Large City: Qi̘v àdigfíhb

Qi̘v àdigfíhb

Qi̘v àdigfíhb
Example Tauric architecture.
StateDalandic Empire
ProvenceBotbury Shire
Sub ProvenceTi̊hufíh County
RegionVäb Aldrav Woodlands
Founded1288
Community LeaderMaster Nīńr Hākī 'Ricky Stunner' Cä̂f̄̄sh Ha̋chvénḱ Cú̄boī Goiē̼ā
Area267 km2 (106 mi2)
Average Yearly Temp29°C (84°F)
Average Elevation1952 m (6404 ft)
Average Yearly Precipitation227 cm/y (89 in/y)
Population62946
Population Density235 people per km2 (593 people per mi2)
Town AuraAugury
Naming
Native nameQi̘v àdigfíhb
Pronunciation/ˈədig/ /fɪ̞b/
Direct Translation[squirrel] [white; blank; clear]
Translation[Not Yet Translated]

Qi̘v àdigfíhb (/ˈədig/ /fɪ̞b/ [squirrel] [white; blank; clear]) is a subtropical Large City located in Ti̊hufíh County, Botbury Shire, within the Dalandic Empire.

The name Qi̘v àdigfíhb is derived from the Tauric language, as Qi̘v àdigfíhb was founded by Dyèdonmë Lloyd, who was culturaly Tauric.

Climate

Qi̘v àdigfíhb has a yearly average temperature of 29°C (84°F), with its average temperature during the summer being a hot 33°C (91°F) and its average temperature during the winter being a warm 26°C (78°F). Qi̘v àdigfíhb receives an average of 227 cm/y (89 in/y) of precipitation, most of which comes in the form of rain during the summer. Qi̘v àdigfíhb covers an area of nearly 267 km2 (106 mi2), and an average elevation of 1952 m (6404 ft) above sea level.

Overview

Qi̘v àdigfíhb was founded durring the late 14th century in summer of the year 1288, by Dyèdonmë Lloyd. The establishment of Qi̘v àdigfíhb was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Dyèdonmë Lloyd struck deals with nearby nations and communities to establish Qi̘v àdigfíhb as a prison colony.

Qi̘v àdigfíhb was built using the conventions of Tauric durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Qi̘v àdigfíhb is no diffrent. The city's buildings feature masoned stone construction which prominantly features pointed arches, pointed ribbed vault cielings, flying buttress', and window tracery all of which share a simmilar gemoetetic patern halfway between organic and inorganic in design formaing a very distinct aesthetically integrated style. BUildings tend to reach for the havens, and more expencive homes are easily identified by their floor count as well as the addition of decorative features intigrated into the building's design such as statues, gargoyals, and embelished joinery.

Qi̘v àdigfíhb is buildings are arranged arround a single broad baked earthen mainstreet with many smaller streets branching off of it which gives the city a over all rectangular shape, albit one warped and twisted by the nature of the curves of the main road. The city has a set of well fortified walls, with gatehouses, watch towers, battlments, and even a moat, which are fashioned from stone and timber. Qi̘v àdigfíhb's walls are, howeaver, fashioned from stone and timber. While unorthadox, the design looks to be functional to a reasonable degree. With luck, the untested design will remain untested for years to come. Qi̘v àdigfíhb's unusual though effective defenses are in an unremarkable state. To some, this is the ideal sate for defences to be in. In need of absoutly nothing, and ready to serve the city as needed.

Your first impression of Qi̘v àdigfíhb proves to be right on the money. This city is where the rebels chose to settle. Fashion trends are quite simply the opposite of what’s popular in the other nearby communities. THis trend extends everywhere. Things that should be black are white, what would normally be square is organically curved, and what is typically unthinkable for polite society is more than welcome in this public square. Up to the logical limits, of course. There’s no flaying someone alive to eat their skin going on, but the women are dressed a little immodestly, the men are a little more emotional, and the food is all overly complex and terrible.

Civic Infrastructure

Qi̘v àdigfíhb possesses a city-wide Aethary Link which provides Aethary access anywhere within its metropolitan. This allows citizens who can afford the relevant devices access in their places of work, and rarely homes.

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

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

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

Qi̘v àdigfíhb 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.

Qi̘v àdigfíhb 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.

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

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

Qi̘v àdigfíhb 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.

