Large City: Sidlàrzi̊sh Gíhm

Sidlàrzi̊sh Gíhm

Sidlàrzi̊sh Gíhm
Example Tauran architecture.
StateTetburland
ProvenceQùkēi̊v Region
RegionIliqtmaivu Brush
Founded1068
Community LeaderLord Ghragno
Area54 km2 (21 mi2)
Average Yearly Temp26°C (78°F)
Average Elevation2178 m (7145 ft)
Average Yearly Precipitation287 cm/y (112 in/y)
Population12922
Population Density239 people per km2 (615 people per mi2)
Town AuraCharm
Naming
Native nameSidlàrzi̊sh Gíhm
Pronunciation/ˈsidlər/ /zi̘ʃ/
Direct Translation[cousin] [damn]
Translation[Not Yet Translated]

Sidlàrzi̊sh Gíhm (/ˈsidlər/ /zi̘ʃ/ [cousin] [damn]) is a subtropical Large City located in the Qùkēi̊v Region of the Tetburland.

The name Sidlàrzi̊sh Gíhm is derived from the Sylvin language, as Sidlàrzi̊sh Gíhm was founded by Carandoliel, who was culturaly Tauran.

Climate

Sidlàrzi̊sh Gíhm 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). Sidlàrzi̊sh Gíhm receives an average of 287 cm/y (112 in/y) of precipitation, most of which comes in the form of rain during the summer. Sidlàrzi̊sh Gíhm covers an area of nearly 54 km2 (21 mi2), and an average elevation of 2178 m (7145 ft) above sea level.

Overview

Sidlàrzi̊sh Gíhm was founded durring the late 12th century in summer of the year 1068, by Carandoliel. The establishment of Sidlàrzi̊sh Gíhm was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Carandoliel struck deals with nearby nations and communities to establish Sidlàrzi̊sh Gíhm as a prison colony.

Sidlàrzi̊sh Gíhm was built using the conventions of Tauran durring the late 12th century. Naturaly, all settlmentss have their own look to them, and Sidlàrzi̊sh Gíhm is no diffrent. The city's buildings feature timber and earth construction, with most buildigns first floors resembling mounds of earth, with subsequent floors appearing as elaborate log cabins, with each building forming a tiered pyramid of sorts fromed from the stack of rectangular, peek roofed cabins. Most wooden bracing, support, and trim is carved with decorative knotwork, and the larger structures even feature painted trim which emphasises the knotwork.

Sidlàrzi̊sh Gíhm is buildings have been located at convienant points along the gorge Sidlàrzi̊sh Gíhm was built upon. Navigating the town is therefore a little chalanging as the distance between buildings verris greatly and the premissive cobblestone streets flow where they are able to be made rather than folowing the most convienant paths. The city sits behind a stone-renforced palisade wall, with stone gatehouses and timber drawbridges for their trench. The city's would-be-castle 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.

Right off the bat Sidlàrzi̊sh Gíhm hits you in the face with its success. Everyone, even the peasants, are dressed in well made clothing. Every tool and implement you can see is finely made, and people will boast to you as obvious strangers of the wonders which can be found in their markets. More interestingly is a total lack of beggars, and plenty of new buildings are going up even as you speak. Many of those buildings are schools, scriptoriums, and even one college. One can only wonder what knowledge the town has come into.

Civic Infrastructure

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

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

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

Sidlàrzi̊sh 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.

Sidlàrzi̊sh 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.

Sidlàrzi̊sh 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.

Sidlàrzi̊sh 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.

Sidlàrzi̊sh 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.

Sidlàrzi̊sh 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.

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

Sidlàrzi̊sh Gíhm has an Administrative Academy which trains individuals in the administrative arts.

Sidlàrzi̊sh 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. Sidlàrzi̊sh Gíhm's grid is powered by a boiler and turbine based power plant.

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

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

Sidlàrzi̊sh 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 Sidlàrzi̊sh Gíhm's natural decorations nor waterways.

Sidlàrzi̊sh 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.

Sidlàrzi̊sh 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.

