Large Town: Doûv Rūër Nêōw

Doûv Rūër Nêōw

Doûv Rūër Nêōw
Example Goblin architecture.
StateConfederation of Goblin Tribes
ProvenceDoûvnḱínts̄r Region
RegionHûhya Chyàzi Grasslands
Founded1596
Community LeaderHigh Chief Goīshv Réchī 'Aplenty Waves' Yó̄sh Raw̋g Sërm Ga̋ńch Cānvó̄
Area6 km2 (2 mi2)
Average Yearly Temp22°C (71°F)
Average Elevation1662 m (5452 ft)
Average Yearly Precipitation275 cm/y (108 in/y)
Population1578
Population Density263 people per km2 (789 people per mi2)
Town AuraTransmutation
Naming
Native nameDoûv Rūër Nêōw
Pronunciation/bæ̋æg/ /ɹʌ̄ɜː/
Direct Translation[silent] [adult]
Translation[Not Yet Translated]

Doûv Rūër Nêōw (/bæ̋æg/ /ɹʌ̄ɜː/ [silent] [adult]) is a subtropical Large Town located in the Doûvnḱínts̄r Region of the Confederation of Goblin Tribes.

The name Doûv Rūër Nêōw is derived from the Goblin language, as Doûv Rūër Nêōw was founded by Khrondri Shtin Khas, who was culturaly Goblin.

Climate

Doûv Rūër Nêōw has a yearly average temperature of 22°C (71°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 13°C (55°F). Doûv Rūër Nêōw receives an average of 275 cm/y (108 in/y) of precipitation, most of which comes in the form of rain during the summer. Doûv Rūër Nêōw covers an area of nearly 6 km2 (2 mi2), and an average elevation of 1662 m (5452 ft) above sea level.

Overview

Doûv Rūër Nêōw was founded durring the late 17th century in early spring of the year 1596, by Khrondri Shtin Khas. The establishment of Doûv Rūër Nêōw was somewhat plagued by a lack of willing colonists, leading to Khrondri Shtin Khas electing to pay people to resettle in Doûv Rūër Nêōw.

Doûv Rūër Nêōw was built using the conventions of Goblin durring the late 17th century. Naturaly, all settlmentss have their own look to them, and Doûv Rūër Nêōw 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.

Doûv Rūër Nêōw is buildings have been located at convienant points along the gorge Doûv Rūër Nêōw was built upon. Navigating the town is therefore a little chalanging as the distance between buildings verris greatly and the narrow flagstone streets flow where they are able to be made rather than folowing the most convienant paths. The town is the proud owner of a thick set of fortified walls fashioned from querried stone blocks. While not up to snuff for a fort or castle wall, the town's walls are naturaly much larger than those of forts or castles. Therefore, the construction such a wall is most expencive. Doûv Rūër Nêōw's buget focused wall would serve its community well in battle in spite of looking unimpressive compared to castles and fortresses. The top tier civilian fortifications have not been wellmaintained over the years, and while functional are in dire need of some loving care and perhapse light renovation.

Before you’ve even set foot into the heart of Doûv Rūër Nêōw, 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 performing the same rituals to bless and anoint buildings, streets, people, animals, you name it they are or have blessed it. The same holy symbol is everywhere too. Its on buildings, on people, and even branded into livestock. This certainly loves its god. More than it loves wealth. The town is very clearly poor. Buildings are run down in ways that are not imeadiatly obvious. The people are a bit too thin. The market is very eager to sell to newcomers, but not so eager to buy from them. There’s also a general lack of the hum and buzz of healthy industry in Doûv Rūër Nêōw.

Civic Infrastructure

Doûv Rūër Nêōw 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 Doûv Rūër Nêōw. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Doûv Rūër Nêōw's parks.

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

Doûv Rūër Nêōw 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.

Doûv Rūër Nêōw 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.

Doûv Rūër Nêōw 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.

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

Doûv Rūër Nêōw 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 Town. Doûv Rūër Nêōw's grid is powered by an arcane means.

Doûv Rūër Nêōw 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 Doûv Rūër Nêōw's natural decorations nor waterways.

Doûv Rūër Nêōw 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.

Doûv Rūër Nêōw 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.

Doûv Rūër Nêōw 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

Doûv Rūër Nêōw's bank was built using a different architectural style from the rest of the town. The style used is characterized by vertical proportions, pointed arches, external buttressing, and asymmetry in the general shape of its buildings. The decorative features of the style were key, consisting of large arched windows, pointed arches, vaulted ceilings, flying buttresses, and sculptures integrated into the structure itself. Occasionally, for very important buildings, an array of sculptures or one colossal sculpture might replace the entirety of the entrance to said building.

Due to the actions of local Kami, spring is recurring in Doûv Rūër Nêōw.

The Amoeba Swarm near Doûv Rūër Nêōw are known to be a mutant strain of the creature.

