Small City: Heqgíh Ji̊ Qi̊v

Heqgíh Ji̊ Qi̊v

Heqgíh Ji̊ Qi̊v
Example Tauran architecture.
StateTetburland
ProvenceAltodålph Region
RegionLulf Zul Sær Woods
Founded1231
Community LeaderLord Shega
Area17 km2 (6 mi2)
Average Yearly Temp29°C (84°F)
Average Elevation4062 m (13326 ft)
Average Yearly Precipitation166 cm/y (65 in/y)
Population4128
Population Density242 people per km2 (688 people per mi2)
Town AuraInvocation
Naming
Native nameHeqgíh Ji̊ Qi̊v
Pronunciation/heq/ /gɪ̞/
Direct Translation[strap] [full]
Translation[Not Yet Translated]

Heqgíh Ji̊ Qi̊v (/heq/ /gɪ̞/ [strap] [full]) is a subtropical Small City located in the Altodålph Region of the Tetburland.

The name Heqgíh Ji̊ Qi̊v is derived from the Sylvin language, as Heqgíh Ji̊ Qi̊v was founded by Zeshêrê, who was culturaly Tauran.

Climate

Heqgíh Ji̊ Qi̊v has a yearly average temperature of 29°C (84°F), with its average temperature during the summer being a hot 32°C (89°F) and its average temperature during the winter being a warm 26°C (78°F). Heqgíh Ji̊ Qi̊v receives an average of 166 cm/y (65 in/y) of precipitation, most of which comes in the form of rain during the fall. Heqgíh Ji̊ Qi̊v covers an area of nearly 17 km2 (6 mi2), and an average elevation of 4062 m (13326 ft) above sea level.

Overview

Heqgíh Ji̊ Qi̊v was founded durring the early 13th century in fall of the year 1231, by Zeshêrê. The establishment of Heqgíh Ji̊ Qi̊v was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Zeshêrê struck deals with nearby nations and communities to establish Heqgíh Ji̊ Qi̊v as a prison colony.

Heqgíh Ji̊ Qi̊v was built using the conventions of Tauran durring the early 13th century. Naturaly, all settlmentss have their own look to them, and Heqgíh Ji̊ Qi̊v is no diffrent. The city's buildings feature timber framed wooden shiethed or brick construction, which gives form to a very formalized, rational, expence effishent arcatectural style based on strictly symmetrical designs which universaly feature pitched roofs, shutters, and the occasional column or pilaster for a decorative touch.

Heqgíh Ji̊ Qi̊v is buildings are arranged arround a network of narrow split-log ties streets which form a diamond shaped grid, where each diamond verries in size given the proximity of the paralell streets forming each section. The ocasional smaller diamond has been used to construct a park, plaza, and other communal structures. The city is protected by a renforced stone fence which sits atop earthwork defences, for some of the best inexpencive defences a city of Heqgíh Ji̊ Qi̊v's size could have. Heqgíh Ji̊ Qi̊v's well-designed, yet cheep are suffering from significent damage, so much so that examples can be pointed to no matter which section one might have within their line of site, and most of which render sections inoperable at present.

Before you’ve even set foot into the heart of Heqgíh Ji̊ Qi̊v, you can smell it. The incense. It hangs about the town like a cloud. Monks, priests, and clerics are everywhere, all dedicated to the same divine, all performing the same rituals to bless and anoint buildings, streets, people, animals, you name it they are or have blessed it. The same holy symbol is everywhere too. Its on buildings, on people, and even branded into livestock. This certainly loves its divine. Asside form the revrent worship, you can see the citizens are preparing for something, and that something isn’t good. Weapons are worn openly. Defensive structures have been recently constructed to guard less used areas of the city. Merchants seem very eager to sell their wares at discount prices. Something is coming.

Civic Infrastructure

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

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

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

Heqgíh 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.

Heqgíh 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.

Heqgíh 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.

Heqgíh 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.

Heqgíh 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.

Heqgíh 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.

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

Heqgíh 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. Heqgíh Ji̊ Qi̊v's grid is powered by a boiler and turbine based power plant.

