City: Shíhzkevvèg Gíhm

Shíhzkevvèg Gíhm

Shíhzkevvèg Gíhm
Example Tauran architecture.
StateTetburland
ProvencePesutkrakoda Region
RegionFïpa-devozæ̈ Woods
Founded1267
Community LeaderLord Barnan
Area24 km2 (9 mi2)
Average Yearly Temp26°C (78°F)
Average Elevation4530 m (14862 ft)
Average Yearly Precipitation160 cm/y (62 in/y)
Population5856
Population Density244 people per km2 (650 people per mi2)
Town AuraElven High Magic
Naming
Native nameShíhzkevvèg Gíhm
PronunciationShíhz /ˈkevvɛg/
Direct Translation[crisis] [advice]
Translation[Not Yet Translated]

Shíhzkevvèg Gíhm (Shíhz /ˈkevvɛg/ [crisis] [advice]) is a subtropical City located in the Pesutkrakoda Region of the Tetburland.

The name Shíhzkevvèg Gíhm is derived from the Goblin language, as Shíhzkevvèg Gíhm was founded by Trêv, who was culturaly Tauran.

Climate

Shíhzkevvèg Gíhm has a yearly average temperature of 26°C (78°F), with its average temperature during the summer being a warm 29°C (84°F) and its average temperature during the winter being a pleasant 23°C (73°F). Shíhzkevvèg Gíhm receives an average of 160 cm/y (62 in/y) of precipitation, most of which comes in the form of rain during the fall. Shíhzkevvèg Gíhm covers an area of nearly 24 km2 (9 mi2), and an average elevation of 4530 m (14862 ft) above sea level.

Overview

Shíhzkevvèg Gíhm was founded durring the late 14th century in winter of the year 1267, by Trêv. The establishment of Shíhzkevvèg Gíhm suffered from many setbacks, delays, and obsticles, most notably a group of Shíhzkevvèg Gíhm which required millitary assistance exterminate before the community could finish being built.

Shíhzkevvèg Gíhm was built using the conventions of Tauran durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Shíhzkevvèg Gíhm 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.

Shíhzkevvèg Gíhm is is constructed arround a series of restrictive baked earthen mainstreets which form concentric circles, with smaller strait roads linking the circiles to each other at varrious points. The city sits behind an impressive looking clay brick wall. The wall is notable for querried stone blocks being used to renforce the clay bricks in the expected manner and locations. While the wall was built to the exact specifications of modern fortifications, one has to wonder why the money invested into creating such a well fortified wall wasnt spent on a less impressive looking wall crated from sturdier materials. Shíhzkevvèg Gíhm's walls would endure a brief bombardment, but only from light siege weapons. It seems more likly the city's walls were not designed with defence in mind but rather lending the town a certain air with visitors. Shíhzkevvèg Gíhm's boondoggle-of-a-fortified wall has sufferd soem light damage, reducing its function a little in some spots, but could almsot certainly preform as expected... Though some of the worse spots could lead to the loss of defenders lives if attackers identified the weaknesses ahead of time.

Shíhzkevvèg Gíhm is not quite well. Something happened here, perhapse recently, perhapse long ago. Whatever it was, it settled into the very soul of the city like a festering wound. The people go about their day well enough, but there’s a tention in the air you can cut with a knife. There’s a patern to the panic. It’s not easy to see, and no one quite agrees on what it is, but the locals know and operate under this pattern. It shapes everything they do, and you feel as if you’ve almost worked it out only for some small detail to devastate your theory every time you try and comprehend it.

Civic Infrastructure

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

Shíhzkevvèg Gíhm 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 Shíhzkevvèg Gíhm. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Shíhzkevvèg Gíhm's parks.

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

Shíhzkevvèg Gíhm 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.

Shíhzkevvèg Gíhm 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.

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

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

Shíhzkevvèg Gíhm 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.

Shíhzkevvèg Gíhm 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.