Doûv Rūër Nêōw's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves square dance to channel Invocation energies of tier 3 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: 3
  • Farmers: 5
  • Farm Laborer: 8
  • Hunters: 4
  • Milk Maids: 3
  • Ranchers: 2
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 6438 m2
    • Cattle and Similar Creatures: 394
    • Poultry: 4734
    • Swine: 315
    • Sheep: 15
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 157

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 3
  • Bookbinders: 2
  • Buckle-makers: 2
  • Cabinetmakers: 3
  • Candlemakers: 4
  • Carpenters: 4
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 4
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 9
  • Furriers: 1
  • Glassworkers: 5
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 3
  • Hosiery Workers: 1
  • Jewelers: 1
  • Leatherwrights: 4
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 2
  • Painters, Structures and Fixtures: 1
  • Paper Workers: 2
  • Plasterers: 2
  • Pursemakers: 2
  • Roofers: 1
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 2
  • Scabbardmakers: 3
  • Scalemakers: 1
  • Scientific, Surgical, and Optical Instrument Makers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 5
  • Tailors: 8
  • Tanners: 1
  • Upholsterers: 2
  • Watchmakers: 1
  • Weavers: 4
  • Whitesmiths: 1

Merchants

  • Adventuring Goods Retellers: 1
  • Arcana Sellers: 1
  • Beer-Sellers: 2
  • Booksellers: 2
  • Butchers: 4
  • Chandlers: 3
  • Chicken Butchers: 4
  • Entrepreneurs: 1
  • Fine Clothiers: 4
  • Fishmongers: 4
  • Potion Sellers: 2
  • Resellers: 8
  • Spice Merchants: 2
  • Wine-sellers: 3
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 7
  • Barbers: 9
  • Coachmen: 2
  • Cooks: 6
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 6
  • Healers: 4
  • Housekeepers: 4
  • Housemaids: 10
  • House Stewards: 4
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 5
  • Nursery Maids: 2
  • Pastrycooks: 5
  • Restaurateur: 6
  • Tavern Keepers: 6

Specialized Laborer

  • Ashworkers: 2
  • Bleachers: 1
  • Coal Heavers: 2
  • In-Town Couriers: 3
  • Long Haul Couriers: 3
  • Dockyard Workers: 3
  • Hay Merchants: 1
  • Leech Collectors: 4
  • Millers: 3
  • Miners: 4
  • Oilmen and Polishers: 2
  • Postmen: 3
  • Pure Finder: 2
  • Skinners: 4
  • Tosher: 2
  • Warehousemen: 5
  • Watercarriers: 3
  • Watermen, Bargemen, etc.: 4

Skilled Laborers

  • Accountants: 2
  • Alchemist: 2
  • Clerk: 3
  • Dentists: 1
  • Educators: 5
  • Engineers: 2
  • Gardeners: 1
  • Mages: 1
  • Plumbers: 1
  • Pharmacist: 1
  • Scientists: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 2
  • Civil Clerks: 3
  • Civic Iudex: 1
  • Consultants: 1
  • Exorcist: 3
  • Fixers: 1
  • Kami Clerk: 3
  • Landlords: 3
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 9
  • Monks, Monastic: 5
  • Monks, Civic: 5
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 6
  • Rangers: 2
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 3
  • Storytellers: 6
  • Military Officers: 5

Cottage Industries

  • Brewers: 4
  • Comfort Services: 6
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 5
  • Needleworkers: 5
  • Potters: 2
  • Preserve Makers: 4
  • Quilters: 2
  • Seamsters: 11
  • Spinners: 4
  • Tinker: 1
  • Weaver: 4

Artists

  • Actors: 1
  • Bards: 2
  • Dancers: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 4
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 6
  • Writers: 5

Produce Industries

  • Butter Churners: 5
  • Canners: 4
  • Cheesmakers: 5
  • Millers: 3
  • Picklers: 2
  • Smokers: 1
  • Stockmakers: 1
  • Tobacconists: 2
  • Tallowmakers: 3

512 of Doûv Rūër Nêōw's population work within a Foundational Occupation.

940 of Doûv Rūër Nêōw's population do not work in a formal occupation, but do contribute to the local economy. 126 (8%) are noncontributers.

Points of Interest

Doûv Rūër Nêōw's is something of a geological and arcane anomaly, as neither physical nor magical law entirely explains its formation.

POI

History

A vast influx of newcomers over the last (32501 % 6)+1 years has greatly spiked Doûv Rūër Nêōw's population. They may have been drawn by economic opportunities, or fled some pursuing peril, or been forcibly moved there by a ruler who wanted to dilute the existing native cohesion. The natives may not have the resources or opportunities to integrate these newcomers, and it may be that the new population has no desire to stay longer than is necessary.

In time immemorial, reportedly some time during the early 2nd century, Doûv Rūër Nêōw was attacked by soldiers from another nation, waging a greater campaign. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Doûv Rūër Nêōw lost 195 people, 399 livestock, and 67 buildings. The conflict ended after roughly 210, when members of Doûv Rūër Nêōw's militia enacted an operation to deliver supplies to a particular irregulars group. The operation was complicated by a natural disaster interrupted the operation, shattering unit cohesion. The conflict ended with the defense of the prison against a siege, which ended in a stalemate for Doûv Rūër Nêōw's forces. The war is remembered in legend by Doûv Rūër Nêōw's bards, historians, and legend keepers.

History