Heqgíh 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 Heqgíh Ji̊ Qi̊v's natural decorations nor waterways.

Heqgíh 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.

Heqgíh 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.

Heqgíh 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

Heqgíh Ji̊ Qi̊v is home to a distinct subculture, who are either the majority here or have the dominant positions in the community. Architecture, local laws, and social customs are all tuned to suit them, and they may not be particularly forgiving or friendly to the major culture of the region. Communities that are not outright independent usually make an arm's-length submission to a local lord.

Heqgíh Ji̊ Qi̊v's chapel was built using a different architectural style from the rest of the town. The style used has a sleek, linear appearance with stylized, often geometric ornamentation. The primary facade of its buildings often featured a series of set backs that create a stepped outline. Low-relief decorative panels can be found at entrances, around windows, along roof edges or as string courses. It was best known for its use of smooth finish building materials such as stucco, concrete block, glazed brick or mosaic tile. Decorative details can incorporate various artistic or exotic motifs to suit the building's function or the architect's whim. Chevrons, zigzags, and other geometrical motifs are common forms of ornament.

In Heqgíh Ji̊ Qi̊v rain occurs in reverse with water pooling up from the earth then falling into the skies to from clouds, this unsettles every visitor that sees it.

The Hidebehind near Heqgíh Ji̊ Qi̊v are known to be almost tame, such that they can be put to domestic use.

Heqgíh Ji̊ Qi̊v's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves long periods of drunkenness to channel Transmutation energies of tier 2 via oath swearing.

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: 8
  • Farmers: 12
  • Farm Laborer: 21
  • Hunters: 12
  • Milk Maids: 11
  • Ranchers: 5
  • Ranch Hands: 11
  • Shepherds: 10
    • Farmland: 16718 m2
    • Cattle and Similar Creatures: 1032
    • Poultry: 12384
    • Swine: 825
    • Sheep: 41
    • Goats: 8
    • Horses, Mounts, and Beasts of Burden: 412

Craftsmen

  • Arms and Toolmakers: 8
  • Blacksmiths: 9
  • Bookbinders: 4
  • Buckle-makers: 5
  • Cabinetmakers: 9
  • Candlemakers: 15
  • Carpenters: 13
  • Clothmakers: 11
  • Coach and Harness Makers: 4
  • Coopers: 11
  • Copper, Brass, Tin, Zinc, and Lead Workers: 5
  • Copyists: 4
  • Cutlers: 3
  • Fabricworkers: 9
  • Farrier: 28
  • Furriers: 2
  • Glassworkers: 17
  • Gunsmiths: 9
  • Harness-Makers: 3
  • Hatters: 8
  • Hosiery Workers: 2
  • Jewelers: 4
  • Leatherwrights: 9
  • Locksmiths: 4
  • Matchstick makers: 6
  • Musical Instrument Makers: 5
  • Painters, Structures and Fixtures: 5
  • Paper Workers: 5
  • Plasterers: 5
  • Pursemakers: 7
  • Roofers: 4
  • Ropemakers: 4
  • Rugmakers: 4
  • Saddlers: 7
  • Scabbardmakers: 9
  • Scalemakers: 4
  • Scientific, Surgical, and Optical Instrument Makers: 2
  • Sculptors, Structures and Fixtures: 3
  • Shoemakers: 3
  • Soap and Tallow Workers: 12
  • Tailors: 28
  • Tanners: 5
  • Upholsterers: 5
  • Watchmakers: 5
  • Weavers: 11
  • Whitesmiths: 3

Merchants

  • Adventuring Goods Retellers: 2
  • Arcana Sellers: 2
  • Beer-Sellers: 5
  • Booksellers: 6
  • Butchers: 10
  • Chandlers: 10
  • Chicken Butchers: 11
  • Entrepreneurs: 4
  • Fine Clothiers: 10
  • Fishmongers: 10
  • Florists: 2
  • Potion Sellers: 7
  • Resellers: 17
  • Spice Merchants: 5
  • Wine-sellers: 8
  • Wheelwright: 6
  • Woodsellers: 3

