Iēarvicor Ji̊ Qi̊v (/jar/ /ˈvicor/ [calf] [sensible]) is a temperate Small City located in Rateb County, Gàdāwù Provence, within the Daland.
The name Iēarvicor Ji̊ Qi̊v is derived from the Sylvin language, as Iēarvicor Ji̊ Qi̊v was founded by Sanare, who was culturaly Tauran.
Climate
Iēarvicor Ji̊ Qi̊v has a yearly average temperature of 26°C (78°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 23°C (73°F). Iēarvicor Ji̊ Qi̊v receives an average of 270 cm/y (106 in/y) of precipitation, most of which comes in the form of rain during the summer. Iēarvicor Ji̊ Qi̊v covers an area of nearly 8 km2 (3 mi2), and an average elevation of 6926 m (-20226 ft) above sea level.
Overview
Iēarvicor Ji̊ Qi̊v was founded durring the late 13th century in fall of the year 1151, by Sanare. 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 Sanare.
Iēarvicor Ji̊ Qi̊v was built using the conventions of Tauran durring the late 13th century. Naturaly, all settlmentss have their own look to them, and Iēarvicor Ji̊ Qi̊v 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.
Iēarvicor Ji̊ Qi̊v is was constructed arround several narrow canals 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 protected by a well-crafted cobblestone fence tall enough to provide adiquite cover for defenders to fire from, but no more than that. The city's frontieer-style defences 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 Iēarvicor Ji̊ Qi̊v gives you an uneasy feeling. Everything is just a little too worn down, a little too dirty, or both. No one makes eye contact. Kids play quietly, but happily. Occasionally a passerby glances at you out of the corner of their eye, staring just long enough for it to be uncomfortable. A second look around Iēarvicor Ji̊ Qi̊v makes it abundantly clear the city suffered something horrible some time ago. It's as if the town itself is depressed. Smiles are few, cheer is nowhere to be had.
Civic Infrastructure
Iēarvicor Ji̊ Qi̊v has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Iēarvicor 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 Iēarvicor Ji̊ Qi̊v. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Iēarvicor Ji̊ Qi̊v's parks.
Iēarvicor Ji̊ Qi̊v has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Iēarvicor Ji̊ Qi̊v.
Iēarvicor 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.
Iēarvicor 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.
Iēarvicor 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.
Iēarvicor Ji̊ Qi̊v has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Iēarvicor Ji̊ Qi̊v's public wards, blessings, and other arcane systems.
Iēarvicor Ji̊ Qi̊v 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 Small City. Iēarvicor Ji̊ Qi̊v's grid is powered by mana accumulators.
Iēarvicor Ji̊ Qi̊v possesses an older civil lighting system consisting of street lamps. In spite of the Galvanic Grid, these lights continue to use their old fule sources to provide nighttime illumination to all city streets.
Iēarvicor 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 Iēarvicor Ji̊ Qi̊v's natural decorations nor waterways.
Iēarvicor 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.
Iēarvicor 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.
Iēarvicor 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
Iēarvicor Ji̊ Qi̊v's locals are divided into several castes. They may be organized by social role, by imputed nobility of birth, by ethnic origins, or any other dividing principle, but they cannot imagine any other way of organizing themselves. A hierarchy of castes is not inevitable, but there will be social and legal limits applied to ensure that each caste remains fixed in its function. The outside world may or may not respect these distinctions when dealing with the locals.
Iēarvicor Ji̊ Qi̊v's mayor's house was built using a different architectural style from the rest of the town. The style used is characterized by dynamic designs and complex architectural plan forms; intended to heighten feelings of motion and sensuality, and frequently based on the oval. It made extensive and extreme use of: Grandeur, Contrast, Curves and twists, Rich surface treatments, Gilded statuary, Bright colors, Vividly painted ceilings, Fragmented or deliberately incomplete elements, Large-scale frescoes, Dramatic central projections on an external facade, the use of plaster, stucco, or marble finishing, Illusory effects such as trompe l’oeil, and pear-shaped domes. While beloved by the nobility, the common folk tended to despise the style due to the massive consumption of resources required for even a small building constructed in this style.
In Iēarvicor Ji̊ Qi̊v the stars are always right.
The Beetle, Giant Boring near Iēarvicor Ji̊ Qi̊v are known to be a mutant strain of the creature.