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

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

Shíhzkevvèg Gíhm 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 Shíhzkevvèg Gíhm's natural decorations nor waterways.

Shíhzkevvèg Gíhm 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.

Shíhzkevvèg Gíhm 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.

Shíhzkevvèg Gíhm 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

Shíhzkevvèg Gíhm's mayor's house was built using a different architectural style from the rest of the town. The style used is famous for its stately symmetry, classical elements, and grand appearance. Columns and pillars, such as Corinthian columns, are often seen supporting open structures or porticos. Symmetry is an important feature of this style, with each half of a building mirroring the other. Domed ceilings and windows grace these buildings, with everything placed in a mathematical arrangement.

In Shíhzkevvèg Gíhm tiny harmless tornadoes plague the town.

The Walking Stick, Giant near Shíhzkevvèg Gíhm are known to be a mutant strain of the creature.

Shíhzkevvèg Gíhm's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves performance art to channel Transmutation energies of tier 3 via recitation of poetic epics.

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: 10
  • Farmers: 17
  • Farm Laborer: 26
  • Hunters: 20
  • Milk Maids: 15
  • Ranchers: 7
  • Ranch Hands: 15
  • Shepherds: 15
    • Farmland: 23716 m2
    • Cattle and Similar Creatures: 1464
    • Poultry: 17568
    • Swine: 1171
    • Sheep: 58
    • Goats: 11
    • Horses, Mounts, and Beasts of Burden: 585

Craftsmen

  • Arms and Toolmakers: 11
  • Blacksmiths: 12
  • Bookbinders: 7
  • Buckle-makers: 8
  • Cabinetmakers: 13
  • Candlemakers: 17
  • Carpenters: 20
  • Clothmakers: 15
  • Coach and Harness Makers: 6
  • Coopers: 13
  • Copper, Brass, Tin, Zinc, and Lead Workers: 8
  • Copyists: 5
  • Cutlers: 4
  • Fabricworkers: 13
  • Farrier: 40
  • Furriers: 3
  • Glassworkers: 19
  • Gunsmiths: 13
  • Harness-Makers: 5
  • Hatters: 10
  • Hosiery Workers: 4
  • Jewelers: 6
  • Leatherwrights: 14
  • Locksmiths: 5
  • Matchstick makers: 9
  • Musical Instrument Makers: 8
  • Painters, Structures and Fixtures: 7
  • Paper Workers: 7
  • Plasterers: 8
  • Pursemakers: 10
  • Roofers: 6
  • Ropemakers: 6
  • Rugmakers: 5
  • Saddlers: 11
  • Scabbardmakers: 13
  • Scalemakers: 6
  • Scientific, Surgical, and Optical Instrument Makers: 3
  • Sculptors, Structures and Fixtures: 5
  • Shoemakers: 5
  • Soap and Tallow Workers: 19
  • Tailors: 40
  • Tanners: 7
  • Upholsterers: 8
  • Watchmakers: 7
  • Weavers: 18
  • Whitesmiths: 4

Merchants

  • Adventuring Goods Retellers: 4
  • Arcana Sellers: 4
  • Beer-Sellers: 7
  • Booksellers: 9
  • Butchers: 16
  • Chandlers: 14
  • Chicken Butchers: 16
  • Entrepreneurs: 5
  • Fine Clothiers: 14
  • Fishmongers: 15
  • Florists: 3
  • Potion Sellers: 9
  • Resellers: 27
  • Spice Merchants: 7
  • Wine-sellers: 11
  • Wheelwright: 9
  • Woodsellers: 5

Service workers

  • Bakers: 30
  • Barbers: 26
  • Coachmen: 8
  • Cooks: 27
  • Doctors: 13
  • Gamekeepers: 8
  • Grooms: 5
  • Hairdressers: 19
  • Healers: 18
  • Housekeepers: 18
  • Housemaids: 30
  • House Stewards: 18
  • Inns: 5
  • Laundry maids: 10
  • Maidservants: 18
  • Nursery Maids: 11
  • Pastrycooks: 19
  • Restaurateur: 25
  • Tavern Keepers: 23

