Zdie Ji̊ Qi̊v (Zdi /e/ [battle; combat] [rain]) is a subtropical Large City located in the Wizkèysè Provence of the Hobben.
The name Zdie Ji̊ Qi̊v is derived from the Goblin language, as Zdie Ji̊ Qi̊v was founded by Shêlè, who was culturaly Tauran.
Climate
Zdie Ji̊ Qi̊v has a yearly average temperature of 26°C (78°F), with its average temperature during the summer being a warm 30°C (86°F) and its average temperature during the winter being a pleasant 23°C (73°F). Zdie Ji̊ Qi̊v receives an average of 275 cm/y (108 in/y) of precipitation, most of which comes in the form of rain during the summer. Zdie Ji̊ Qi̊v covers an area of nearly 89 km2 (35 mi2), and an average elevation of 4724 m (15498 ft) above sea level.
Overview
Zdie Ji̊ Qi̊v was founded durring the late 16th century in spring of the year 1481, by Shêlè. The establishment of Zdie Ji̊ Qi̊v 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.
Zdie Ji̊ Qi̊v was built using the conventions of Tauran durring the late 16th century. Naturaly, all settlmentss have their own look to them, and Zdie Ji̊ Qi̊v 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.
Zdie Ji̊ Qi̊v is buildings are arranged arrounded a highly ordered system of crampt 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 is defended by arcane means. It's hard to spot at first, but there's a tell tell shimmer in the air arround Zdie 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 Relic of the World That Was has suffered a visible ammount of structural damage, leaving them effectivly useless. One can't help but wonder why the has not yet effected repairs.
A look around Zdie Ji̊ Qi̊v has something terribly wrong with it. It’s impossible to put one’s finger on, but something is horribly wrong. Maybe it’s the way fog blankets the ground, but only in the connors of places. Maybe it’s the vermin scutteling 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 with the abundance of schools, libraries, and other academic structures. Locals can be overheard having academic discussions, as well as talking about scholarly subjects in general. It’s quite clear the city places a lot of value on education and being a learned individual. Regardless, you do not feel it would be wise to remain in Zdie Ji̊ Qi̊v long.
Civic Infrastructure
Zdie Ji̊ Qi̊v 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.
Zdie Ji̊ Qi̊v has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Zdie 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 Zdie Ji̊ Qi̊v. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Zdie Ji̊ Qi̊v's parks.
Zdie Ji̊ Qi̊v has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Zdie Ji̊ Qi̊v.
Zdie 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.
Zdie 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.
Zdie 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.
Zdie 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.
Zdie 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.
Zdie 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.
Zdie Ji̊ Qi̊v has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Zdie Ji̊ Qi̊v's public wards, blessings, and other arcane systems.
Zdie Ji̊ Qi̊v has an Arts Academy which provides higher education in many fields including math, language arts, philosophy, engineering, and other such disciplines.
Zdie 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. Zdie Ji̊ Qi̊v's grid is powered by hydrogalvanic generators.
Zdie Ji̊ Qi̊v's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.
Zdie Ji̊ Qi̊v has a first rate hospital which caters to anyone in need of long term medical care.
Zdie 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.
Zdie 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 Zdie Ji̊ Qi̊v's natural decorations nor waterways.
Zdie 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.
Zdie 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.
Zdie 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
Zdie Ji̊ Qi̊v's chapel 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 Zdie Ji̊ Qi̊v every night at precisely midnight every structure in town is engulfed by sailors fire until the end of the witching hour.
The Magmin near Zdie Ji̊ Qi̊v are known to be almost tame, such that they can be put to domestic use.
