Small City: Ètlivnàv Ji̊ Qi̊v

Ètlivnàv Ji̊ Qi̊v

Ètlivnàv Ji̊ Qi̊v
Example Tauran architecture.
StateTetburland
ProvenceAldäbn Region
RegionIh-12m Till Holt
Founded1199
Community LeaderLord Zlîj
Area14 km2 (5 mi2)
Average Yearly Temp27°C (80°F)
Average Elevation2642 m (8667 ft)
Average Yearly Precipitation262 cm/y (103 in/y)
Population3330
Population Density237 people per km2 (666 people per mi2)
Town AuraConjuration
Naming
Native nameÈtlivnàv Ji̊ Qi̊v
Pronunciation/ˈɛtliv/ /nəv/
Direct Translation[future] [smooth; sleek]
Translation[Not Yet Translated]

Ètlivnàv Ji̊ Qi̊v (/ˈɛtliv/ /nəv/ [future] [smooth; sleek]) is a subtropical Small City located in the Aldäbn Region of the Tetburland.

The name Ètlivnàv Ji̊ Qi̊v is derived from the Goblin language, as Ètlivnàv Ji̊ Qi̊v was founded by Trgarê, who was culturaly Tauran.

Climate

Ètlivnàv Ji̊ Qi̊v has a yearly average temperature of 27°C (80°F), with its average temperature during the summer being a hot 33°C (91°F) and its average temperature during the winter being a pleasant 22°C (71°F). Ètlivnàv Ji̊ Qi̊v receives an average of 262 cm/y (103 in/y) of precipitation, most of which comes in the form of rain during the summer. Ètlivnàv Ji̊ Qi̊v covers an area of nearly 14 km2 (5 mi2), and an average elevation of 2642 m (8667 ft) above sea level.

Overview

Ètlivnàv Ji̊ Qi̊v was founded durring the late 13th century in summer of the year 1199, by Trgarê. The establishment of Ètlivnàv Ji̊ Qi̊v 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.

Ètlivnàv Ji̊ Qi̊v was built using the conventions of Tauran durring the late 13th century. Naturaly, all settlmentss have their own look to them, and Ètlivnàv Ji̊ Qi̊v is no diffrent. The city'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.

Ètlivnàv Ji̊ Qi̊v is was constructed arround several crampt cobblestone mainstreets which cross one another at certain axies, with smaller streets branching off of them to premit acess to the many buildings deeper into the road network. The overall fashion is remenessent of a circulatory system, or other organic construct, and is quite effishent in its design. The city 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 exceptionaly well made fortifications have not been wellmaintained over the years, and while functional are in dire need of some loving care and perhapse light renovation.

Right off the bat Ètlivnàv Ji̊ Qi̊v hits you in the face with its success. Everyone, even the peasants, are dressed in well made clothing. Every tool and implement you can see is finely made, and people will boast to you as obvious strangers of the wonders which can be found in their markets. More interestingly is a total lack of beggars, and plenty of new buildings are going up even as you speak. Somehow this city has come into quite a lot of wealth, and recently from the looks of things. Precisely how it has gained its wealth is a mystery. Ètlivnàv Ji̊ Qi̊v is, in a word, disorder. People seem to be allowed to do as they please with little harmoney to anything. It feels less like a city, and more like a spot people just happened to place their homes. Yet there are small elements here and there which show the underlying structure of the community. It’s just so complex, organic, and flowing one can only understand what is a piece of the puzzle, but not what its neighbors are.

Civic Infrastructure

Ètlivnàv Ji̊ Qi̊v has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

Ètlivnàv Ji̊ Qi̊v 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 Ètlivnàv Ji̊ Qi̊v. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Ètlivnàv Ji̊ Qi̊v's parks.

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

Ètlivnàv Ji̊ Qi̊v 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.

Ètlivnàv Ji̊ Qi̊v 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.

Ètlivnàv Ji̊ Qi̊v has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Ètlivnàv Ji̊ Qi̊v 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.

Ètlivnàv Ji̊ Qi̊v 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.

