Large City: Hi̊jíhp Gíhm

Hi̊jíhp Gíhm

Hi̊jíhp Gíhm
Example Tauran architecture.
StateDaland
ProvenceÀbíhbwip Provence
Sub ProvenceOsèstāp County
RegionUc-55q Ænjĭov Woodlands
Founded1057
Community LeaderLord Zelëîj
Area63 km2 (25 mi2)
Average Yearly Temp24°C (75°F)
Average Elevation4960 m (16272 ft)
Average Yearly Precipitation132 cm/y (51 in/y)
Population14858
Population Density235 people per km2 (594 people per mi2)
Town AuraMysticism
Naming
Native nameHi̊jíhp Gíhm
PronunciationHi̊ /jɪ̞p/
Direct Translation[pulse; rhythm] [servant; waiter; maid]
Translation[Not Yet Translated]

Hi̊jíhp Gíhm (Hi̊ /jɪ̞p/ [pulse; rhythm] [servant; waiter; maid]) is a subtropical Large City located in Osèstāp County, Àbíhbwip Provence, within the Daland.

The name Hi̊jíhp Gíhm is derived from the Goblin language, as Hi̊jíhp Gíhm was founded by Seletela, who was culturaly Tauran.

Climate

Hi̊jíhp Gíhm has a yearly average temperature of 24°C (75°F), with its average temperature during the summer being a warm 27°C (80°F) and its average temperature during the winter being a pleasant 22°C (71°F). Hi̊jíhp Gíhm receives an average of 132 cm/y (51 in/y) of precipitation, most of which comes in the form of rain during the spring. Hi̊jíhp Gíhm covers an area of nearly 63 km2 (25 mi2), and an average elevation of 4960 m (16272 ft) above sea level.

Overview

Hi̊jíhp Gíhm was founded durring the late 12th century in winter of the year 1057, by Seletela. The establishment of the new community went well, though many minor issues had to be solved as time went on. This was enough to delay construction and push back the formal opening ceramony, leading to some embarisment for Seletela.

Hi̊jíhp Gíhm was built using the conventions of Tauran durring the late 12th century. Naturaly, all settlmentss have their own look to them, and Hi̊jíhp Gíhm 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.

Hi̊jíhp Gíhm is buildings folow an organic layout of broad paverstone streets whihch gives the city a shape simmilar to a tree, if one views its streets from above. 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. Hi̊jíhp Gíhm's wall wouldn't hinder a proper army, but it is more than sufishent for bandits and other small marauding groups. The city's monster and outlaw focused fortifications are visibly old, but also obviously maintained semi-regularly. Its likly the local malishia or garrison are tasked with ocasional mantance of the citys defences.

A look around Hi̊jíhp Gíhm shows Hi̊jíhp Gíhm as a den of corruption. Birbes can be seen changing hands openly, such that it must be customary to do so and must have been for a long time. The locals have no fear, no annoyance at the state of things, it simply is. The city has another layer to it as well. Locals can be overheard having academic discussions, as well as talking about scholarly subjects in general. It’s quite clear Hi̊jíhp Gíhm places a lot of value on education and being a learned individual, or at least, faking it.

Civic Infrastructure

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

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

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

Hi̊jíhp Gíhm 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.

Hi̊jíhp Gíhm 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.

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

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

Hi̊jíhp Gíhm 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.

Hi̊jíhp Gíhm 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.

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

Hi̊jíhp Gíhm has an Arcane Academy which provides higher education in the arcane sciences.

Hi̊jíhp Gíhm 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. Hi̊jíhp Gíhm's grid is powered by a direct leyline tap.

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

Hi̊jíhp Gíhm has a first rate hospital which caters to anyone in need of long term medical care.

Hi̊jíhp Gíhm 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 Hi̊jíhp Gíhm's natural decorations nor waterways.

Hi̊jíhp Gíhm 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.

Hi̊jíhp Gíhm 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.

