The name Ambercart is derived from the Sylvin language, as Ambercart was founded by Chi̊hi Bramble, who was culturaly Sylvin.
Climate
Ambercart has a yearly average temperature of 27°C (80°F), with its average temperature during the summer being a hot 32°C (89°F) and its average temperature during the winter being a pleasant 23°C (73°F). Ambercart receives an average of 214 cm/y (84 in/y) of precipitation, most of which comes in the form of rain during the fall. Ambercart covers an area of nearly 5 km2 (2 mi2), and an average elevation of 3176 m (10419 ft) above sea level.
Overview
Ambercart was founded durring the early 14th century in fall of the year 1302, by Chi̊hi Bramble. The establishment of Ambercart was somewhat plagued by a lack of willing colonists, leading to Chi̊hi Bramble electing to pay people to resettle in Ambercart.
Ambercart was built using the conventions of Sylvin durring the early 14th century. Naturaly, all settlmentss have their own look to them, and Ambercart is no diffrent. The town'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.
Ambercart is buildings are located arround a single premissive baked earthen mainstreet which forms a clockwise spiral to give the town a over all circular shape. The town rests behind the absurdity that is a thick, timber braced, wall made of clay bricks. While visualy impressive and certainly an astetic, Ambercart'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 town'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 town's defences.
A look around Ambercart gives you a feeling of distrust and paranoia. Also greed. The locals seem to be very much into scholastic pursuits, based on the hushed, murmured conversations you hear at least. Everyone in Ambercart acts like they have discovered something wondrous, and are worried they will endure some horrible fate so another can take what they’ve discovered for themselves.
Civic Infrastructure
Ambercart has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Ambercart.
Ambercart 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.
Ambercart has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.
Ambercart 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.
Ambercart has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Ambercart's public wards, blessings, and other arcane systems.
Ambercart 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 Town. Ambercart's grid is powered by an arcane means.
Ambercart has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Ambercart 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.
Cultural Notes
Ambercart's chapel was built using a different architectural style from the rest of the town. The style used is which made use of the classical orders and mathematically precise ratios of height and width combined with a desire for symmetry, proportion, and harmony. It used columns, pediments, arches and domes are imaginatively in buildings of all types. Decorative features were seen as largely unnecessary as the sheer beauty of the structure itself was often close to art. However, many buildings with large ceiling spaces had their ceilings decorated with elaborate paintings, simply because the large flat spaces could feel wasted.
Due to the actions of local Kami, winter is short in Ambercart.
The Slithering Pit near Ambercart are known to be a mutant strain of the creature.
Ambercart's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves bloodletting to channel Transmutation energies of tier 2 via proclamations.
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: 2
Farmers: 3
Farm Laborer: 8
Hunters: 4
Milk Maids: 3
Ranchers: 1
Ranch Hands: 3
Shepherds: 3
Farmland: 5265 m2
Cattle and Similar Creatures: 328
Poultry: 3939
Swine: 262
Sheep: 13
Goats: 2
Horses, Mounts, and Beasts of Burden: 131
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 2
