Large City: Bilkēùj̼ù Gíhm

Bilkēùj̼ù Gíhm

Bilkēùj̼ù Gíhm
Example Tauran architecture.
StateTetburland
ProvenceBombuqíh Region
RegionQæmlo Seh Holt
Founded1242
Community LeaderLord Christina
Area58 km2 (23 mi2)
Average Yearly Temp27°C (80°F)
Average Elevation4144 m (13595 ft)
Average Yearly Precipitation183 cm/y (72 in/y)
Population13732
Population Density236 people per km2 (597 people per mi2)
Town AuraEnchantment
Naming
Native nameBilkēùj̼ù Gíhm
Pronunciation/ˈbilcʊ/ /j̼ʊ/
Direct Translation[bachelor] [orange]
Translation[Not Yet Translated]

Bilkēùj̼ù Gíhm (/ˈbilcʊ/ /j̼ʊ/ [bachelor] [orange]) is a subtropical Large City located in the Bombuqíh Region of the Tetburland.

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

Climate

Bilkēùj̼ù Gíhm has a yearly average temperature of 27°C (80°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 25°C (77°F). Bilkēùj̼ù Gíhm receives an average of 183 cm/y (72 in/y) of precipitation, most of which comes in the form of rain during the fall. Bilkēùj̼ù Gíhm covers an area of nearly 58 km2 (23 mi2), and an average elevation of 4144 m (13595 ft) above sea level.

Overview

Bilkēùj̼ù Gíhm was founded durring the early 13th century in spring of the year 1242, by Christina. The establishment of Bilkēùj̼ù Gíhm suffered from many setbacks, delays, and obsticles, most notably a group of Bilkēùj̼ù Gíhm which required millitary assistance exterminate before the community could finish being built.

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

Bilkēùj̼ù Gíhm is buildings are arranged arrounded highly ordered system of spacious baked earthen streets which form octogonal 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 has a defencive wall made from large clay bricks. The wall is constructed to the exact specifications of millitary fortifications, but the nature of its clay brick construction leaves it vulnerable to even outdated siege equipment. That said, the city is well defended against anything short of an army. The brittle defences 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 Bilkēùj̼ù Gíhm 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 scuttling 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. Everything is just a little too worn down, a little too dirty, or both. No one makes eye contact. Kids play quietly, but happily. Occasionally a passerby glances at you out of the corner of their eye, staring just long enough for it to be uncomfortable. People seem to be allowed to do as they please with little harmoney to anything. It feels less like a city, and more like a spot people just happened to place their homes. Regardless, you do not feel it would be wise to remain in Bilkēùj̼ù Gíhm long.

Civic Infrastructure

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

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

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

Bilkēùj̼ù 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.

Bilkēùj̼ù 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.

Bilkēùj̼ù 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.

Bilkēùj̼ù 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.

Bilkēùj̼ù 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.

Bilkēùj̼ù 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.

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

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

Bilkēùj̼ù 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. Bilkēùj̼ù Gíhm's grid is powered by a god's will and kindness.

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

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

Bilkēùj̼ù 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 Bilkēùj̼ù Gíhm's natural decorations nor waterways.

Bilkēùj̼ù 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.

Bilkēùj̼ù 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.

Bilkēùj̼ù 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

One or more crime bosses have a powerful influence within Bilkēùj̼ù Gíhm. They may control crime within the community itself, or they may use it simply as a safe haven from which to direct their minions elsewhere. Local law enforcement may know all about them, but lack the strength to confront them and their paid or intimidated henchmen.

Bilkēùj̼ù Gíhm's bank was built using a different architectural style from the rest of the town. The style used is characterized by their massive, monolithic and 'blocky' appearance with a rigid geometric style. It was best known for its rough, unfinished surfaces, unusual shapes, heavy-looking materials, straight lines, and small windows. Modular elements were often used to form masses representing specific functional zones, grouped into a unified whole.

In Bilkēùj̼ù Gíhm hail is always enormous, yet harmlessly plinks off people, creatures, and structures.

The Leshy, Snapdragon near Bilkēùj̼ù Gíhm are known to be quite timid.

Bilkēùj̼ù Gíhm's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves creating small tokens to channel Illusion energies of tier 3 via guttural bellowing.

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: 42
  • Farm Laborer: 65
  • Hunters: 49
  • Milk Maids: 34
  • Ranchers: 18
  • Ranch Hands: 37
  • Shepherds: 35
    • Farmland: 55202 m2
    • Cattle and Similar Creatures: 3433
    • Poultry: 41196
    • Swine: 2746
    • Sheep: 137
    • Goats: 27
    • Horses, Mounts, and Beasts of Burden: 1373

