City: Qÿhtvehb Ȳ̈yvo Yärv

Qÿhtvehb Ȳ̈yvo Yärv

Qÿhtvehb Ȳ̈yvo Yärv
Example Undermountain architecture.
StateUndermountain
ProvenceŸrtrewlqålÿ Kingdom
Sub ProvenceYehtcubÿph Hold
RegionSothê-èzèthê Fields
Founded1002
Community LeaderLord Rēkīkī Ca̋g 'Valentina Thymessi' Sēbóch Cä̌shīnḱ Sēbō
Area37 km2 (14 mi2)
Average Yearly Temp22°C (71°F)
Average Elevation8624 m (-14655 ft)
Average Yearly Precipitation81 cm/y (31 in/y)
Population8816
Population Density238 people per km2 (629 people per mi2)
Town AuraTruename Magic
Naming
Native nameQÿhtvehb Ȳ̈yvo Yärv
Pronunciation/jijˈvo/ /jərv/
Direct Translation[poor] [item]
Translation[Not Yet Translated]

Qÿhtvehb Ȳ̈yvo Yärv (/jijˈvo/ /jərv/ [poor] [item]) is a subtropical City located in Yehtcubÿph Hold, Ÿrtrewlqålÿ Kingdom, within the Undermountain.

The name Qÿhtvehb Ȳ̈yvo Yärv is derived from the Sylvin language, as Qÿhtvehb Ȳ̈yvo Yärv was founded by Bé̄ Ya̋chvóń 'Devon Carmen' Yä̂fta̋nḱ Gābó̄y Méoidīs, who was culturaly Undermountain.

Climate

Qÿhtvehb Ȳ̈yvo Yärv has a yearly average temperature of 22°C (71°F), with its average temperature during the summer being a warm 27°C (80°F) and its average temperature during the winter being a cool 18°C (64°F). Qÿhtvehb Ȳ̈yvo Yärv receives an average of 81 cm/y (31 in/y) of precipitation, most of which comes in the form of rain during the spring. Qÿhtvehb Ȳ̈yvo Yärv covers an area of nearly 37 km2 (14 mi2), and an average elevation of 8624 m (-14655 ft) above sea level.

Overview

Qÿhtvehb Ȳ̈yvo Yärv was founded durring the early 11th century, by Bé̄ Ya̋chvóń 'Devon Carmen' Yä̂fta̋nḱ Gābó̄y Méoidīs. The establishment of Qÿhtvehb Ȳ̈yvo Yärv suffered from several major issues, resulting in the need to develop many solutions to basic problems. Problems such as a lack of fresh water, logistical support, poor quality tools, and the odd monster or two. Howeaver, these were overcome in time.

Qÿhtvehb Ȳ̈yvo Yärv was built using the conventions of Undermountain durring the early 11th century. Naturaly, all settlmentss have their own look to them, and Qÿhtvehb Ȳ̈yvo Yärv 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 Ȳ̈yvo Yärv is was constructed arround several restrictive cobblestone mainstreets which cross one another at certain axies, with smaller streets branching off of them to premit acess to the many buildings deeper into the road network. The overall fashion is remenessent of a circulatory system, or other organic construct, and is quite effishent in its design. The city has a defencive wall made from large clay bricks. The wall is constructed to the exact specifications of millitary fortifications, but the nature of its clay brick construction leaves it vulnerable to even outdated siege equipment. That said, the city is well defended against anything short of an army. Unfortuantly, these brittle defences are in extreem disrepair, so much so that one cannot tell if they are decaying from a lack of mantance or damage incured.

A look around Qÿhtvehb Ȳ̈yvo Yärv is like a look into a broken heart. There is no planning, no organization. Everyone here clearly goes about their own thing with little thought to anyone around them who isn’t selling something they need. It’s not malicious. Heads are hung. Eyes are empty. Something truly horrible happened here once upon a time and the city never healed.

Civic Infrastructure

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

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

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

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

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

Qÿhtvehb Ȳ̈yvo Yärv has an Arts Academy which provides higher education in many fields including math, language arts, philosophy, engineering, and other such disciplines.

Qÿhtvehb Ȳ̈yvo Yärv 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 Ȳ̈yvo Yärv's grid is powered by an arcane means.