Sidlàrzi̊sh 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

Sidlàrzi̊sh Gíhm's town hall was built using a different architectural style from the rest of the town. The style used is characterized by towering round arches, massive stone and brickwork, small windows, thick walls, and a propensity for housing art and sculpture depicting mythological scenes. The building's general shape would be a clever and ascetic combination of geometric shapes, which would be blended together by joining elements. The style's decorative features were largely internal rather than external and incorporated semicircular arches for windows, doors, and arcades; barrel or groin vaults to support the roof of the nave; massive piers and walls, with few windows, to contain the outward thrust of the vaults; side aisles with galleries above them..

In Sidlàrzi̊sh Gíhm all of the cats speak the local language with prefect diction.

The Guardian, Graven near Sidlàrzi̊sh Gíhm are known to be almost tame, such that they can be put to domestic use.

Sidlàrzi̊sh Gíhm's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves consuming a local narcotic to channel Summoning energies of tier 1 via throat 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: 26
  • Farmers: 34
  • Farm Laborer: 64
  • Hunters: 43
  • Milk Maids: 32
  • Ranchers: 16
  • Ranch Hands: 35
  • Shepherds: 31
    • Farmland: 52204 m2
    • Cattle and Similar Creatures: 3230
    • Poultry: 38766
    • Swine: 2584
    • Sheep: 129
    • Goats: 25
    • Horses, Mounts, and Beasts of Burden: 1292

Craftsmen

  • Arms and Toolmakers: 26
  • Blacksmiths: 30
  • Bookbinders: 16
  • Buckle-makers: 17
  • Cabinetmakers: 30
  • Candlemakers: 46
  • Carpenters: 37
  • Clothmakers: 35
  • Coach and Harness Makers: 14
  • Coopers: 34
  • Copper, Brass, Tin, Zinc, and Lead Workers: 18
  • Copyists: 12
  • Cutlers: 10
  • Fabricworkers: 30
  • Farrier: 69
  • Furriers: 8
  • Glassworkers: 44
  • Gunsmiths: 29
  • Harness-Makers: 12
  • Hatters: 24
  • Hosiery Workers: 9
  • Jewelers: 14
  • Leatherwrights: 35
  • Locksmiths: 13
  • Matchstick makers: 19
  • Musical Instrument Makers: 17
  • Painters, Structures and Fixtures: 16
  • Paper Workers: 20
  • Plasterers: 17
  • Pursemakers: 22
  • Roofers: 13
  • Ropemakers: 13
  • Rugmakers: 12
  • Saddlers: 23
  • Scabbardmakers: 30
  • Scalemakers: 14
  • Scientific, Surgical, and Optical Instrument Makers: 8
  • Sculptors, Structures and Fixtures: 12
  • Shoemakers: 12
  • Soap and Tallow Workers: 39
  • Tailors: 78
  • Tanners: 15
  • Upholsterers: 19
  • Watchmakers: 17
  • Weavers: 39
  • Whitesmiths: 10

Merchants

  • Adventuring Goods Retellers: 8
  • Arcana Sellers: 9
  • Beer-Sellers: 17
  • Booksellers: 21
  • Butchers: 30
  • Chandlers: 33
  • Chicken Butchers: 33
  • Entrepreneurs: 13
  • Fine Clothiers: 29
  • Fishmongers: 38
  • Florists: 7
  • Potion Sellers: 21
  • Resellers: 56
  • Spice Merchants: 17
  • Wine-sellers: 24
  • Wheelwright: 19
  • Woodsellers: 12

Service workers

  • Bakers: 71
  • Barbers: 63
  • Coachmen: 18
  • Cooks: 53
  • Doctors: 29
  • Gamekeepers: 21
  • Grooms: 11
  • Hairdressers: 44
  • Healers: 33
  • Housekeepers: 35
  • Housemaids: 64
  • House Stewards: 39
  • Inns: 11
  • Laundry maids: 24
  • Maidservants: 43
  • Nursery Maids: 22
  • Pastrycooks: 51
  • Restaurateur: 56
  • Tavern Keepers: 56

