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.
23 work in Agriculture
75 work as Craftsmen
27 work as Merchants
59 work as Service Workers
32 work as General Laborers
12 work as Skilled Laborers
49 work as Civil Servants
34 work in Cottage Industries
16 work as Artists
19 work in Produce Industries
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.