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

Ètlivnàv Ji̊ Qi̊v possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.

Ètlivnàv Ji̊ Qi̊v 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 Ètlivnàv Ji̊ Qi̊v's natural decorations nor waterways.

Ètlivnàv Ji̊ Qi̊v 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.

Ètlivnàv Ji̊ Qi̊v 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.

Ètlivnàv Ji̊ Qi̊v 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

Ètlivnàv Ji̊ Qi̊v's bank was built using a different architectural style from the rest of the town. The style used is characterized by grandeur of scale, simplicity of geometric forms, dramatic use of columns, and a preference for blank walls. This design ethos extended to re-imagining earlier styles of structure to create them anew, with a similar overall look and feel to one another..

In Ètlivnàv Ji̊ Qi̊v every night at precisely midnight every structure in town is engulfed by sailors fire until the end of the witching hour.

The Ice Elemental, Large near Ètlivnàv Ji̊ Qi̊v are known to be a mutant strain of the creature.

Ètlivnàv Ji̊ Qi̊v's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves performance art to channel Transmutation energies of tier 1 via recitation of scripture.

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: 6
  • Farmers: 10
  • Farm Laborer: 18
  • Hunters: 11
  • Milk Maids: 8
  • Ranchers: 4
  • Ranch Hands: 9
  • Shepherds: 9
    • Farmland: 13453 m2
    • Cattle and Similar Creatures: 832
    • Poultry: 9990
    • Swine: 666
    • Sheep: 33
    • Goats: 6
    • Horses, Mounts, and Beasts of Burden: 333

Craftsmen

  • Arms and Toolmakers: 6
  • Blacksmiths: 7
  • Bookbinders: 4
  • Buckle-makers: 4
  • Cabinetmakers: 7
  • Candlemakers: 11
  • Carpenters: 9
  • Clothmakers: 9
  • Coach and Harness Makers: 3
  • Coopers: 9
  • Copper, Brass, Tin, Zinc, and Lead Workers: 4
  • Copyists: 3
  • Cutlers: 2
  • Fabricworkers: 7
  • Farrier: 20
  • Furriers: 2
  • Glassworkers: 10
  • Gunsmiths: 8
  • Harness-Makers: 3
  • Hatters: 6
  • Hosiery Workers: 2
  • Jewelers: 3
  • Leatherwrights: 9
  • Locksmiths: 3
  • Matchstick makers: 5
  • Musical Instrument Makers: 5
  • Painters, Structures and Fixtures: 4
  • Paper Workers: 4
  • Plasterers: 4
  • Pursemakers: 5
  • Roofers: 3
  • Ropemakers: 3
  • Rugmakers: 3
  • Saddlers: 5
  • Scabbardmakers: 7
  • Scalemakers: 3
  • Scientific, Surgical, and Optical Instrument Makers: 2
  • Sculptors, Structures and Fixtures: 3
  • Shoemakers: 3
  • Soap and Tallow Workers: 10
  • Tailors: 22
  • Tanners: 4
  • Upholsterers: 4
  • Watchmakers: 4
  • Weavers: 9
  • Whitesmiths: 2

Merchants

  • Adventuring Goods Retellers: 2
  • Arcana Sellers: 2
  • Beer-Sellers: 4
  • Booksellers: 5
  • Butchers: 9
  • Chandlers: 8
  • Chicken Butchers: 9
  • Entrepreneurs: 3
  • Fine Clothiers: 9
  • Fishmongers: 9
  • Florists: 2
  • Potion Sellers: 5
  • Resellers: 13
  • Spice Merchants: 4
  • Wine-sellers: 6
  • Wheelwright: 5
  • Woodsellers: 3

Service workers

  • Bakers: 18
  • Barbers: 14
  • Coachmen: 5
  • Cooks: 14
  • Doctors: 7
  • Gamekeepers: 5
  • Grooms: 2
  • Hairdressers: 12
  • Healers: 8
  • Housekeepers: 8
  • Housemaids: 16
  • House Stewards: 9
  • Inns: 3
  • Laundry maids: 6
  • Maidservants: 12
  • Nursery Maids: 5
  • Pastrycooks: 11
  • Restaurateur: 13
  • Tavern Keepers: 15

