Large City: Zdíhgùb Gíhm

Zdíhgùb Gíhm

Zdíhgùb Gíhm
Example Tauran architecture.
StateTetburland
ProvenceIēibonjām Region
RegionRirutkvupz̄ok Moorland
Founded1400
Community LeaderLord Mé̄kīy Ha̋g 'Mixiepie Ivory' Joīshī Coī̋nḱ Mboīr
Area172 km2 (68 mi2)
Average Yearly Temp30°C (86°F)
Average Elevation928 m (3044 ft)
Average Yearly Precipitation248 cm/y (97 in/y)
Population40870
Population Density237 people per km2 (601 people per mi2)
Town AuraAbjuration
Naming
Native nameZdíhgùb Gíhm
PronunciationZdíh /gʊb/
Direct Translation[experience] [crime]
Translation[Not Yet Translated]

Zdíhgùb Gíhm (Zdíh /gʊb/ [experience] [crime]) is a subtropical Large City located in the Iēibonjām Region of the Tetburland.

The name Zdíhgùb Gíhm is derived from the Goblin language, as Zdíhgùb Gíhm was founded by Zënkdo, who was culturaly Tauran.

Climate

Zdíhgùb Gíhm has a yearly average temperature of 30°C (86°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 28°C (82°F). Zdíhgùb Gíhm receives an average of 248 cm/y (97 in/y) of precipitation, most of which comes in the form of rain during the summer. Zdíhgùb Gíhm covers an area of nearly 172 km2 (68 mi2), and an average elevation of 928 m (3044 ft) above sea level.

Overview

Zdíhgùb Gíhm was founded durring the early 15th century in summer of the year 1400, by Zënkdo. The establishment of Zdíhgùb Gíhm was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Zdíhgùb Gíhm's construction back out of the project. Zënkdo pushed on reguardles, and Zdíhgùb Gíhm was finished, but starts off as a terible place to live.

Zdíhgùb Gíhm was built using the conventions of Tauran durring the early 15th century. Naturaly, all settlmentss have their own look to them, and Zdíhgùb Gíhm 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.

Zdíhgùb Gíhm is buildings are arranged within a network of broad split-log ties streets which form a rectangular grid, where each block verries in size given the proximity of the paralell streets forming each section. The ocasional smaller block has been used to construct a park, plaza, and other communal structures. 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 Zdíhgùb Gíhm, 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. Astonishigly, the Relic of the World That Was are in pristine condishion, as if they had just been finished before you laied eyes upon them.

Zdíhgùb Gíhm is a bustling hive of activity. Everyone moves at nothing short of a jog, each convocation is a mile a minute, and there’s dedicated lanes for riding through town in the center of each street. The locals all appear to be not merely occupied, but in a true hurry for everything from drinking a pint of ale to their daily work.

Civic Infrastructure

Zdíhgùb Gíhm 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.

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

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

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

Zdíhgùb 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.

Zdíhgùb 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.

Zdíhgùb 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.

Zdíhgùb 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.

Zdíhgùb 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.

Zdíhgùb 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.

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

Zdíhgùb Gíhm has an Arts Academy which provides higher education in many fields including math, language arts, philosophy, engineering, and other such disciplines.

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

Zdíhgùb Gíhm 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.

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

Zdíhgùb Gíhm 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.

Zdíhgùb 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 Zdíhgùb Gíhm's natural decorations nor waterways.

Zdíhgùb 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.

Zdíhgùb 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.

Zdíhgùb 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.

Zdíhgùb Gíhm is home to a University which provides higher education in a variety of fields, and also serves as a research institute for those same fields.

Cultural Notes

Zdíhgùb Gíhm'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 Zdíhgùb Gíhm there are unidentifiable people in the fog, but it seems to be okay.

The Ramidreju near Zdíhgùb Gíhm are known to be more aggressive than normal.

Zdíhgùb Gíhm's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves reenactments to channel Chronomancy energies of tier 3 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: 80
  • Farmers: 120
  • Farm Laborer: 194
  • Hunters: 140
  • Milk Maids: 97
  • Ranchers: 54
  • Ranch Hands: 122
  • Shepherds: 99
    • Farmland: 165114 m2
    • Cattle and Similar Creatures: 10217
    • Poultry: 122610
    • Swine: 8174
    • Sheep: 408
    • Goats: 81
    • Horses, Mounts, and Beasts of Burden: 4087

Craftsmen

  • Arms and Toolmakers: 86
  • Blacksmiths: 90
  • Bookbinders: 51
  • Buckle-makers: 58
  • Cabinetmakers: 95
  • Candlemakers: 140
  • Carpenters: 143
  • Clothmakers: 110
  • Coach and Harness Makers: 44
  • Coopers: 104
  • Copper, Brass, Tin, Zinc, and Lead Workers: 57
  • Copyists: 39
  • Cutlers: 34
  • Fabricworkers: 99
  • Farrier: 326
  • Furriers: 26
  • Glassworkers: 157
  • Gunsmiths: 93
  • Harness-Makers: 40
  • Hatters: 82
  • Hosiery Workers: 29
  • Jewelers: 46
  • Leatherwrights: 102
  • Locksmiths: 40
  • Matchstick makers: 63
  • Musical Instrument Makers: 55
  • Painters, Structures and Fixtures: 51
  • Paper Workers: 60
  • Plasterers: 55
  • Pursemakers: 74
  • Roofers: 45
  • Ropemakers: 39
  • Rugmakers: 39
  • Saddlers: 74
  • Scabbardmakers: 93
  • Scalemakers: 43
  • Scientific, Surgical, and Optical Instrument Makers: 26
  • Sculptors, Structures and Fixtures: 39
  • Shoemakers: 39
  • Soap and Tallow Workers: 129
  • Tailors: 263
  • Tanners: 52
  • Upholsterers: 59
  • Watchmakers: 54
  • Weavers: 123
  • Whitesmiths: 32

