Large City: J̼irhàjù Ji̊ Qi̊v

J̼irhàjù Ji̊ Qi̊v

J̼irhàjù Ji̊ Qi̊v
Example Tauran architecture.
StateDaland
ProvenceÀbíhbwip Provence
Sub ProvenceDíhbvosh County
RegionUc-55q Ænjĭov Woodlands
Founded1350
Community LeaderLord Kuzkheh
Area59 km2 (23 mi2)
Average Yearly Temp25°C (77°F)
Average Elevation5810 m (19061 ft)
Average Yearly Precipitation133 cm/y (52 in/y)
Population13890
Population Density235 people per km2 (603 people per mi2)
Town AuraInvocation
Naming
Native nameJ̼irhàjù Ji̊ Qi̊v
Pronunciation/j̼ir/ /ˈhəjʊ/
Direct Translation[neighbor] [messy]
Translation[Not Yet Translated]

J̼irhàjù Ji̊ Qi̊v (/j̼ir/ /ˈhəjʊ/ [neighbor] [messy]) is a subtropical Large City located in Díhbvosh County, Àbíhbwip Provence, within the Daland.

The name J̼irhàjù Ji̊ Qi̊v is derived from the Goblin language, as J̼irhàjù Ji̊ Qi̊v was founded by Yoúr Vûf̄sh 'Jasmin Maeve' Bërméch Cúńńnḱ Cónḱ, who was culturaly Tauran.

Climate

J̼irhàjù Ji̊ Qi̊v has a yearly average temperature of 25°C (77°F), with its average temperature during the summer being a warm 28°C (82°F) and its average temperature during the winter being a pleasant 23°C (73°F). J̼irhàjù Ji̊ Qi̊v receives an average of 133 cm/y (52 in/y) of precipitation, most of which comes in the form of rain during the spring. J̼irhàjù Ji̊ Qi̊v covers an area of nearly 59 km2 (23 mi2), and an average elevation of 5810 m (19061 ft) above sea level.

Overview

J̼irhàjù Ji̊ Qi̊v was founded durring the early 14th century in fall of the year 1350, by Yoúr Vûf̄sh 'Jasmin Maeve' Bërméch Cúńńnḱ Cónḱ. The establishment of the new community went well, with no major obsticles durring construction.

J̼irhàjù Ji̊ Qi̊v was built using the conventions of Tauran durring the early 14th century. Naturaly, all settlmentss have their own look to them, and J̼irhàjù Ji̊ Qi̊v is no diffrent. The city'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.

J̼irhàjù Ji̊ Qi̊v is buildings are grouped arround an odd layout of premissive packed earth streets, which seems to be based on an overlapping squair patern such that there are small squares at the cornor of every bigger square. Sometimes buildings exist in the smaller squaires, other times they are open spaces, or occupied by temporary structures. The city rests behind the absurdity that is a thick, timber braced, wall made of clay bricks. While visualy impressive and certainly an astetic, J̼irhàjù Ji̊ Qi̊v's wall provides no actual defence against siege equipment due to the choice of its cosntruction materials. Even nonexperts can tell the town is trying to impress rather than defend with its walls, towers, and gatehouses. Though admittedly, they do look nice... To primitive tribals who have never seen fortifications before. The political statment focused walls has suffered a visible ammount of structural damage, leaving them effectivly useless. One can't help but wonder why the has not yet effected repairs.

A look around J̼irhàjù Ji̊ Qi̊v has something terribly wrong with it. It’s impossible to put one’s finger on, but something is horribly wrong. Maybe it’s the way fog blankets the ground, but only in the connors of places. Maybe it’s the vermin scuttling between shadows in the corner of your eyes. Perhaps it’s the overcast sky which seemed to creep out of nowhere, or the distant howling of wolves. Maybe it’s all of those things together, or perhaps it's the way these elements combine which makes you worry someone might stab you in a dark ally for your boots. It’s not filthy, or dark, but the smiles seem strained, the locals seem to glare daggers in eachothers backs a little too much, and everyone is armed at all times. You may want to keep an eye on your valuables, and make sure you don’t wind up in any position of power. Regardless, you do not feel it would be wise to remain in J̼irhàjù Ji̊ Qi̊v long.

