The name Amberwick is derived from the Sylvin language, as Amberwick was founded by Sarcotor Broadbent, who was culturaly Sylvin.
Climate
Amberwick has a yearly average temperature of 20°C (68°F), with its average temperature during the summer being a warm 29°C (84°F) and its average temperature during the winter being a cool 12°C (53°F). Amberwick receives an average of 234 cm/y (92 in/y) of precipitation, most of which comes in the form of rain during the summer. Amberwick covers an area of nearly 5 km2 (2 mi2), and an average elevation of 3798 m (12460 ft) above sea level.
Overview
Amberwick was founded durring the early 14th century in summer of the year 1310, by Sarcotor Broadbent. The establishment of Amberwick was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Amberwick's construction back out of the project. Sarcotor Broadbent pushed on reguardles, and Amberwick was finished, but starts off as a terible place to live.
Amberwick was built using the conventions of Sylvin durring the early 14th century. Naturaly, all settlmentss have their own look to them, and Amberwick is no diffrent. The town's buildings feature masoned stone construction which prominantly features pointed arches, pointed ribbed vault cielings, flying buttress', and window tracery all of which share a simmilar gemoetetic patern halfway between organic and inorganic in design formaing a very distinct aesthetically integrated style. BUildings tend to reach for the havens, and more expencive homes are easily identified by their floor count as well as the addition of decorative features intigrated into the building's design such as statues, gargoyals, and embelished joinery.
Amberwick is is constructed arround a semi-circular narrow worn bedrock mainstreet, with smaller strait roads linking the circiles to eachother at varrious points. The town is protected by a series of wooden fences ringing the town's parimiter, which are likly intended to keep varrious beasts out of town rather than protect it from attack by any intelegent agents. The bare minimum defences has suffered a visible ammount of structural damage, leaving them effectivly useless. One can't help but wonder why the has not yet effected repairs.
Before you’ve even set foot into the heart of Amberwick, you can smell it. The incense. It hangs about the town like a cloud. Monks, priests, and clerics are everywhere, all dedicated to the same god, all preforming the same rituals to bless and anoint building,s streets, people, animals, you name it they are or have blessed it. The same holysymbols is everywhere too. Its on buildings, on people, and even branded into livestock. This town certainly loves its god.
Civic Infrastructure
Amberwick has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Amberwick.
Amberwick 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.
Amberwick 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.
Amberwick 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.
Amberwick has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Amberwick's public wards, blessings, and other arcane systems.
Amberwick has an Theological Academy which trains clergy in various arcane and theological topics required for their occupations.
Amberwick possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.
Amberwick has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Amberwick 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
Amberwick's garrison was built using a different architectural style from the rest of the town. The style used is based upon new and innovative technologies of construction and the idea that form should follow function. It was an embrace of minimalism and a rejection of ornament. The style became characterized by an emphasis on volume, asymmetrical compositions, and minimal ornamentation..
In Amberwick the water is caffeinated.
The Bramblelash near Amberwick are known to be almost tame, such that they can be put to domestic use.
Amberwick's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves long periods of drunkenness to channel Summoning energies of tier 1 via divine sermons.
