Tíhjhi̊si Gíhm (/tɪ̞ʤ/ /ˈhi̘si/ [document] [confidential]) is a subtropical City located in the Sterfíhkāríhsha Region of the Tetburland.
The name Tíhjhi̊si Gíhm is derived from the Sylvin language, as Tíhjhi̊si Gíhm was founded by Tsêm Blanchfield, who was culturaly Tauran.
Climate
Tíhjhi̊si Gíhm has a yearly average temperature of 27°C (80°F), with its average temperature during the summer being a warm 30°C (86°F) and its average temperature during the winter being a pleasant 25°C (77°F). Tíhjhi̊si Gíhm receives an average of 284 cm/y (111 in/y) of precipitation, most of which comes in the form of rain during the summer. Tíhjhi̊si Gíhm covers an area of nearly 27 km2 (10 mi2), and an average elevation of 1834 m (6017 ft) above sea level.
Overview
Tíhjhi̊si Gíhm was founded durring the late 13th century in summer of the year 1176, by Tsêm Blanchfield. The establishment of Tíhjhi̊si Gíhm suffered from many setbacks, delays, and obsticles, most notably a group of Tíhjhi̊si Gíhm which required millitary assistance exterminate before the community could finish being built.
Tíhjhi̊si Gíhm was built using the conventions of Tauran durring the late 13th century. Naturaly, all settlmentss have their own look to them, and Tíhjhi̊si 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.
Tíhjhi̊si Gíhm is buildings are arranged arrounded highly ordered system of premissive cobblestone streets which form hexical 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 the proud owner of a proper castle-style stone wall complete with all of the trimmings. It has towers, a moat, gatehouses, drawbridges, and even merticulationsshortsizeleadershipname.. Unfortuantly, these perhapse unnessisarily well built defences are in extreem disrepair, so much so that one cannot tell if they are decaying from a lack of mantance or damage incured.
Right off the bat Tíhjhi̊si Gíhm hits you in the face with its success. Everyone, even the peasants, are dressed in well made clothing. Every tool and implement you can see is finely made, and people will boast to you as obvious strangers of the wonders which can be found in their markets. More interestingly is a total lack of beggars, and plenty of new buildings are going up even as you speak. Many of those buildings are schools, scriptoriums, and even one college. One can only wonder what knowledge the town has come into.
Civic Infrastructure
Tíhjhi̊si Gíhm has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Tíhjhi̊si 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 Tíhjhi̊si Gíhm. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Tíhjhi̊si Gíhm's parks.
Tíhjhi̊si Gíhm has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Tíhjhi̊si Gíhm.
Tíhjhi̊si 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.
Tíhjhi̊si 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.
Tíhjhi̊si 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.
Tíhjhi̊si 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.
Tíhjhi̊si 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.
Tíhjhi̊si 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.
Tíhjhi̊si Gíhm has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Tíhjhi̊si Gíhm's public wards, blessings, and other arcane systems.
Tíhjhi̊si Gíhm 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. Tíhjhi̊si Gíhm's grid is powered by a god's will and kindness.
Tíhjhi̊si Gíhm 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.
Tíhjhi̊si 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 Tíhjhi̊si Gíhm's natural decorations nor waterways.
Tíhjhi̊si 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.
Tíhjhi̊si 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.
Tíhjhi̊si 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
Tíhjhi̊si Gíhm's garrison 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 Tíhjhi̊si Gíhm most nights are accompanied by colorful ribbons of light in the sky.
The Amoeba, Giant near Tíhjhi̊si Gíhm are known to be more aggressive than normal.
