Large City: Zíhpi̊ Ji̊ Qi̊v

Zíhpi̊ Ji̊ Qi̊v

Zíhpi̊ Ji̊ Qi̊v
Example Tauran architecture.
StateTetburland
ProvenceSti̊ci̊q Region
RegionBăm-ěpǐp Moor
Founded1311
Community LeaderLord Ghrebeng
Area67 km2 (26 mi2)
Average Yearly Temp26°C (78°F)
Average Elevation1508 m (4947 ft)
Average Yearly Precipitation239 cm/y (94 in/y)
Population15949
Population Density238 people per km2 (613 people per mi2)
Town AuraTransmutation
Naming
Native nameZíhpi̊ Ji̊ Qi̊v
Pronunciation/zɪ̞p/ /i̘/
Direct Translation[dot; spot] [cream]
Translation[Not Yet Translated]

Zíhpi̊ Ji̊ Qi̊v (/zɪ̞p/ /i̘/ [dot; spot] [cream]) is a subtropical Large City located in the Sti̊ci̊q Region of the Tetburland.

The name Zíhpi̊ Ji̊ Qi̊v is derived from the Goblin language, as Zíhpi̊ Ji̊ Qi̊v was founded by Paivnirth, who was culturaly Tauran.

Climate

Zíhpi̊ Ji̊ Qi̊v 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). Zíhpi̊ Ji̊ Qi̊v receives an average of 239 cm/y (94 in/y) of precipitation, most of which comes in the form of rain during the summer. Zíhpi̊ Ji̊ Qi̊v covers an area of nearly 67 km2 (26 mi2), and an average elevation of 1508 m (4947 ft) above sea level.

Overview

Zíhpi̊ Ji̊ Qi̊v was founded durring the early 14th century in fall of the year 1311, by Paivnirth. The establishment of the new community went well, with no major obsticles durring construction.

Zíhpi̊ Ji̊ Qi̊v was built using the conventions of Tauran durring the early 14th century. Naturaly, all settlmentss have their own look to them, and Zíhpi̊ Ji̊ Qi̊v is no diffrent. The city's buildings feature plaster covered brickwork used to form structures with an emphasis on symmetry, proportion, geometry and the regularity of parts. Orderly arrangements of columns, pilasters and lintels, as well as the use of semicircular arches, hemispherical domes, niches and aediculae can be found everywhere such that only size of building and yard can be used to measure the general prosparity of a given building's owners due to a general wealthy feeling the style gives off.

Zíhpi̊ Ji̊ Qi̊v is is constructed arround a semi-circular restrictive flagstone mainstreet, with smaller strait roads linking the circiles to eachother at varrious points. The city rests behind the absurdity that is a thick, timber braced, wall made of clay bricks. While visualy impressive and certainly an astetic, Zíhpi̊ Ji̊ Qi̊v's wall provides no actual defence against siege equipment due to the choice of its cosntruction materials. Even nonexperts can tell the town is trying to impress rather than defend with its walls, towers, and gatehouses. Though admittedly, they do look nice... To primitive tribals who have never seen fortifications before. The city's political statment focused walls are visibly old, but also obviously well maintained. Its likly the local malishia or garrison are tasked with routine mantance of the city's defences.

Something in your gut tells you that you may be unwelcome in Zíhpi̊ Ji̊ Qi̊v. The town seems like it’s not showing you the side of itself it would show to others. People mostly ignore your questions. Many folks ask you to leave their establishments, even before you’ve walked inside them. You should probably listen to them, as every time you’re asked to leave the person asking you to leave has referenced the town’s patron divine in some way. The little voice in the back of your mind that tells you when you’re in danger feels like it’s just glaring at you and muttering about how stupid you are for even remaining in town.

Civic Infrastructure

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

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

Zíhpi̊ Ji̊ Qi̊v 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 Zíhpi̊ Ji̊ Qi̊v. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Zíhpi̊ Ji̊ Qi̊v's parks.

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

Zíhpi̊ Ji̊ Qi̊v 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.

Zíhpi̊ Ji̊ Qi̊v 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.

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

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

Zíhpi̊ Ji̊ Qi̊v 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.

