City: Kststēj̼íhv Ji̊ Qi̊v

Kststēj̼íhv Ji̊ Qi̊v

Kststēj̼íhv Ji̊ Qi̊v
Example Tauran architecture.
StateDaland
ProvenceĀwānzāt Provence
Sub ProvenceĀlbugfāka County
RegionNalf-æ̈jf Woods
Founded931
Community LeaderLord Trêyesm
Area46 km2 (18 mi2)
Average Yearly Temp18°C (64°F)
Average Elevation1856 m (6089 ft)
Average Yearly Precipitation259 cm/y (101 in/y)
Population11084
Population Density240 people per km2 (615 people per mi2)
Town AuraIllusion
Naming
Native nameKststēj̼íhv Ji̊ Qi̊v
PronunciationKststē /j̼ɪ̞v/
Direct Translation[flu] [boulder; stone]
Translation[Not Yet Translated]

Kststēj̼íhv Ji̊ Qi̊v (Kststē /j̼ɪ̞v/ [flu] [boulder; stone]) is a subtropical City located in Ālbugfāka County, Āwānzāt Provence, within the Daland.

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

Climate

Kststēj̼íhv Ji̊ Qi̊v has a yearly average temperature of 18°C (64°F), with its average temperature during the summer being a pleasant 24°C (75°F) and its average temperature during the winter being a cool 13°C (55°F). Kststēj̼íhv Ji̊ Qi̊v receives an average of 259 cm/y (101 in/y) of precipitation, most of which comes in the form of rain during the summer. Kststēj̼íhv Ji̊ Qi̊v covers an area of nearly 46 km2 (18 mi2), and an average elevation of 1856 m (6089 ft) above sea level.

Overview

Kststēj̼íhv Ji̊ Qi̊v was founded durring the early 10th century, by Trêyesm. The establishment of Kststēj̼íhv Ji̊ Qi̊v was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Trêyesm struck deals with nearby nations and communities to establish Kststēj̼íhv Ji̊ Qi̊v as a prison colony.

Kststēj̼íhv Ji̊ Qi̊v was built using the conventions of Tauran durring the early 10th century. Naturaly, all settlmentss have their own look to them, and Kststēj̼íhv Ji̊ Qi̊v 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.

Kststēj̼íhv Ji̊ Qi̊v is buildings are speckled and packed arround restrictive gravel streets with seemingly no patern to them. It appears as if the city's residents simply built streets as they pleased and squeazed buildings in wherever and howeave rpossible, creating an organic, frustrating to navigate, maze of a city. The city is the proud owner of a thick set of fortified walls fashioned from querried stone blocks. While not up to snuff for a fort or castle wall, the city's walls are naturaly much larger than those of forts or castles. Therefore, the construction such a wall is most expencive. Kststēj̼íhv Ji̊ Qi̊v's buget focused wall would serve its community well in battle in spite of looking unimpressive compared to castles and fortresses. Astonishigly, the top tier civilian fortifications are in pristine condishion, as if they had just been finished before you laied eyes upon them.

A look around Kststēj̼íhv Ji̊ Qi̊v gives you an uneasy feeling. 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 jsut long enough for it to be uncomfortable.

Civic Infrastructure

Kststēj̼íhv Ji̊ Qi̊v possesses a Aethary Link for its accademic, government, and financial institutions. Public Aethary access is available through one or more of these intitutions.

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

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

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

Kststēj̼íhv 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.

Kststēj̼íhv 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.

Kststēj̼íhv 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.

Kststēj̼íhv 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.

Kststēj̼íhv 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.

Kststēj̼íhv 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.

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

Kststēj̼íhv Ji̊ Qi̊v has an Millitary Academy which trains military officers and specilists.

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

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

Kststēj̼íhv Ji̊ Qi̊v 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.

Kststēj̼íhv 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 Kststēj̼íhv Ji̊ Qi̊v's natural decorations nor waterways.

