City: Qÿhtvehb Ewze Shÿy

Qÿhtvehb Ewze Shÿy

Qÿhtvehb Ewze Shÿy
Example Undermountain architecture.
StateUndermountain
ProvenceSipugehive Kingdom
Sub ProvenceGutanukhe Hold
RegionBumahi àro Moorland
Founded802
Community LeaderLord Shnih
Area37 km2 (14 mi2)
Average Yearly Temp15°C (59°F)
Average Elevation9010 m (-13389 ft)
Average Yearly Precipitation201 cm/y (79 in/y)
Population8798
Population Density237 people per km2 (628 people per mi2)
Town AuraAbjuration
Naming
Native nameQÿhtvehb Ewze Shÿy
Pronunciation/ewˈze/ /s̼iʤ/
Direct Translation[silly; absurd] [map]
Translation[Not Yet Translated]

Qÿhtvehb Ewze Shÿy (/ewˈze/ /s̼iʤ/ [silly; absurd] [map]) is a subtropical City located in Gutanukhe Hold, Sipugehive Kingdom, within the Undermountain.

The name Qÿhtvehb Ewze Shÿy is derived from the Sylvin language, as Qÿhtvehb Ewze Shÿy was founded by Ghrungla, who was culturaly Undermountain.

Climate

Qÿhtvehb Ewze Shÿy has a yearly average temperature of 15°C (59°F), with its average temperature during the summer being a pleasant 25°C (77°F) and its average temperature during the winter being a cold 5°C (41°F). Qÿhtvehb Ewze Shÿy receives an average of 201 cm/y (79 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Qÿhtvehb Ewze Shÿy covers an area of nearly 37 km2 (14 mi2), and an average elevation of 9010 m (-13389 ft) above sea level.

Overview

Qÿhtvehb Ewze Shÿy was founded durring the early 9th century, by Ghrungla. The establishment of Qÿhtvehb Ewze Shÿy suffered from many setbacks, delays, and obsticles, most notably a group of Qÿhtvehb Ewze Shÿy which required millitary assistance exterminate before the community could finish being built.

Qÿhtvehb Ewze Shÿy was built using the conventions of Undermountain durring the early 9th century. Naturaly, all settlmentss have their own look to them, and Qÿhtvehb Ewze Shÿy 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.

Qÿhtvehb Ewze Shÿy is buildings are speckled and packed arround crampt paverstone 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 has a defencive wall made from querried stone. The wall is equipped with a full set of battlments but the nature of its construction methodology leaves it somewhat vulnerable to siege equipment. That said, the city is well defended against anything short of an army. The city's cost-cutting-focused defences 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.

Qÿhtvehb Ewze Shÿy 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 Qÿhtvehb Ewze Shÿy ’s existence has dried up and the city is drifting down the stream of history as it dries up. Even with that as it is, everything is just a little too worn down, a little too dirty, or much of both. The town should be gone, not dying. No one makes eye contact. Kids play quietly, but happily. Occasionally a passerby glances at you out of the corner of their eye, staring just long enough for it to be uncomfortable.

Civic Infrastructure

Qÿhtvehb Ewze Shÿy has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

Qÿhtvehb Ewze Shÿy 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 Qÿhtvehb Ewze Shÿy. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Qÿhtvehb Ewze Shÿy's parks.

Qÿhtvehb Ewze Shÿy has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Qÿhtvehb Ewze Shÿy.

Qÿhtvehb Ewze Shÿy 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.

Qÿhtvehb Ewze Shÿy 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.

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

Qÿhtvehb Ewze Shÿy has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Qÿhtvehb Ewze Shÿy 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.

Qÿhtvehb Ewze Shÿy 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.

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

Qÿhtvehb Ewze Shÿy has an Arcane Academy which provides higher education in the arcane sciences.

Qÿhtvehb Ewze Shÿy 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. Qÿhtvehb Ewze Shÿy's grid is powered by a boiler and turbine based power plant.

Qÿhtvehb Ewze Shÿy 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.

