Large City: Sjēopugerji̊t Ji̊ Qi̊v

Sjēopugerji̊t Ji̊ Qi̊v

Sjēopugerji̊t Ji̊ Qi̊v
Example Tauran architecture.
StateTetburland
ProvenceKririsi̊mù Region
RegionGc-78l Wofǐ Woodlands
Founded1219
Community LeaderLord Zêpî
Area54 km2 (21 mi2)
Average Yearly Temp28°C (82°F)
Average Elevation1950 m (6397 ft)
Average Yearly Precipitation288 cm/y (113 in/y)
Population12934
Population Density239 people per km2 (615 people per mi2)
Town AuraEnchantment
Naming
Native nameSjēopugerji̊t Ji̊ Qi̊v
PronunciationSjēopu /ˈgerji̘t/
Direct Translation[posture (bodily position)] [tribe; kin]
Translation[Not Yet Translated]

Sjēopugerji̊t Ji̊ Qi̊v (Sjēopu /ˈgerji̘t/ [posture (bodily position)] [tribe; kin]) is a subtropical Large City located in the Kririsi̊mù Region of the Tetburland.

The name Sjēopugerji̊t Ji̊ Qi̊v is derived from the Sylvin language, as Sjēopugerji̊t Ji̊ Qi̊v was founded by Zêj, who was culturaly Tauran.

Climate

Sjēopugerji̊t Ji̊ Qi̊v has a yearly average temperature of 28°C (82°F), with its average temperature during the summer being a hot 33°C (91°F) and its average temperature during the winter being a pleasant 23°C (73°F). Sjēopugerji̊t Ji̊ Qi̊v receives an average of 288 cm/y (113 in/y) of precipitation, most of which comes in the form of rain during the summer. Sjēopugerji̊t Ji̊ Qi̊v covers an area of nearly 54 km2 (21 mi2), and an average elevation of 1950 m (6397 ft) above sea level.

Overview

Sjēopugerji̊t Ji̊ Qi̊v was founded durring the early 13th century in summer of the year 1219, by Zêj. The establishment of Sjēopugerji̊t Ji̊ Qi̊v was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Zêj struck deals with nearby nations and communities to establish Sjēopugerji̊t Ji̊ Qi̊v as a prison colony.

Sjēopugerji̊t Ji̊ Qi̊v was built using the conventions of Tauran durring the early 13th century. Naturaly, all settlmentss have their own look to them, and Sjēopugerji̊t 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.

Sjēopugerji̊t Ji̊ Qi̊v is buildings are arranged arround a network of premissive cobblestone streets which form a diagonal shaped grid, where each square verries in size given the proximity of the paralell streets forming each section. The ocasional smaller square has been used to construct a park, plaza, and other communal structures. The city sits behind an impressive looking clay brick wall. The wall is notable for querried stone blocks being used to renforce the clay bricks in the expected manner and locations. While the wall was built to the exact specifications of modern fortifications, one has to wonder why the money invested into creating such a well fortified wall wasnt spent on a less impressive looking wall crated from sturdier materials. Sjēopugerji̊t Ji̊ Qi̊v's walls would endure a brief bombardment, but only from light siege weapons. It seems more likly the city's walls were not designed with defence in mind but rather lending the town a certain air with visitors. Sjēopugerji̊t Ji̊ Qi̊v's boondoggle-of-a-fortified wall 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.

A quick look in any direction shows Sjēopugerji̊t Ji̊ Qi̊v is filled with vices. There are many taverns, brothels are advertising their services on the streets, cardsharks are plying their illicit trade within public squairs, and every shop has at least three signs advertising various sales on goods. That alone wouldn’t be too noticeable, if it wasn’t just so omnipresent and overwhelmingly how the people of this city live.

Civic Infrastructure

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

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

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

Sjēopugerji̊t 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.

Sjēopugerji̊t 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.

Sjēopugerji̊t 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.

Sjēopugerji̊t 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.

Sjēopugerji̊t 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.

Sjēopugerji̊t 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.

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

Sjēopugerji̊t Ji̊ Qi̊v has an Millitary Academy which trains military officers and specilists.