Specialized Laborer

  • Ashworkers: 17
  • Bleachers: 11
  • Chemical Workers: 7
  • Coal Heavers: 26
  • In-Town Couriers: 29
  • Long Haul Couriers: 30
  • Dockyard Workers: 25
  • Gas Workers: 6
  • Hay Merchants: 10
  • Leech Collectors: 31
  • Millers: 29
  • Miners: 31
  • Oilmen and Polishers: 19
  • Postmen: 29
  • Pure Finder: 17
  • Skinners: 41
  • Sugar Refiners: 7
  • Tosher: 20
  • Warehousemen: 49
  • Watercarriers: 26
  • Watermen, Bargemen, etc.: 43

Skilled Laborers

  • Accountants: 16
  • Alchemist: 20
  • Clerk: 26
  • Dentists: 12
  • Educators: 34
  • Engineers: 19
  • Gardeners: 12
  • Mages: 9
  • Plumbers: 13
  • Pharmacist: 15
  • Professors: 5
  • Scientists: 9
  • Wizards: 5

Civil Servants

  • Adventurers: 12
  • Bankers: 19
  • Civil Clerks: 30
  • Civic Iudex: 15
  • Consultants: 8
  • Exorcist: 30
  • Fixers: 15
  • Kami Clerk: 26
  • Landlords: 25
  • Lawyers: 15
  • Legend Keepers: 20
  • Militia Officers: 99
  • Monks, Monastic: 44
  • Monks, Civic: 38
  • Historian, Oral: 29
  • Historian, Textual: 15
  • Policemen, Sheriffs, etc.: 30
  • Priests: 51
  • Rangers: 17
  • Rat Catchers: 18
  • Scholars: 19
  • Spiritualist: 23
  • Slayers: 7
  • Storytellers: 52
  • Military Officers: 46

Cottage Industries

  • Brewers: 39
  • Comfort Services: 49
  • Enchanters: 14
  • Herbalists: 15
  • Jaminators: 49
  • Needleworkers: 41
  • Potters: 21
  • Preserve Makers: 34
  • Quilters: 17
  • Seamsters: 76
  • Spinners: 36
  • Tinker: 13
  • Weaver: 34

Artists

  • Actors: 14
  • Architects: 5
  • Bards: 21
  • Costumers: 7
  • Dancers: 15
  • Drafters: 8
  • Engravers: 10
  • Fine Furniture Carpenters: 6
  • Glaziers: 13
  • Inlayers: 12
  • Musicians: 34
  • Painters, Art: 6
  • Playwrights: 13
  • Sculptors, Art: 11
  • Wood Carvers: 49
  • Writers: 44

Produce Industries

  • Butter Churners: 39
  • Canners: 39
  • Cheesmakers: 47
  • Ice Merchants: 5
  • Millers: 25
  • Picklers: 21
  • Smokers: 15
  • Stockmakers: 14
  • Tobacconists: 19
  • Tallowmakers: 28

4822 of Sidlàrzi̊sh Gíhm's population work within a Foundational Occupation.

7584 of Sidlàrzi̊sh Gíhm's population do not work in a formal occupation, but do contribute to the local economy. 516 (4%) are noncontributers.

Points of Interest

Sidlàrzi̊sh Gíhm is surrounded by dangerous terrain: miasmatic swamps, perilous crevasses, radioactive badlands, a pocket of or some other harmful topography. Sidlàrzi̊sh Gíhm might prefer the defensive potential of the terrain here, or have found a precious resource worth the danger. The terrain might have formed at some time since the founding, with the citizens struggling to make terms with the new danger.

Sidlàrzi̊sh Gíhm's is something of a geological and arcane anomaly, as neither physical nor magical law entirely explains its formation.

POI

History

The the a greatsword of Wild Magic, an a greatsword imbued with potent amounts of Wild Magic energies was created near Sidlàrzi̊sh Gíhm by in time immemorial, reportedly some time during the late 2nd century.

History