Qÿhtvehb Ewze Shÿy 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 Qÿhtvehb Ewze Shÿy's natural decorations nor waterways.

Qÿhtvehb Ewze Shÿy 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.

Qÿhtvehb Ewze Shÿy 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.

Qÿhtvehb Ewze Shÿy 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

Qÿhtvehb Ewze Shÿy's citizens locals enjoy many vices and lustful appetites. They may have religious sanction for their deeds, or neighbors might trade with them for such things, or they could be followers of some ideology that blesses such pursuits. Their economy or their social organization is usually heavily reliant on such traffic, and to ensure its continuance they may have made bargains with various mortal and immortal powers.

Qÿhtvehb Ewze Shÿy's bank was built using a different architectural style from the rest of the town. The style used is characterized by their massive, monolithic and 'blocky' appearance with a rigid geometric style. It was best known for its rough, unfinished surfaces, unusual shapes, heavy-looking materials, straight lines, and small windows. Modular elements were often used to form masses representing specific functional zones, grouped into a unified whole.

In Qÿhtvehb Ewze Shÿy every night at precisely midnight every structure in town is engulfed by sailors fire until the end of the witching hour.

The Ooze, Gray near Qÿhtvehb Ewze Shÿy are known to be quite timid.

Qÿhtvehb Ewze Shÿy's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves sex to channel Truename Magic energies of tier 2 via mimery.

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: 15
  • Farmers: 26
  • Farm Laborer: 46
  • Hunters: 31
  • Milk Maids: 21
  • Ranchers: 11
  • Ranch Hands: 25
  • Shepherds: 22
    • Farmland: 35543 m2
    • Cattle and Similar Creatures: 2199
    • Poultry: 26394
    • Swine: 1759
    • Sheep: 87
    • Goats: 17
    • Horses, Mounts, and Beasts of Burden: 879

Craftsmen

  • Arms and Toolmakers: 16
  • Blacksmiths: 19
  • Bookbinders: 11
  • Buckle-makers: 12
  • Cabinetmakers: 19
  • Candlemakers: 29
  • Carpenters: 24
  • Clothmakers: 23
  • Coach and Harness Makers: 9
  • Coopers: 24
  • Copper, Brass, Tin, Zinc, and Lead Workers: 12
  • Copyists: 8
  • Cutlers: 7
  • Fabricworkers: 20
  • Farrier: 65
  • Furriers: 5
  • Glassworkers: 29
  • Gunsmiths: 18
  • Harness-Makers: 8
  • Hatters: 17
  • Hosiery Workers: 6
  • Jewelers: 9
  • Leatherwrights: 22
  • Locksmiths: 8
  • Matchstick makers: 13
  • Musical Instrument Makers: 12
  • Painters, Structures and Fixtures: 11
  • Paper Workers: 13
  • Plasterers: 12
  • Pursemakers: 15
  • Roofers: 8
  • Ropemakers: 8
  • Rugmakers: 8
  • Saddlers: 16
  • Scabbardmakers: 18
  • Scalemakers: 9
  • Scientific, Surgical, and Optical Instrument Makers: 5
  • Sculptors, Structures and Fixtures: 8
  • Shoemakers: 8
  • Soap and Tallow Workers: 29
  • Tailors: 60
  • Tanners: 11
  • Upholsterers: 12
  • Watchmakers: 11
  • Weavers: 25
  • Whitesmiths: 7

Merchants

  • Adventuring Goods Retellers: 6
  • Arcana Sellers: 6
  • Beer-Sellers: 11
  • Booksellers: 14
  • Butchers: 21
  • Chandlers: 22
  • Chicken Butchers: 23
  • Entrepreneurs: 9
  • Fine Clothiers: 23
  • Fishmongers: 23
  • Florists: 5
  • Potion Sellers: 15
  • Resellers: 32
  • Spice Merchants: 12
  • Wine-sellers: 17
  • Wheelwright: 13
  • Woodsellers: 8

