Small City: Dufi̊f Ji̊ Qi̊v

Dufi̊f Ji̊ Qi̊v

Dufi̊f Ji̊ Qi̊v
Example Tauran architecture.
StateDaland
ProvenceFtiríhwèsag Provence
Sub ProvenceBiwiē̼ùv County
RegionHǐkì Fìkri Woodlands
Founded1350
Community LeaderLord Runo
Area13 km2 (5 mi2)
Average Yearly Temp29°C (84°F)
Average Elevation3082 m (10111 ft)
Average Yearly Precipitation196 cm/y (77 in/y)
Population3202
Population Density246 people per km2 (640 people per mi2)
Town AuraSummoning
Naming
Native nameDufi̊f Ji̊ Qi̊v
Pronunciation/du/ /fi̘f/
Direct Translation[kitchen] [curious]
Translation[Not Yet Translated]

Dufi̊f Ji̊ Qi̊v (/du/ /fi̘f/ [kitchen] [curious]) is a subtropical Small City located in Biwiē̼ùv County, Ftiríhwèsag Provence, within the Daland.

The name Dufi̊f Ji̊ Qi̊v is derived from the Goblin language, as Dufi̊f Ji̊ Qi̊v was founded by Shêbêl, who was culturaly Tauran.

Climate

Dufi̊f 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). Dufi̊f Ji̊ Qi̊v receives an average of 196 cm/y (77 in/y) of precipitation, most of which comes in the form of rain during the fall. Dufi̊f Ji̊ Qi̊v covers an area of nearly 13 km2 (5 mi2), and an average elevation of 3082 m (10111 ft) above sea level.

Overview

Dufi̊f Ji̊ Qi̊v was founded durring the early 14th century in spring of the year 1350, by Shêbêl. The establishment of Dufi̊f Ji̊ Qi̊v was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Shêbêl struck deals with nearby nations and communities to establish Dufi̊f Ji̊ Qi̊v as a prison colony.

Dufi̊f Ji̊ Qi̊v was built using the conventions of Tauran durring the early 14th century. Naturaly, all settlmentss have their own look to them, and Dufi̊f Ji̊ Qi̊v is no diffrent. The city's buildings feature stone brick construction with most buildings posessing towers, turrets, dormers, and wide wrap-around porches. An extreem emphasis on decorative features and emblishments can be seen even on the poorest of homes and makes even the most humble of structures seem a bit regal.

Dufi̊f Ji̊ Qi̊v is buildings are located arround a single restrictive baked earthen mainstreet which forms a clockwise spiral to give the city a over all circular shape. 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. Dufi̊f 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. The boondoggle-of-a-fortified wall have not been wellmaintained over the years, and while functional are in dire need of some loving care and perhapse light renovation.

Right off the bat Dufi̊f Ji̊ Qi̊v hits you in the face with its success. Everyone, even the peasants, are dressed in well made clothing. Every tool and implement you can see is finely made, and people will boast to you as obvious strangers of the wonders which can be found in their markets. More interestingly is a total lack of beggars, and plenty of new buildings are going up even as you speak. Somehow this city has come into quite a lot of wealth, and recently from the looks of things. The new wealth has created some worrying attitudes in many passers by, such that it’s clear new laws have recently been enacted and enforced with such extreme scrutiny the locals seem to be going about their day as if by clockwork.

Civic Infrastructure

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

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

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

Dufi̊f 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.

Dufi̊f 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.

Dufi̊f 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.

Dufi̊f 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.

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

Dufi̊f 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 Small City. Dufi̊f Ji̊ Qi̊v's grid is powered by hydrogalvanic generators.

Dufi̊f Ji̊ Qi̊v 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.

Dufi̊f 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 Dufi̊f Ji̊ Qi̊v's natural decorations nor waterways.

Dufi̊f 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.

Dufi̊f 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.