Kststēj̼íhv 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.

Kststēj̼íhv 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.

Kststēj̼íhv 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

The locals are convinced that there is some terrible threat against them working from within their society. It may be a matter of dark sorcerers, foreign spies, traitorous neighbors, shape shifting monsters, or some other hidden evil. This evil may be a recent fear, or it may be an inherited peril they’ve always had to guard against. The danger itself may or may not exist, or if it exists it may not justify the steps being taken.

Kststēj̼íhv Ji̊ Qi̊v's bank was built using a different architectural style from the rest of the town. The style used embraces individualism and experimentation. It emerged as a movement against traditional, classical styles and sought to make buildings dynamic and fun while breaking the rules. The style incorporated elements of previous architectural styles in exaggerated and whimsical ways. Traditional, conservative leanings were void in this era, with most scholars of architecture agreeing it was a time of “anything goes.”.

In Kststēj̼íhv Ji̊ Qi̊v most nights are accompanied by colorful ribbons of light in the sky.

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

Kststēj̼íhv Ji̊ Qi̊v's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves orgies to channel Conjuration energies of tier 3 via proclamations.

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: 21
  • Farmers: 33
  • Farm Laborer: 61
  • Hunters: 38
  • Milk Maids: 27
  • Ranchers: 14
  • Ranch Hands: 32
  • Shepherds: 30
    • Farmland: 44446 m2
    • Cattle and Similar Creatures: 2771
    • Poultry: 33252
    • Swine: 2216
    • Sheep: 110
    • Goats: 22
    • Horses, Mounts, and Beasts of Burden: 1108

Craftsmen

  • Arms and Toolmakers: 22
  • Blacksmiths: 25
  • Bookbinders: 14
  • Buckle-makers: 14
  • Cabinetmakers: 27
  • Candlemakers: 34
  • Carpenters: 33
  • Clothmakers: 29
  • Coach and Harness Makers: 11
  • Coopers: 29
  • Copper, Brass, Tin, Zinc, and Lead Workers: 15
  • Copyists: 10
  • Cutlers: 9
  • Fabricworkers: 24
  • Farrier: 59
  • Furriers: 7
  • Glassworkers: 35
  • Gunsmiths: 21
  • Harness-Makers: 10
  • Hatters: 20
  • Hosiery Workers: 7
  • Jewelers: 12
  • Leatherwrights: 29
  • Locksmiths: 11
  • Matchstick makers: 17
  • Musical Instrument Makers: 17
  • Painters, Structures and Fixtures: 14
  • Paper Workers: 16
  • Plasterers: 15
  • Pursemakers: 18
  • Roofers: 11
  • Ropemakers: 10
  • Rugmakers: 11
  • Saddlers: 21
  • Scabbardmakers: 23
  • Scalemakers: 11
  • Scientific, Surgical, and Optical Instrument Makers: 7
  • Sculptors, Structures and Fixtures: 10
  • Shoemakers: 11
  • Soap and Tallow Workers: 35
  • Tailors: 67
  • Tanners: 14
  • Upholsterers: 15
  • Watchmakers: 15
  • Weavers: 30
  • Whitesmiths: 9

Merchants

  • Adventuring Goods Retellers: 7
  • Arcana Sellers: 7
  • Beer-Sellers: 14
  • Booksellers: 16
  • Butchers: 29
  • Chandlers: 28
  • Chicken Butchers: 27
  • Entrepreneurs: 11
  • Fine Clothiers: 27
  • Fishmongers: 30
  • Florists: 6
  • Potion Sellers: 19
  • Resellers: 44
  • Spice Merchants: 14
  • Wine-sellers: 23
  • Wheelwright: 17
  • Woodsellers: 10

