Large City: Soy̼qom Ji̊ Qi̊v

Soy̼qom Ji̊ Qi̊v

Soy̼qom Ji̊ Qi̊v
Example Tauran architecture.
StateTetburland
ProvenceZåkräf Region
RegionRăkhǐ Bǐgmě Maquis
Founded972
Community LeaderLord Vafrosli
Area72 km2 (28 mi2)
Average Yearly Temp29°C (84°F)
Average Elevation4248 m (13937 ft)
Average Yearly Precipitation176 cm/y (69 in/y)
Population17002
Population Density236 people per km2 (607 people per mi2)
Town AuraEnchantment
Naming
Native nameSoy̼qom Ji̊ Qi̊v
Pronunciation/soj̼/ /qom/
Direct Translation[total; sum; score; amount; profit] [awful; terrible]
Translation[Not Yet Translated]

Soy̼qom Ji̊ Qi̊v (/soj̼/ /qom/ [total; sum; score; amount; profit] [awful; terrible]) is a subtropical Large City located in the Zåkräf Region of the Tetburland.

The name Soy̼qom Ji̊ Qi̊v is derived from the Goblin language, as Soy̼qom Ji̊ Qi̊v was founded by Crab Swarms, who was culturaly Tauran.

Climate

Soy̼qom Ji̊ Qi̊v 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). Soy̼qom Ji̊ Qi̊v receives an average of 176 cm/y (69 in/y) of precipitation, most of which comes in the form of rain during the fall. Soy̼qom Ji̊ Qi̊v covers an area of nearly 72 km2 (28 mi2), and an average elevation of 4248 m (13937 ft) above sea level.

Overview

Soy̼qom Ji̊ Qi̊v was founded durring the late 11th century, by Crab Swarms. The establishment of Soy̼qom Ji̊ Qi̊v was somewhat plagued by a lack of willing colonists, leading to Crab Swarms electing to pay people to resettle in Soy̼qom Ji̊ Qi̊v.

Soy̼qom Ji̊ Qi̊v was built using the conventions of Tauran durring the late 11th century. Naturaly, all settlmentss have their own look to them, and Soy̼qom 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.

Soy̼qom Ji̊ Qi̊v is is constructed arround a series of restrictive paverstone mainstreets which form concentric circles, with smaller strait roads linking the circiles to each other at varrious points. The city is defended by arcane means. It's hard to spot at first, but there's a tell tell shimmer in the air arround Soy̼qom Ji̊ Qi̊v, and you can spot the ocasional warding glyph carved into a rock or tree all arround town. These mystical defences are ancient, unknowable, and unassailable by current means... Assuming everything is in working order. Otherwise, the wards are little more than a deathtrap. The city's Relic of the World That Was 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.

Soy̼qom Ji̊ Qi̊v is not quite well. Something happened here, perhapse recently, perhapse long ago. Whatever it was, it settled into the very soul of the city like a festering wound. The people go about their day well enough, but there’s a tention in the air you can cut with a knife. There’s a patern to the panic. It’s not easy to see, and no one quite agrees on what it is, but the locals know and operate under this pattern. It shapes everything they do, and you feel as if you’ve almost worked it out only for some small detail to devastate your theory every time you try and comprehend it.

Civic Infrastructure

Soy̼qom Ji̊ Qi̊v possesses a Aethary Link for its accademic, government, and financial institutions. Public Aethary access is available through one or more of these intitutions.

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

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

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

Soy̼qom 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.

Soy̼qom 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.

Soy̼qom 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.

Soy̼qom 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.

Soy̼qom 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.

Soy̼qom 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.

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

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

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

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

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

Soy̼qom Ji̊ Qi̊v 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.

Soy̼qom 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 Soy̼qom Ji̊ Qi̊v's natural decorations nor waterways.

Soy̼qom 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.

Soy̼qom 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.

Soy̼qom 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

Soy̼qom Ji̊ Qi̊v's garrison was built using a different architectural style from the rest of the town. The style used is best known for its striking sculptural forms and often dazzling ornamental detail that characterizes the buildings general shape. The radiant colors, rich patterns, and symmetrical silhouettes employed by this style were backed up by rich decorative features including gardens, courtyards, extruded arches, domes, pointed domes, vaulted ceilings, elaborate painted and inlaid designs, and decorative sculptures.

In Soy̼qom Ji̊ Qi̊v tiny harmless tornadoes plague the town.

The Festrog near Soy̼qom Ji̊ Qi̊v are known to be quite timid.

Soy̼qom Ji̊ Qi̊v's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves bloodletting to channel Necromancy energies of tier 1 via proclamations.

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: 33
  • Farmers: 47
  • Farm Laborer: 80
  • Hunters: 56
  • Milk Maids: 40
  • Ranchers: 22
  • Ranch Hands: 46
  • Shepherds: 40
    • Farmland: 68178 m2
    • Cattle and Similar Creatures: 4250
    • Poultry: 51006
    • Swine: 3400
    • Sheep: 170
    • Goats: 34
    • Horses, Mounts, and Beasts of Burden: 1700