Sjēopugerji̊t 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. Sjēopugerji̊t Ji̊ Qi̊v's grid is powered by hydrogalvanic generators.

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

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

Sjēopugerji̊t 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 Sjēopugerji̊t Ji̊ Qi̊v's natural decorations nor waterways.

Sjēopugerji̊t 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.

Sjēopugerji̊t 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.

Sjēopugerji̊t 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

Sjēopugerji̊t Ji̊ Qi̊v's chapel was built using a different architectural style from the rest of the town. The style used makes use of a large oblong hall or building with double colonnades and a semicircular apse and symmetrical central-plan, resulting in buildings with a square central mass and four arms of equal length. Decorative features included domed rooves, arches, soaring spaces, and sumptuous decoration: marble columns and inlay, mosaics on the vaults, inlaid-stone pavements, and sometimes gold coffered ceilings.

In Sjēopugerji̊t Ji̊ Qi̊v the utterance of expletives is impossible within city limits. This has changed as the limits have changed, but has not kept up with slang, or swearing in foreign languages.

The Chaneque near Sjēopugerji̊t Ji̊ Qi̊v are known to be a mutant strain of the creature.

Sjēopugerji̊t Ji̊ Qi̊v's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves gestures to channel Wild Magic 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: 23
  • Farmers: 41
  • Farm Laborer: 61
  • Hunters: 47
  • Milk Maids: 29
  • Ranchers: 16
  • Ranch Hands: 32
  • Shepherds: 35
    • Farmland: 52253 m2
    • Cattle and Similar Creatures: 3233
    • Poultry: 38802
    • Swine: 2586
    • Sheep: 129
    • Goats: 25
    • Horses, Mounts, and Beasts of Burden: 1293

Craftsmen

  • Arms and Toolmakers: 28
  • Blacksmiths: 28
  • Bookbinders: 16
  • Buckle-makers: 17
  • Cabinetmakers: 28
  • Candlemakers: 44
  • Carpenters: 41
  • Clothmakers: 38
  • Coach and Harness Makers: 13
  • Coopers: 32
  • Copper, Brass, Tin, Zinc, and Lead Workers: 18
  • Copyists: 12
  • Cutlers: 11
  • Fabricworkers: 31
  • Farrier: 73
  • Furriers: 8
  • Glassworkers: 41
  • Gunsmiths: 28
  • Harness-Makers: 12
  • Hatters: 24
  • Hosiery Workers: 9
  • Jewelers: 14
  • Leatherwrights: 36
  • Locksmiths: 13
  • Matchstick makers: 19
  • Musical Instrument Makers: 19
  • Painters, Structures and Fixtures: 15
  • Paper Workers: 19
  • Plasterers: 17
  • Pursemakers: 22
  • Roofers: 13
  • Ropemakers: 13
  • Rugmakers: 11
  • Saddlers: 23
  • Scabbardmakers: 26
  • Scalemakers: 13
  • Scientific, Surgical, and Optical Instrument Makers: 8
  • Sculptors, Structures and Fixtures: 12
  • Shoemakers: 11
  • Soap and Tallow Workers: 50
  • Tailors: 83
  • Tanners: 16
  • Upholsterers: 19
  • Watchmakers: 16
  • Weavers: 39
  • Whitesmiths: 10

Merchants

  • Adventuring Goods Retellers: 8
  • Arcana Sellers: 8
  • Beer-Sellers: 16
  • Booksellers: 19
  • Butchers: 35
  • Chandlers: 34
  • Chicken Butchers: 34
  • Entrepreneurs: 13
  • Fine Clothiers: 30
  • Fishmongers: 33
  • Florists: 7
  • Potion Sellers: 22
  • Resellers: 56
  • Spice Merchants: 17
  • Wine-sellers: 24
  • Wheelwright: 20
  • Woodsellers: 12

Service workers

  • Bakers: 71
  • Barbers: 57
  • Coachmen: 19
  • Cooks: 61
  • Doctors: 27
  • Gamekeepers: 21
  • Grooms: 11
  • Hairdressers: 40
  • Healers: 37
  • Housekeepers: 40
  • Housemaids: 80
  • House Stewards: 36
  • Inns: 12
  • Laundry maids: 23
  • Maidservants: 41
  • Nursery Maids: 24
  • Pastrycooks: 49
  • Restaurateur: 56
  • Tavern Keepers: 58