Service workers

  • Bakers: 50
  • Barbers: 45
  • Coachmen: 16
  • Cooks: 46
  • Doctors: 21
  • Gamekeepers: 16
  • Grooms: 9
  • Hairdressers: 39
  • Healers: 26
  • Housekeepers: 32
  • Housemaids: 55
  • House Stewards: 32
  • Inns: 11
  • Laundry maids: 19
  • Maidservants: 39
  • Nursery Maids: 20
  • Pastrycooks: 39
  • Restaurateur: 55
  • Tavern Keepers: 39

Specialized Laborer

  • Ashworkers: 15
  • Bleachers: 10
  • Chemical Workers: 6
  • Coal Heavers: 23
  • In-Town Couriers: 25
  • Long Haul Couriers: 24
  • Dockyard Workers: 24
  • Gas Workers: 5
  • Hay Merchants: 9
  • Leech Collectors: 29
  • Millers: 23
  • Miners: 25
  • Oilmen and Polishers: 18
  • Postmen: 23
  • Pure Finder: 13
  • Skinners: 34
  • Sugar Refiners: 6
  • Tosher: 16
  • Warehousemen: 36
  • Watercarriers: 24
  • Watermen, Bargemen, etc.: 30

Skilled Laborers

  • Accountants: 14
  • Alchemist: 17
  • Clerk: 20
  • Dentists: 10
  • Educators: 32
  • Engineers: 16
  • Gardeners: 11
  • Mages: 8
  • Plumbers: 11
  • Pharmacist: 13
  • Professors: 4
  • Scientists: 8
  • Wizards: 4

Civil Servants

  • Adventurers: 10
  • Bankers: 15
  • Civil Clerks: 25
  • Civic Iudex: 12
  • Consultants: 7
  • Exorcist: 25
  • Fixers: 12
  • Kami Clerk: 21
  • Landlords: 21
  • Lawyers: 13
  • Legend Keepers: 19
  • Militia Officers: 92
  • Monks, Monastic: 31
  • Monks, Civic: 32
  • Historian, Oral: 24
  • Historian, Textual: 13
  • Policemen, Sheriffs, etc.: 23
  • Priests: 50
  • Rangers: 14
  • Rat Catchers: 16
  • Scholars: 17
  • Spiritualist: 20
  • Slayers: 6
  • Storytellers: 40
  • Military Officers: 34

Cottage Industries

  • Brewers: 32
  • Comfort Services: 48
  • Enchanters: 12
  • Herbalists: 12
  • Jaminators: 36
  • Needleworkers: 33
  • Potters: 19
  • Preserve Makers: 30
  • Quilters: 15
  • Seamsters: 58
  • Spinners: 32
  • Tinker: 12
  • Weaver: 30

Artists

  • Actors: 11
  • Architects: 4
  • Bards: 16
  • Costumers: 6
  • Dancers: 13
  • Drafters: 7
  • Engravers: 8
  • Fine Furniture Carpenters: 5
  • Glaziers: 12
  • Inlayers: 10
  • Musicians: 30
  • Painters, Art: 5
  • Playwrights: 11
  • Sculptors, Art: 9
  • Wood Carvers: 38
  • Writers: 39

Produce Industries

  • Butter Churners: 39
  • Canners: 36
  • Cheesmakers: 36
  • Ice Merchants: 4
  • Millers: 23
  • Picklers: 19
  • Smokers: 14
  • Stockmakers: 12
  • Tobacconists: 17
  • Tallowmakers: 25

4073 of Kststēj̼íhv Ji̊ Qi̊v's population work within a Foundational Occupation.

6346 of Kststēj̼íhv Ji̊ Qi̊v's population do not work in a formal occupation, but do contribute to the local economy. 665 (6%) are noncontributers.

Points of Interest

Kststēj̼íhv Ji̊ Qi̊v has a substantial mill pond located a short distance from town.

POI

History

The the a pair of boots of Abjuration, an a pair of boots imbued with potent amounts of Abjuration energies was created near Kstopsvvèvdà Gíhm by in time immemorial, reportedly some time during the late 2nd century.

History