Dufi̊f 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

Dufi̊f Ji̊ Qi̊v's town hall was built using a different architectural style from the rest of the town. The style used is admittedly strange and non-linear style rooted in defiance of symmetrical shapes. It championed the creation of buildings with a unique visual appearance. the structural norms of classic buildings and deforms or moves away from elementary architectural principles. By including non-linear designs processed into its buildings and favoring fragmentation, this style expressed a form of controlled chaos. Its buildings appear out-of-the-ordinary, draw the eye in immediately and sometimes create a feeling of strangeness. These distorted shapes and structure are not reserved to the building’s outer facade, they destabilize interior elements too, favoring minimalism and play on people’s perceptions by injecting a futuristic touch.

In Dufi̊f Ji̊ Qi̊v sometimes, near one of the seasonal solstices, the sun appears to split into three and it rains from a clear sky for several hours.

The Cobra Flower near Dufi̊f Ji̊ Qi̊v are known to be a mutant strain of the creature.

Dufi̊f Ji̊ Qi̊v's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves creating small tokens to channel Transmutation energies of tier 3 via 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: 6
  • Farmers: 9
  • Farm Laborer: 14
  • Hunters: 10
  • Milk Maids: 7
  • Ranchers: 4
  • Ranch Hands: 8
  • Shepherds: 8
    • Farmland: 13064 m2
    • Cattle and Similar Creatures: 800
    • Poultry: 9606
    • Swine: 640
    • Sheep: 32
    • Goats: 6
    • Horses, Mounts, and Beasts of Burden: 320

Craftsmen

  • Arms and Toolmakers: 6
  • Blacksmiths: 7
  • Bookbinders: 4
  • Buckle-makers: 4
  • Cabinetmakers: 7
  • Candlemakers: 11
  • Carpenters: 9
  • Clothmakers: 8
  • Coach and Harness Makers: 3
  • Coopers: 8
  • Copper, Brass, Tin, Zinc, and Lead Workers: 4
  • Copyists: 3
  • Cutlers: 2
  • Fabricworkers: 7
  • Farrier: 20
  • Furriers: 2
  • Glassworkers: 11
  • Gunsmiths: 6
  • Harness-Makers: 3
  • Hatters: 6
  • Hosiery Workers: 2
  • Jewelers: 3
  • Leatherwrights: 7
  • Locksmiths: 3
  • Matchstick makers: 5
  • Musical Instrument Makers: 4
  • Painters, Structures and Fixtures: 4
  • Paper Workers: 4
  • Plasterers: 4
  • Pursemakers: 5
  • Roofers: 3
  • Ropemakers: 3
  • Rugmakers: 3
  • Saddlers: 5
  • Scabbardmakers: 6
  • Scalemakers: 3
  • Scientific, Surgical, and Optical Instrument Makers: 2
  • Sculptors, Structures and Fixtures: 2
  • Shoemakers: 3
  • Soap and Tallow Workers: 11
  • Tailors: 18
  • Tanners: 3
  • Upholsterers: 4
  • Watchmakers: 4
  • Weavers: 9
  • Whitesmiths: 2

Merchants

  • Adventuring Goods Retellers: 2
  • Arcana Sellers: 2
  • Beer-Sellers: 4
  • Booksellers: 4
  • Butchers: 8
  • Chandlers: 8
  • Chicken Butchers: 9
  • Entrepreneurs: 3
  • Fine Clothiers: 8
  • Fishmongers: 8
  • Florists: 1
  • Potion Sellers: 5
  • Resellers: 12
  • Spice Merchants: 4
  • Wine-sellers: 6
  • Wheelwright: 4
  • Woodsellers: 3

Service workers

  • Bakers: 17
  • Barbers: 12
  • Coachmen: 4
  • Cooks: 13
  • Doctors: 6
  • Gamekeepers: 5
  • Grooms: 2
  • Hairdressers: 10
  • Healers: 9
  • Housekeepers: 10
  • Housemaids: 17
  • House Stewards: 8
  • Inns: 3
  • Laundry maids: 5
  • Maidservants: 11
  • Nursery Maids: 6
  • Pastrycooks: 11
  • Restaurateur: 13
  • Tavern Keepers: 11

