City: Gri̽ Qüeöt Hadfow

Gri̽ Qüeöt Hadfow

Gri̽ Qüeöt Hadfow
Example Wood Elf architecture.
StateWarren
ProvenceChyûyu̽ Lu̹sû Empire
Sub ProvenceGâbæ Gàgo Kingdom
RegionFlad Qunmömgwë Heath
Founded1342
Community LeaderLord Treshèbrê
Area43 km2 (17 mi2)
Average Yearly Temp10°C (50°F)
Average Elevation4432 m (14540 ft)
Average Yearly Precipitation270 cm/y (106 in/y)
Population10239
Population Density238 people per km2 (602 people per mi2)
Town AuraEnchantment
Naming
Native nameGri̽ Qüeöt Hadfow
Pronunciation/gri̽/ /q˔o˞t/
Direct Translation[foreign] [pocket]
Translation[Not Yet Translated]

Gri̽ Qüeöt Hadfow (/gri̽/ /q˔o˞t/ [foreign] [pocket]) is a subtropical City located in Gâbæ Gàgo Kingdom, Chyûyu̽ Lu̹sû Empire, within the Warren.

The name Gri̽ Qüeöt Hadfow is derived from the Sylvin language, as Gri̽ Qüeöt Hadfow was founded by Treshèbrê, who was culturaly Wood Elf.

Climate

Gri̽ Qüeöt Hadfow has a yearly average temperature of 10°C (50°F), with its average temperature during the summer being a pleasant 25°C (77°F) and its average temperature during the winter being a freezing -4°C (25°F). Gri̽ Qüeöt Hadfow receives an average of 270 cm/y (106 in/y) of precipitation, most of which comes in the form of snow during the brutaly long winter months. Gri̽ Qüeöt Hadfow covers an area of nearly 43 km2 (17 mi2), and an average elevation of 4432 m (14540 ft) above sea level.

Overview

Gri̽ Qüeöt Hadfow was founded durring the early 14th century in spring of the year 1342, by Treshèbrê. The establishment of Gri̽ Qüeöt Hadfow was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Treshèbrê struck deals with nearby nations and communities to establish Gri̽ Qüeöt Hadfow as a prison colony.

Gri̽ Qüeöt Hadfow was built using the conventions of Wood Elf durring the early 14th century. Naturaly, all settlmentss have their own look to them, and Gri̽ Qüeöt Hadfow 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.

Gri̽ Qüeöt Hadfow is is constructed arround a series of narrow cobblestone mainstreets which form overlapping circles, with smaller strait roads linking the circiles to eachother at varrious points. The city has a fortified albit thin brick wall. The wall has most of the feeatures of a typical castle wall, just on a much smaller scale and and budget. Notably brick isn't a particuarly soild choice for resisting siege weapons. Gri̽ Qüeöt Hadfow's wall wouldn't hinder a proper army, but it is more than sufishent for bandits and other small marauding groups. The city's monster and outlaw focused fortifications have recently undergone extensive repairs and renovations, such that the repairwork is imeadiently apparent and can be spotted due to the diffring ages of materials. One can't help but wonder what brought the need for those repairs to the city.

Gri̽ Qüeöt Hadfow has the unmistakable air of a city on its last legs. Everything is a bit slipshod and ramshackle. Everyone is at work, or drinking. No one has anything in their eyes other than fear and despair. Whatever industry once fueled Gri̽ Qüeöt Hadfow ’s existence has dried up and the city is drifting down the stream of history as it dries up. On top of this is an unmistakable feeling that Gri̽ Qüeöt Hadfow is in this condition because there is something terribly wrong with the city. 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. Maybe it’s all of those things together, or perhaps it's the way these elements combine which makes you worry someone might stab you in a dark ally for your boots. It’s not filthy, or dark, but the smiles seem strained, the locals seem to glare daggers in eachothers backs a little too much, and everyone is armed at all times. You may want to keep an eye on your valuables, and make sure you don’t wind up in any position of power. Regardless, you do not feel it would be wise to remain in Gri̽ Qüeöt Hadfow long.

Civic Infrastructure

Gri̽ Qüeöt Hadfow 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.

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

Gri̽ Qüeöt Hadfow 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 Gri̽ Qüeöt Hadfow. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Gri̽ Qüeöt Hadfow's parks.

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

Gri̽ Qüeöt Hadfow 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.

