Small City: Qÿhtvehb Orckye Gubnab

Qÿhtvehb Orckye Gubnab

Qÿhtvehb Orckye Gubnab
Example Undermountain architecture.
StateUndermountain
ProvenceHalähÿhvwu Kingdom
Sub ProvenceRävnewyȳ̈hhe Hold
RegionVïtái-zmurl Eplárd Forest
Founded1687
Community LeaderLord Èlkèqthë
Area12 km2 (4 mi2)
Average Yearly Temp29°C (84°F)
Average Elevation11918 m (-3848 ft)
Average Yearly Precipitation249 cm/y (98 in/y)
Population2836
Population Density236 people per km2 (709 people per mi2)
Town AuraTruename Magic
Naming
Native nameQÿhtvehb Orckye Gubnab
Pronunciation/dujc/ /gubˈnab/
Direct Translation[blank] [artist]
Translation[Not Yet Translated]

Qÿhtvehb Orckye Gubnab (/dujc/ /gubˈnab/ [blank] [artist]) is a subtropical Small City located in Rävnewyȳ̈hhe Hold, Halähÿhvwu Kingdom, within the Undermountain.

The name Qÿhtvehb Orckye Gubnab is derived from the Sylvin language, as Qÿhtvehb Orckye Gubnab was founded by Shëgê, who was culturaly Undermountain.

Climate

Qÿhtvehb Orckye Gubnab has a yearly average temperature of 29°C (84°F), with its average temperature during the summer being a hot 33°C (91°F) and its average temperature during the winter being a warm 26°C (78°F). Qÿhtvehb Orckye Gubnab receives an average of 249 cm/y (98 in/y) of precipitation, most of which comes in the form of rain during the summer. Qÿhtvehb Orckye Gubnab covers an area of nearly 12 km2 (4 mi2), and an average elevation of 11918 m (-3848 ft) above sea level.

Overview

Qÿhtvehb Orckye Gubnab was founded durring the late 18th century in late winter of the year 1687, by Shëgê. The establishment of Qÿhtvehb Orckye Gubnab was somewhat plagued by a lack of willing colonists, leading to Shëgê electing to pay people to resettle in Qÿhtvehb Orckye Gubnab.

Qÿhtvehb Orckye Gubnab was built using the conventions of Undermountain durring the late 18th century. Naturaly, all settlmentss have their own look to them, and Qÿhtvehb Orckye Gubnab 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.

Qÿhtvehb Orckye Gubnab is is constructed arround a semi-circular spacious cobblestone mainstreet, with smaller strait roads linking the circiles to eachother at varrious points. The city is the proud owner of a properly designed set of renforced walls made from mighty querried stone blocks. Their construction and material choices would make a dwarf weap with joy, for each and every part of the elaborate fortifications are purly functional and robust well byond reason. Even nonexperts can tell the walls are an excelent defencive structure. Qÿhtvehb Orckye Gubnab's exceptionaly well made fortifications 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.

Qÿhtvehb Orckye Gubnab 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 Orckye Gubnab ’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 Qÿhtvehb Orckye Gubnab 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 Qÿhtvehb Orckye Gubnab long.

Civic Infrastructure

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

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

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

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

Qÿhtvehb Orckye Gubnab possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.

Qÿhtvehb Orckye Gubnab 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 Orckye Gubnab's natural decorations nor waterways.

Qÿhtvehb Orckye Gubnab 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 Orckye Gubnab 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 Orckye Gubnab 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 Orckye Gubnab's garrison was built using a different architectural style from the rest of the town. The style used which employed abundant symbolic geometry, using pure forms such as the circle and square, and plans are based on often symmetrical layouts featuring rectangular courtyards and halls. These structures were is decorated with carved stone or stucco reliefs and made use of colorful stone mosaics..

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

The Dvorovoi near Qÿhtvehb Orckye Gubnab are known to be quite timid.

Qÿhtvehb Orckye Gubnab's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves long periods of drunkenness to channel Wild Magic energies of tier 1 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: 5
  • Farmers: 7
  • Farm Laborer: 16
  • Hunters: 8
  • Milk Maids: 7
  • Ranchers: 3
  • Ranch Hands: 7
  • Shepherds: 7
    • Farmland: 11400 m2
    • Cattle and Similar Creatures: 709
    • Poultry: 8508
    • Swine: 567
    • Sheep: 28
    • Goats: 5
    • Horses, Mounts, and Beasts of Burden: 283

Craftsmen

  • Arms and Toolmakers: 5
  • Blacksmiths: 6
  • Bookbinders: 3
  • Buckle-makers: 4
  • Cabinetmakers: 6
  • Candlemakers: 10
  • Carpenters: 9
  • Clothmakers: 7
  • Coach and Harness Makers: 2
  • Coopers: 6
  • Copper, Brass, Tin, Zinc, and Lead Workers: 3
  • Copyists: 2
  • Cutlers: 2
  • Fabricworkers: 6
  • Farrier: 19
  • Furriers: 1
  • Glassworkers: 9
  • Gunsmiths: 5
  • Harness-Makers: 2
  • Hatters: 5
  • Hosiery Workers: 1
  • Jewelers: 3
  • Leatherwrights: 8
  • Locksmiths: 2
  • Matchstick makers: 4
  • Musical Instrument Makers: 3
  • Painters, Structures and Fixtures: 3
  • Paper Workers: 3
  • Plasterers: 3
  • Pursemakers: 4
  • Roofers: 3
  • Ropemakers: 2
  • Rugmakers: 2
  • Saddlers: 5
  • Scabbardmakers: 5
  • Scalemakers: 2
  • Scientific, Surgical, and Optical Instrument Makers: 1
  • Sculptors, Structures and Fixtures: 2
  • Shoemakers: 2
  • Soap and Tallow Workers: 9
  • Tailors: 17
  • Tanners: 3
  • Upholsterers: 4
  • Watchmakers: 3
  • Weavers: 8
  • Whitesmiths: 2