Craftsmen

  • Arms and Toolmakers: 34
  • Blacksmiths: 40
  • Bookbinders: 21
  • Buckle-makers: 22
  • Cabinetmakers: 37
  • Candlemakers: 60
  • Carpenters: 47
  • Clothmakers: 48
  • Coach and Harness Makers: 17
  • Coopers: 42
  • Copper, Brass, Tin, Zinc, and Lead Workers: 23
  • Copyists: 16
  • Cutlers: 13
  • Fabricworkers: 38
  • Farrier: 97
  • Furriers: 10
  • Glassworkers: 60
  • Gunsmiths: 38
  • Harness-Makers: 16
  • Hatters: 33
  • Hosiery Workers: 12
  • Jewelers: 18
  • Leatherwrights: 43
  • Locksmiths: 17
  • Matchstick makers: 28
  • Musical Instrument Makers: 23
  • Painters, Structures and Fixtures: 22
  • Paper Workers: 25
  • Plasterers: 22
  • Pursemakers: 27
  • Roofers: 17
  • Ropemakers: 17
  • Rugmakers: 16
  • Saddlers: 29
  • Scabbardmakers: 35
  • Scalemakers: 17
  • Scientific, Surgical, and Optical Instrument Makers: 11
  • Sculptors, Structures and Fixtures: 16
  • Shoemakers: 15
  • Soap and Tallow Workers: 61
  • Tailors: 125
  • Tanners: 21
  • Upholsterers: 23
  • Watchmakers: 23
  • Weavers: 50
  • Whitesmiths: 14

Merchants

  • Adventuring Goods Retellers: 11
  • Arcana Sellers: 11
  • Beer-Sellers: 23
  • Booksellers: 27
  • Butchers: 45
  • Chandlers: 48
  • Chicken Butchers: 50
  • Entrepreneurs: 17
  • Fine Clothiers: 43
  • Fishmongers: 43
  • Florists: 10
  • Potion Sellers: 27
  • Resellers: 70
  • Spice Merchants: 22
  • Wine-sellers: 34
  • Wheelwright: 26
  • Woodsellers: 16

Service workers

  • Bakers: 89
  • Barbers: 75
  • Coachmen: 25
  • Cooks: 89
  • Doctors: 35
  • Gamekeepers: 26
  • Grooms: 14
  • Hairdressers: 56
  • Healers: 47
  • Housekeepers: 54
  • Housemaids: 94
  • House Stewards: 58
  • Inns: 16
  • Laundry maids: 30
  • Maidservants: 56
  • Nursery Maids: 30
  • Pastrycooks: 53
  • Restaurateur: 68
  • Tavern Keepers: 62

Specialized Laborer

  • Ashworkers: 23
  • Bleachers: 14
  • Chemical Workers: 9
  • Coal Heavers: 34
  • In-Town Couriers: 37
  • Long Haul Couriers: 42
  • Dockyard Workers: 35
  • Gas Workers: 8
  • Hay Merchants: 14
  • Leech Collectors: 44
  • Millers: 38
  • Miners: 35
  • Oilmen and Polishers: 25
  • Postmen: 39
  • Pure Finder: 21
  • Skinners: 53
  • Sugar Refiners: 9
  • Tosher: 27
  • Warehousemen: 60
  • Watercarriers: 35
  • Watermen, Bargemen, etc.: 50

Skilled Laborers

  • Accountants: 22
  • Alchemist: 25
  • Clerk: 36
  • Dentists: 16
  • Educators: 49
  • Engineers: 25
  • Gardeners: 17
  • Mages: 12
  • Plumbers: 18
  • Pharmacist: 20
  • Professors: 7
  • Scientists: 12
  • Wizards: 7

Civil Servants

  • Adventurers: 16
  • Bankers: 23
  • Civil Clerks: 36
  • Civic Iudex: 18
  • Consultants: 11
  • Exorcist: 37
  • Fixers: 20
  • Kami Clerk: 31
  • Landlords: 33
  • Lawyers: 20
  • Legend Keepers: 27
  • Militia Officers: 121
  • Monks, Monastic: 56
  • Monks, Civic: 50
  • Historian, Oral: 37
  • Historian, Textual: 19
  • Policemen, Sheriffs, etc.: 39
  • Priests: 94
  • Rangers: 22
  • Rat Catchers: 26
  • Scholars: 26
  • Spiritualist: 30
  • Slayers: 9
  • Storytellers: 59
  • Military Officers: 53

Cottage Industries

  • Brewers: 48
  • Comfort Services: 77
  • Enchanters: 18
  • Herbalists: 18
  • Jaminators: 58
  • Needleworkers: 62
  • Potters: 28
  • Preserve Makers: 47
  • Quilters: 23
  • Seamsters: 100
  • Spinners: 48
  • Tinker: 19
  • Weaver: 45

Artists

  • Actors: 17
  • Architects: 6
  • Bards: 25
  • Costumers: 10
  • Dancers: 20
  • Drafters: 11
  • Engravers: 13
  • Fine Furniture Carpenters: 8
  • Glaziers: 17
  • Inlayers: 16
  • Musicians: 48
  • Painters, Art: 8
  • Playwrights: 17
  • Sculptors, Art: 15
  • Wood Carvers: 53
  • Writers: 62

Produce Industries

  • Butter Churners: 62
  • Canners: 53
  • Cheesmakers: 60
  • Ice Merchants: 7
  • Millers: 34
  • Picklers: 29
  • Smokers: 21
  • Stockmakers: 19
  • Tobacconists: 26
  • Tallowmakers: 40

6389 of Soy̼qom Ji̊ Qi̊v's population work within a Foundational Occupation.

9933 of Soy̼qom Ji̊ Qi̊v's population do not work in a formal occupation, but do contribute to the local economy. 680 (4%) are noncontributers.

Points of Interest

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

POI

History

A vast influx of newcomers over the last 1 years has greatly spiked Soy̼qom Ji̊ Qi̊v's population. They may have been drawn by economic opportunities, or fled some pursuing peril, or been forcibly moved there by a ruler who wanted to dilute the existing native cohesion. The natives may not have the resources or opportunities to integrate these newcomers, and it may be that the new population has no desire to stay longer than is necessary.

The the a stable of Enchantment, an a stable imbued with notable amounts of Enchantment energies was created in Soǔv Cāwndzy Ni̋ēkēä by in time immemorial, reportedly some time during the late 2nd century.

History