Specialized Laborer

  • Ashworkers: 8
  • Bleachers: 5
  • Chemical Workers: 3
  • Coal Heavers: 13
  • In-Town Couriers: 13
  • Long Haul Couriers: 12
  • Dockyard Workers: 11
  • Gas Workers: 2
  • Hay Merchants: 4
  • Leech Collectors: 15
  • Millers: 12
  • Miners: 13
  • Oilmen and Polishers: 9
  • Postmen: 13
  • Pure Finder: 7
  • Skinners: 18
  • Sugar Refiners: 3
  • Tosher: 9
  • Warehousemen: 18
  • Watercarriers: 12
  • Watermen, Bargemen, etc.: 17

Skilled Laborers

  • Accountants: 7
  • Alchemist: 8
  • Clerk: 11
  • Dentists: 5
  • Educators: 16
  • Engineers: 8
  • Gardeners: 5
  • Mages: 4
  • Plumbers: 6
  • Pharmacist: 6
  • Professors: 2
  • Scientists: 4
  • Wizards: 2

Civil Servants

  • Adventurers: 5
  • Bankers: 7
  • Civil Clerks: 14
  • Civic Iudex: 6
  • Consultants: 3
  • Exorcist: 13
  • Fixers: 7
  • Kami Clerk: 12
  • Landlords: 10
  • Lawyers: 7
  • Legend Keepers: 10
  • Militia Officers: 53
  • Monks, Monastic: 20
  • Monks, Civic: 18
  • Historian, Oral: 13
  • Historian, Textual: 6
  • Policemen, Sheriffs, etc.: 13
  • Priests: 27
  • Rangers: 7
  • Rat Catchers: 8
  • Scholars: 9
  • Spiritualist: 10
  • Slayers: 3
  • Storytellers: 18
  • Military Officers: 18

Cottage Industries

  • Brewers: 16
  • Comfort Services: 25
  • Enchanters: 6
  • Herbalists: 7
  • Jaminators: 19
  • Needleworkers: 18
  • Potters: 9
  • Preserve Makers: 17
  • Quilters: 8
  • Seamsters: 39
  • Spinners: 16
  • Tinker: 6
  • Weaver: 15

Artists

  • Actors: 6
  • Architects: 2
  • Bards: 9
  • Costumers: 3
  • Dancers: 7
  • Drafters: 3
  • Engravers: 4
  • Fine Furniture Carpenters: 2
  • Glaziers: 6
  • Inlayers: 5
  • Musicians: 17
  • Painters, Art: 3
  • Playwrights: 6
  • Sculptors, Art: 5
  • Wood Carvers: 20
  • Writers: 19

Produce Industries

  • Butter Churners: 21
  • Canners: 17
  • Cheesmakers: 21
  • Ice Merchants: 2
  • Millers: 11
  • Picklers: 9
  • Smokers: 7
  • Stockmakers: 6
  • Tobacconists: 8
  • Tallowmakers: 14

2156 of Shíhzkevvèg Gíhm's population work within a Foundational Occupation.

3466 of Shíhzkevvèg Gíhm's population do not work in a formal occupation, but do contribute to the local economy. 234 (4%) are noncontributers.

Points of Interest

Shíhzkevvèg Gíhm has a conflict with a neighboring community. This usually isn't part of a larger war, but is instead a personal animosity between them. It may be the community has suffered at their enemy's hands, or they may have been the ones applying the suffering. Constant low-level skirmishes and trouble making go on between the two.

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

POI

History

The the a set of armbands of Truename Magic, an a set of armbands imbued with notable amounts of Truename Magic energies was created in Shíhzkevvèg Gíhm by in time immemorial, reportedly some time during the late 2nd century.

History