City: Qe̜d Schyra Gri

Qe̜d Schyra Gri

Qe̜d Schyra Gri
Example Wood Elf architecture.
StateIrus
ProvenceVrǟmnde̜wi̽fto Diocese
Sub ProvenceMönvno̠n Parish
RegionPíës-kègê Woods
Founded1200
Community LeaderLord Joanna
Area48 km2 (19 mi2)
Average Yearly Temp20°C (68°F)
Average Elevation7028 m (-19891 ft)
Average Yearly Precipitation152 cm/y (59 in/y)
Population11598
Population Density241 people per km2 (610 people per mi2)
Town AuraInvocation
Naming
Native nameQe̜d Schyra Gri
Pronunciation/qe̜d/ /scra/
Direct Translation[comic] [cup]
Translation[Not Yet Translated]

Qe̜d Schyra Gri (/qe̜d/ /scra/ [comic] [cup]) is a subtropical City located in Mönvno̠n Parish, Vrǟmnde̜wi̽fto Diocese, within the Irus.

The name Qe̜d Schyra Gri is derived from the Sylvin language, as Qe̜d Schyra Gri was founded by Bikninu, who was culturaly Wood Elf.

Climate

Qe̜d Schyra Gri has a yearly average temperature of 20°C (68°F), with its average temperature during the summer being a warm 26°C (78°F) and its average temperature during the winter being a cool 14°C (57°F). Qe̜d Schyra Gri receives an average of 152 cm/y (59 in/y) of precipitation, most of which comes in the form of rain during the fall. Qe̜d Schyra Gri covers an area of nearly 48 km2 (19 mi2), and an average elevation of 7028 m (-19891 ft) above sea level.

Overview

Qe̜d Schyra Gri was founded durring the early 13th century in fall of the year 1200, by Bikninu. The establishment of the new community went well, with no major obsticles durring construction.

Qe̜d Schyra Gri was built using the conventions of Wood Elf durring the early 13th century. Naturaly, all settlmentss have their own look to them, and Qe̜d Schyra Gri 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.

Qe̜d Schyra Gri is buildings are arranged arround a network of broad canals streets which form a diagonal shaped grid, where each square verries in size given the proximity of the paralell streets forming each section. The ocasional smaller square has been used to construct a park, plaza, and other communal structures. The city posesses a fortified albit thin wall of querried stone. This wall posesses most of the features of a castle wall, though it is constructed from cheeper inferior stone. It would pose a minor chalange for an attacking army, though it's clear the wall's true purpose is to crush the hopes of bandits and marauders. The city's failry decent fortifications are visibly old, but also obviously maintained semi-regularly. Its likly the local malishia or garrison are tasked with ocasional mantance of the citys defences.

Qe̜d Schyra Gri 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 Qe̜d Schyra Gri ’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 Qe̜d Schyra Gri 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 Qe̜d Schyra Gri long.

Civic Infrastructure

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

Qe̜d Schyra Gri 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 Qe̜d Schyra Gri. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Qe̜d Schyra Gri's parks.

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

Qe̜d Schyra Gri 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.

Qe̜d Schyra Gri 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.

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

Qe̜d Schyra Gri has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Qe̜d Schyra Gri 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.

Qe̜d Schyra Gri 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.

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

Qe̜d Schyra Gri has an Millitary Academy which trains military officers and specilists.

Qe̜d Schyra Gri 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. Qe̜d Schyra Gri's grid is powered by a boiler and turbine based power plant.

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

Qe̜d Schyra Gri 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 Qe̜d Schyra Gri's natural decorations nor waterways.

Qe̜d Schyra Gri 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.

Qe̜d Schyra Gri 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.

Qe̜d Schyra Gri 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

Qe̜d Schyra Gri's town hall was built using a different architectural style from the rest of the town. The style used is best known for its striking sculptural forms and often dazzling ornamental detail that characterizes the buildings general shape. The radiant colors, rich patterns, and symmetrical silhouettes employed by this style were backed up by rich decorative features including gardens, courtyards, extruded arches, domes, pointed domes, vaulted ceilings, elaborate painted and inlaid designs, and decorative sculptures.

In Qe̜d Schyra Gri most nights are accompanied by colorful ribbons of light in the sky.

The Sawleg Locust near Qe̜d Schyra Gri are known to be more aggressive than normal.

Qe̜d Schyra Gri's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves consuming a local toxin to channel Augury energies of tier 2 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: 23
  • Farmers: 35
  • Farm Laborer: 52
  • Hunters: 39
  • Milk Maids: 31
  • Ranchers: 14
  • Ranch Hands: 35
  • Shepherds: 28
    • Farmland: 47203 m2
    • Cattle and Similar Creatures: 2899
    • Poultry: 34794
    • Swine: 2319
    • Sheep: 115
    • Goats: 23
    • Horses, Mounts, and Beasts of Burden: 1159