Zíhpi̊ Ji̊ Qi̊v 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.

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

Zíhpi̊ Ji̊ Qi̊v has an Millitary Academy which trains military officers and specilists.

Zíhpi̊ Ji̊ Qi̊v 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 Large City. Zíhpi̊ Ji̊ Qi̊v's grid is powered by a direct leyline tap.

Zíhpi̊ Ji̊ Qi̊v's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.

Zíhpi̊ Ji̊ Qi̊v has a first rate hospital which caters to anyone in need of long term medical care.

Zíhpi̊ Ji̊ Qi̊v 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.

Zíhpi̊ Ji̊ Qi̊v 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 Zíhpi̊ Ji̊ Qi̊v's natural decorations nor waterways.

Zíhpi̊ Ji̊ Qi̊v 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.

Zíhpi̊ Ji̊ Qi̊v 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.

Zíhpi̊ Ji̊ Qi̊v 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

Zíhpi̊ Ji̊ Qi̊v'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 Zíhpi̊ Ji̊ Qi̊v snow is warm to the touch and does not melt within city limits. Also it only happens during summer.

The Skin Stitcher near Zíhpi̊ Ji̊ Qi̊v are known to be more aggressive than normal.

Zíhpi̊ Ji̊ Qi̊v's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves sex to channel Conjuration energies of tier 1 via 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: 31
  • Farmers: 53
  • Farm Laborer: 79
  • Hunters: 51
  • Milk Maids: 38
  • Ranchers: 19
  • Ranch Hands: 46
  • Shepherds: 38
    • Farmland: 63955 m2
    • Cattle and Similar Creatures: 3987
    • Poultry: 47847
    • Swine: 3189
    • Sheep: 159
    • Goats: 31
    • Horses, Mounts, and Beasts of Burden: 1594

Craftsmen

  • Arms and Toolmakers: 35
  • Blacksmiths: 34
  • Bookbinders: 19
  • Buckle-makers: 21
  • Cabinetmakers: 37
  • Candlemakers: 59
  • Carpenters: 50
  • Clothmakers: 48
  • Coach and Harness Makers: 16
  • Coopers: 40
  • Copper, Brass, Tin, Zinc, and Lead Workers: 23
  • Copyists: 15
  • Cutlers: 13
  • Fabricworkers: 38
  • Farrier: 74
  • Furriers: 10
  • Glassworkers: 56
  • Gunsmiths: 33
  • Harness-Makers: 15
  • Hatters: 30
  • Hosiery Workers: 11
  • Jewelers: 18
  • Leatherwrights: 39
  • Locksmiths: 16
  • Matchstick makers: 26
  • Musical Instrument Makers: 23
  • Painters, Structures and Fixtures: 20
  • Paper Workers: 22
  • Plasterers: 21
  • Pursemakers: 28
  • Roofers: 16
  • Ropemakers: 16
  • Rugmakers: 14
  • Saddlers: 31
  • Scabbardmakers: 37
  • Scalemakers: 16
  • Scientific, Surgical, and Optical Instrument Makers: 10
  • Sculptors, Structures and Fixtures: 15
  • Shoemakers: 15
  • Soap and Tallow Workers: 50
  • Tailors: 109
  • Tanners: 20
  • Upholsterers: 22
  • Watchmakers: 21
  • Weavers: 51
  • Whitesmiths: 12

Merchants

  • Adventuring Goods Retellers: 10
  • Arcana Sellers: 11
  • Beer-Sellers: 22
  • Booksellers: 26
  • Butchers: 44
  • Chandlers: 43
  • Chicken Butchers: 47
  • Entrepreneurs: 16
  • Fine Clothiers: 43
  • Fishmongers: 45
  • Florists: 9
  • Potion Sellers: 25
  • Resellers: 63
  • Spice Merchants: 20
  • Wine-sellers: 34
  • Wheelwright: 25
  • Woodsellers: 15