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 2
Candlemakers: 4
Carpenters: 4
Clothmakers: 3
Coach and Harness Makers: 1
Coopers: 3
Copper, Brass, Tin, Zinc, and Lead Workers: 1
Copyists: 1
Cutlers: 1
Fabricworkers: 3
Farrier: 9
Glassworkers: 4
Gunsmiths: 2
Harness-Makers: 1
Hatters: 2
Jewelers: 1
Leatherwrights: 3
Locksmiths: 1
Matchstick makers: 2
Musical Instrument Makers: 1
Painters, Structures and Fixtures: 1
Paper Workers: 1
Plasterers: 1
Pursemakers: 2
Roofers: 1
Ropemakers: 1
Rugmakers: 1
Saddlers: 2
Scabbardmakers: 2
Scalemakers: 1
Sculptors, Structures and Fixtures: 1
Shoemakers: 1
Soap and Tallow Workers: 4
Tailors: 7
Tanners: 1
Upholsterers: 1
Watchmakers: 1
Weavers: 3
Whitesmiths: 1
Merchants
Beer-Sellers: 1
Booksellers: 2
Butchers: 3
Chandlers: 3
Chicken Butchers: 3
Entrepreneurs: 1
Fine Clothiers: 3
Fishmongers: 3
Potion Sellers: 2
Resellers: 5
Spice Merchants: 1
Wine-sellers: 2
Wheelwright: 2
Woodsellers: 1
Service workers
Bakers: 8
Barbers: 7
Coachmen: 1
Cooks: 5
Doctors: 2
Gamekeepers: 2
Grooms: 1
Hairdressers: 5
Healers: 3
Housekeepers: 3
Housemaids: 6
House Stewards: 3
Inns: 1
Laundry maids: 2
Maidservants: 5
Nursery Maids: 2
Pastrycooks: 3
Restaurateur: 5
Tavern Keepers: 4
Specialized Laborer
Ashworkers: 1
Bleachers: 1
Coal Heavers: 2
In-Town Couriers: 2
Long Haul Couriers: 2
Dockyard Workers: 2
Hay Merchants: 1
Leech Collectors: 3
Millers: 2
Miners: 2
Oilmen and Polishers: 2
Postmen: 2
Pure Finder: 1
Skinners: 3
Tosher: 2
Warehousemen: 4
Watercarriers: 2
Watermen, Bargemen, etc.: 3
Skilled Laborers
Accountants: 1
Alchemist: 1
Clerk: 2
Dentists: 1
Educators: 3
Engineers: 1
Gardeners: 1
Plumbers: 1
Pharmacist: 1
Civil Servants
Adventurers: 1
Bankers: 1
Civil Clerks: 2
Civic Iudex: 1
Exorcist: 2
Fixers: 1
Kami Clerk: 2
Landlords: 2
Lawyers: 1
Legend Keepers: 2
Militia Officers: 18
Monks, Monastic: 4
Monks, Civic: 4
Historian, Oral: 3
Historian, Textual: 1
Policemen, Sheriffs, etc.: 2
Priests: 4
Rangers: 1
Rat Catchers: 2
Scholars: 1
Spiritualist: 2
Storytellers: 4
Military Officers: 4
Cottage Industries
Brewers: 3
Comfort Services: 4
Enchanters: 1
Herbalists: 1
Jaminators: 4
Needleworkers: 4
Potters: 2
Preserve Makers: 3
Quilters: 1
Seamsters: 6
Spinners: 3
Tinker: 1
Weaver: 3
Artists
Actors: 1
Bards: 2
Dancers: 1
Engravers: 1
Glaziers: 1
Inlayers: 1
Musicians: 3
Playwrights: 1
Sculptors, Art: 1
Wood Carvers: 4
Writers: 4
Produce Industries
Butter Churners: 4
Canners: 3
Cheesmakers: 4
Millers: 2
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 2
Tallowmakers: 3
405 of Ambercart's population work within a Foundational Occupation.
25 work in Agriculture
88 work as Craftsmen
32 work as Merchants
68 work as Service Workers
37 work as General Laborers
12 work as Skilled Laborers
65 work as Civil Servants
36 work in Cottage Industries
20 work as Artists
22 work in Produce Industries
817 of Ambercart's population do not work in a formal occupation, but do contribute to the local economy. 91 (7%) are noncontributers.
Points of Interest
Ambercart has access to some sort of functioning ancient infrastructure, whether it's an array of wall-mounted arcane energy projectors, running water, moving roadways, community-wide climate control, or some other inherited luxury. This infrastructure may be the result of a still-functional Working, or it could be the product of some venerable occult engine that's still operational, or it may be the fruit of the labors of some specially-designed organism or Blighted populace.
Due to a magical anomaly, Ambercart is directly accessible from a nearby river, despite the lack of a physical connection between the town's pond and the river.
POI
History
In time immemorial, reportedly some time during the late 2nd century a local hero by the name of spared the town from the rampage of a legendary monster. Ambercart's militia's elite squad is named after .