Craftsmen

  • Arms and Toolmakers: 23
  • Blacksmiths: 25
  • Bookbinders: 15
  • Buckle-makers: 15
  • Cabinetmakers: 24
  • Candlemakers: 41
  • Carpenters: 33
  • Clothmakers: 30
  • Coach and Harness Makers: 12
  • Coopers: 29
  • Copper, Brass, Tin, Zinc, and Lead Workers: 16
  • Copyists: 10
  • Cutlers: 9
  • Fabricworkers: 26
  • Farrier: 85
  • Furriers: 7
  • Glassworkers: 37
  • Gunsmiths: 24
  • Harness-Makers: 10
  • Hatters: 22
  • Hosiery Workers: 8
  • Jewelers: 12
  • Leatherwrights: 28
  • Locksmiths: 11
  • Matchstick makers: 18
  • Musical Instrument Makers: 17
  • Painters, Structures and Fixtures: 15
  • Paper Workers: 16
  • Plasterers: 15
  • Pursemakers: 20
  • Roofers: 12
  • Ropemakers: 11
  • Rugmakers: 11
  • Saddlers: 23
  • Scabbardmakers: 26
  • Scalemakers: 12
  • Scientific, Surgical, and Optical Instrument Makers: 7
  • Sculptors, Structures and Fixtures: 11
  • Shoemakers: 11
  • Soap and Tallow Workers: 39
  • Tailors: 79
  • Tanners: 14
  • Upholsterers: 16
  • Watchmakers: 16
  • Weavers: 31
  • Whitesmiths: 9

Merchants

  • Adventuring Goods Retellers: 8
  • Arcana Sellers: 7
  • Beer-Sellers: 15
  • Booksellers: 19
  • Butchers: 30
  • Chandlers: 28
  • Chicken Butchers: 33
  • Entrepreneurs: 11
  • Fine Clothiers: 30
  • Fishmongers: 29
  • Florists: 6
  • Potion Sellers: 18
  • Resellers: 42
  • Spice Merchants: 15
  • Wine-sellers: 22
  • Wheelwright: 18
  • Woodsellers: 11

Service workers

  • Bakers: 52
  • Barbers: 59
  • Coachmen: 16
  • Cooks: 44
  • Doctors: 23
  • Gamekeepers: 17
  • Grooms: 10
  • Hairdressers: 37
  • Healers: 34
  • Housekeepers: 35
  • Housemaids: 61
  • House Stewards: 33
  • Inns: 11
  • Laundry maids: 22
  • Maidservants: 39
  • Nursery Maids: 20
  • Pastrycooks: 42
  • Restaurateur: 44
  • Tavern Keepers: 52

Specialized Laborer

  • Ashworkers: 15
  • Bleachers: 10
  • Chemical Workers: 6
  • Coal Heavers: 24
  • In-Town Couriers: 26
  • Long Haul Couriers: 27
  • Dockyard Workers: 21
  • Gas Workers: 5
  • Hay Merchants: 9
  • Leech Collectors: 30
  • Millers: 26
  • Miners: 24
  • Oilmen and Polishers: 18
  • Postmen: 28
  • Pure Finder: 14
  • Skinners: 36
  • Sugar Refiners: 6
  • Tosher: 17
  • Warehousemen: 37
  • Watercarriers: 24
  • Watermen, Bargemen, etc.: 38

Skilled Laborers

  • Accountants: 14
  • Alchemist: 16
  • Clerk: 24
  • Dentists: 11
  • Educators: 33
  • Engineers: 17
  • Gardeners: 11
  • Mages: 8
  • Plumbers: 12
  • Pharmacist: 13
  • Professors: 5
  • Scientists: 8
  • Wizards: 5

Civil Servants

  • Adventurers: 11
  • Bankers: 15
  • Civil Clerks: 26
  • Civic Iudex: 12
  • Consultants: 7
  • Exorcist: 26
  • Fixers: 14
  • Kami Clerk: 23
  • Landlords: 20
  • Lawyers: 14
  • Legend Keepers: 19
  • Militia Officers: 96
  • Monks, Monastic: 37
  • Monks, Civic: 34
  • Historian, Oral: 27
  • Historian, Textual: 14
  • Policemen, Sheriffs, etc.: 26
  • Priests: 52
  • Rangers: 15
  • Rat Catchers: 18
  • Scholars: 19
  • Spiritualist: 21
  • Slayers: 6
  • Storytellers: 42
  • Military Officers: 42

Cottage Industries

  • Brewers: 32
  • Comfort Services: 44
  • Enchanters: 12
  • Herbalists: 12
  • Jaminators: 35
  • Needleworkers: 35
  • Potters: 18
  • Preserve Makers: 36
  • Quilters: 15
  • Seamsters: 64
  • Spinners: 32
  • Tinker: 12
  • Weaver: 28

Artists

  • Actors: 12
  • Architects: 4
  • Bards: 18
  • Costumers: 7
  • Dancers: 13
  • Drafters: 7
  • Engravers: 9
  • Fine Furniture Carpenters: 5
  • Glaziers: 12
  • Inlayers: 11
  • Musicians: 38
  • Painters, Art: 5
  • Playwrights: 12
  • Sculptors, Art: 10
  • Wood Carvers: 39
  • Writers: 44

Produce Industries

  • Butter Churners: 36
  • Canners: 34
  • Cheesmakers: 41
  • Ice Merchants: 5
  • Millers: 21
  • Picklers: 20
  • Smokers: 14
  • Stockmakers: 13
  • Tobacconists: 19
  • Tallowmakers: 26

4312 of Qe̜d Schyra Gri's population work within a Foundational Occupation.

6939 of Qe̜d Schyra Gri's population do not work in a formal occupation, but do contribute to the local economy. 347 (3%) are noncontributers.

Points of Interest

Qe̜d Schyra Gri 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.

POI

History

In time immemorial, reportedly some time during the early 2nd century Acatenango Peak, an iconic vista located neare Qe̜d Schyra Gri, proved to be volcanic when the peak erupted. The eruption was isolated to the area around Qe̜d Schyra Gri, which was swallowed in ash, lava flows, and pyroclastic gasses. Qe̜d Schyra Gri lost 293 people, 361 livestock, and 48 buildings in the disaster. The event is forever remembered as the Day of Woe's Wrath.

History