Iēarvicor Ji̊ Qi̊v's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves square dance to channel Enchantment energies of tier 1 via 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: 3
Farmers: 5
Farm Laborer: 10
Hunters: 6
Milk Maids: 5
Ranchers: 2
Ranch Hands: 5
Shepherds: 6
Farmland: 8278 m2
Cattle and Similar Creatures: 506
Poultry: 6072
Swine: 404
Sheep: 20
Goats: 4
Horses, Mounts, and Beasts of Burden: 202
Craftsmen
Arms and Toolmakers: 3
Blacksmiths: 4
Bookbinders: 2
Buckle-makers: 2
Cabinetmakers: 4
Candlemakers: 7
Carpenters: 6
Clothmakers: 5
Coach and Harness Makers: 2
Coopers: 5
Copper, Brass, Tin, Zinc, and Lead Workers: 2
Copyists: 1
Cutlers: 1
Fabricworkers: 5
Farrier: 13
Furriers: 1
Glassworkers: 7
Gunsmiths: 4
Harness-Makers: 1
Hatters: 3
Hosiery Workers: 1
Jewelers: 2
Leatherwrights: 5
Locksmiths: 2
Matchstick makers: 3
Musical Instrument Makers: 2
Painters, Structures and Fixtures: 2
Paper Workers: 2
Plasterers: 2
Pursemakers: 3
Roofers: 2
Ropemakers: 2
Rugmakers: 1
Saddlers: 4
Scabbardmakers: 4
Scalemakers: 2
Scientific, Surgical, and Optical Instrument Makers: 1
Sculptors, Structures and Fixtures: 1
Shoemakers: 1
Soap and Tallow Workers: 7
Tailors: 11
Tanners: 2
Upholsterers: 3
Watchmakers: 2
Weavers: 6
Whitesmiths: 1
Merchants
Adventuring Goods Retellers: 1
Arcana Sellers: 1
Beer-Sellers: 2
Booksellers: 2
Butchers: 4
Chandlers: 5
Chicken Butchers: 6
Entrepreneurs: 2
Fine Clothiers: 5
Fishmongers: 5
Florists: 1
Potion Sellers: 3
Resellers: 8
Spice Merchants: 2
Wine-sellers: 4
Wheelwright: 3
Woodsellers: 2
Service workers
Bakers: 9
Barbers: 8
Coachmen: 2
Cooks: 8
Doctors: 4
Gamekeepers: 2
Grooms: 1
Hairdressers: 6
Healers: 4
Housekeepers: 6
Housemaids: 9
House Stewards: 6
Inns: 1
Laundry maids: 3
Maidservants: 6
Nursery Maids: 3
Pastrycooks: 6
Restaurateur: 8
Tavern Keepers: 8
Specialized Laborer
Ashworkers: 2
Bleachers: 1
Chemical Workers: 1
Coal Heavers: 4
In-Town Couriers: 4
Long Haul Couriers: 4
Dockyard Workers: 4
Hay Merchants: 1
Leech Collectors: 5
Millers: 4
Miners: 4
Oilmen and Polishers: 3
Postmen: 4
Pure Finder: 2
Skinners: 5
Sugar Refiners: 1
Tosher: 3
Warehousemen: 8
Watercarriers: 4
Watermen, Bargemen, etc.: 5
Skilled Laborers
Accountants: 2
Alchemist: 3
Clerk: 4
Dentists: 2
Educators: 5
Engineers: 2
Gardeners: 1
Mages: 1
Plumbers: 2
Pharmacist: 2
Scientists: 1
Civil Servants
Adventurers: 1
Bankers: 2
Civil Clerks: 4
Civic Iudex: 2
Consultants: 1
Exorcist: 4
Fixers: 2
Kami Clerk: 4
Landlords: 4
Lawyers: 2
Legend Keepers: 3
Militia Officers: 12
Monks, Monastic: 5
Monks, Civic: 5
Historian, Oral: 4
Historian, Textual: 2
Policemen, Sheriffs, etc.: 4
Priests: 9
Rangers: 2
Rat Catchers: 2
Scholars: 3
Spiritualist: 3
Slayers: 1
Storytellers: 6
Military Officers: 6
Cottage Industries
Brewers: 5
Comfort Services: 6
Enchanters: 2
Herbalists: 2
Jaminators: 6
Needleworkers: 7
Potters: 3
Preserve Makers: 6
Quilters: 2
Seamsters: 10
Spinners: 6
Tinker: 2
Weaver: 5
Artists
Actors: 2
Bards: 3
Costumers: 1
Dancers: 2
Drafters: 1
Engravers: 1
Glaziers: 2
Inlayers: 1
Musicians: 6
Painters, Art: 1
Playwrights: 2
Sculptors, Art: 1
Wood Carvers: 6
Writers: 6
Produce Industries
Butter Churners: 6
Canners: 6
Cheesmakers: 7
Millers: 4
Picklers: 3
Smokers: 2
Stockmakers: 2
Tobacconists: 3
Tallowmakers: 4
668 of Iēarvicor Ji̊ Qi̊v's population work within a Foundational Occupation.
39 work in Agriculture
152 work as Craftsmen
56 work as Merchants
100 work as Service Workers
69 work as General Laborers
25 work as Skilled Laborers
93 work as Civil Servants
62 work in Cottage Industries
35 work as Artists
37 work in Produce Industries
1316 of Iēarvicor Ji̊ Qi̊v's population do not work in a formal occupation, but do contribute to the local economy. 40 (2%) are noncontributers.
Points of Interest
Iēarvicor Ji̊ Qi̊v's is something of a geological and arcane anomaly, as neither physical nor magical law entirely explains its formation.
POI
History
The the a bevor of Abjuration, an a bevor imbued with great amounts of Abjuration energies was created near Iēarvicor Ji̊ Qi̊v by in time immemorial, reportedly some time during the early 2nd century.