Gri̽ Qüeöt Hadfow 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.

Gri̽ Qüeöt Hadfow has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.

Gri̽ Qüeöt Hadfow has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Gri̽ Qüeöt Hadfow 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.

Gri̽ Qüeöt Hadfow 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.

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

Gri̽ Qüeöt Hadfow has an Arcane Academy which provides higher education in the arcane sciences.

Gri̽ Qüeöt Hadfow 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 City. Gri̽ Qüeöt Hadfow's grid is powered by a direct leyline tap.

Gri̽ Qüeöt Hadfow 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.

Gri̽ Qüeöt Hadfow 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.

Gri̽ Qüeöt Hadfow 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 Gri̽ Qüeöt Hadfow's natural decorations nor waterways.

Gri̽ Qüeöt Hadfow 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.

Gri̽ Qüeöt Hadfow 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.

Gri̽ Qüeöt Hadfow 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

Gri̽ Qüeöt Hadfow's bank was built using a different architectural style from the rest of the town. The style used is best known for the combined use of arcuated and trabeated construction, employing arches and constructed with post and lintel. The arch served as the style's chief structural element, with flanking columns serving as buttresses or decorations. While the general shape of their structures could be generously described as simplistic, the use of these arches and columns created a most distinct ascetic which is easily distinguishable on sight to armatures and experts alike.

In Gri̽ Qüeöt Hadfow the water is caffeinated.

The Fogwarden near Gri̽ Qüeöt Hadfow are known to be quite timid.

Gri̽ Qüeöt Hadfow's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves square dance to channel Charm energies of tier 3 via recitation of scripture.

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: 19
  • Farmers: 29
  • Farm Laborer: 53
  • Hunters: 31
  • Milk Maids: 27
  • Ranchers: 13
  • Ranch Hands: 32
  • Shepherds: 26
    • Farmland: 41365 m2
    • Cattle and Similar Creatures: 2559
    • Poultry: 30717
    • Swine: 2047
    • Sheep: 102
    • Goats: 20
    • Horses, Mounts, and Beasts of Burden: 1023

Craftsmen

  • Arms and Toolmakers: 20
  • Blacksmiths: 21
  • Bookbinders: 13
  • Buckle-makers: 14
  • Cabinetmakers: 24
  • Candlemakers: 34
  • Carpenters: 33
  • Clothmakers: 29
  • Coach and Harness Makers: 10
  • Coopers: 26
  • Copper, Brass, Tin, Zinc, and Lead Workers: 14
  • Copyists: 10
  • Cutlers: 8
  • Fabricworkers: 21
  • Farrier: 58
  • Furriers: 6
  • Glassworkers: 39
  • Gunsmiths: 23
  • Harness-Makers: 10
  • Hatters: 19
  • Hosiery Workers: 7
  • Jewelers: 11
  • Leatherwrights: 26
  • Locksmiths: 10
  • Matchstick makers: 15
  • Musical Instrument Makers: 14
  • Painters, Structures and Fixtures: 12
  • Paper Workers: 15
  • Plasterers: 13
  • Pursemakers: 17
  • Roofers: 10
  • Ropemakers: 10
  • Rugmakers: 9
  • Saddlers: 19
  • Scabbardmakers: 22
  • Scalemakers: 10
  • Scientific, Surgical, and Optical Instrument Makers: 6
  • Sculptors, Structures and Fixtures: 10
  • Shoemakers: 9
  • Soap and Tallow Workers: 34
  • Tailors: 66
  • Tanners: 13
  • Upholsterers: 15
  • Watchmakers: 14
  • Weavers: 35
  • Whitesmiths: 8

Merchants

  • Adventuring Goods Retellers: 7
  • Arcana Sellers: 6
  • Beer-Sellers: 13
  • Booksellers: 16
  • Butchers: 26
  • Chandlers: 24
  • Chicken Butchers: 26
  • Entrepreneurs: 10
  • Fine Clothiers: 24
  • Fishmongers: 27
  • Florists: 6
  • Potion Sellers: 18
  • Resellers: 44
  • Spice Merchants: 14
  • Wine-sellers: 21
  • Wheelwright: 15
  • Woodsellers: 9