Qi̘v àdigfíhb 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.

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

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

Qi̘v àdigfíhb 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. Qi̘v àdigfíhb's grid is powered by a god's will and kindness.

Qi̘v àdigfíhb 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.

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

Qi̘v àdigfíhb 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.

Qi̘v àdigfíhb 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 Qi̘v àdigfíhb's natural decorations nor waterways.

Qi̘v àdigfíhb 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.

Qi̘v àdigfíhb 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.

Qi̘v àdigfíhb 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.

Qi̘v àdigfíhb 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

Qi̘v àdigfíhb's locals despise outsiders. For some “outsiders” may be natives of foreign lands, while others might have a grudge against anyone from outside the community. These locals have an active loathing, and the outsiders allowed to trade or interact with them do so at a heavy disadvantage.

Qi̘v àdigfíhb's chapel was built using a different architectural style from the rest of the town. The style used is admittedly strange and non-linear style rooted in defiance of symmetrical shapes. It championed the creation of buildings with a unique visual appearance. the structural norms of classic buildings and deforms or moves away from elementary architectural principles. By including non-linear designs processed into its buildings and favoring fragmentation, this style expressed a form of controlled chaos. Its buildings appear out-of-the-ordinary, draw the eye in immediately and sometimes create a feeling of strangeness. These distorted shapes and structure are not reserved to the building’s outer facade, they destabilize interior elements too, favoring minimalism and play on people’s perceptions by injecting a futuristic touch.

In Qi̘v àdigfíhb during thunderstorms, with each flash of lightning, everyone sees different monsters from the corner of their eyes.

The Spriggan near Qi̘v àdigfíhb are known to be a mutant strain of the creature.

Qi̘v àdigfíhb's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves embarking on a group pilgrimage to channel Enchantment energies of tier 3 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: 119
  • Farmers: 190
  • Farm Laborer: 299
  • Hunters: 203
  • Milk Maids: 165
  • Ranchers: 84
  • Ranch Hands: 167
  • Shepherds: 153
    • Farmland: 253672 m2
    • Cattle and Similar Creatures: 15736
    • Poultry: 188838
    • Swine: 12589
    • Sheep: 629
    • Goats: 125
    • Horses, Mounts, and Beasts of Burden: 6294

Craftsmen

  • Arms and Toolmakers: 131
  • Blacksmiths: 139
  • Bookbinders: 85
  • Buckle-makers: 82
  • Cabinetmakers: 136
  • Candlemakers: 203
  • Carpenters: 220
  • Clothmakers: 179
  • Coach and Harness Makers: 64
  • Coopers: 179
  • Copper, Brass, Tin, Zinc, and Lead Workers: 84
  • Copyists: 61
  • Cutlers: 51
  • Fabricworkers: 146
  • Farrier: 381
  • Furriers: 40
  • Glassworkers: 217
  • Gunsmiths: 138
  • Harness-Makers: 59
  • Hatters: 119
  • Hosiery Workers: 45
  • Jewelers: 70
  • Leatherwrights: 153
  • Locksmiths: 67
  • Matchstick makers: 103
  • Musical Instrument Makers: 99
  • Painters, Structures and Fixtures: 81
  • Paper Workers: 92
  • Plasterers: 86
  • Pursemakers: 112
  • Roofers: 66
  • Ropemakers: 61
  • Rugmakers: 59
  • Saddlers: 116
  • Scabbardmakers: 135
  • Scalemakers: 66
  • Scientific, Surgical, and Optical Instrument Makers: 40
  • Sculptors, Structures and Fixtures: 59
  • Shoemakers: 61
  • Soap and Tallow Workers: 193
  • Tailors: 406
  • Tanners: 76
  • Upholsterers: 92
  • Watchmakers: 81
  • Weavers: 170
  • Whitesmiths: 48

Merchants

  • Adventuring Goods Retellers: 42
  • Arcana Sellers: 42
  • Beer-Sellers: 86
  • Booksellers: 104
  • Butchers: 170
  • Chandlers: 174
  • Chicken Butchers: 167
  • Entrepreneurs: 64
  • Fine Clothiers: 165
  • Fishmongers: 153
  • Florists: 37
  • Potion Sellers: 110
  • Resellers: 331
  • Spice Merchants: 86
  • Wine-sellers: 128
  • Wheelwright: 96
  • Woodsellers: 60

