City: Qÿhtvehb Zhä Zÿldÿh

Qÿhtvehb Zhä Zÿldÿh

Qÿhtvehb Zhä Zÿldÿh
Example Undermountain architecture.
StateHobben
ProvenceCåläruf Provence
RegionStonehill Woods
Founded1326
Community LeaderLord Charley
Area26 km2 (10 mi2)
Average Yearly Temp32°C (89°F)
Average Elevation21782 m (-14436 ft)
Average Yearly Precipitation66 cm/y (25 in/y)
Population6398
Population Density246 people per km2 (639 people per mi2)
Town AuraAugury
Naming
Native nameQÿhtvehb Zhä Zÿldÿh
Pronunciation/s̼ə/ /zilˈdɪ̘/
Direct Translation[fat (component in food)] [appearance (looks)]
Translation[Not Yet Translated]

Qÿhtvehb Zhä Zÿldÿh (/s̼ə/ /zilˈdɪ̘/ [fat (component in food)] [appearance (looks)]) is a subtropical City located in the Cåläruf Provence of the Hobben.

The name Qÿhtvehb Zhä Zÿldÿh is derived from the Sylvin language, as Qÿhtvehb Zhä Zÿldÿh was founded by Charley, who was culturaly Undermountain.

Climate

Qÿhtvehb Zhä Zÿldÿh has a yearly average temperature of 32°C (89°F), with its average temperature during the summer being a blistering 37°C (98°F) and its average temperature during the winter being a warm 28°C (82°F). Qÿhtvehb Zhä Zÿldÿh receives an average of 66 cm/y (25 in/y) of precipitation, most of which comes in the form of rain during the spring. Qÿhtvehb Zhä Zÿldÿh covers an area of nearly 26 km2 (10 mi2), and an average elevation of 21782 m (-14436 ft) above sea level.

Overview

Qÿhtvehb Zhä Zÿldÿh was founded durring the early 14th century in winter of the year 1326, by Charley. The establishment of the new community went well, with no major obsticles durring construction.

Qÿhtvehb Zhä Zÿldÿh was built using the conventions of Undermountain durring the early 14th century. Naturaly, all settlmentss have their own look to them, and Qÿhtvehb Zhä Zÿldÿh 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 Zhä Zÿldÿh is buildings are arranged arrounded a highly ordered system of narrow cobblestone streets which form triangular paterns, allowing the incides of the octagons to be common grounds for the buildings on the edges, be it for parkland, yardspace, plazas, or markets. The city is protected by a well-crafted cobblestone fence tall enough to provide adiquite cover for defenders to fire from, but no more than that. Qÿhtvehb Zhä Zÿldÿh's frontieer-style defences 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.

A look around Qÿhtvehb Zhä Zÿldÿh has something terribly wrong with it. It’s impossible to put one’s finger on, but something is horribly wrong. 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 Zhä Zÿldÿh long.

Civic Infrastructure

Qÿhtvehb Zhä Zÿldÿh possesses a city-wide Aethary Link which provides Aethary access anywhere within its metropolitan. This allows citizens who can afford the relevant devices access in their places of work, and rarely homes.

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

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

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

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

Qÿhtvehb Zhä Zÿldÿh 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 Zhä Zÿldÿh's grid is powered by a boiler and turbine based power plant.

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

Qÿhtvehb Zhä Zÿldÿh has a first rate hospital which caters to anyone in need of long term medical care.

Qÿhtvehb Zhä Zÿldÿh 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 Zhä Zÿldÿh's natural decorations nor waterways.

Qÿhtvehb Zhä Zÿldÿh 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 Zhä Zÿldÿh 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 Zhä Zÿldÿh 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 in a state of despair and dull apathy. They've lost the things that used to give them pride and hope, with the best among them carrying on out of habitual duty and the worst giving ready hands to shameful deeds and ignoble acts. No one really believes the future can be better, and most seek only to satisfy immediate appetites.

Qÿhtvehb Zhä Zÿldÿh's mayor's house was built using a different architectural style from the rest of the town. The style used is known for its buildings being predominantly formed through the combination of basic geometric shapes. However, it shown in the detailing given to the structures such as its characteristic tall columns, intricate detail, symmetry, harmony, and balance in their designs to an astonishing degree of precision. Decorative elements for the buildings tended to be built into the structure itself, making great use of fluting, frescoes, inlays, and embossing.

=In Qÿhtvehb Zhä Zÿldÿh when drawing, it's impossible to draw an imperfect circle.

The Tiger (Cat, Great) near Qÿhtvehb Zhä Zÿldÿh are known to be a mutant strain of the creature.

Qÿhtvehb Zhä Zÿldÿh's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves reenactments to channel Transmutation energies of tier 1 via throat chanting.

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: 12
  • Farmers: 19
  • Farm Laborer: 33
  • Hunters: 26
  • Milk Maids: 16
  • Ranchers: 8
  • Ranch Hands: 18
  • Shepherds: 17
    • Farmland: 25975 m2
    • Cattle and Similar Creatures: 1599
    • Poultry: 19194
    • Swine: 1279
    • Sheep: 63
    • Goats: 12
    • Horses, Mounts, and Beasts of Burden: 639