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: 2
Ranchers: 1
Ranch Hands: 3
Shepherds: 3
Farmland: 4880 m2
Cattle and Similar Creatures: 302
Poultry: 3624
Swine: 241
Sheep: 12
Goats: 2
Horses, Mounts, and Beasts of Burden: 120
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 2
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 2
Candlemakers: 3
Carpenters: 3
Clothmakers: 3
Coach and Harness Makers: 1
Coopers: 3
Copper, Brass, Tin, Zinc, and Lead Workers: 1
Copyists: 1
Cutlers: 1
Fabricworkers: 2
Farrier: 8
Glassworkers: 4
Gunsmiths: 2
Harness-Makers: 1
Hatters: 2
Jewelers: 1
Leatherwrights: 3
Locksmiths: 1
Matchstick makers: 1
Musical Instrument Makers: 1
Painters, Structures and Fixtures: 1
Paper Workers: 1
Plasterers: 1
Pursemakers: 1
Roofers: 1
Ropemakers: 1
Rugmakers: 1
Saddlers: 2
Scabbardmakers: 2
Scalemakers: 1
Sculptors, Structures and Fixtures: 1
Shoemakers: 1
Soap and Tallow Workers: 3
Tailors: 7
Tanners: 1
Upholsterers: 1
Watchmakers: 1
Weavers: 3
Merchants
Beer-Sellers: 1
Booksellers: 1
Butchers: 2
Chandlers: 3
Chicken Butchers: 3
Entrepreneurs: 1
Fine Clothiers: 2
Fishmongers: 2
Potion Sellers: 2
Resellers: 4
Spice Merchants: 1
Wine-sellers: 2
Wheelwright: 1
Woodsellers: 1
Service workers
Bakers: 6
Barbers: 6
Coachmen: 1
Cooks: 5
Doctors: 2
Gamekeepers: 1
Grooms: 1
Hairdressers: 4
Healers: 3
Housekeepers: 3
Housemaids: 5
House Stewards: 3
Inns: 1
Laundry maids: 2
Maidservants: 3
Nursery Maids: 2
Pastrycooks: 4
Restaurateur: 5
Tavern Keepers: 4
Specialized Laborer
Ashworkers: 1
Bleachers: 1
Coal Heavers: 2
In-Town Couriers: 2
Long Haul Couriers: 3
Dockyard Workers: 2
Leech Collectors: 3
Millers: 3
Miners: 2
Oilmen and Polishers: 1
Postmen: 2
Pure Finder: 1
Skinners: 3
Tosher: 1
Warehousemen: 3
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: 1
Militia Officers: 12
Monks, Monastic: 3
Monks, Civic: 3
Historian, Oral: 2
Historian, Textual: 1
Policemen, Sheriffs, etc.: 2
Priests: 5
Rangers: 1
Rat Catchers: 1
Scholars: 1
Spiritualist: 2
Storytellers: 4
Military Officers: 4
Cottage Industries
Brewers: 3
Comfort Services: 5
Enchanters: 1
Herbalists: 1
Jaminators: 4
Needleworkers: 3
Potters: 2
Preserve Makers: 3
Quilters: 1
Seamsters: 6
Spinners: 3
Tinker: 1
Weaver: 3
Artists
Actors: 1
Bards: 1
Dancers: 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: 1
Tallowmakers: 3
368 of Amberwick's population work within a Foundational Occupation.
24 work in Agriculture
80 work as Craftsmen
26 work as Merchants
61 work as Service Workers
35 work as General Laborers
12 work as Skilled Laborers
55 work as Civil Servants
36 work in Cottage Industries
18 work as Artists
21 work in Produce Industries
780 of Amberwick's population do not work in a formal occupation, but do contribute to the local economy. 60 (5%) are noncontributers.
Points of Interest
Amberwick is cursed with recurrent spells of some troublesome disease. The affliction isn’t so fatal as to make living there impossible, but it adds suffering and expense to local lives. The plague might be the product of an ancient curse, the results of long lost toxic remains, or an unavoidable byproduct of whatever industry or purpose justifies the city. It’s probably not overly contagious, but visitors may be in some peril all the same.
POI
History
In time immemorial, reportedly some time during the late 2nd century, Amberwick was attacked by a group of nobles with their private armies. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Amberwick lost 252 people, 128 livestock, and 42 buildings. The conflict ended after roughly 216, when members of Amberwick's militia enacted an operation to liberate a particular vault from the enemy. The operation was complicated by a natural disaster interrupted the operation, shattering unit cohesion. The conflict ended with pitched battle between both forces, which ended in a crushing defeat for Amberwick's forces. The war is remembered in legend by Amberwick's bards, historians, and legend keepers.