Craftsmen

  • Arms and Toolmakers: 26
  • Blacksmiths: 31
  • Bookbinders: 17
  • Buckle-makers: 18
  • Cabinetmakers: 31
  • Candlemakers: 50
  • Carpenters: 42
  • Clothmakers: 39
  • Coach and Harness Makers: 14
  • Coopers: 38
  • Copper, Brass, Tin, Zinc, and Lead Workers: 19
  • Copyists: 12
  • Cutlers: 11
  • Fabricworkers: 31
  • Farrier: 74
  • Furriers: 8
  • Glassworkers: 50
  • Gunsmiths: 29
  • Harness-Makers: 13
  • Hatters: 24
  • Hosiery Workers: 9
  • Jewelers: 15
  • Leatherwrights: 32
  • Locksmiths: 13
  • Matchstick makers: 19
  • Musical Instrument Makers: 19
  • Painters, Structures and Fixtures: 18
  • Paper Workers: 19
  • Plasterers: 18
  • Pursemakers: 22
  • Roofers: 14
  • Ropemakers: 13
  • Rugmakers: 13
  • Saddlers: 26
  • Scabbardmakers: 29
  • Scalemakers: 14
  • Scientific, Surgical, and Optical Instrument Makers: 9
  • Sculptors, Structures and Fixtures: 12
  • Shoemakers: 13
  • Soap and Tallow Workers: 46
  • Tailors: 109
  • Tanners: 18
  • Upholsterers: 18
  • Watchmakers: 18
  • Weavers: 40
  • Whitesmiths: 11

Merchants

  • Adventuring Goods Retellers: 9
  • Arcana Sellers: 9
  • Beer-Sellers: 18
  • Booksellers: 21
  • Butchers: 31
  • Chandlers: 37
  • Chicken Butchers: 32
  • Entrepreneurs: 13
  • Fine Clothiers: 37
  • Fishmongers: 39
  • Florists: 8
  • Potion Sellers: 22
  • Resellers: 57
  • Spice Merchants: 18
  • Wine-sellers: 27
  • Wheelwright: 20
  • Woodsellers: 13

Service workers

  • Bakers: 72
  • Barbers: 70
  • Coachmen: 19
  • Cooks: 62
  • Doctors: 28
  • Gamekeepers: 20
  • Grooms: 11
  • Hairdressers: 45
  • Healers: 34
  • Housekeepers: 40
  • Housemaids: 85
  • House Stewards: 42
  • Inns: 13
  • Laundry maids: 23
  • Maidservants: 42
  • Nursery Maids: 25
  • Pastrycooks: 42
  • Restaurateur: 62
  • Tavern Keepers: 59

Specialized Laborer

  • Ashworkers: 20
  • Bleachers: 12
  • Chemical Workers: 7
  • Coal Heavers: 26
  • In-Town Couriers: 30
  • Long Haul Couriers: 29
  • Dockyard Workers: 25
  • Gas Workers: 6
  • Hay Merchants: 11
  • Leech Collectors: 33
  • Millers: 31
  • Miners: 30
  • Oilmen and Polishers: 21
  • Postmen: 31
  • Pure Finder: 18
  • Skinners: 44
  • Sugar Refiners: 7
  • Tosher: 21
  • Warehousemen: 47
  • Watercarriers: 30
  • Watermen, Bargemen, etc.: 44

Skilled Laborers

  • Accountants: 17
  • Alchemist: 21
  • Clerk: 27
  • Dentists: 14
  • Educators: 33
  • Engineers: 19
  • Gardeners: 13
  • Mages: 10
  • Plumbers: 14
  • Pharmacist: 16
  • Professors: 5
  • Scientists: 10
  • Wizards: 6

Civil Servants

  • Adventurers: 13
  • Bankers: 20
  • Civil Clerks: 33
  • Civic Iudex: 15
  • Consultants: 8
  • Exorcist: 29
  • Fixers: 16
  • Kami Clerk: 27
  • Landlords: 28
  • Lawyers: 17
  • Legend Keepers: 22
  • Militia Officers: 98
  • Monks, Monastic: 40
  • Monks, Civic: 40
  • Historian, Oral: 32
  • Historian, Textual: 16
  • Policemen, Sheriffs, etc.: 33
  • Priests: 50
  • Rangers: 18
  • Rat Catchers: 21
  • Scholars: 21
  • Spiritualist: 24
  • Slayers: 7
  • Storytellers: 63
  • Military Officers: 52

Cottage Industries

  • Brewers: 44
  • Comfort Services: 54
  • Enchanters: 15
  • Herbalists: 15
  • Jaminators: 45
  • Needleworkers: 45
  • Potters: 23
  • Preserve Makers: 39
  • Quilters: 19
  • Seamsters: 72
  • Spinners: 42
  • Tinker: 14
  • Weaver: 34

Artists

  • Actors: 14
  • Architects: 5
  • Bards: 21
  • Costumers: 8
  • Dancers: 16
  • Drafters: 8
  • Engravers: 11
  • Fine Furniture Carpenters: 6
  • Glaziers: 14
  • Inlayers: 13
  • Musicians: 41
  • Painters, Art: 7
  • Playwrights: 14
  • Sculptors, Art: 12
  • Wood Carvers: 42
  • Writers: 45

Produce Industries

  • Butter Churners: 45
  • Canners: 38
  • Cheesmakers: 50
  • Ice Merchants: 6
  • Millers: 28
  • Picklers: 24
  • Smokers: 17
  • Stockmakers: 15
  • Tobacconists: 21
  • Tallowmakers: 32

5134 of Bilkēùj̼ù Gíhm's population work within a Foundational Occupation.

7500 of Bilkēùj̼ù Gíhm's population do not work in a formal occupation, but do contribute to the local economy. 1098 (8%) are noncontributers.

Points of Interest

Bilkēùj̼ù Gíhm is accessed from a nearby river via an intricate series of locks.

POI

History

In time immemorial, reportedly some time during the late 2nd century a local hero by the name of saved most of the town when a natural disaster struck Bilkēùj̼ù Gíhm. A small order of knights was founded in 's honor, and bears his name to this day.

History