Large City: Zě Khip Dǐkhda

Zě Khip Dǐkhda

Zě Khip Dǐkhda
Example Constructi architecture.
StateFederation of Alveria
ProvenceEv-573p Province
Sub ProvenceJĭisăp Zone
RegionDú̄ Fō̂rīgy Jungle
Founded1024
Community LeaderAdministrator Rërm Jóńchīy 'Stella Kristy' Ya̋chīnḱ Goī Māshīy Tsîpí
Area564 km2 (225 mi2)
Average Yearly Temp16°C (60°F)
Average Elevation1526 m (5006 ft)
Average Yearly Precipitation215 cm/y (84 in/y)
Population133107
Population Density236 people per km2 (591 people per mi2)
Town AuraSummoning
Naming
Native nameZě Khip Dǐkhda
Pronunciation/xip/ /ˈdɪxda/
Direct Translation[foreign] [nickname]
Translation[Not Yet Translated]

Zě Khip Dǐkhda (/xip/ /ˈdɪxda/ [foreign] [nickname]) is a subtropical Large City located in Jĭisăp Zone, Ev-573p Province, within the Federation of Alveria.

The name Zě Khip Dǐkhda is derived from the Constructi language, as Zě Khip Dǐkhda was founded by Zlkdshe Trtêgartco, who was culturaly Constructi.

Climate

Zě Khip Dǐkhda has a yearly average temperature of 16°C (60°F), with its average temperature during the summer being a pleasant 24°C (75°F) and its average temperature during the winter being a cold 9°C (48°F). Zě Khip Dǐkhda receives an average of 215 cm/y (84 in/y) of precipitation, most of which comes in the form of rain during the fall. Zě Khip Dǐkhda covers an area of nearly 564 km2 (225 mi2), and an average elevation of 1526 m (5006 ft) above sea level.

Overview

Zě Khip Dǐkhda was founded durring the early 11th century, by Zlkdshe Trtêgartco. The establishment of Zě Khip Dǐkhda suffered from several major issues, resulting in the need to develop many solutions to basic problems. Problems such as a lack of fresh water, logistical support, poor quality tools, and the odd monster or two. Howeaver, these were overcome in time.

Zě Khip Dǐkhda was built using the conventions of Constructi durring the early 11th century. Naturaly, all settlmentss have their own look to them, and Zě Khip Dǐkhda is no diffrent. The city'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.

Zě Khip Dǐkhda is buildings are arranged arround a network of narrow worn bedrock streets which form a 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 city has a fortified albit thin brick wall. The wall has most of the feeatures of a typical castle wall, just on a much smaller scale and and budget. Notably brick isn't a particuarly soild choice for resisting siege weapons. Zě Khip Dǐkhda's wall wouldn't hinder a proper army, but it is more than sufishent for bandits and other small marauding groups. Zě Khip Dǐkhda's monster and outlaw focused fortifications 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 Zě Khip Dǐkhda 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

Zě Khip Dǐkhda possesses a Aethary Link for its accademic, government, and financial institutions. Public Aethary access is available through one or more of these intitutions.

Zě Khip Dǐkhda has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

Zě Khip Dǐkhda 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 Zě Khip Dǐkhda. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Zě Khip Dǐkhda's parks.

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

Zě Khip Dǐkhda has a government-funded child care program, overseen by the local Department of Nursemaids, which is responsible for providing childcare to working-class citizens according to local ordinances.

Zě Khip Dǐkhda 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.

Zě Khip Dǐkhda has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.

Zě Khip Dǐkhda has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Zě Khip Dǐkhda 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.

Zě Khip Dǐkhda 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.

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

Zě Khip Dǐkhda has an Arts Academy which provides higher education in many fields including math, language arts, philosophy, engineering, and other such disciplines.

Zě Khip Dǐkhda 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 City. Zě Khip Dǐkhda's grid is powered by mana accumulators.

Zě Khip Dǐkhda's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.

Zě Khip Dǐkhda has a first rate hospital which caters to anyone in need of long term medical care.

Zě Khip Dǐkhda has a library, which keeps a large collection of books, scrolls, and archives all manner of physical items. While not open to the public, the librarians and scholars employed by the library will assist anyone with their research needs, and wealthy individuals can purchase membership to access the library's materials themselves. In spite of being generally closed to the public, the library has a room with several Aether Linked devices available to the public during business hours.

