Qÿhtvehb Ehsh Nåab (/ɪ̘s̼/ /nɑːˈab/ [previous] [telegraph operator]) is a subtropical City located in the Ekÿckyewl̄ärt Provence of the Hobben.
The name Qÿhtvehb Ehsh Nåab is derived from the Sylvin language, as Qÿhtvehb Ehsh Nåab was founded by Hêm, who was culturaly Undermountain.
Climate
Qÿhtvehb Ehsh Nåab has a yearly average temperature of 24°C (75°F), with its average temperature during the summer being a warm 29°C (84°F) and its average temperature during the winter being a cool 19°C (66°F). Qÿhtvehb Ehsh Nåab receives an average of 89 cm/y (35 in/y) of precipitation, most of which comes in the form of rain during the spring. Qÿhtvehb Ehsh Nåab covers an area of nearly 27 km2 (10 mi2), and an average elevation of 5874 m (19271 ft) above sea level.
Overview
Qÿhtvehb Ehsh Nåab was founded durring the early 17th century in late spring of the year 1626, by Hêm. The establishment of Qÿhtvehb Ehsh Nåab 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.
Qÿhtvehb Ehsh Nåab was built using the conventions of Undermountain durring the early 17th century. Naturaly, all settlmentss have their own look to them, and Qÿhtvehb Ehsh Nåab 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.
Qÿhtvehb Ehsh Nåab is buildings are arranged arrounded a highly ordered system of restrictive paverstone streets which form triangular paterns, allowing the incides of the octagons to be common grounds for the buildings on the edges, be it for parkland, yardspace, plazas, or markets. 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. Qÿhtvehb Ehsh Nåab'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. Qÿhtvehb Ehsh Nåab's unusual though effective defenses are suffering from significent damage, so much so that examples can be pointed to no matter which section one might have within their line of site, and most of which render sections inoperable at present.
Qÿhtvehb Ehsh Nåab has the unmistakable air of a city on its last legs. Everything is a bit slipshod and ramshackle. Everyone is at work, or drinking. No one has anything in their eyes other than fear and despair. Whatever industry once fueled Qÿhtvehb Ehsh Nåab ’s existence has dried up and the city is drifting down the stream of history as it dries up. On top of this is an unmistakable feeling that Qÿhtvehb Ehsh Nåab is in this condition because there is something terribly wrong with the city. 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 Qÿhtvehb Ehsh Nåab long.
Civic Infrastructure
Qÿhtvehb Ehsh Nåab possesses a Aethary Link for its accademic, government, and financial institutions. Public Aethary access is available through one or more of these intitutions.
Qÿhtvehb Ehsh Nåab has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Qÿhtvehb Ehsh Nåab 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 Qÿhtvehb Ehsh Nåab. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Qÿhtvehb Ehsh Nåab's parks.
Qÿhtvehb Ehsh Nåab has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Qÿhtvehb Ehsh Nåab.
Qÿhtvehb Ehsh Nåab 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.
Qÿhtvehb Ehsh Nåab 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.
Qÿhtvehb Ehsh Nåab has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.
Qÿhtvehb Ehsh Nåab has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.
Qÿhtvehb Ehsh Nåab 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.
Qÿhtvehb Ehsh Nåab 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.
Qÿhtvehb Ehsh Nåab has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Qÿhtvehb Ehsh Nåab's public wards, blessings, and other arcane systems.
Qÿhtvehb Ehsh Nåab 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 City. Qÿhtvehb Ehsh Nåab's grid is powered by a boiler and turbine based power plant.
Qÿhtvehb Ehsh Nåab 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.
Qÿhtvehb Ehsh Nåab has a first rate hospital which caters to anyone in need of long term medical care.
Qÿhtvehb Ehsh Nåab 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.
Qÿhtvehb Ehsh Nåab 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 Qÿhtvehb Ehsh Nåab's natural decorations nor waterways.
Qÿhtvehb Ehsh Nåab 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.
Qÿhtvehb Ehsh Nåab 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.
Qÿhtvehb Ehsh Nåab 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
Qÿhtvehb Ehsh Nåab's chapel was built using a different architectural style from the rest of the town. The style used is based upon new and innovative technologies of construction and the idea that form should follow function. It was an embrace of minimalism and a rejection of ornament. The style became characterized by an emphasis on volume, asymmetrical compositions, and minimal ornamentation..
Due to the actions of local Kami, summer is recurring in Qÿhtvehb Ehsh Nåab.
The Living Topiary near Qÿhtvehb Ehsh Nåab are known to be more aggressive than normal.
Qÿhtvehb Ehsh Nåab's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves drinking to channel Invocation energies of tier 2 via chanting.