Qÿhtvehb Ȳ̈yvo Yärv's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.

Qÿhtvehb Ȳ̈yvo Yärv has a library, which keeps a large collection of books, scrolls, and archives all manner of physical items. The library is open to the public, including the Aether Link.

Qÿhtvehb Ȳ̈yvo Yärv 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 Ȳ̈yvo Yärv's natural decorations nor waterways.

Qÿhtvehb Ȳ̈yvo Yärv 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 Ȳ̈yvo Yärv 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 Ȳ̈yvo Yärv 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 Ȳ̈yvo Yärv's bank was built using a different architectural style from the rest of the town. The style used is characterized by towering round arches, massive stone and brickwork, small windows, thick walls, and a propensity for housing art and sculpture depicting mythological scenes. The building's general shape would be a clever and ascetic combination of geometric shapes, which would be blended together by joining elements. The style's decorative features were largely internal rather than external and incorporated semicircular arches for windows, doors, and arcades; barrel or groin vaults to support the roof of the nave; massive piers and walls, with few windows, to contain the outward thrust of the vaults; side aisles with galleries above them..

In Qÿhtvehb Ȳ̈yvo Yärv snow is warm to the touch and does not melt within city limits. Also it only happens during summer.

The Bloodbrush near Qÿhtvehb Ȳ̈yvo Yärv are known to be a mutant strain of the creature.

Qÿhtvehb Ȳ̈yvo Yärv's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves creating small tokens to channel Conjuration energies of tier 3 via throat singing.

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: 16
  • Farmers: 25
  • Farm Laborer: 40
  • Hunters: 32
  • Milk Maids: 20
  • Ranchers: 11
  • Ranch Hands: 22
  • Shepherds: 25
    • Farmland: 35352 m2
    • Cattle and Similar Creatures: 2204
    • Poultry: 26448
    • Swine: 1763
    • Sheep: 88
    • Goats: 17
    • Horses, Mounts, and Beasts of Burden: 881

Craftsmen

  • Arms and Toolmakers: 17
  • Blacksmiths: 19
  • Bookbinders: 11
  • Buckle-makers: 11
  • Cabinetmakers: 19
  • Candlemakers: 29
  • Carpenters: 27
  • Clothmakers: 24
  • Coach and Harness Makers: 8
  • Coopers: 23
  • Copper, Brass, Tin, Zinc, and Lead Workers: 12
  • Copyists: 8
  • Cutlers: 7
  • Fabricworkers: 19
  • Farrier: 56
  • Furriers: 5
  • Glassworkers: 32
  • Gunsmiths: 19
  • Harness-Makers: 8
  • Hatters: 15
  • Hosiery Workers: 6
  • Jewelers: 10
  • Leatherwrights: 24
  • Locksmiths: 8
  • Matchstick makers: 13
  • Musical Instrument Makers: 13
  • Painters, Structures and Fixtures: 10
  • Paper Workers: 12
  • Plasterers: 12
  • Pursemakers: 14
  • Roofers: 9
  • Ropemakers: 8
  • Rugmakers: 8
  • Saddlers: 15
  • Scabbardmakers: 20
  • Scalemakers: 9
  • Scientific, Surgical, and Optical Instrument Makers: 5
  • Sculptors, Structures and Fixtures: 8
  • Shoemakers: 8
  • Soap and Tallow Workers: 24
  • Tailors: 53
  • Tanners: 10
  • Upholsterers: 12
  • Watchmakers: 12
  • Weavers: 29
  • Whitesmiths: 7

Merchants

  • Adventuring Goods Retellers: 6
  • Arcana Sellers: 6
  • Beer-Sellers: 11
  • Booksellers: 14
  • Butchers: 23
  • Chandlers: 21
  • Chicken Butchers: 24
  • Entrepreneurs: 9
  • Fine Clothiers: 20
  • Fishmongers: 22
  • Florists: 5
  • Potion Sellers: 14
  • Resellers: 41
  • Spice Merchants: 11
  • Wine-sellers: 16
  • Wheelwright: 13
  • Woodsellers: 8