Zdie Ji̊ Qi̊v's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves performance art to channel Charm energies of tier 1 via throat 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: 40
Farmers: 60
Farm Laborer: 105
Hunters: 70
Milk Maids: 62
Ranchers: 26
Ranch Hands: 65
Shepherds: 54
Farmland: 85596 m2
Cattle and Similar Creatures: 5283
Poultry: 63405
Swine: 4227
Sheep: 211
Goats: 42
Horses, Mounts, and Beasts of Burden: 2113
Craftsmen
Arms and Toolmakers: 41
Blacksmiths: 43
Bookbinders: 27
Buckle-makers: 28
Cabinetmakers: 49
Candlemakers: 72
Carpenters: 65
Clothmakers: 54
Coach and Harness Makers: 22
Coopers: 51
Copper, Brass, Tin, Zinc, and Lead Workers: 29
Copyists: 20
Cutlers: 17
Fabricworkers: 48
Farrier: 120
Furriers: 13
Glassworkers: 84
Gunsmiths: 48
Harness-Makers: 19
Hatters: 38
Hosiery Workers: 15
Jewelers: 24
Leatherwrights: 50
Locksmiths: 21
Matchstick makers: 34
Musical Instrument Makers: 31
Painters, Structures and Fixtures: 25
Paper Workers: 30
Plasterers: 28
Pursemakers: 35
Roofers: 22
Ropemakers: 21
Rugmakers: 20
Saddlers: 39
Scabbardmakers: 41
Scalemakers: 22
Scientific, Surgical, and Optical Instrument Makers: 13
Sculptors, Structures and Fixtures: 19
Shoemakers: 20
Soap and Tallow Workers: 79
Tailors: 169
Tanners: 26
Upholsterers: 29
Watchmakers: 30
Weavers: 64
Whitesmiths: 16
Merchants
Adventuring Goods Retellers: 14
Arcana Sellers: 14
Beer-Sellers: 28
Booksellers: 33
Butchers: 51
Chandlers: 52
Chicken Butchers: 59
Entrepreneurs: 21
Fine Clothiers: 60
Fishmongers: 54
Florists: 13
Potion Sellers: 37
Resellers: 96
Spice Merchants: 29
Wine-sellers: 41
Wheelwright: 33
Woodsellers: 19
Service workers
Bakers: 124
Barbers: 103
Coachmen: 30
Cooks: 100
Doctors: 43
Gamekeepers: 33
Grooms: 18
Hairdressers: 72
Healers: 59
Housekeepers: 68
Housemaids: 100
House Stewards: 62
Inns: 19
Laundry maids: 38
Maidservants: 84
Nursery Maids: 39
Pastrycooks: 78
Restaurateur: 91
Tavern Keepers: 91
Specialized Laborer
Ashworkers: 29
Bleachers: 19
Chemical Workers: 11
Coal Heavers: 41
In-Town Couriers: 48
Long Haul Couriers: 48
Dockyard Workers: 42
Gas Workers: 10
Hay Merchants: 17
Leech Collectors: 65
Millers: 49
Miners: 50
Oilmen and Polishers: 35
Postmen: 44
Pure Finder: 29
Skinners: 60
Sugar Refiners: 12
Tosher: 32
Warehousemen: 84
Watercarriers: 41
Watermen, Bargemen, etc.: 64
Skilled Laborers
Accountants: 27
Alchemist: 32
Clerk: 44
Dentists: 21
Educators: 54
Engineers: 28
Gardeners: 20
Mages: 16
Plumbers: 22
Pharmacist: 24
Professors: 9
Scientists: 16
Wizards: 9
Civil Servants
Adventurers: 20
Bankers: 28
Civil Clerks: 45
Civic Iudex: 22
Consultants: 13
Exorcist: 48
Fixers: 25
Kami Clerk: 41
Landlords: 40
Lawyers: 25
Legend Keepers: 35
Militia Officers: 176
Monks, Monastic: 70
Monks, Civic: 62
Historian, Oral: 46
Historian, Textual: 24
Policemen, Sheriffs, etc.: 48
Priests: 78
Rangers: 27
Rat Catchers: 31
Scholars: 34
Spiritualist: 39
Slayers: 12
Storytellers: 76
Military Officers: 72
Cottage Industries
Brewers: 64
Comfort Services: 78
Enchanters: 22
Herbalists: 23
Jaminators: 68
Needleworkers: 78
Potters: 37
Preserve Makers: 66
Quilters: 32
Seamsters: 117
Spinners: 64
Tinker: 24
Weaver: 55
Artists
Actors: 22
Architects: 8
Bards: 31
Costumers: 12
Dancers: 24
Drafters: 13
Engravers: 17
Fine Furniture Carpenters: 10
Glaziers: 22
Inlayers: 20
Musicians: 68
Painters, Art: 11
Playwrights: 23
Sculptors, Art: 18
Wood Carvers: 66
Writers: 75
Produce Industries
Butter Churners: 68
Canners: 55
Cheesmakers: 72
Ice Merchants: 9
Millers: 39
Picklers: 34
Smokers: 26
Stockmakers: 23
Tobacconists: 32
Tallowmakers: 45
8019 of Zdie Ji̊ Qi̊v's population work within a Foundational Occupation.
442 work in Agriculture
1811 work as Craftsmen
654 work as Merchants
1252 work as Service Workers
830 work as General Laborers
322 work as Skilled Laborers
1137 work as Civil Servants
728 work in Cottage Industries
440 work as Artists
403 work in Produce Industries
12271 of Zdie Ji̊ Qi̊v's population do not work in a formal occupation, but do contribute to the local economy. 845 (4%) are noncontributers.
Points of Interest
Zdie Ji̊ Qi̊v is home to some form of natural wonder. It could be a hot spring, or an especially enchanting glade, or a particular vista. Whatever it is, it's such a lovely attraction that Zdie Ji̊ Qi̊v sees its fair share of tourists every year from all across Eyom. Consequently, its residents speak many languages at a functional level.
Due to a magical anomaly, Zdie Ji̊ Qi̊v is directly accessible from a nearby river, despite the lack of a physical connection between the town's pond and the river.
POI
History
The the a shortbow of Invocation, an a shortbow imbued with potent amounts of Invocation energies was created in Zdie Ji̊ Qi̊v by in time immemorial, reportedly some time during the early 2nd century.