Town: Emerald Grove

Emerald Grove

Emerald Grove
Example Sylvin architecture.
StateSylvanian Empire
ProvenceEmzada Kingdom
Sub ProvenceNål̄aphchagh Hold
RegionGæyû Hosû Woodlands
Founded1291
Community LeaderLord Dyêbmë Rowley
Area4 km2 (1 mi2)
Average Yearly Temp15°C (59°F)
Average Elevation5848 m (19186 ft)
Average Yearly Precipitation135 cm/y (53 in/y)
Population1142
Population Density285 people per km2 (1142 people per mi2)
Town AuraNecromancy
Naming
Native nameEmerald Grove
Pronunciation/ˈɛmrəld groʊv/
Direct Translation[Translation Unavailable]
Translation[Not Yet Translated]

Emerald Grove (/ˈɛmrəld groʊv/ [Translation Unavailable]) is a subtropical Town located in Nål̄aphchagh Hold, Emzada Kingdom, within the Sylvanian Empire.

The name Emerald Grove is derived from the Sylvin language, as Emerald Grove was founded by Treg̈kdshê Kitts, who was culturaly Sylvin.

Climate

Emerald Grove has a yearly average temperature of 15°C (59°F), with its average temperature during the summer being a pleasant 24°C (75°F) and its average temperature during the winter being a cold 6°C (42°F). Emerald Grove receives an average of 135 cm/y (53 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Emerald Grove covers an area of nearly 4 km2 (1 mi2), and an average elevation of 5848 m (19186 ft) above sea level.

Overview

Emerald Grove was founded durring the late 14th century in fall of the year 1291, by Treg̈kdshê Kitts. The establishment of Emerald Grove suffered from many setbacks, delays, and obsticles, most notably a group of Emerald Grove which required millitary assistance exterminate before the community could finish being built.

Emerald Grove was built using the conventions of Sylvin durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Emerald Grove is no diffrent. The town's buildings feature timber framed wooden shiethed or brick construction, which gives form to a very formalized, rational, expence effishent arcatectural style based on strictly symmetrical designs which universaly feature pitched roofs, shutters, and the occasional column or pilaster for a decorative touch.

Emerald Grove is is constructed arround a series of spacious cobblestone mainstreets which form concentric circles, with smaller strait roads linking the circiles to each other at varrious points. The town sits behind an impressive looking clay brick wall. The wall is notable for querried stone blocks being used to renforce the clay bricks in the expected manner and locations. While the wall was built to the exact specifications of modern fortifications, one has to wonder why the money invested into creating such a well fortified wall wasnt spent on a less impressive looking wall crated from sturdier materials. Emerald Grove's walls would endure a brief bombardment, but only from light siege weapons. It seems more likly the town's walls were not designed with defence in mind but rather lending the town a certain air with visitors. Emerald Grove's boondoggle-of-a-fortified wall are suffering from significent damage, so much so that examples can be pointed to no matter which section one might have within their line of site, and most of which render sections inoperable at present.

Something in your gut tells you that you may be unwelcome in Emerald Grove. The town seems like it’s not showing you the side of itself it would show to others. People mostly ignore your questions. Many folks ask you to leave their establishments, even before you’ve walked inside them.

Civic Infrastructure

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

Emerald Grove 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.

Emerald Grove 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.

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

Emerald Grove possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.

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

Emerald Grove 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

Emerald Grove's mayor's house was built using a different architectural style from the rest of the town. The style used is best known for its striking sculptural forms and often dazzling ornamental detail that characterizes the buildings general shape. The radiant colors, rich patterns, and symmetrical silhouettes employed by this style were backed up by rich decorative features including gardens, courtyards, extruded arches, domes, pointed domes, vaulted ceilings, elaborate painted and inlaid designs, and decorative sculptures.

In Emerald Grove during thunderstorms, with each flash of lightning, everyone sees different monsters from the corner of their eyes.

The Porcupine, Giant near Emerald Grove are known to be a mutant strain of the creature.

Emerald Grove's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves consuming a local narcotic to channel Invocation energies of tier 3 via chanting.

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: 3
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 2
  • Shepherds: 3
    • Farmland: 4590 m2
    • Cattle and Similar Creatures: 285
    • Poultry: 3426
    • Swine: 228
    • Sheep: 11
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 114

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
  • Fabricworkers: 2
  • Farrier: 6
  • Glassworkers: 3
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 2
  • Jewelers: 1
  • Leatherwrights: 2
  • 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: 2
  • Chandlers: 3
  • Chicken Butchers: 3
  • Entrepreneurs: 1
  • Fine Clothiers: 3
  • Fishmongers: 3
  • Potion Sellers: 1
  • Resellers: 4
  • Spice Merchants: 1
  • Wine-sellers: 2
  • Wheelwright: 1
  • Woodsellers: 1

Service workers

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

Specialized Laborer

  • Ashworkers: 1
  • Bleachers: 1
  • Coal Heavers: 2
  • In-Town Couriers: 2
  • Long Haul Couriers: 2
  • Dockyard Workers: 2
  • Leech Collectors: 2
  • Millers: 2
  • 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: 7
  • Monks, Monastic: 3
  • Monks, Civic: 3
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 4
  • 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: 3
  • Writers: 3

Produce Industries

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

346 of Emerald Grove's population work within a Foundational Occupation.

739 of Emerald Grove's population do not work in a formal occupation, but do contribute to the local economy. 57 (5%) are noncontributers.

Points of Interest

Emerald Grove is a major trade hub, connecting several important cities or resource production areas. It’s probably at an important river juncture, ancient crossroads, or occupying the only safe path through some perilous wilderness. Its position may be important enough that it can survive on trade alone, despite being unable to feed itself with the surrounding land. Such hubs are usually heavily garrisoned by the lord who profits from their tariffs and taxes.

Emerald Grove is known for its odd use of round-a-bouts, small ring roads used in place of intersections.

POI

History

In time immemorial, reportedly some time during the early 2nd century, Emerald Grove was attacked by members of a peasant revolt. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Emerald Grove lost 168 people, 386 livestock, and 87 buildings. The conflict ended after roughly 176, when members of Emerald Grove's militia enacted an operation to fortify a particular port. The operation was complicated by a trusted officer who turned traitor and defects. The conflict ended with a last stand against the enemy until a particular event occurred, which ended in a stalemate for Emerald Grove's forces. The war is remembered in legend by Emerald Grove's bards, historians, and legend keepers.

History