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: 14
Farmers: 19
Farm Laborer: 35
Hunters: 24
Milk Maids: 18
Ranchers: 8
Ranch Hands: 16
Shepherds: 16
Farmland: 26029 m2
Cattle and Similar Creatures: 1614
Poultry: 19377
Swine: 1291
Sheep: 64
Goats: 12
Horses, Mounts, and Beasts of Burden: 645
Craftsmen
Arms and Toolmakers: 14
Blacksmiths: 15
Bookbinders: 8
Buckle-makers: 8
Cabinetmakers: 14
Candlemakers: 20
Carpenters: 20
Clothmakers: 17
Coach and Harness Makers: 7
Coopers: 16
Copper, Brass, Tin, Zinc, and Lead Workers: 8
Copyists: 6
Cutlers: 5
Fabricworkers: 13
Farrier: 39
Furriers: 4
Glassworkers: 21
Gunsmiths: 13
Harness-Makers: 6
Hatters: 13
Hosiery Workers: 4
Jewelers: 7
Leatherwrights: 18
Locksmiths: 6
Matchstick makers: 9
Musical Instrument Makers: 9
Painters, Structures and Fixtures: 8
Paper Workers: 9
Plasterers: 8
Pursemakers: 10
Roofers: 7
Ropemakers: 6
Rugmakers: 6
Saddlers: 12
Scabbardmakers: 13
Scalemakers: 6
Scientific, Surgical, and Optical Instrument Makers: 4
Sculptors, Structures and Fixtures: 6
Shoemakers: 6
Soap and Tallow Workers: 18
Tailors: 41
Tanners: 8
Upholsterers: 9
Watchmakers: 8
Weavers: 19
Whitesmiths: 5
Merchants
Adventuring Goods Retellers: 4
Arcana Sellers: 4
Beer-Sellers: 9
Booksellers: 9
Butchers: 15
Chandlers: 16
Chicken Butchers: 17
Entrepreneurs: 6
Fine Clothiers: 16
Fishmongers: 15
Florists: 3
Potion Sellers: 10
Resellers: 30
Spice Merchants: 8
Wine-sellers: 12
Wheelwright: 9
Woodsellers: 6
Service workers
Bakers: 37
Barbers: 33
Coachmen: 9
Cooks: 24
Doctors: 13
Gamekeepers: 9
Grooms: 5
Hairdressers: 19
Healers: 17
Housekeepers: 18
Housemaids: 32
House Stewards: 20
Inns: 6
Laundry maids: 12
Maidservants: 23
Nursery Maids: 12
Pastrycooks: 20
Restaurateur: 23
Tavern Keepers: 28
Specialized Laborer
Ashworkers: 8
Bleachers: 5
Chemical Workers: 3
Coal Heavers: 13
In-Town Couriers: 13
Long Haul Couriers: 15
Dockyard Workers: 12
Gas Workers: 3
Hay Merchants: 5
Leech Collectors: 18
Millers: 14
Miners: 15
Oilmen and Polishers: 10
Postmen: 13
Pure Finder: 8
Skinners: 20
Sugar Refiners: 3
Tosher: 10
Warehousemen: 20
Watercarriers: 14
Watermen, Bargemen, etc.: 18
Skilled Laborers
Accountants: 8
Alchemist: 9
Clerk: 13
Dentists: 6
Educators: 16
Engineers: 9
Gardeners: 6
Mages: 4
Plumbers: 6
Pharmacist: 7
Professors: 2
Scientists: 4
Wizards: 2
Civil Servants
Adventurers: 6
Bankers: 8
Civil Clerks: 15
Civic Iudex: 7
Consultants: 4
Exorcist: 14
Fixers: 7
Kami Clerk: 11
Landlords: 12
Lawyers: 7
Legend Keepers: 11
Militia Officers: 58
Monks, Monastic: 20
Monks, Civic: 20
Historian, Oral: 16
Historian, Textual: 7
Policemen, Sheriffs, etc.: 13
Priests: 26
Rangers: 9
Rat Catchers: 10
Scholars: 9
Spiritualist: 11
Slayers: 3
Storytellers: 21
Military Officers: 20
Cottage Industries
Brewers: 21
Comfort Services: 23
Enchanters: 7
Herbalists: 7
Jaminators: 21
Needleworkers: 22
Potters: 11
Preserve Makers: 20
Quilters: 8
Seamsters: 30
Spinners: 19
Tinker: 7
Weaver: 16
Artists
Actors: 7
Architects: 2
Bards: 10
Costumers: 3
Dancers: 7
Drafters: 4
Engravers: 5
Fine Furniture Carpenters: 3
Glaziers: 6
Inlayers: 6
Musicians: 19
Painters, Art: 3
Playwrights: 6
Sculptors, Art: 5
Wood Carvers: 22
Writers: 23
Produce Industries
Butter Churners: 22
Canners: 20
Cheesmakers: 24
Ice Merchants: 2
Millers: 13
Picklers: 10
Smokers: 8
Stockmakers: 7
Tobacconists: 10
Tallowmakers: 15
2365 of Qÿhtvehb Ehsh Nåab's population work within a Foundational Occupation.
136 work in Agriculture
529 work as Craftsmen
189 work as Merchants
360 work as Service Workers
240 work as General Laborers
92 work as Skilled Laborers
345 work as Civil Servants
212 work in Cottage Industries
131 work as Artists
131 work in Produce Industries
3901 of Qÿhtvehb Ehsh Nåab's population do not work in a formal occupation, but do contribute to the local economy. 193 (3%) are noncontributers.
Points of Interest
Qÿhtvehb Ehsh Nåab is known for its odd use of round-a-bouts, small ring roads used in place of intersections.
POI
History
The the a greataxe of Truename Magic, an a greataxe imbued with notable amounts of Truename Magic energies was created in Qÿhtvehb Ehsh Nåab by in time immemorial, reportedly some time during the late 2nd century.