Service workers

  • Bakers: 20
  • Barbers: 21
  • Coachmen: 5
  • Cooks: 17
  • Doctors: 9
  • Gamekeepers: 6
  • Grooms: 3
  • Hairdressers: 14
  • Healers: 10
  • Housekeepers: 14
  • Housemaids: 25
  • House Stewards: 12
  • Inns: 3
  • Laundry maids: 7
  • Maidservants: 15
  • Nursery Maids: 7
  • Pastrycooks: 15
  • Restaurateur: 17
  • Tavern Keepers: 17

Specialized Laborer

  • Ashworkers: 5
  • Bleachers: 3
  • Chemical Workers: 2
  • Coal Heavers: 8
  • In-Town Couriers: 9
  • Long Haul Couriers: 9
  • Dockyard Workers: 8
  • Gas Workers: 2
  • Hay Merchants: 3
  • Leech Collectors: 10
  • Millers: 9
  • Miners: 9
  • Oilmen and Polishers: 6
  • Postmen: 9
  • Pure Finder: 5
  • Skinners: 12
  • Sugar Refiners: 2
  • Tosher: 6
  • Warehousemen: 12
  • Watercarriers: 8
  • Watermen, Bargemen, etc.: 12

Skilled Laborers

  • Accountants: 5
  • Alchemist: 6
  • Clerk: 8
  • Dentists: 4
  • Educators: 11
  • Engineers: 6
  • Gardeners: 3
  • Mages: 3
  • Plumbers: 4
  • Pharmacist: 4
  • Professors: 1
  • Scientists: 3
  • Wizards: 1

Civil Servants

  • Adventurers: 3
  • Bankers: 6
  • Civil Clerks: 8
  • Civic Iudex: 4
  • Consultants: 2
  • Exorcist: 9
  • Fixers: 5
  • Kami Clerk: 7
  • Landlords: 8
  • Lawyers: 5
  • Legend Keepers: 6
  • Militia Officers: 29
  • Monks, Monastic: 13
  • Monks, Civic: 13
  • Historian, Oral: 8
  • Historian, Textual: 4
  • Policemen, Sheriffs, etc.: 9
  • Priests: 17
  • Rangers: 5
  • Rat Catchers: 6
  • Scholars: 6
  • Spiritualist: 7
  • Slayers: 2
  • Storytellers: 15
  • Military Officers: 13

Cottage Industries

  • Brewers: 12
  • Comfort Services: 15
  • Enchanters: 4
  • Herbalists: 4
  • Jaminators: 14
  • Needleworkers: 13
  • Potters: 7
  • Preserve Makers: 12
  • Quilters: 5
  • Seamsters: 18
  • Spinners: 12
  • Tinker: 4
  • Weaver: 10

Artists

  • Actors: 4
  • Architects: 1
  • Bards: 5
  • Costumers: 2
  • Dancers: 4
  • Drafters: 2
  • Engravers: 3
  • Fine Furniture Carpenters: 2
  • Glaziers: 4
  • Inlayers: 3
  • Musicians: 12
  • Painters, Art: 2
  • Playwrights: 4
  • Sculptors, Art: 3
  • Wood Carvers: 14
  • Writers: 14

Produce Industries

  • Butter Churners: 15
  • Canners: 12
  • Cheesmakers: 15
  • Ice Merchants: 1
  • Millers: 8
  • Picklers: 7
  • Smokers: 5
  • Stockmakers: 4
  • Tobacconists: 6
  • Tallowmakers: 8

1483 of Heqgíh Ji̊ Qi̊v's population work within a Foundational Occupation.

2563 of Heqgíh Ji̊ Qi̊v's population do not work in a formal occupation, but do contribute to the local economy. 82 (2%) are noncontributers.

Points of Interest

Heqgíh Ji̊ Qi̊v is accessed from a nearby river via an intricate series of locks.

POI

History

The the a hood of Chronomancy, an a hood imbued with notable amounts of Chronomancy energies was created in Heqgíh Ji̊ Qi̊v by in time immemorial, reportedly some time during the early 2nd century.

History