The name Eg Urt Heb̄ is derived from the Dwarven language, as Eg Urt Heb̄ was founded by Herhouc Perÿdotqug, who was culturaly Dwarvern.
Climate
Eg Urt Heb̄ has a yearly average temperature of 26°C (78°F), with its average temperature during the summer being a warm 30°C (86°F) and its average temperature during the winter being a pleasant 22°C (71°F). Eg Urt Heb̄ receives an average of 166 cm/y (65 in/y) of precipitation, most of which comes in the form of rain during the fall. Eg Urt Heb̄ covers an area of nearly 6 km2 (2 mi2), and an average elevation of 3840 m (12598 ft) above sea level.
Overview
Eg Urt Heb̄ was founded durring the late 14th century in spring of the year 1294, by Herhouc Perÿdotqug. The establishment of Eg Urt Heb̄ was somewhat plagued by a lack of willing colonists, leading to Herhouc Perÿdotqug electing to pay people to resettle in Eg Urt Heb̄.
Eg Urt Heb̄ was built using the conventions of Dwarvern durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Eg Urt Heb̄ 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.
Eg Urt Heb̄ is buildings are arranged arrounded highly ordered system of spacious packed earth streets which form hexical paterns, allowing the incides of the octagons to be common grounds for the buildings on the edges, be it for parkland, yardspace, plazas, or markets. The town has a fortified albit thin brick wall. The wall has most of the feeatures of a typical castle wall, just on a much smaller scale and and budget. Notably brick isn't a particuarly soild choice for resisting siege weapons. Eg Urt Heb̄'s wall wouldn't hinder a proper army, but it is more than sufishent for bandits and other small marauding groups. The town's monster and outlaw focused fortifications are visibly old, but also obviously maintained semi-regularly. Its likly the local malishia or garrison are tasked with ocasional mantance of the towns defences.
Right off the bat Eg Urt Heb̄ hits you in the face with its success. Everyone, even the peasants, are dressed in well made clothing. Every tool and implement you can see is finely made, and people will boast to you as obvious strangers of the wonders which can be found in their markets. More interestingly is a total lack of beggars, and plenty of new buildings are going up even as you speak. Somehow this town has come into quite a lot of wealth, and recently from the looks of things. It’s easy to see where their wealth comes from the more you look arround. Every aspect of the town has been developed with care and great thought. The people themselves act deliberately and with care in even the simplest of daily actions.
Civic Infrastructure
Eg Urt Heb̄ 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 Eg Urt Heb̄. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Eg Urt Heb̄'s parks.
Eg Urt Heb̄ has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Eg Urt Heb̄.
Eg Urt Heb̄ 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.
Eg Urt Heb̄ has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.
Eg Urt Heb̄ 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.
Eg Urt Heb̄ has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Eg Urt Heb̄'s public wards, blessings, and other arcane systems.
Eg Urt Heb̄ 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. Eg Urt Heb̄'s grid is powered by a god's will and kindness.
Eg Urt Heb̄ 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 Eg Urt Heb̄'s natural decorations nor waterways.
Eg Urt Heb̄ 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.
Eg Urt Heb̄ 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
Eg Urt Heb̄ has a long tradition of martial expertise. This may be a crisply-organized history of skilled native levies, or it may be a natural belligerence in the people that leaves them familiar with bloodshed. While their neighbors and liege doubtless respect their talents, this very aptitude might make them more willing to turn to steel than prudence would advise.
Eg Urt Heb̄'s mayor's house was built using a different architectural style from the rest of the town. The style used is characterized by order, symmetry, formal design, grandiosity, and elaborate ornamentation. Architectural characteristics include balustrades, balconies, columns, cornices, pilasters, and triangular pediments. Stone exteriors are massive and grandiose in their symmetry; interiors are typically polished and lavishly decorated with sculptures, swags, medallions, flowers, and shields. Interiors will often have a grand stairway and opulent ballroom..
Due to the actions of local Kami, autumn is short in Eg Urt Heb̄.
The Thoqqua near Eg Urt Heb̄ are known to be a mutant strain of the creature.
Eg Urt Heb̄'s citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves destroying a prepared ritual vessel to channel Enchantment energies of tier 2 via guttural bellowing.
