The name Ådehlÿ Ȳ̈hbolvo Eltrÿhf is derived from the Dwarven language, as Ådehlÿ Ȳ̈hbolvo Eltrÿhf was founded by Lush Hub̄qug, who was culturaly Dwarvern.
Climate
Ådehlÿ Ȳ̈hbolvo Eltrÿhf has a yearly average temperature of 23°C (73°F), with its average temperature during the summer being a hot 31°C (87°F) and its average temperature during the winter being a cool 16°C (60°F). Ådehlÿ Ȳ̈hbolvo Eltrÿhf receives an average of 214 cm/y (84 in/y) of precipitation, most of which comes in the form of rain during the fall. Ådehlÿ Ȳ̈hbolvo Eltrÿhf covers an area of nearly 5 km2 (2 mi2), and an average elevation of 13324 m (764 ft) above sea level.
Overview
Ådehlÿ Ȳ̈hbolvo Eltrÿhf was founded durring the late 14th century in spring of the year 1357, by Lush Hub̄qug. The establishment of Ådehlÿ Ȳ̈hbolvo Eltrÿhf suffered from several major issues, resulting in the need to develop many solutions to basic problems. Problems such as a lack of fresh water, logistical support, poor quality tools, and the odd monster or two. Howeaver, these were overcome in time.
Ådehlÿ Ȳ̈hbolvo Eltrÿhf was built using the conventions of Dwarvern durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Ådehlÿ Ȳ̈hbolvo Eltrÿhf is no diffrent. The town'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.
Ådehlÿ Ȳ̈hbolvo Eltrÿhf is was constructed arround several spacious packed earth mainstreets which cross one another at certain axies, with smaller streets branching off of them to premit acess to the many buildings deeper into the road network. The overall fashion is remenessent of a circulatory system, or other organic construct, and is quite effishent in its design. 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. Ådehlÿ Ȳ̈hbolvo Eltrÿhf's bare minimum defences 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.
The first thing you notice about Ådehlÿ Ȳ̈hbolvo Eltrÿhf is the large sign at the entrance welcoming you to their humble town. Children come up to you and say hi, some asking if you’ve fought any big monsters, and others just zipping away after their hello. The adults are much the same. By the time you’ve made it a significant way into the town you’ve been invited to a tavern for a pint to drink in exchange for news of the world. You’ve also had no less than three older women give you a sweetroll and direct your attention to their still unmarried children. It would be creepy if it wasn't so sincere.
Civic Infrastructure
Ådehlÿ Ȳ̈hbolvo Eltrÿhf has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Ådehlÿ Ȳ̈hbolvo Eltrÿhf.
Ådehlÿ Ȳ̈hbolvo Eltrÿhf 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.
Ådehlÿ Ȳ̈hbolvo Eltrÿhf 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.
Ådehlÿ Ȳ̈hbolvo Eltrÿhf has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Ådehlÿ Ȳ̈hbolvo Eltrÿhf's public wards, blessings, and other arcane systems.
Ådehlÿ Ȳ̈hbolvo Eltrÿhf 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. Ådehlÿ Ȳ̈hbolvo Eltrÿhf's grid is powered by a boiler and turbine based power plant.
Ådehlÿ Ȳ̈hbolvo Eltrÿhf 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.
Ådehlÿ Ȳ̈hbolvo Eltrÿhf has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Ådehlÿ Ȳ̈hbolvo Eltrÿhf 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
There’s more than one leader in Ådehlÿ Ȳ̈hbolvo Eltrÿhf, but at least some of them are at each other’s throats. It might be a conflict between formal leadership and informal authorities, or it could be a struggle among civil officials. Their interests might diverge sharply, or it could be a personal grudge that’s boiled over. Outside threats and internal problems are likely being ignored until the power struggle is resolved.
Ådehlÿ Ȳ̈hbolvo Eltrÿhf's chapel was built using a different architectural style from the rest of the town. The style used is characterized by grandeur of scale, simplicity of geometric forms, dramatic use of columns, and a preference for blank walls. This design ethos extended to re-imagining earlier styles of structure to create them anew, with a similar overall look and feel to one another..
In Ådehlÿ Ȳ̈hbolvo Eltrÿhf every night at precisely midnight every structure in town is engulfed by sailors fire until the end of the witching hour.
The Mercane near Ådehlÿ Ȳ̈hbolvo Eltrÿhf are known to be quite timid.
Ådehlÿ Ȳ̈hbolvo Eltrÿhf's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves square dance to channel Enchantment energies of tier 3 via oath swearing.
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: 4948 m2
Cattle and Similar Creatures: 308
Poultry: 3702
Swine: 246
Sheep: 12
Goats: 2
Horses, Mounts, and Beasts of Burden: 123
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 2
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 2
Candlemakers: 4
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: 9
Glassworkers: 3
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: 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
Merchants
Beer-Sellers: 1
Booksellers: 1
Butchers: 3
Chandlers: 3
Chicken Butchers: 3
Entrepreneurs: 1
Fine Clothiers: 3
Fishmongers: 2
Potion Sellers: 1
Resellers: 5
Spice Merchants: 1
Wine-sellers: 2
Wheelwright: 1
Woodsellers: 1
Service workers
Bakers: 6
Barbers: 5
Coachmen: 1
Cooks: 6
Doctors: 2
Gamekeepers: 1
Grooms: 1
Hairdressers: 4
Healers: 3
Housekeepers: 3
Housemaids: 8
House Stewards: 3
Inns: 1
Laundry maids: 2
Maidservants: 4
Nursery Maids: 2
Pastrycooks: 3
Restaurateur: 5
Tavern Keepers: 5
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: 1
Postmen: 2
Pure Finder: 1
Skinners: 4
Tosher: 1
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: 13
Monks, Monastic: 3
Monks, Civic: 4
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: 4
Enchanters: 1
Herbalists: 1
Jaminators: 4
Needleworkers: 3
Potters: 1
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: 5
Writers: 3
Produce Industries
Butter Churners: 4
Canners: 3
Cheesmakers: 4
Millers: 2
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 1
Tallowmakers: 2
379 of Ådehlÿ Ȳ̈hbolvo Eltrÿhf's population work within a Foundational Occupation.
25 work in Agriculture
83 work as Craftsmen
28 work as Merchants
65 work as Service Workers
36 work as General Laborers
12 work as Skilled Laborers
58 work as Civil Servants
34 work in Cottage Industries
18 work as Artists
20 work in Produce Industries
769 of Ådehlÿ Ȳ̈hbolvo Eltrÿhf's population do not work in a formal occupation, but do contribute to the local economy. 86 (7%) are noncontributers.
Points of Interest
The roads leading into Ådehlÿ Ȳ̈hbolvo Eltrÿhf possess a great number of switchbacks. While designed for defense, they mostly wind up pissing everyone trying to take goods to town right the hell off.
POI
History
In time immemorial, reportedly some time during the early 2nd century the Kami blessed the town with good fortune for a year and a day. One of Ådehlÿ Ȳ̈hbolvo Eltrÿhf's local festivals commemorates this miracle.