Hi̊jíhp Gíhm 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

Hi̊jíhp Gíhm's garrison was built using a different architectural style from the rest of the town. The style used is known for its fluid and florid elaborate style, comprising ornate, asymmetric designs and pastel shades. It is often considered to be a playful, light style, which made exuberant use of curves and emphasized subtle asymmetry in the general shape of its structures. Walls, ceilings and moldings are decorated with numerous interlacing of curves and counter-curves based on the shapes of ‘C’ and ‘S’, along with shell forms and other naturalistic shapes.

In Hi̊jíhp Gíhm most nights are accompanied by colorful ribbons of light in the sky.

The Death Butterfly Swarm near Hi̊jíhp Gíhm are known to be quite timid.

Hi̊jíhp Gíhm's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves bloodletting to channel Illusion energies of tier 2 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: 27
  • Farmers: 45
  • Farm Laborer: 78
  • Hunters: 49
  • Milk Maids: 39
  • Ranchers: 19
  • Ranch Hands: 38
  • Shepherds: 39
    • Farmland: 59432 m2
    • Cattle and Similar Creatures: 3714
    • Poultry: 44574
    • Swine: 2971
    • Sheep: 148
    • Goats: 29
    • Horses, Mounts, and Beasts of Burden: 1485

Craftsmen

  • Arms and Toolmakers: 29
  • Blacksmiths: 30
  • Bookbinders: 18
  • Buckle-makers: 19
  • Cabinetmakers: 30
  • Candlemakers: 45
  • Carpenters: 41
  • Clothmakers: 42
  • Coach and Harness Makers: 15
  • Coopers: 37
  • Copper, Brass, Tin, Zinc, and Lead Workers: 20
  • Copyists: 14
  • Cutlers: 12
  • Fabricworkers: 32
  • Farrier: 102
  • Furriers: 9
  • Glassworkers: 53
  • Gunsmiths: 31
  • Harness-Makers: 14
  • Hatters: 26
  • Hosiery Workers: 10
  • Jewelers: 15
  • Leatherwrights: 39
  • Locksmiths: 14
  • Matchstick makers: 23
  • Musical Instrument Makers: 20
  • Painters, Structures and Fixtures: 19
  • Paper Workers: 22
  • Plasterers: 20
  • Pursemakers: 26
  • Roofers: 15
  • Ropemakers: 14
  • Rugmakers: 14
  • Saddlers: 28
  • Scabbardmakers: 30
  • Scalemakers: 14
  • Scientific, Surgical, and Optical Instrument Makers: 9
  • Sculptors, Structures and Fixtures: 14
  • Shoemakers: 14
  • Soap and Tallow Workers: 47
  • Tailors: 110
  • Tanners: 18
  • Upholsterers: 21
  • Watchmakers: 20
  • Weavers: 45
  • Whitesmiths: 11

Merchants

  • Adventuring Goods Retellers: 10
  • Arcana Sellers: 10
  • Beer-Sellers: 20
  • Booksellers: 23
  • Butchers: 34
  • Chandlers: 41
  • Chicken Butchers: 45
  • Entrepreneurs: 15
  • Fine Clothiers: 37
  • Fishmongers: 37
  • Florists: 8
  • Potion Sellers: 24
  • Resellers: 57
  • Spice Merchants: 20
  • Wine-sellers: 30
  • Wheelwright: 22
  • Woodsellers: 14

Service workers

  • Bakers: 70
  • Barbers: 66
  • Coachmen: 21
  • Cooks: 61
  • Doctors: 32
  • Gamekeepers: 22
  • Grooms: 13
  • Hairdressers: 57
  • Healers: 37
  • Housekeepers: 47
  • Housemaids: 82
  • House Stewards: 42
  • Inns: 14
  • Laundry maids: 26
  • Maidservants: 51
  • Nursery Maids: 28
  • Pastrycooks: 46
  • Restaurateur: 59
  • Tavern Keepers: 57