Service workers

  • Bakers: 51
  • Barbers: 40
  • Coachmen: 12
  • Cooks: 30
  • Doctors: 20
  • Gamekeepers: 13
  • Grooms: 7
  • Hairdressers: 30
  • Healers: 23
  • Housekeepers: 25
  • Housemaids: 54
  • House Stewards: 24
  • Inns: 8
  • Laundry maids: 16
  • Maidservants: 30
  • Nursery Maids: 17
  • Pastrycooks: 27
  • Restaurateur: 32
  • Tavern Keepers: 36

Specialized Laborer

  • Ashworkers: 12
  • Bleachers: 8
  • Chemical Workers: 5
  • Coal Heavers: 17
  • In-Town Couriers: 18
  • Long Haul Couriers: 18
  • Dockyard Workers: 17
  • Gas Workers: 4
  • Hay Merchants: 7
  • Leech Collectors: 22
  • Millers: 19
  • Miners: 20
  • Oilmen and Polishers: 13
  • Postmen: 21
  • Pure Finder: 11
  • Skinners: 30
  • Sugar Refiners: 5
  • Tosher: 13
  • Warehousemen: 35
  • Watercarriers: 19
  • Watermen, Bargemen, etc.: 23

Skilled Laborers

  • Accountants: 11
  • Alchemist: 13
  • Clerk: 17
  • Dentists: 8
  • Educators: 24
  • Engineers: 13
  • Gardeners: 8
  • Mages: 6
  • Plumbers: 9
  • Pharmacist: 10
  • Professors: 3
  • Scientists: 6
  • Wizards: 3

Civil Servants

  • Adventurers: 8
  • Bankers: 12
  • Civil Clerks: 21
  • Civic Iudex: 9
  • Consultants: 5
  • Exorcist: 18
  • Fixers: 10
  • Kami Clerk: 16
  • Landlords: 16
  • Lawyers: 10
  • Legend Keepers: 14
  • Militia Officers: 109
  • Monks, Monastic: 28
  • Monks, Civic: 31
  • Historian, Oral: 20
  • Historian, Textual: 10
  • Policemen, Sheriffs, etc.: 18
  • Priests: 33
  • Rangers: 12
  • Rat Catchers: 13
  • Scholars: 13
  • Spiritualist: 15
  • Slayers: 5
  • Storytellers: 33
  • Military Officers: 30

Cottage Industries

  • Brewers: 26
  • Comfort Services: 32
  • Enchanters: 10
  • Herbalists: 9
  • Jaminators: 25
  • Needleworkers: 28
  • Potters: 14
  • Preserve Makers: 27
  • Quilters: 12
  • Seamsters: 46
  • Spinners: 26
  • Tinker: 9
  • Weaver: 20

Artists

  • Actors: 9
  • Architects: 3
  • Bards: 14
  • Costumers: 5
  • Dancers: 10
  • Drafters: 5
  • Engravers: 7
  • Fine Furniture Carpenters: 4
  • Glaziers: 9
  • Inlayers: 8
  • Musicians: 25
  • Painters, Art: 4
  • Playwrights: 9
  • Sculptors, Art: 7
  • Wood Carvers: 25
  • Writers: 30

Produce Industries

  • Butter Churners: 30
  • Canners: 30
  • Cheesmakers: 30
  • Ice Merchants: 3
  • Millers: 17
  • Picklers: 15
  • Smokers: 11
  • Stockmakers: 9
  • Tobacconists: 13
  • Tallowmakers: 17

3286 of Qÿhtvehb Ewze Shÿy's population work within a Foundational Occupation.

4809 of Qÿhtvehb Ewze Shÿy's population do not work in a formal occupation, but do contribute to the local economy. 703 (8%) are noncontributers.

Points of Interest

POI

History

The the a padded cloth hauberk of Summoning, an a padded cloth hauberk imbued with notable amounts of Summoning energies was created in Qÿhtvehb Ehsh Nåab by in time immemorial, reportedly some time during the late 2nd century.

History