Tíhjhi̊si Gíhm's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves embarking on a group pilgrimage to channel Elven High Magic energies of tier 3 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: 13
Farmers: 18
Farm Laborer: 33
Hunters: 20
Milk Maids: 17
Ranchers: 8
Ranch Hands: 20
Shepherds: 17
Farmland: 26177 m2
Cattle and Similar Creatures: 1604
Poultry: 19248
Swine: 1283
Sheep: 64
Goats: 12
Horses, Mounts, and Beasts of Burden: 641
Craftsmen
Arms and Toolmakers: 12
Blacksmiths: 13
Bookbinders: 8
Buckle-makers: 8
Cabinetmakers: 16
Candlemakers: 23
Carpenters: 18
Clothmakers: 16
Coach and Harness Makers: 6
Coopers: 16
Copper, Brass, Tin, Zinc, and Lead Workers: 9
Copyists: 6
Cutlers: 5
Fabricworkers: 13
Farrier: 31
Furriers: 4
Glassworkers: 23
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: 8
Pursemakers: 10
Roofers: 6
Ropemakers: 6
Rugmakers: 6
Saddlers: 12
Scabbardmakers: 13
Scalemakers: 6
Scientific, Surgical, and Optical Instrument Makers: 4
Sculptors, Structures and Fixtures: 6
Shoemakers: 6
Soap and Tallow Workers: 18
Tailors: 38
Tanners: 8
Upholsterers: 9
Watchmakers: 8
Weavers: 17
Whitesmiths: 5
Merchants
Adventuring Goods Retellers: 4
Arcana Sellers: 4
Beer-Sellers: 8
Booksellers: 10
Butchers: 16
Chandlers: 16
Chicken Butchers: 17
Entrepreneurs: 6
Fine Clothiers: 17
Fishmongers: 16
Florists: 3
Potion Sellers: 10
Resellers: 29
Spice Merchants: 8
Wine-sellers: 12
Wheelwright: 10
Woodsellers: 5
Service workers
Bakers: 33
Barbers: 27
Coachmen: 9
Cooks: 26
Doctors: 13
Gamekeepers: 10
Grooms: 5
Hairdressers: 23
Healers: 18
Housekeepers: 18
Housemaids: 27
House Stewards: 22
Inns: 6
Laundry maids: 10
Maidservants: 21
Nursery Maids: 11
Pastrycooks: 20
Restaurateur: 23
Tavern Keepers: 27
Specialized Laborer
Ashworkers: 8
Bleachers: 5
Chemical Workers: 3
Coal Heavers: 13
In-Town Couriers: 14
Long Haul Couriers: 14
Dockyard Workers: 12
Gas Workers: 3
Hay Merchants: 5
Leech Collectors: 17
Millers: 14
Miners: 14
Oilmen and Polishers: 10
Postmen: 13
Pure Finder: 8
Skinners: 19
Sugar Refiners: 3
Tosher: 9
Warehousemen: 23
Watercarriers: 14
Watermen, Bargemen, etc.: 20
Skilled Laborers
Accountants: 7
Alchemist: 9
Clerk: 12
Dentists: 6
Educators: 18
Engineers: 9
Gardeners: 6
Mages: 4
Plumbers: 7
Pharmacist: 7
Professors: 2
Scientists: 4
Wizards: 2
Civil Servants
Adventurers: 6
Bankers: 9
Civil Clerks: 14
Civic Iudex: 7
Consultants: 4
Exorcist: 14
Fixers: 7
Kami Clerk: 12
Landlords: 13
Lawyers: 8
Legend Keepers: 10
Militia Officers: 53
Monks, Monastic: 22
Monks, Civic: 20
Historian, Oral: 15
Historian, Textual: 7
Policemen, Sheriffs, etc.: 13
Priests: 26
Rangers: 8
Rat Catchers: 9
Scholars: 10
Spiritualist: 12
Slayers: 3
Storytellers: 22
Military Officers: 21
Cottage Industries
Brewers: 20
Comfort Services: 25
Enchanters: 7
Herbalists: 6
Jaminators: 18
Needleworkers: 18
Potters: 11
Preserve Makers: 18
Quilters: 9
Seamsters: 37
Spinners: 20
Tinker: 7
Weaver: 18
Artists
Actors: 6
Architects: 2
Bards: 10
Costumers: 3
Dancers: 8
Drafters: 4
Engravers: 5
Fine Furniture Carpenters: 3
Glaziers: 6
Inlayers: 6
Musicians: 19
Painters, Art: 3
Playwrights: 7
Sculptors, Art: 5
Wood Carvers: 20
Writers: 22
Produce Industries
Butter Churners: 24
Canners: 20
Cheesmakers: 22
Ice Merchants: 2
Millers: 13
Picklers: 11
Smokers: 8
Stockmakers: 7
Tobacconists: 10
Tallowmakers: 14
2338 of Tíhjhi̊si Gíhm's population work within a Foundational Occupation.
133 work in Agriculture
512 work as Craftsmen
191 work as Merchants
349 work as Service Workers
241 work as General Laborers
93 work as Skilled Laborers
345 work as Civil Servants
214 work in Cottage Industries
129 work as Artists
131 work in Produce Industries
3950 of Tíhjhi̊si Gíhm's population do not work in a formal occupation, but do contribute to the local economy. 128 (2%) are noncontributers.
Points of Interest
Tíhjhi̊si Gíhm is surrounded by dangerous terrain: miasmatic swamps, perilous crevasses, radioactive badlands, a pocket of or some other harmful topography. Tíhjhi̊si Gíhm might prefer the defensive potential of the terrain here, or have found a precious resource worth the danger. The terrain might have formed at some time since the founding, with the citizens struggling to make terms with the new danger.
Tíhjhi̊si Gíhm has a substantial mill pond located a short distance from town.
POI
History
The the a suit of boiled leather armor of Wild Magic, an a suit of boiled leather armor imbued with potent amounts of Wild Magic energies was created in Tíhjhi̊si Gíhm by in time immemorial, reportedly some time during the early 2nd century.