Specialized Laborer

  • Ashworkers: 20
  • Bleachers: 13
  • Chemical Workers: 8
  • Coal Heavers: 28
  • In-Town Couriers: 37
  • Long Haul Couriers: 34
  • Dockyard Workers: 30
  • Gas Workers: 7
  • Hay Merchants: 12
  • Leech Collectors: 38
  • Millers: 34
  • Miners: 33
  • Oilmen and Polishers: 22
  • Postmen: 34
  • Pure Finder: 19
  • Skinners: 47
  • Sugar Refiners: 8
  • Tosher: 23
  • Warehousemen: 53
  • Watercarriers: 31
  • Watermen, Bargemen, etc.: 42

Skilled Laborers

  • Accountants: 19
  • Alchemist: 23
  • Clerk: 29
  • Dentists: 15
  • Educators: 40
  • Engineers: 20
  • Gardeners: 14
  • Mages: 11
  • Plumbers: 16
  • Pharmacist: 17
  • Professors: 6
  • Scientists: 11
  • Wizards: 6

Civil Servants

  • Adventurers: 15
  • Bankers: 20
  • Civil Clerks: 33
  • Civic Iudex: 15
  • Consultants: 9
  • Exorcist: 37
  • Fixers: 18
  • Kami Clerk: 29
  • Landlords: 30
  • Lawyers: 18
  • Legend Keepers: 23
  • Militia Officers: 135
  • Monks, Monastic: 47
  • Monks, Civic: 43
  • Historian, Oral: 34
  • Historian, Textual: 17
  • Policemen, Sheriffs, etc.: 33
  • Priests: 74
  • Rangers: 20
  • Rat Catchers: 23
  • Scholars: 22
  • Spiritualist: 28
  • Slayers: 8
  • Storytellers: 48
  • Military Officers: 53

Cottage Industries

  • Brewers: 41
  • Comfort Services: 53
  • Enchanters: 16
  • Herbalists: 16
  • Jaminators: 51
  • Needleworkers: 47
  • Potters: 24
  • Preserve Makers: 46
  • Quilters: 20
  • Seamsters: 92
  • Spinners: 45
  • Tinker: 15
  • Weaver: 37

Artists

  • Actors: 15
  • Architects: 5
  • Bards: 23
  • Costumers: 9
  • Dancers: 16
  • Drafters: 9
  • Engravers: 11
  • Fine Furniture Carpenters: 7
  • Glaziers: 15
  • Inlayers: 14
  • Musicians: 42
  • Painters, Art: 7
  • Playwrights: 15
  • Sculptors, Art: 13
  • Wood Carvers: 55
  • Writers: 43

Produce Industries

  • Butter Churners: 53
  • Canners: 39
  • Cheesmakers: 46
  • Ice Merchants: 6
  • Millers: 34
  • Picklers: 25
  • Smokers: 18
  • Stockmakers: 17
  • Tobacconists: 22
  • Tallowmakers: 34

5564 of Hi̊jíhp Gíhm's population work within a Foundational Occupation.

8997 of Hi̊jíhp Gíhm's population do not work in a formal occupation, but do contribute to the local economy. 297 (2%) are noncontributers.

Points of Interest

Hi̊jíhp Gíhm has access to some sort of functioning ancient infrastructure, whether it's an array of wall-mounted arcane energy projectors, running water, moving roadways, community-wide climate control, or some other inherited luxury. This infrastructure may be the result of a still-functional Working, or it could be the product of some venerable occult engine that's still operational, or it may be the fruit of the labors of some specially-designed organism or Blighted populace.

Hi̊jíhp Gíhm is known for its odd use of round-a-bouts, small ring roads used in place of intersections.

POI

History

The the a cart of Truename Magic, an a cart imbued with potent amounts of Truename Magic energies was created in Hës-ènano Sêdè by in time immemorial, reportedly some time during the early 2nd century.

History