Merchants

  • Adventuring Goods Retellers: 1
  • Arcana Sellers: 1
  • Beer-Sellers: 3
  • Booksellers: 4
  • Butchers: 7
  • Chandlers: 7
  • Chicken Butchers: 8
  • Entrepreneurs: 3
  • Fine Clothiers: 6
  • Fishmongers: 7
  • Florists: 1
  • Potion Sellers: 4
  • Resellers: 12
  • Spice Merchants: 3
  • Wine-sellers: 5
  • Wheelwright: 4
  • Woodsellers: 2

Service workers

  • Bakers: 14
  • Barbers: 16
  • Coachmen: 4
  • Cooks: 14
  • Doctors: 5
  • Gamekeepers: 4
  • Grooms: 2
  • Hairdressers: 9
  • Healers: 7
  • Housekeepers: 8
  • Housemaids: 12
  • House Stewards: 7
  • Inns: 2
  • Laundry maids: 5
  • Maidservants: 8
  • Nursery Maids: 4
  • Pastrycooks: 9
  • Restaurateur: 11
  • Tavern Keepers: 10

Specialized Laborer

  • Ashworkers: 4
  • Bleachers: 2
  • Chemical Workers: 1
  • Coal Heavers: 6
  • In-Town Couriers: 6
  • Long Haul Couriers: 6
  • Dockyard Workers: 5
  • Gas Workers: 1
  • Hay Merchants: 2
  • Leech Collectors: 7
  • Millers: 6
  • Miners: 7
  • Oilmen and Polishers: 4
  • Postmen: 6
  • Pure Finder: 3
  • Skinners: 8
  • Sugar Refiners: 1
  • Tosher: 4
  • Warehousemen: 11
  • Watercarriers: 6
  • Watermen, Bargemen, etc.: 8

Skilled Laborers

  • Accountants: 3
  • Alchemist: 4
  • Clerk: 5
  • Dentists: 2
  • Educators: 7
  • Engineers: 3
  • Gardeners: 2
  • Mages: 2
  • Plumbers: 3
  • Pharmacist: 3
  • Professors: 1
  • Scientists: 2
  • Wizards: 1

Civil Servants

  • Adventurers: 2
  • Bankers: 4
  • Civil Clerks: 6
  • Civic Iudex: 3
  • Consultants: 1
  • Exorcist: 6
  • Fixers: 3
  • Kami Clerk: 5
  • Landlords: 5
  • Lawyers: 3
  • Legend Keepers: 4
  • Militia Officers: 23
  • Monks, Monastic: 8
  • Monks, Civic: 9
  • Historian, Oral: 6
  • Historian, Textual: 3
  • Policemen, Sheriffs, etc.: 6
  • Priests: 11
  • Rangers: 3
  • Rat Catchers: 4
  • Scholars: 4
  • Spiritualist: 5
  • Slayers: 1
  • Storytellers: 10
  • Military Officers: 10

Cottage Industries

  • Brewers: 7
  • Comfort Services: 10
  • Enchanters: 3
  • Herbalists: 3
  • Jaminators: 10
  • Needleworkers: 10
  • Potters: 4
  • Preserve Makers: 7
  • Quilters: 4
  • Seamsters: 15
  • Spinners: 8
  • Tinker: 3
  • Weaver: 7

Artists

  • Actors: 3
  • Architects: 1
  • Bards: 4
  • Costumers: 1
  • Dancers: 3
  • Drafters: 1
  • Engravers: 2
  • Fine Furniture Carpenters: 1
  • Glaziers: 3
  • Inlayers: 2
  • Musicians: 8
  • Painters, Art: 1
  • Playwrights: 3
  • Sculptors, Art: 2
  • Wood Carvers: 8
  • Writers: 9

Produce Industries

  • Butter Churners: 9
  • Canners: 8
  • Cheesmakers: 9
  • Ice Merchants: 1
  • Millers: 5
  • Picklers: 4
  • Smokers: 3
  • Stockmakers: 3
  • Tobacconists: 4
  • Tallowmakers: 6

982 of Qÿhtvehb Orckye Gubnab's population work within a Foundational Occupation.

1628 of Qÿhtvehb Orckye Gubnab's population do not work in a formal occupation, but do contribute to the local economy. 226 (8%) are noncontributers.

Points of Interest

Due to a magical anomaly, Qÿhtvehb Orckye Gubnab is directly accessible from a nearby river, despite the lack of a physical connection between the town's pond and the river.

POI

History

In time immemorial, reportedly some time during the early 2nd century the Kami spared the town from the rampage of a legendary monster. One of Qÿhtvehb Orckye Gubnab's local festivals commemorates this miracle.

History