Service workers

  • Bakers: 55
  • Barbers: 41
  • Coachmen: 12
  • Cooks: 36
  • Doctors: 17
  • Gamekeepers: 14
  • Grooms: 7
  • Hairdressers: 29
  • Healers: 24
  • Housekeepers: 25
  • Housemaids: 51
  • House Stewards: 25
  • Inns: 8
  • Laundry maids: 16
  • Maidservants: 33
  • Nursery Maids: 16
  • Pastrycooks: 31
  • Restaurateur: 33
  • Tavern Keepers: 36

Specialized Laborer

  • Ashworkers: 11
  • Bleachers: 8
  • Chemical Workers: 5
  • Coal Heavers: 17
  • In-Town Couriers: 19
  • Long Haul Couriers: 19
  • Dockyard Workers: 18
  • Gas Workers: 4
  • Hay Merchants: 7
  • Leech Collectors: 25
  • Millers: 20
  • Miners: 20
  • Oilmen and Polishers: 13
  • Postmen: 19
  • Pure Finder: 11
  • Skinners: 26
  • Sugar Refiners: 5
  • Tosher: 13
  • Warehousemen: 29
  • Watercarriers: 20
  • Watermen, Bargemen, etc.: 29

Skilled Laborers

  • Accountants: 11
  • Alchemist: 13
  • Clerk: 18
  • Dentists: 9
  • Educators: 22
  • Engineers: 12
  • Gardeners: 8
  • Mages: 6
  • Plumbers: 9
  • Pharmacist: 10
  • Professors: 3
  • Scientists: 6
  • Wizards: 3

Civil Servants

  • Adventurers: 8
  • Bankers: 12
  • Civil Clerks: 18
  • Civic Iudex: 9
  • Consultants: 5
  • Exorcist: 20
  • Fixers: 10
  • Kami Clerk: 16
  • Landlords: 16
  • Lawyers: 10
  • Legend Keepers: 13
  • Militia Officers: 62
  • Monks, Monastic: 27
  • Monks, Civic: 28
  • Historian, Oral: 19
  • Historian, Textual: 10
  • Policemen, Sheriffs, etc.: 20
  • Priests: 38
  • Rangers: 12
  • Rat Catchers: 13
  • Scholars: 13
  • Spiritualist: 16
  • Slayers: 5
  • Storytellers: 34
  • Military Officers: 28

Cottage Industries

  • Brewers: 23
  • Comfort Services: 30
  • Enchanters: 9
  • Herbalists: 9
  • Jaminators: 32
  • Needleworkers: 32
  • Potters: 14
  • Preserve Makers: 24
  • Quilters: 12
  • Seamsters: 46
  • Spinners: 22
  • Tinker: 9
  • Weaver: 20

Artists

  • Actors: 9
  • Architects: 3
  • Bards: 12
  • Costumers: 5
  • Dancers: 10
  • Drafters: 5
  • Engravers: 7
  • Fine Furniture Carpenters: 4
  • Glaziers: 9
  • Inlayers: 8
  • Musicians: 23
  • Painters, Art: 4
  • Playwrights: 9
  • Sculptors, Art: 7
  • Wood Carvers: 28
  • Writers: 29

Produce Industries

  • Butter Churners: 31
  • Canners: 23
  • Cheesmakers: 29
  • Ice Merchants: 3
  • Millers: 17
  • Picklers: 15
  • Smokers: 11
  • Stockmakers: 10
  • Tobacconists: 14
  • Tallowmakers: 20

3233 of Qÿhtvehb Ȳ̈yvo Yärv's population work within a Foundational Occupation.

5055 of Qÿhtvehb Ȳ̈yvo Yärv's population do not work in a formal occupation, but do contribute to the local economy. 528 (6%) are noncontributers.

Points of Interest

Qÿhtvehb Ȳ̈yvo Yärv's is something of a geological and arcane anomaly, as neither physical nor magical law entirely explains its formation.

POI

History

A local has came up with a wonderful new idea 3 months ago; it may be a magical innovation, a new industrial process, a new agricultural product, a new use for what was thought to be ancient garbage, or some other very useful, profitable idea. Everyone around them is fighting for the chance to exploit this clever new plan.

In time immemorial, reportedly some time during the late 2nd century a local hero by the name of protected Qÿhtvehb Ȳ̈yvo Yärv's harvest from an army of bandits. A small order of knights was founded in 's honor, and bears his name to this day.

History