Town: Burgeshall

Burgeshall

Burgeshall
Example Sylvin architecture.
StateKingdom of Hobben
ProvenceCosea Provence
RegionPreschill Steppe
Founded1053
Community LeaderAutocrat Lucatela Hanson
Area5 km2 (2 mi2)
Average Yearly Temp26°C (78°F)
Average Elevation1114 m (3654 ft)
Average Yearly Precipitation292 cm/y (114 in/y)
Population1206
Population Density241 people per km2 (603 people per mi2)
Town AuraCharm
Naming
Native nameBurgeshall
Pronunciation/burgeshall /
Direct Translation[Translation Unavailable]
Translation[Not Yet Translated]

Burgeshall (/burgeshall / [Translation Unavailable]) is a subtropical Town located in the Cosea Provence of the Kingdom of Hobben.

The name Burgeshall is derived from the Sylvin language, as Burgeshall was founded by Hippopera Rackham, who was culturaly Sylvin.

Climate

Burgeshall has a yearly average temperature of 26°C (78°F), with its average temperature during the summer being a hot 31°C (87°F) and its average temperature during the winter being a pleasant 22°C (71°F). Burgeshall receives an average of 292 cm/y (114 in/y) of precipitation, most of which comes in the form of rain during the summer. Burgeshall covers an area of nearly 5 km2 (2 mi2), and an average elevation of 1114 m (3654 ft) above sea level.

Overview

Burgeshall was founded durring the late 12th century in winter of the year 1053, by Hippopera Rackham. The establishment of Burgeshall was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Hippopera Rackham struck deals with nearby nations and communities to establish Burgeshall as a prison colony.

Burgeshall was built using the conventions of Sylvin durring the late 12th century. Naturaly, all settlmentss have their own look to them, and Burgeshall 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.

Burgeshall is is constructed arround a series of restrictive paverstone mainstreets which form concentric circles, with smaller strait roads linking the circiles to each other at varrious points. The town resides behind a palisade wall complete with battlments, a moat, and timber gatehouses with drawbridges. Astonishigly, the robustly designed timber walls are in pristine condishion, as if they had just been finished before you laied eyes upon them.

A look around Burgeshall shows Burgeshall as a den of corruption. Birbes can be seen changing hands openly, such that it must be customary to do so and must have been for a long time. The locals have no fear, no annoyance at the state of things, it simply is. The town has another layer to it as well. Locals can be overheard having academic discussions, as well as talking about scholarly subjects in general. It’s quite clear Burgeshall places a lot of value on education and being a learned individual, or at least, faking it.

Civic Infrastructure

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

Burgeshall 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.

Burgeshall 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.

Burgeshall 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.

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

Burgeshall 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. Burgeshall 's grid is powered by a boiler and turbine based power plant.

Burgeshall has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.

Burgeshall 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

Burgeshall 's garrison was built using a different architectural style from the rest of the town. The style used makes use of a large oblong hall or building with double colonnades and a semicircular apse and symmetrical central-plan, resulting in buildings with a square central mass and four arms of equal length. Decorative features included domed rooves, arches, soaring spaces, and sumptuous decoration: marble columns and inlay, mosaics on the vaults, inlaid-stone pavements, and sometimes gold coffered ceilings.

Due to the actions of local Kami, spring is recurring in Burgeshall .

The Domovoi near Burgeshall are known to be more aggressive than normal.

Burgeshall 's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves consuming a local toxin to channel Wild Magic energies of tier 3 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: 3
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 2
    • Farmland: 4860 m2
    • Cattle and Similar Creatures: 301
    • Poultry: 3618
    • 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: 4
  • Carpenters: 3
  • Clothmakers: 3
  • Coach and Harness Makers: 1
  • Coopers: 2
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 2
  • Farrier: 7
  • 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: 4
  • Tailors: 6
  • 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: 3
  • Potion Sellers: 2
  • Resellers: 4
  • Spice Merchants: 1
  • Wine-sellers: 2
  • Wheelwright: 1
  • Woodsellers: 1

Service workers

  • Bakers: 5
  • Barbers: 5
  • Coachmen: 1
  • Cooks: 6
  • Doctors: 2
  • Gamekeepers: 1
  • Grooms: 1
  • Hairdressers: 3
  • Healers: 3
  • Housekeepers: 3
  • Housemaids: 5
  • House Stewards: 3
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 3
  • Nursery Maids: 2
  • Pastrycooks: 4
  • Restaurateur: 4
  • 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: 3
  • Tosher: 1
  • Warehousemen: 4
  • Watercarriers: 2
  • Watermen, Bargemen, etc.: 4

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: 9
  • Monks, Monastic: 4
  • Monks, Civic: 3
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 6
  • Rangers: 1
  • Rat Catchers: 1
  • Scholars: 1
  • Spiritualist: 2
  • Storytellers: 3
  • Military Officers: 3

Cottage Industries

  • Brewers: 3
  • Comfort Services: 4
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 3
  • Needleworkers: 3
  • Potters: 2
  • Preserve Makers: 3
  • Quilters: 1
  • Seamsters: 6
  • Spinners: 3
  • Tinker: 1
  • Weaver: 2

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: 2

362 of Burgeshall 's population work within a Foundational Occupation.

808 of Burgeshall 's population do not work in a formal occupation, but do contribute to the local economy. 36 (3%) are noncontributers.

Points of Interest

Burgeshall is known for its unusual rock formations.

POI

History

Burgeshall used to be much richer, but something happened in the last (10315 % 6)+1 years to crush its source of prosperity. Different factions of the community might be trying to grasp at the remaining dregs of wealth, others might try to restart the failed industry, and some might look for a new livelihood. Any group or entity thought responsible for the collapse is likely to be treated very harshly, and some locals might find profit in shifting the blame to their enemies.

The the a labratory of Enchantment, an a labratory imbued with potent amounts of Enchantment energies was created near Bur Vud Birěkhka by in time immemorial, reportedly some time during the late 2nd century.

History