacist: 1
Civil Servants
Adventurers: 1
Bankers: 1
Civil Clerks: 2
Civic Iudex: 1
Exorcist: 2
Fixers: 1
Kami Clerk: 2
Landlords: 2
Lawyers: 1
Legend Keepers: 1
Militia Officers: 7
Monks, Monastic: 3
Monks, Civic: 3
Historian, Oral: 2
Historian, Textual: 1
Policemen, Sheriffs, etc.: 2
Priests: 4
Rangers: 1
Rat Catchers: 1
Scholars: 1
Spiritualist: 2
Storytellers: 3
Military Officers: 4
Cottage Industries
Brewers: 3
Comfort Services: 5
Enchanters: 1
Herbalists: 1
Jaminators: 4
Needleworkers: 3
Potters: 1
Preserve Makers: 3
Quilters: 1
Seamsters: 5
Spinners: 3
Tinker: 1
Weaver: 3
Artists
Actors: 1
Bards: 1
Dancers: 1
Glaziers: 1
Inlayers: 1
Musicians: 3
Playwrights: 1
Wood Carvers: 4
Writers: 4
Produce Industries
Butter Churners: 3
Canners: 3
Cheesmakers: 4
Millers: 2
Picklers: 1
Smokers: 1
Stockmakers: 1
Tobacconists: 1
Tallowmakers: 2
349 of Wæm Ekk Zib's population work within a Foundational Occupation.
23 work in Agriculture
74 work as Craftsmen
27 work as Merchants
62 work as Service Workers
34 work as General Laborers
12 work as Skilled Laborers
48 work as Civil Servants
34 work in Cottage Industries
17 work as Artists
18 work in Produce Industries
806 of Wæm Ekk Zib's population do not work in a formal occupation, but do contribute to the local economy. 23 (2%) are noncontributers.
Points of Interest
Wæm Ekk Zib's is something of a geological and arcane anomaly, as neither physical nor magical law entirely explains its formation.
POI
History
The the a helmet of Enchantment, an a helmet imbued with great amounts of Enchantment energies was created in Wæm Ekk Zib by in time immemorial, reportedly some time during the early 2nd century.