Civic Infrastructure

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

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

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

J̼irhàjù 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.

J̼irhàjù 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.

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

J̼irhàjù 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.

J̼irhàjù 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.

J̼irhàjù 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.

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

J̼irhàjù Ji̊ Qi̊v has an Administrative Academy which trains individuals in the administrative arts.

J̼irhàjù 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 Large City. J̼irhàjù Ji̊ Qi̊v's grid is powered by mana accumulators.

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

J̼irhàjù Ji̊ Qi̊v has a first rate hospital which caters to anyone in need of long term medical care.

J̼irhàjù 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 J̼irhàjù Ji̊ Qi̊v's natural decorations nor waterways.

J̼irhàjù 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.

J̼irhàjù 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.

J̼irhàjù 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

J̼irhàjù Ji̊ Qi̊v's garrison was built using a different architectural style from the rest of the town. The style used is characterized by vertical proportions, pointed arches, external buttressing, and asymmetry in the general shape of its buildings. The decorative features of the style were key, consisting of large arched windows, pointed arches, vaulted ceilings, flying buttresses, and sculptures integrated into the structure itself. Occasionally, for very important buildings, an array of sculptures or one colossal sculpture might replace the entirety of the entrance to said building.

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

The Sawleg Locust near J̼irhàjù Ji̊ Qi̊v are known to be quite timid.

J̼irhàjù 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 Enchantment energies of tier 3 via moments of science.

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: 26
  • Farmers: 43
  • Farm Laborer: 69
  • Hunters: 46
  • Milk Maids: 36
  • Ranchers: 18
  • Ranch Hands: 41
  • Shepherds: 40
    • Farmland: 56115 m2
    • Cattle and Similar Creatures: 3472
    • Poultry: 41670
    • Swine: 2778
    • Sheep: 138
    • Goats: 27
    • Horses, Mounts, and Beasts of Burden: 1389

Craftsmen

  • Arms and Toolmakers: 28
  • Blacksmiths: 32
  • Bookbinders: 17
  • Buckle-makers: 19
  • Cabinetmakers: 33
  • Candlemakers: 49
  • Carpenters: 41
  • Clothmakers: 36
  • Coach and Harness Makers: 15
  • Coopers: 36
  • Copper, Brass, Tin, Zinc, and Lead Workers: 19
  • Copyists: 13
  • Cutlers: 11
  • Fabricworkers: 30
  • Farrier: 95
  • Furriers: 8
  • Glassworkers: 53
  • Gunsmiths: 29
  • Harness-Makers: 13
  • Hatters: 25
  • Hosiery Workers: 9
  • Jewelers: 16
  • Leatherwrights: 34
  • Locksmiths: 14
  • Matchstick makers: 22
  • Musical Instrument Makers: 20
  • Painters, Structures and Fixtures: 18
  • Paper Workers: 20
  • Plasterers: 18
  • Pursemakers: 23
  • Roofers: 14
  • Ropemakers: 14
  • Rugmakers: 13
  • Saddlers: 25
  • Scabbardmakers: 28
  • Scalemakers: 14
  • Scientific, Surgical, and Optical Instrument Makers: 9
  • Sculptors, Structures and Fixtures: 13
  • Shoemakers: 12
  • Soap and Tallow Workers: 40
  • Tailors: 89
  • Tanners: 16
  • Upholsterers: 20
  • Watchmakers: 18
  • Weavers: 44
  • Whitesmiths: 11

Merchants

  • Adventuring Goods Retellers: 9
  • Arcana Sellers: 9
  • Beer-Sellers: 18
  • Booksellers: 21
  • Butchers: 33
  • Chandlers: 35
  • Chicken Butchers: 37
  • Entrepreneurs: 14
  • Fine Clothiers: 33
  • Fishmongers: 36
  • Florists: 8
  • Potion Sellers: 23
  • Resellers: 51
  • Spice Merchants: 18
  • Wine-sellers: 27
  • Wheelwright: 22
  • Woodsellers: 13