Specialized Laborer

  • Ashworkers: 4
  • Bleachers: 3
  • Chemical Workers: 1
  • Coal Heavers: 6
  • In-Town Couriers: 6
  • Long Haul Couriers: 7
  • Dockyard Workers: 6
  • Gas Workers: 1
  • Hay Merchants: 2
  • Leech Collectors: 8
  • Millers: 8
  • Miners: 7
  • Oilmen and Polishers: 5
  • Postmen: 7
  • Pure Finder: 4
  • Skinners: 9
  • Sugar Refiners: 1
  • Tosher: 5
  • Warehousemen: 11
  • Watercarriers: 6
  • Watermen, Bargemen, etc.: 8

Skilled Laborers

  • Accountants: 4
  • Alchemist: 4
  • Clerk: 6
  • Dentists: 3
  • Educators: 9
  • Engineers: 4
  • Gardeners: 3
  • Mages: 2
  • Plumbers: 3
  • Pharmacist: 3
  • Professors: 1
  • Scientists: 2
  • Wizards: 1

Civil Servants

  • Adventurers: 2
  • Bankers: 4
  • Civil Clerks: 7
  • Civic Iudex: 3
  • Consultants: 2
  • Exorcist: 7
  • Fixers: 3
  • Kami Clerk: 5
  • Landlords: 5
  • Lawyers: 3
  • Legend Keepers: 5
  • Militia Officers: 29
  • Monks, Monastic: 10
  • Monks, Civic: 9
  • Historian, Oral: 6
  • Historian, Textual: 3
  • Policemen, Sheriffs, etc.: 6
  • Priests: 13
  • Rangers: 4
  • Rat Catchers: 4
  • Scholars: 5
  • Spiritualist: 6
  • Slayers: 1
  • Storytellers: 11
  • Military Officers: 12

Cottage Industries

  • Brewers: 10
  • Comfort Services: 12
  • Enchanters: 3
  • Herbalists: 3
  • Jaminators: 11
  • Needleworkers: 10
  • Potters: 5
  • Preserve Makers: 8
  • Quilters: 4
  • Seamsters: 17
  • Spinners: 9
  • Tinker: 3
  • Weaver: 9

Artists

  • Actors: 3
  • Architects: 1
  • Bards: 4
  • Costumers: 1
  • Dancers: 3
  • Drafters: 2
  • Engravers: 2
  • Fine Furniture Carpenters: 1
  • Glaziers: 3
  • Inlayers: 2
  • Musicians: 11
  • Painters, Art: 1
  • Playwrights: 3
  • Sculptors, Art: 2
  • Wood Carvers: 11
  • Writers: 10

Produce Industries

  • Butter Churners: 10
  • Canners: 9
  • Cheesmakers: 12
  • Ice Merchants: 1
  • Millers: 6
  • Picklers: 5
  • Smokers: 4
  • Stockmakers: 3
  • Tobacconists: 5
  • Tallowmakers: 7

1128 of Dufi̊f Ji̊ Qi̊v's population work within a Foundational Occupation.

1946 of Dufi̊f Ji̊ Qi̊v's population do not work in a formal occupation, but do contribute to the local economy. 128 (4%) are noncontributers.

Points of Interest

Dufi̊f Ji̊ Qi̊v produces some wonderful cultural artifact or trains famous artists. The product might be some exceptional cloth, or artistic luxury good, or the scholarly fruits of a famous academy. Trained artists might be students of a particular school, or the apprentices of the current masters of a long artistic tradition who dwell here.

Dufi̊f Ji̊ Qi̊v'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 Dufi̊f Ji̊ Qi̊v suffering from potholes, cracking, and even sinkholes. The locals often repair the road by putting down wooden decking.

POI

History

In time immemorial, reportedly some time during the late 2nd century, Dufi̊f Ji̊ Qi̊v was attacked by savage tribes living nearby Dufi̊f Ji̊ Qi̊v. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Dufi̊f Ji̊ Qi̊v lost 136 people, 160 livestock, and 37 buildings. The conflict ended after roughly 181, when members of Dufi̊f Ji̊ Qi̊v's militia enacted an operation to delay the operations of the enemy. The operation was complicated by enemy spies who revealed the militia's plan. The conflict ended with the defense of the vault against a siege, which ended in victory for Dufi̊f Ji̊ Qi̊v's forces. The war is remembered in legend by Dufi̊f Ji̊ Qi̊v's bards, historians, and legend keepers.

History