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: 3
Farm Laborer: 8
Hunters: 5
Milk Maids: 3
Ranchers: 1
Ranch Hands: 4
Shepherds: 3
Farmland: 5883 m2
Cattle and Similar Creatures: 365
Poultry: 4380
Swine: 292
Sheep: 14
Goats: 2
Horses, Mounts, and Beasts of Burden: 146
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 3
Bookbinders: 1
Buckle-makers: 2
Cabinetmakers: 3
Candlemakers: 4
Carpenters: 4
Clothmakers: 4
Coach and Harness Makers: 1
Coopers: 3
Copper, Brass, Tin, Zinc, and Lead Workers: 2
Copyists: 1
Cutlers: 1
Fabricworkers: 3
Farrier: 7
Glassworkers: 4
Gunsmiths: 3
Harness-Makers: 1
Hatters: 2
Hosiery Workers: 1
Jewelers: 1
Leatherwrights: 3
Locksmiths: 1
Matchstick makers: 2
Musical Instrument Makers: 2
Painters, Structures and Fixtures: 1
Paper Workers: 2
Plasterers: 1
Pursemakers: 2
Roofers: 1
Ropemakers: 1
Rugmakers: 1
Saddlers: 2
Scabbardmakers: 3
Scalemakers: 1
Sculptors, Structures and Fixtures: 1
Shoemakers: 1
Soap and Tallow Workers: 4
Tailors: 11
Tanners: 1
Upholsterers: 2
Watchmakers: 1
Weavers: 4
Whitesmiths: 1
Merchants
Adventuring Goods Retellers: 1
Arcana Sellers: 1
Beer-Sellers: 1
Booksellers: 2
Butchers: 4
Chandlers: 3
Chicken Butchers: 3
Entrepreneurs: 1
Fine Clothiers: 3
Fishmongers: 3
Potion Sellers: 2
Resellers: 5
Spice Merchants: 1
Wine-sellers: 3
Wheelwright: 2
Woodsellers: 1
Service workers
Bakers: 7
Barbers: 6
Coachmen: 2
Cooks: 6
Doctors: 3
Gamekeepers: 2
Grooms: 1
Hairdressers: 4
Healers: 4
Housekeepers: 4
Housemaids: 6
House Stewards: 4
Inns: 1
Laundry maids: 2
Maidservants: 5
Nursery Maids: 2
Pastrycooks: 4
Restaurateur: 6
Tavern Keepers: 6
Specialized Laborer
Ashworkers: 1
Bleachers: 1
Coal Heavers: 3
In-Town Couriers: 3
Long Haul Couriers: 3
Dockyard Workers: 2
Hay Merchants: 1
Leech Collectors: 3
Millers: 3
Miners: 3
Oilmen and Polishers: 2
Postmen: 3
Pure Finder: 1
Skinners: 4
Tosher: 2
Warehousemen: 5
Watercarriers: 3
Watermen, Bargemen, etc.: 4
Skilled Laborers
Accountants: 1
Alchemist: 2
Clerk: 2
Dentists: 1
Educators: 4
Engineers: 2
Gardeners: 1
Mages: 1
Plumbers: 1
Pharmacist: 1
Scientists: 1
Civil Servants
Adventurers: 1
Bankers: 2
Civil Clerks: 3
Civic Iudex: 1
Exorcist: 3
Fixers: 1
Kami Clerk: 2
Landlords: 2
Lawyers: 1
Legend Keepers: 2
Militia Officers: 9
Monks, Monastic: 4
Monks, Civic: 4
Historian, Oral: 2
Historian, Textual: 1
Policemen, Sheriffs, etc.: 3
Priests: 6
Rangers: 1
Rat Catchers: 2
Scholars: 2
Spiritualist: 2
Storytellers: 5
Military Officers: 4
Cottage Industries
Brewers: 4
Comfort Services: 5
Enchanters: 1
Herbalists: 1
Jaminators: 4
Needleworkers: 4
Potters: 2
Preserve Makers: 4
Quilters: 2
Seamsters: 6
Spinners: 4
Tinker: 1
Weaver: 3
Artists
Actors: 1
Bards: 2
Dancers: 1
Engravers: 1
Glaziers: 1
Inlayers: 1
Musicians: 4
Playwrights: 1
Sculptors, Art: 1
Wood Carvers: 4
Writers: 5
Produce Industries
Butter Churners: 5
Canners: 4
Cheesmakers: 4
Millers: 3
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 2
Tallowmakers: 3
455 of Eg Urt Heb̄'s population work within a Foundational Occupation.
27 work in Agriculture
102 work as Craftsmen
36 work as Merchants
75 work as Service Workers
47 work as General Laborers
17 work as Skilled Laborers
63 work as Civil Servants
41 work in Cottage Industries
22 work as Artists
25 work in Produce Industries
932 of Eg Urt Heb̄'s population do not work in a formal occupation, but do contribute to the local economy. 73 (5%) are noncontributers.
Points of Interest
Eg Urt Heb̄ has a substantial mill pond located a short distance from town.
POI
History
The the a stable of Necromancy, an a stable imbued with great amounts of Necromancy energies was created near Eg Urt Heb̄ by in time immemorial, reportedly some time during the early 2nd century.