Service workers

  • Bakers: 66
  • Barbers: 64
  • Coachmen: 20
  • Cooks: 49
  • Doctors: 30
  • Gamekeepers: 21
  • Grooms: 12
  • Hairdressers: 51
  • Healers: 37
  • Housekeepers: 36
  • Housemaids: 57
  • House Stewards: 40
  • Inns: 13
  • Laundry maids: 24
  • Maidservants: 44
  • Nursery Maids: 25
  • Pastrycooks: 44
  • Restaurateur: 55
  • Tavern Keepers: 55

Specialized Laborer

  • Ashworkers: 20
  • Bleachers: 13
  • Chemical Workers: 7
  • Coal Heavers: 27
  • In-Town Couriers: 31
  • Long Haul Couriers: 30
  • Dockyard Workers: 27
  • Gas Workers: 6
  • Hay Merchants: 11
  • Leech Collectors: 38
  • Millers: 30
  • Miners: 30
  • Oilmen and Polishers: 22
  • Postmen: 30
  • Pure Finder: 18
  • Skinners: 43
  • Sugar Refiners: 7
  • Tosher: 22
  • Warehousemen: 55
  • Watercarriers: 29
  • Watermen, Bargemen, etc.: 38

Skilled Laborers

  • Accountants: 18
  • Alchemist: 20
  • Clerk: 29
  • Dentists: 13
  • Educators: 38
  • Engineers: 18
  • Gardeners: 13
  • Mages: 10
  • Plumbers: 14
  • Pharmacist: 15
  • Professors: 6
  • Scientists: 10
  • Wizards: 6

Civil Servants

  • Adventurers: 13
  • Bankers: 19
  • Civil Clerks: 30
  • Civic Iudex: 15
  • Consultants: 9
  • Exorcist: 30
  • Fixers: 16
  • Kami Clerk: 28
  • Landlords: 26
  • Lawyers: 17
  • Legend Keepers: 22
  • Militia Officers: 99
  • Monks, Monastic: 42
  • Monks, Civic: 49
  • Historian, Oral: 35
  • Historian, Textual: 16
  • Policemen, Sheriffs, etc.: 30
  • Priests: 47
  • Rangers: 19
  • Rat Catchers: 20
  • Scholars: 21
  • Spiritualist: 25
  • Slayers: 7
  • Storytellers: 47
  • Military Officers: 47

Cottage Industries

  • Brewers: 40
  • Comfort Services: 60
  • Enchanters: 15
  • Herbalists: 15
  • Jaminators: 44
  • Needleworkers: 44
  • Potters: 23
  • Preserve Makers: 37
  • Quilters: 20
  • Seamsters: 63
  • Spinners: 39
  • Tinker: 15
  • Weaver: 37

Artists

  • Actors: 14
  • Architects: 5
  • Bards: 22
  • Costumers: 8
  • Dancers: 16
  • Drafters: 9
  • Engravers: 10
  • Fine Furniture Carpenters: 6
  • Glaziers: 14
  • Inlayers: 13
  • Musicians: 38
  • Painters, Art: 7
  • Playwrights: 14
  • Sculptors, Art: 12
  • Wood Carvers: 49
  • Writers: 47

Produce Industries

  • Butter Churners: 46
  • Canners: 47
  • Cheesmakers: 47
  • Ice Merchants: 6
  • Millers: 28
  • Picklers: 22
  • Smokers: 17
  • Stockmakers: 15
  • Tobacconists: 22
  • Tallowmakers: 32

5110 of J̼irhàjù Ji̊ Qi̊v's population work within a Foundational Occupation.

8364 of J̼irhàjù Ji̊ Qi̊v's population do not work in a formal occupation, but do contribute to the local economy. 416 (3%) are noncontributers.

Points of Interest

J̼irhàjù Ji̊ Qi̊v makes use of canals for some of its streets. Locals often fish in the canals.

POI

History

In time immemorial, reportedly some time during the early 2nd century the Kami ended a famine plaguing J̼irhàjù Ji̊ Qi̊v. One of J̼irhàjù Ji̊ Qi̊v's local festivals commemorates this miracle.

History