Zě Khip Dǐkhda 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 Zě Khip Dǐkhda's natural decorations nor waterways.

Zě Khip Dǐkhda 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.

Zě Khip Dǐkhda 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.

Zě Khip Dǐkhda 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.

Zě Khip Dǐkhda is home to a University which provides higher education in a variety of fields, and also serves as a research institute for those same fields.

Cultural Notes

Zě Khip Dǐkhda's town hall was built using a different architectural style from the rest of the town. The style used is based upon new and innovative technologies of construction and the idea that form should follow function. It was an embrace of minimalism and a rejection of ornament. The style became characterized by an emphasis on volume, asymmetrical compositions, and minimal ornamentation..

Due to the actions of local Kami, autumn is recurring in Zě Khip Dǐkhda.

The Spider, Skull (Tiny) near Zě Khip Dǐkhda are known to be almost tame, such that they can be put to domestic use.

Zě Khip Dǐkhda's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves reenactments to channel Illusion energies of tier 2 via mimery.

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: 239
  • Farmers: 391
  • Farm Laborer: 665
  • Hunters: 415
  • Milk Maids: 332
  • Ranchers: 178
  • Ranch Hands: 364
  • Shepherds: 350
    • Farmland: 540414 m2
    • Cattle and Similar Creatures: 33276
    • Poultry: 399321
    • Swine: 26621
    • Sheep: 1331
    • Goats: 266
    • Horses, Mounts, and Beasts of Burden: 13310

Craftsmen

  • Arms and Toolmakers: 255
  • Blacksmiths: 309
  • Bookbinders: 164
  • Buckle-makers: 177
  • Cabinetmakers: 316
  • Candlemakers: 492
  • Carpenters: 451
  • Clothmakers: 350
  • Coach and Harness Makers: 141
  • Coopers: 341
  • Copper, Brass, Tin, Zinc, and Lead Workers: 194
  • Copyists: 123
  • Cutlers: 113
  • Fabricworkers: 295
  • Farrier: 760
  • Furriers: 89
  • Glassworkers: 429
  • Gunsmiths: 286
  • Harness-Makers: 126
  • Hatters: 268
  • Hosiery Workers: 95
  • Jewelers: 151
  • Leatherwrights: 359
  • Locksmiths: 129
  • Matchstick makers: 198
  • Musical Instrument Makers: 190
  • Painters, Structures and Fixtures: 175
  • Paper Workers: 201
  • Plasterers: 175
  • Pursemakers: 211
  • Roofers: 149
  • Ropemakers: 134
  • Rugmakers: 127
  • Saddlers: 251
  • Scabbardmakers: 286
  • Scalemakers: 143
  • Scientific, Surgical, and Optical Instrument Makers: 85
  • Sculptors, Structures and Fixtures: 127
  • Shoemakers: 127
  • Soap and Tallow Workers: 467
  • Tailors: 985
  • Tanners: 160
  • Upholsterers: 201
  • Watchmakers: 182
  • Weavers: 443
  • Whitesmiths: 106

Merchants

  • Adventuring Goods Retellers: 90
  • Arcana Sellers: 93
  • Beer-Sellers: 170
  • Booksellers: 214
  • Butchers: 309
  • Chandlers: 341
  • Chicken Butchers: 409
  • Entrepreneurs: 139
  • Fine Clothiers: 350
  • Fishmongers: 350
  • Florists: 82
  • Potion Sellers: 229
  • Resellers: 578
  • Spice Merchants: 182
  • Wine-sellers: 266
  • Wheelwright: 211
  • Woodsellers: 130

Service workers

  • Bakers: 665
  • Barbers: 566
  • Coachmen: 207
  • Cooks: 532
  • Doctors: 292
  • Gamekeepers: 211
  • Grooms: 119
  • Hairdressers: 403
  • Healers: 336
  • Housekeepers: 350
  • Housemaids: 554
  • House Stewards: 415
  • Inns: 129
  • Laundry maids: 246
  • Maidservants: 458
  • Nursery Maids: 260
  • Pastrycooks: 458
  • Restaurateur: 605
  • Tavern Keepers: 665