Service workers

  • Bakers: 99
  • Barbers: 65
  • Coachmen: 22
  • Cooks: 63
  • Doctors: 32
  • Gamekeepers: 24
  • Grooms: 13
  • Hairdressers: 49
  • Healers: 44
  • Housekeepers: 43
  • Housemaids: 83
  • House Stewards: 44
  • Inns: 15
  • Laundry maids: 30
  • Maidservants: 56
  • Nursery Maids: 30
  • Pastrycooks: 54
  • Restaurateur: 72
  • Tavern Keepers: 61

Specialized Laborer

  • Ashworkers: 21
  • Bleachers: 15
  • Chemical Workers: 9
  • Coal Heavers: 31
  • In-Town Couriers: 37
  • Long Haul Couriers: 36
  • Dockyard Workers: 32
  • Gas Workers: 7
  • Hay Merchants: 13
  • Leech Collectors: 43
  • Millers: 33
  • Miners: 37
  • Oilmen and Polishers: 24
  • Postmen: 33
  • Pure Finder: 21
  • Skinners: 43
  • Sugar Refiners: 9
  • Tosher: 25
  • Warehousemen: 46
  • Watercarriers: 32
  • Watermen, Bargemen, etc.: 48

Skilled Laborers

  • Accountants: 20
  • Alchemist: 23
  • Clerk: 34
  • Dentists: 15
  • Educators: 44
  • Engineers: 24
  • Gardeners: 16
  • Mages: 12
  • Plumbers: 16
  • Pharmacist: 19
  • Professors: 6
  • Scientists: 12
  • Wizards: 7

Civil Servants

  • Adventurers: 15
  • Bankers: 22
  • Civil Clerks: 38
  • Civic Iudex: 17
  • Consultants: 10
  • Exorcist: 36
  • Fixers: 19
  • Kami Clerk: 33
  • Landlords: 30
  • Lawyers: 19
  • Legend Keepers: 26
  • Militia Officers: 177
  • Monks, Monastic: 51
  • Monks, Civic: 43
  • Historian, Oral: 35
  • Historian, Textual: 18
  • Policemen, Sheriffs, etc.: 37
  • Priests: 69
  • Rangers: 21
  • Rat Catchers: 23
  • Scholars: 26
  • Spiritualist: 27
  • Slayers: 8
  • Storytellers: 54
  • Military Officers: 56

Cottage Industries

  • Brewers: 49
  • Comfort Services: 61
  • Enchanters: 18
  • Herbalists: 17
  • Jaminators: 48
  • Needleworkers: 51
  • Potters: 25
  • Preserve Makers: 46
  • Quilters: 24
  • Seamsters: 93
  • Spinners: 39
  • Tinker: 17
  • Weaver: 43

Artists

  • Actors: 17
  • Architects: 6
  • Bards: 23
  • Costumers: 9
  • Dancers: 18
  • Drafters: 10
  • Engravers: 12
  • Fine Furniture Carpenters: 7
  • Glaziers: 16
  • Inlayers: 15
  • Musicians: 44
  • Painters, Art: 8
  • Playwrights: 17
  • Sculptors, Art: 14
  • Wood Carvers: 49
  • Writers: 53

Produce Industries

  • Butter Churners: 56
  • Canners: 53
  • Cheesmakers: 61
  • Ice Merchants: 7
  • Millers: 30
  • Picklers: 26
  • Smokers: 19
  • Stockmakers: 17
  • Tobacconists: 24
  • Tallowmakers: 35

5996 of Zíhpi̊ Ji̊ Qi̊v's population work within a Foundational Occupation.

9316 of Zíhpi̊ Ji̊ Qi̊v's population do not work in a formal occupation, but do contribute to the local economy. 637 (4%) are noncontributers.

Points of Interest

POI

History

Zíhpi̊ Ji̊ Qi̊v's residents established a new industry 4 years ago, and it’s making them a great deal of profit. Old patterns of authority and wealth are being disrupted, and the old gentry are unlikely to be pleased about it. They may be trying to take over the industry, or they may have been the ones to enable it in the first place and are using it to crush the life out of any rival power bases. Outsiders might be playing a major role as well, and it could be they plot to siphon off the profits.

In time immemorial, reportedly some time during the late 2nd century the Kami spared the town from an attack. One of Zíhpi̊ Ji̊ Qi̊v's local festivals commemorates this miracle.

History