Specialized Laborer

  • Ashworkers: 4
  • Bleachers: 3
  • Chemical Workers: 1
  • Coal Heavers: 6
  • In-Town Couriers: 7
  • Long Haul Couriers: 7
  • Dockyard Workers: 6
  • Gas Workers: 1
  • Hay Merchants: 2
  • Leech Collectors: 9
  • Millers: 7
  • Miners: 6
  • Oilmen and Polishers: 5
  • Postmen: 8
  • Pure Finder: 4
  • Skinners: 10
  • Sugar Refiners: 1
  • Tosher: 5
  • Warehousemen: 11
  • Watercarriers: 6
  • Watermen, Bargemen, etc.: 10

Skilled Laborers

  • Accountants: 4
  • Alchemist: 4
  • Clerk: 6
  • Dentists: 3
  • Educators: 9
  • Engineers: 4
  • Gardeners: 3
  • Mages: 2
  • Plumbers: 3
  • Pharmacist: 3
  • Professors: 1
  • Scientists: 2
  • Wizards: 1

Civil Servants

  • Adventurers: 3
  • Bankers: 4
  • Civil Clerks: 7
  • Civic Iudex: 3
  • Consultants: 2
  • Exorcist: 7
  • Fixers: 3
  • Kami Clerk: 6
  • Landlords: 6
  • Lawyers: 4
  • Legend Keepers: 5
  • Militia Officers: 33
  • Monks, Monastic: 11
  • Monks, Civic: 10
  • Historian, Oral: 7
  • Historian, Textual: 4
  • Policemen, Sheriffs, etc.: 7
  • Priests: 14
  • Rangers: 4
  • Rat Catchers: 5
  • Scholars: 5
  • Spiritualist: 5
  • Slayers: 1
  • Storytellers: 11
  • Military Officers: 10

Cottage Industries

  • Brewers: 10
  • Comfort Services: 14
  • Enchanters: 3
  • Herbalists: 3
  • Jaminators: 11
  • Needleworkers: 10
  • Potters: 5
  • Preserve Makers: 10
  • Quilters: 4
  • Seamsters: 16
  • Spinners: 9
  • Tinker: 3
  • Weaver: 8

Artists

  • Actors: 3
  • Architects: 1
  • Bards: 5
  • Costumers: 2
  • Dancers: 3
  • Drafters: 2
  • Engravers: 2
  • Fine Furniture Carpenters: 1
  • Glaziers: 3
  • Inlayers: 3
  • Musicians: 10
  • Painters, Art: 1
  • Playwrights: 3
  • Sculptors, Art: 3
  • Wood Carvers: 11
  • Writers: 12

Produce Industries

  • Butter Churners: 12
  • Canners: 10
  • Cheesmakers: 11
  • Ice Merchants: 1
  • Millers: 6
  • Picklers: 5
  • Smokers: 4
  • Stockmakers: 3
  • Tobacconists: 5
  • Tallowmakers: 7

1191 of Ètlivnàv Ji̊ Qi̊v's population work within a Foundational Occupation.

2006 of Ètlivnàv Ji̊ Qi̊v's population do not work in a formal occupation, but do contribute to the local economy. 133 (4%) are noncontributers.

Points of Interest

Ètlivnàv Ji̊ Qi̊v produces something unique, a good or service that cannot be had anywhere else in the kingdom. This may be due to some unique resource found only there, or some carefully-guarded craft, or it may be a special service that can only be provided by the locals, who are somehow unique in their forms or abilities.

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

POI

History

In time immemorial, reportedly some time during the late 2nd century a most peculiar disaster struck Ètlivnàv Ji̊ Qi̊v, causing great chunks of ice to fall from the sky. Ètlivnàv Ji̊ Qi̊v lost 189 people, 336 livestock, and 84 buildings in the disaster.. The ice rain is generally remembered as the Heartache Rain.

History