Craftsmen

  • Arms and Toolmakers: 12
  • Blacksmiths: 14
  • Bookbinders: 8
  • Buckle-makers: 9
  • Cabinetmakers: 14
  • Candlemakers: 22
  • Carpenters: 20
  • Clothmakers: 16
  • Coach and Harness Makers: 6
  • Coopers: 15
  • Copper, Brass, Tin, Zinc, and Lead Workers: 9
  • Copyists: 6
  • Cutlers: 5
  • Fabricworkers: 16
  • Farrier: 34
  • Furriers: 4
  • Glassworkers: 21
  • Gunsmiths: 13
  • Harness-Makers: 6
  • Hatters: 12
  • Hosiery Workers: 4
  • Jewelers: 7
  • Leatherwrights: 16
  • Locksmiths: 6
  • Matchstick makers: 10
  • Musical Instrument Makers: 9
  • Painters, Structures and Fixtures: 7
  • Paper Workers: 9
  • Plasterers: 9
  • Pursemakers: 11
  • Roofers: 6
  • Ropemakers: 6
  • Rugmakers: 6
  • Saddlers: 12
  • Scabbardmakers: 15
  • Scalemakers: 6
  • Scientific, Surgical, and Optical Instrument Makers: 4
  • Sculptors, Structures and Fixtures: 6
  • Shoemakers: 6
  • Soap and Tallow Workers: 21
  • Tailors: 32
  • Tanners: 7
  • Upholsterers: 9
  • Watchmakers: 8
  • Weavers: 19
  • Whitesmiths: 5

Merchants

  • Adventuring Goods Retellers: 4
  • Arcana Sellers: 4
  • Beer-Sellers: 8
  • Booksellers: 9
  • Butchers: 14
  • Chandlers: 15
  • Chicken Butchers: 17
  • Entrepreneurs: 6
  • Fine Clothiers: 15
  • Fishmongers: 16
  • Florists: 3
  • Potion Sellers: 10
  • Resellers: 33
  • Spice Merchants: 9
  • Wine-sellers: 12
  • Wheelwright: 10
  • Woodsellers: 6

Service workers

  • Bakers: 30
  • Barbers: 26
  • Coachmen: 9
  • Cooks: 25
  • Doctors: 13
  • Gamekeepers: 9
  • Grooms: 5
  • Hairdressers: 23
  • Healers: 16
  • Housekeepers: 19
  • Housemaids: 37
  • House Stewards: 19
  • Inns: 6
  • Laundry maids: 11
  • Maidservants: 21
  • Nursery Maids: 11
  • Pastrycooks: 19
  • Restaurateur: 22
  • Tavern Keepers: 26

Specialized Laborer

  • Ashworkers: 9
  • Bleachers: 5
  • Chemical Workers: 3
  • Coal Heavers: 12
  • In-Town Couriers: 14
  • Long Haul Couriers: 16
  • Dockyard Workers: 12
  • Gas Workers: 3
  • Hay Merchants: 5
  • Leech Collectors: 16
  • Millers: 14
  • Miners: 13
  • Oilmen and Polishers: 9
  • Postmen: 14
  • Pure Finder: 8
  • Skinners: 17
  • Sugar Refiners: 3
  • Tosher: 10
  • Warehousemen: 25
  • Watercarriers: 13
  • Watermen, Bargemen, etc.: 17

Skilled Laborers

  • Accountants: 8
  • Alchemist: 9
  • Clerk: 13
  • Dentists: 6
  • Educators: 17
  • Engineers: 9
  • Gardeners: 6
  • Mages: 4
  • Plumbers: 6
  • Pharmacist: 7
  • Professors: 2
  • Scientists: 4
  • Wizards: 2

Civil Servants

  • Adventurers: 6
  • Bankers: 9
  • Civil Clerks: 13
  • Civic Iudex: 6
  • Consultants: 4
  • Exorcist: 15
  • Fixers: 8
  • Kami Clerk: 12
  • Landlords: 12
  • Lawyers: 7
  • Legend Keepers: 10
  • Militia Officers: 58
  • Monks, Monastic: 22
  • Monks, Civic: 19
  • Historian, Oral: 13
  • Historian, Textual: 7
  • Policemen, Sheriffs, etc.: 13
  • Priests: 29
  • Rangers: 8
  • Rat Catchers: 9
  • Scholars: 9
  • Spiritualist: 11
  • Slayers: 3
  • Storytellers: 25
  • Military Officers: 24

Cottage Industries

  • Brewers: 17
  • Comfort Services: 22
  • Enchanters: 7
  • Herbalists: 7
  • Jaminators: 20
  • Needleworkers: 19
  • Potters: 10
  • Preserve Makers: 19
  • Quilters: 9
  • Seamsters: 31
  • Spinners: 20
  • Tinker: 7
  • Weaver: 15

Artists

  • Actors: 6
  • Architects: 2
  • Bards: 10
  • Costumers: 3
  • Dancers: 7
  • Drafters: 4
  • Engravers: 5
  • Fine Furniture Carpenters: 3
  • Glaziers: 6
  • Inlayers: 6
  • Musicians: 15
  • Painters, Art: 3
  • Playwrights: 6
  • Sculptors, Art: 5
  • Wood Carvers: 22
  • Writers: 24

Produce Industries

  • Butter Churners: 20
  • Canners: 17
  • Cheesmakers: 21
  • Ice Merchants: 2
  • Millers: 13
  • Picklers: 9
  • Smokers: 7
  • Stockmakers: 7
  • Tobacconists: 9
  • Tallowmakers: 15

2326 of Qÿhtvehb Zhä Zÿldÿh's population work within a Foundational Occupation.

3753 of Qÿhtvehb Zhä Zÿldÿh's population do not work in a formal occupation, but do contribute to the local economy. 319 (5%) are noncontributers.

Points of Interest

Qÿhtvehb Zhä Zÿldÿh is accessed from a nearby river via an intricate series of locks.

POI

History

The the a pair of bracers of Wild Magic, an a pair of bracers imbued with notable amounts of Wild Magic energies was created near Qÿhtvehb Zhä Zÿldÿh by in time immemorial, reportedly some time during the late 2nd century.

History