Service workers

  • Bakers: 60
  • Barbers: 49
  • Coachmen: 14
  • Cooks: 42
  • Doctors: 23
  • Gamekeepers: 15
  • Grooms: 9
  • Hairdressers: 35
  • Healers: 26
  • Housekeepers: 31
  • Housemaids: 53
  • House Stewards: 28
  • Inns: 9
  • Laundry maids: 18
  • Maidservants: 40
  • Nursery Maids: 19
  • Pastrycooks: 31
  • Restaurateur: 40
  • Tavern Keepers: 51

Specialized Laborer

  • Ashworkers: 13
  • Bleachers: 9
  • Chemical Workers: 5
  • Coal Heavers: 20
  • In-Town Couriers: 23
  • Long Haul Couriers: 23
  • Dockyard Workers: 19
  • Gas Workers: 5
  • Hay Merchants: 8
  • Leech Collectors: 29
  • Millers: 24
  • Miners: 21
  • Oilmen and Polishers: 15
  • Postmen: 25
  • Pure Finder: 14
  • Skinners: 29
  • Sugar Refiners: 5
  • Tosher: 15
  • Warehousemen: 34
  • Watercarriers: 22
  • Watermen, Bargemen, etc.: 33

Skilled Laborers

  • Accountants: 13
  • Alchemist: 16
  • Clerk: 21
  • Dentists: 10
  • Educators: 25
  • Engineers: 14
  • Gardeners: 10
  • Mages: 7
  • Plumbers: 11
  • Pharmacist: 12
  • Professors: 4
  • Scientists: 7
  • Wizards: 4

Civil Servants

  • Adventurers: 9
  • Bankers: 15
  • Civil Clerks: 22
  • Civic Iudex: 11
  • Consultants: 6
  • Exorcist: 23
  • Fixers: 12
  • Kami Clerk: 19
  • Landlords: 19
  • Lawyers: 12
  • Legend Keepers: 17
  • Militia Officers: 73
  • Monks, Monastic: 37
  • Monks, Civic: 31
  • Historian, Oral: 24
  • Historian, Textual: 12
  • Policemen, Sheriffs, etc.: 23
  • Priests: 42
  • Rangers: 13
  • Rat Catchers: 15
  • Scholars: 15
  • Spiritualist: 20
  • Slayers: 5
  • Storytellers: 40
  • Military Officers: 36

Cottage Industries

  • Brewers: 31
  • Comfort Services: 37
  • Enchanters: 11
  • Herbalists: 11
  • Jaminators: 31
  • Needleworkers: 34
  • Potters: 16
  • Preserve Makers: 27
  • Quilters: 14
  • Seamsters: 48
  • Spinners: 31
  • Tinker: 11
  • Weaver: 29

Artists

  • Actors: 11
  • Architects: 3
  • Bards: 14
  • Costumers: 6
  • Dancers: 12
  • Drafters: 6
  • Engravers: 8
  • Fine Furniture Carpenters: 5
  • Glaziers: 10
  • Inlayers: 9
  • Musicians: 30
  • Painters, Art: 5
  • Playwrights: 10
  • Sculptors, Art: 8
  • Wood Carvers: 33
  • Writers: 37

Produce Industries

  • Butter Churners: 34
  • Canners: 29
  • Cheesmakers: 36
  • Ice Merchants: 4
  • Millers: 23
  • Picklers: 16
  • Smokers: 12
  • Stockmakers: 11
  • Tobacconists: 15
  • Tallowmakers: 24

3810 of Gri̽ Qüeöt Hadfow's population work within a Foundational Occupation.

6225 of Gri̽ Qüeöt Hadfow's population do not work in a formal occupation, but do contribute to the local economy. 204 (2%) are noncontributers.

Points of Interest

Gri̽ Qüeöt Hadfow is known for its well built pedestrian paths, which include foot bridges to cross the main street at several high-traffic areas.

POI

History

In time immemorial, reportedly some time during the late 2nd century, Gri̽ Qüeöt Hadfow was attacked by soldiers from another nation, waging a greater campaign. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Gri̽ Qüeöt Hadfow lost 258 people, 132 livestock, and 41 buildings. The conflict ended after roughly 205, when members of Gri̽ Qüeöt Hadfow's militia enacted an operation to liberate a particular vault from the enemy. The operation was complicated by a key segment of the operation that deepened entirely on a stealth mission going perfectly. The conflict ended with the defense of the vault against a siege, which ended in a stalemate for Gri̽ Qüeöt Hadfow's forces. The war is remembered in legend by Gri̽ Qüeöt Hadfow's bards, historians, and legend keepers.

History