Merchants

  • Adventuring Goods Retellers: 28
  • Arcana Sellers: 27
  • Beer-Sellers: 56
  • Booksellers: 65
  • Butchers: 102
  • Chandlers: 107
  • Chicken Butchers: 111
  • Entrepreneurs: 41
  • Fine Clothiers: 110
  • Fishmongers: 113
  • Florists: 25
  • Potion Sellers: 68
  • Resellers: 177
  • Spice Merchants: 55
  • Wine-sellers: 83
  • Wheelwright: 64
  • Woodsellers: 38

Service workers

  • Bakers: 185
  • Barbers: 209
  • Coachmen: 56
  • Cooks: 185
  • Doctors: 84
  • Gamekeepers: 64
  • Grooms: 35
  • Hairdressers: 136
  • Healers: 115
  • Housekeepers: 120
  • Housemaids: 227
  • House Stewards: 127
  • Inns: 39
  • Laundry maids: 78
  • Maidservants: 127
  • Nursery Maids: 78
  • Pastrycooks: 145
  • Restaurateur: 163
  • Tavern Keepers: 163

Specialized Laborer

  • Ashworkers: 54
  • Bleachers: 36
  • Chemical Workers: 23
  • Coal Heavers: 78
  • In-Town Couriers: 99
  • Long Haul Couriers: 86
  • Dockyard Workers: 81
  • Gas Workers: 19
  • Hay Merchants: 34
  • Leech Collectors: 111
  • Millers: 90
  • Miners: 97
  • Oilmen and Polishers: 61
  • Postmen: 86
  • Pure Finder: 53
  • Skinners: 110
  • Sugar Refiners: 23
  • Tosher: 67
  • Warehousemen: 140
  • Watercarriers: 89
  • Watermen, Bargemen, etc.: 120

Skilled Laborers

  • Accountants: 52
  • Alchemist: 60
  • Clerk: 86
  • Dentists: 43
  • Educators: 106
  • Engineers: 55
  • Gardeners: 42
  • Mages: 30
  • Plumbers: 42
  • Pharmacist: 50
  • Professors: 17
  • Scientists: 30
  • Wizards: 17

Civil Servants

  • Adventurers: 39
  • Bankers: 57
  • Civil Clerks: 88
  • Civic Iudex: 44
  • Consultants: 27
  • Exorcist: 90
  • Fixers: 49
  • Kami Clerk: 79
  • Landlords: 84
  • Lawyers: 49
  • Legend Keepers: 70
  • Militia Officers: 371
  • Monks, Monastic: 116
  • Monks, Civic: 131
  • Historian, Oral: 86
  • Historian, Textual: 48
  • Policemen, Sheriffs, etc.: 88
  • Priests: 163
  • Rangers: 53
  • Rat Catchers: 62
  • Scholars: 64
  • Spiritualist: 78
  • Slayers: 23
  • Storytellers: 154
  • Military Officers: 127

Cottage Industries

  • Brewers: 116
  • Comfort Services: 177
  • Enchanters: 44
  • Herbalists: 44
  • Jaminators: 127
  • Needleworkers: 151
  • Potters: 69
  • Preserve Makers: 113
  • Quilters: 57
  • Seamsters: 240
  • Spinners: 127
  • Tinker: 45
  • Weaver: 110

Artists

  • Actors: 42
  • Architects: 16
  • Bards: 64
  • Costumers: 24
  • Dancers: 47
  • Drafters: 26
  • Engravers: 32
  • Fine Furniture Carpenters: 20
  • Glaziers: 42
  • Inlayers: 39
  • Musicians: 127
  • Painters, Art: 21
  • Playwrights: 41
  • Sculptors, Art: 36
  • Wood Carvers: 140
  • Writers: 136

Produce Industries

  • Butter Churners: 145
  • Canners: 123
  • Cheesmakers: 151
  • Ice Merchants: 18
  • Millers: 85
  • Picklers: 68
  • Smokers: 53
  • Stockmakers: 45
  • Tobacconists: 63
  • Tallowmakers: 102

15583 of Zdíhgùb Gíhm's population work within a Foundational Occupation.

23244 of Zdíhgùb Gíhm's population do not work in a formal occupation, but do contribute to the local economy. 2043 (5%) are noncontributers.

Points of Interest

Zdíhgùb Gíhm is cursed with recurrent spells of some troublesome disease. The affliction isn’t so fatal as to make living there impossible, but it adds suffering and expense to local lives. The plague might be the product of an ancient curse, the results of long lost toxic remains, or an unavoidable byproduct of whatever industry or purpose justifies the city. It’s probably not overly contagious, but visitors may be in some peril all the same.

Zdíhgùb Gíhm's roads were poorly made when first laid. Rather than repairing them correctly, a series of new roads was laid atop the old, leading to the streets of modern Zdíhgùb Gíhm suffering from potholes, cracking, and even sinkholes. The locals often repair the road by putting down wooden decking.

POI

History

The the a hood of Enchantment, an a hood imbued with great amounts of Enchantment energies was created near Zdíhgùb Gíhm by in time immemorial, reportedly some time during the early 2nd century.

History