Service workers

  • Bakers: 484
  • Barbers: 256
  • Coachmen: 86
  • Cooks: 262
  • Doctors: 135
  • Gamekeepers: 92
  • Grooms: 55
  • Hairdressers: 242
  • Healers: 182
  • Housekeepers: 196
  • Housemaids: 299
  • House Stewards: 179
  • Inns: 59
  • Laundry maids: 116
  • Maidservants: 196
  • Nursery Maids: 112
  • Pastrycooks: 209
  • Restaurateur: 251
  • Tavern Keepers: 242

Specialized Laborer

  • Ashworkers: 86
  • Bleachers: 60
  • Chemical Workers: 36
  • Coal Heavers: 133
  • In-Town Couriers: 153
  • Long Haul Couriers: 133
  • Dockyard Workers: 128
  • Gas Workers: 30
  • Hay Merchants: 54
  • Leech Collectors: 172
  • Millers: 139
  • Miners: 139
  • Oilmen and Polishers: 95
  • Postmen: 136
  • Pure Finder: 82
  • Skinners: 217
  • Sugar Refiners: 36
  • Tosher: 98
  • Warehousemen: 262
  • Watercarriers: 127
  • Watermen, Bargemen, etc.: 179

Skilled Laborers

  • Accountants: 82
  • Alchemist: 91
  • Clerk: 139
  • Dentists: 63
  • Educators: 172
  • Engineers: 88
  • Gardeners: 60
  • Mages: 45
  • Plumbers: 65
  • Pharmacist: 78
  • Professors: 27
  • Scientists: 45
  • Wizards: 27

Civil Servants

  • Adventurers: 60
  • Bankers: 88
  • Civil Clerks: 133
  • Civic Iudex: 70
  • Consultants: 41
  • Exorcist: 143
  • Fixers: 76
  • Kami Clerk: 124
  • Landlords: 127
  • Lawyers: 80
  • Legend Keepers: 104
  • Militia Officers: 484
  • Monks, Monastic: 170
  • Monks, Civic: 203
  • Historian, Oral: 153
  • Historian, Textual: 76
  • Policemen, Sheriffs, etc.: 143
  • Priests: 286
  • Rangers: 88
  • Rat Catchers: 93
  • Scholars: 95
  • Spiritualist: 121
  • Slayers: 35
  • Storytellers: 256
  • Military Officers: 233

Cottage Industries

  • Brewers: 190
  • Comfort Services: 251
  • Enchanters: 70
  • Herbalists: 74
  • Jaminators: 233
  • Needleworkers: 196
  • Potters: 110
  • Preserve Makers: 196
  • Quilters: 86
  • Seamsters: 331
  • Spinners: 185
  • Tinker: 69
  • Weaver: 161

Artists

  • Actors: 66
  • Architects: 24
  • Bards: 101
  • Costumers: 38
  • Dancers: 75
  • Drafters: 41
  • Engravers: 50
  • Fine Furniture Carpenters: 31
  • Glaziers: 68
  • Inlayers: 59
  • Musicians: 185
  • Painters, Art: 32
  • Playwrights: 64
  • Sculptors, Art: 54
  • Wood Carvers: 242
  • Writers: 242

Produce Industries

  • Butter Churners: 196
  • Canners: 179
  • Cheesmakers: 196
  • Ice Merchants: 27
  • Millers: 125
  • Picklers: 112
  • Smokers: 83
  • Stockmakers: 70
  • Tobacconists: 96
  • Tallowmakers: 146

23993 of Qi̘v àdigfíhb's population work within a Foundational Occupation.

34547 of Qi̘v àdigfíhb's population do not work in a formal occupation, but do contribute to the local economy. 4406 (7%) are noncontributers.

Points of Interest

Qi̘v àdigfíhb is accessed from a nearby river via an intricate series of locks.

POI

History

In time immemorial, reportedly some time during the early 2nd century Qi̘v àdigfíhb was rocked by a string of powerful winter storms. The worst of the disaster struck The storm coated everything in a thick layer of ice and freezing countless animals, plants, and people to death. Qi̘v àdigfíhb lost 149 people, and 340 livestock in the disaster.. The disaster is remembered as the Mourning Screams, after the sounds of the winds.

History