Specialized Laborer

  • Ashworkers: 186
  • Bleachers: 122
  • Chemical Workers: 75
  • Coal Heavers: 283
  • In-Town Couriers: 283
  • Long Haul Couriers: 309
  • Dockyard Workers: 260
  • Gas Workers: 65
  • Hay Merchants: 110
  • Leech Collectors: 385
  • Millers: 302
  • Miners: 302
  • Oilmen and Polishers: 211
  • Postmen: 277
  • Pure Finder: 178
  • Skinners: 350
  • Sugar Refiners: 76
  • Tosher: 211
  • Warehousemen: 475
  • Watercarriers: 274
  • Watermen, Bargemen, etc.: 415

Skilled Laborers

  • Accountants: 173
  • Alchemist: 191
  • Clerk: 289
  • Dentists: 133
  • Educators: 397
  • Engineers: 190
  • Gardeners: 133
  • Mages: 97
  • Plumbers: 144
  • Pharmacist: 158
  • Professors: 58
  • Scientists: 97
  • Wizards: 57

Civil Servants

  • Adventurers: 129
  • Bankers: 183
  • Civil Clerks: 332
  • Civic Iudex: 151
  • Consultants: 86
  • Exorcist: 332
  • Fixers: 160
  • Kami Clerk: 248
  • Landlords: 263
  • Lawyers: 167
  • Legend Keepers: 229
  • Militia Officers: 1210
  • Monks, Monastic: 443
  • Monks, Civic: 415
  • Historian, Oral: 309
  • Historian, Textual: 164
  • Policemen, Sheriffs, etc.: 289
  • Priests: 554
  • Rangers: 184
  • Rat Catchers: 194
  • Scholars: 211
  • Spiritualist: 233
  • Slayers: 76
  • Storytellers: 484
  • Military Officers: 475

Cottage Industries

  • Brewers: 380
  • Comfort Services: 492
  • Enchanters: 152
  • Herbalists: 149
  • Jaminators: 443
  • Needleworkers: 415
  • Potters: 218
  • Preserve Makers: 350
  • Quilters: 190
  • Seamsters: 665
  • Spinners: 403
  • Tinker: 147
  • Weaver: 332

Artists

  • Actors: 138
  • Architects: 51
  • Bards: 204
  • Costumers: 83
  • Dancers: 154
  • Drafters: 85
  • Engravers: 104
  • Fine Furniture Carpenters: 64
  • Glaziers: 141
  • Inlayers: 131
  • Musicians: 380
  • Painters, Art: 68
  • Playwrights: 143
  • Sculptors, Art: 121
  • Wood Carvers: 415
  • Writers: 429

Produce Industries

  • Butter Churners: 511
  • Canners: 415
  • Cheesmakers: 403
  • Ice Merchants: 59
  • Millers: 260
  • Picklers: 229
  • Smokers: 164
  • Stockmakers: 154
  • Tobacconists: 204
  • Tallowmakers: 332

50410 of Zě Khip Dǐkhda's population work within a Foundational Occupation.

72049 of Zě Khip Dǐkhda's population do not work in a formal occupation, but do contribute to the local economy. 10648 (8%) are noncontributers.

Points of Interest

A great magical Working has been a critical part of Zě Khip Dǐkhda since its creation, but now it's beginning to decay. It may function only intermittently, now, or its effects may have curdled into something double-edged. The locals have no idea how to fix it, and indeed, it may not be possible to repair it with modern science or sorcery.

The center of Zě Khip Dǐkhda's town square was built around an ancient standing stone.

POI

History

In time immemorial, reportedly some time during the early 2nd century, Zě Khip Dǐkhda was attacked by a renegade group of the army. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Zě Khip Dǐkhda lost 291 people, 174 livestock, and 84 buildings. The conflict ended after roughly 158, when members of Zě Khip Dǐkhda's militia enacted an operation to gain control of a particular strategic location. The operation was complicated by extremely hostile wildlife which took many out of action. The conflict ended with needing to break through the enemy's lines, which ended in victory for Zě Khip Dǐkhda's forces. The war is remembered in legend by Zě Khip Dǐkhda's bards, historians, and legend keepers.

History