Specialized Laborer

  • Ashworkers: 17
  • Bleachers: 11
  • Chemical Workers: 7
  • Coal Heavers: 26
  • In-Town Couriers: 30
  • Long Haul Couriers: 32
  • Dockyard Workers: 26
  • Gas Workers: 6
  • Hay Merchants: 10
  • Leech Collectors: 34
  • Millers: 29
  • Miners: 30
  • Oilmen and Polishers: 20
  • Postmen: 29
  • Pure Finder: 17
  • Skinners: 39
  • Sugar Refiners: 7
  • Tosher: 20
  • Warehousemen: 40
  • Watercarriers: 27
  • Watermen, Bargemen, etc.: 39

Skilled Laborers

  • Accountants: 16
  • Alchemist: 19
  • Clerk: 27
  • Dentists: 13
  • Educators: 35
  • Engineers: 18
  • Gardeners: 12
  • Mages: 9
  • Plumbers: 14
  • Pharmacist: 15
  • Professors: 5
  • Scientists: 9
  • Wizards: 5

Civil Servants

  • Adventurers: 12
  • Bankers: 18
  • Civil Clerks: 30
  • Civic Iudex: 14
  • Consultants: 8
  • Exorcist: 30
  • Fixers: 15
  • Kami Clerk: 23
  • Landlords: 25
  • Lawyers: 15
  • Legend Keepers: 21
  • Militia Officers: 92
  • Monks, Monastic: 39
  • Monks, Civic: 43
  • Historian, Oral: 30
  • Historian, Textual: 14
  • Policemen, Sheriffs, etc.: 28
  • Priests: 56
  • Rangers: 16
  • Rat Catchers: 20
  • Scholars: 21
  • Spiritualist: 23
  • Slayers: 7
  • Storytellers: 52
  • Military Officers: 53

Cottage Industries

  • Brewers: 38
  • Comfort Services: 46
  • Enchanters: 14
  • Herbalists: 14
  • Jaminators: 38
  • Needleworkers: 40
  • Potters: 22
  • Preserve Makers: 36
  • Quilters: 18
  • Seamsters: 80
  • Spinners: 38
  • Tinker: 14
  • Weaver: 31

Artists

  • Actors: 14
  • Architects: 5
  • Bards: 19
  • Costumers: 7
  • Dancers: 15
  • Drafters: 8
  • Engravers: 10
  • Fine Furniture Carpenters: 6
  • Glaziers: 13
  • Inlayers: 12
  • Musicians: 40
  • Painters, Art: 6
  • Playwrights: 13
  • Sculptors, Art: 11
  • Wood Carvers: 51
  • Writers: 47

Produce Industries

  • Butter Churners: 43
  • Canners: 39
  • Cheesmakers: 39
  • Ice Merchants: 5
  • Millers: 23
  • Picklers: 21
  • Smokers: 17
  • Stockmakers: 14
  • Tobacconists: 18
  • Tallowmakers: 28

4852 of Sjēopugerji̊t Ji̊ Qi̊v's population work within a Foundational Occupation.

7565 of Sjēopugerji̊t Ji̊ Qi̊v's population do not work in a formal occupation, but do contribute to the local economy. 517 (4%) are noncontributers.

Points of Interest

Sjēopugerji̊t Ji̊ Qi̊v is known for its odd use of round-a-bouts, small ring roads used in place of intersections.

POI

History

Almost every community has some problem with bandits and highwaymen, but Sjēopugerji̊t Ji̊ Qi̊v is seriously plagued with raiders. One or more groups of persistent plunderers are hitting the community repeatedly, and they lack the necessary resources to fend them off or protect all their holdings.

The the a leather gambeson of Summoning, an a leather gambeson imbued with notable amounts of Summoning energies was created near Sidlàrzi̊sh Gíhm by in time immemorial, reportedly some time during the late 2nd century.

History