The name E̜styǟkur Chyhyi̽l Ner is derived from the Wood Elvish language, as E̜styǟkur Chyhyi̽l Ner was founded by Mithny Yirvidi, who was culturaly Wood Elven.
Climate
E̜styǟkur Chyhyi̽l Ner has a yearly average temperature of 14°C (57°F), with its average temperature during the summer being a warm 27°C (80°F) and its average temperature during the winter being a cold 2°C (35°F). E̜styǟkur Chyhyi̽l Ner receives an average of 152 cm/y (59 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. E̜styǟkur Chyhyi̽l Ner covers an area of nearly 5 km2 (2 mi2), and an average elevation of 3558 m (11673 ft) above sea level.
Overview
E̜styǟkur Chyhyi̽l Ner was founded durring the late 17th century in early summer of the year 1573, by Mithny Yirvidi. The establishment of E̜styǟkur Chyhyi̽l Ner suffered from many setbacks, delays, and obsticles, most notably a group of E̜styǟkur Chyhyi̽l Ner which required millitary assistance exterminate before the community could finish being built.
E̜styǟkur Chyhyi̽l Ner was built using the conventions of Wood Elven durring the late 17th century. Naturaly, all settlmentss have their own look to them, and E̜styǟkur Chyhyi̽l Ner 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.
E̜styǟkur Chyhyi̽l Ner is buildings are located arround a single narrow cobblestone mainstreet which forms a clockwise spiral to give the town a over all circular shape. The town is the proud owner of a properly designed set of renforced walls made from mighty querried stone blocks. Their construction and material choices would make a dwarf weap with joy, for each and every part of the elaborate fortifications are purly functional and robust well byond reason. Even nonexperts can tell the walls are an excelent defencive structure. Astonishigly, the exceptionaly well made fortifications are in pristine condishion, as if they had just been finished before you laied eyes upon them.
A look around E̜styǟkur Chyhyi̽l Ner has something terribly wrong with it. It’s impossible to put one’s finger on, but something is horribly wrong. Maybe it’s the way fog blankets the ground, but only in the connors of places. Maybe it’s the vermin scuttling between shadows in the corner of your eyes. Perhaps it’s the overcast sky which seemed to creep out of nowhere, or the distant howling of wolves. Maybe it’s all of those things together, or perhaps it's the way these elements combine with the simple fact that it is abundantly clear E̜styǟkur Chyhyi̽l Ner suffered something horrible some time ago. It's as if the town itself is depressed. Smiles are few, cheer is nowhere to be had. Everyone quietly goes about their daily business not looking anyone in the eye. Regardless, you do not feel it would be wise to remain in E̜styǟkur Chyhyi̽l Ner long.
Civic Infrastructure
E̜styǟkur Chyhyi̽l Ner has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within E̜styǟkur Chyhyi̽l Ner.
E̜styǟkur Chyhyi̽l Ner 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.
E̜styǟkur Chyhyi̽l Ner 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.
E̜styǟkur Chyhyi̽l Ner has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain E̜styǟkur Chyhyi̽l Ner's public wards, blessings, and other arcane systems.
E̜styǟkur Chyhyi̽l Ner possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.
E̜styǟkur Chyhyi̽l Ner has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
E̜styǟkur Chyhyi̽l Ner 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
While E̜styǟkur Chyhyi̽l Ner might ostensibly be ruled by some other power, real control lies with the senior members of the local craft and labor guilds. Their decisions have the practical weight of law, and much of their time and effort is spent squeezing out competitors and parceling out economic opportunities in the community. Some guilds might have little or nothing to do with their original trade, and now exist purely as shells for political influence.
E̜styǟkur Chyhyi̽l Ner's town hall was built using a different architectural style from the rest of the town. The style used is inspired by the natural world, characterized by sinuous, sculptural, organic shapes, arches, curving lines, and sensual ornamentation. Common motifs included stylized versions of leaves, flowers, vines, insects, animals, and other natural elements. Decorative elements found on the inside and outside of buildings include intricate mosaic work, curved windows, and decorative trim work. .
Due to the actions of local Kami, spring is long in E̜styǟkur Chyhyi̽l Ner.
The Ramidreju near E̜styǟkur Chyhyi̽l Ner are known to be more aggressive than normal.
E̜styǟkur Chyhyi̽l Ner's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves gestures to channel Wild Magic 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: 2
Farmers: 3
Farm Laborer: 8
Hunters: 3
Milk Maids: 3
Ranchers: 1
Ranch Hands: 2
Shepherds: 3
Farmland: 4916 m2
Cattle and Similar Creatures: 303
Poultry: 3642
Swine: 242
Sheep: 12
Goats: 2
Horses, Mounts, and Beasts of Burden: 121
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: 3
Farrier: 7
Glassworkers: 4
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: 2
Roofers: 1
Ropemakers: 1
Rugmakers: 1
Saddlers: 2
Scabbardmakers: 2
Scalemakers: 1
Sculptors, Structures and Fixtures: 1
Shoemakers: 1
Soap and Tallow Workers: 3
Tailors: 7
Tanners: 1
Upholsterers: 1
Watchmakers: 1
Weavers: 3
Merchants
Beer-Sellers: 1
Booksellers: 2
Butchers: 3
Chandlers: 3
Chicken Butchers: 3
Entrepreneurs: 1
Fine Clothiers: 3
Fishmongers: 2
Potion Sellers: 2
Resellers: 4
Spice Merchants: 1
Wine-sellers: 2
Wheelwright: 1
Woodsellers: 1
Service workers
Bakers: 5
Barbers: 5
Coachmen: 1
Cooks: 4
Doctors: 2
Gamekeepers: 1
Grooms: 1
Hairdressers: 4
Healers: 3
Housekeepers: 3
Housemaids: 6
House Stewards: 4
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
Hay Merchants: 1
Leech Collectors: 3
Millers: 3
Miners: 2
Oilmen and Polishers: 2
Postmen: 2
Pure Finder: 1
Skinners: 3
Tosher: 1
Warehousemen: 4
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: 3
Fixers: 1
Kami Clerk: 2
Landlords: 2
Lawyers: 1
Legend Keepers: 1
Militia Officers: 11
Monks, Monastic: 3
Monks, Civic: 4
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: 3
Cottage Industries
Brewers: 3
Comfort Services: 5
Enchanters: 1
Herbalists: 1
Jaminators: 3
Needleworkers: 4
Potters: 2
Preserve Makers: 3
Quilters: 1
Seamsters: 5
Spinners: 3
Tinker: 1
Weaver: 2
Artists
Actors: 1
Bards: 1
Dancers: 1
Engravers: 1
Glaziers: 1
Inlayers: 1
Musicians: 3
Playwrights: 1
Sculptors, Art: 1
Wood Carvers: 4
Writers: 3
Produce Industries
Butter Churners: 4
Canners: 3
Cheesmakers: 3
Millers: 2
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 1
Tallowmakers: 2
365 of E̜styǟkur Chyhyi̽l Ner's population work within a Foundational Occupation.
23 work in Agriculture
80 work as Craftsmen
29 work as Merchants
59 work as Service Workers
37 work as General Laborers
12 work as Skilled Laborers
54 work as Civil Servants
34 work in Cottage Industries
18 work as Artists
19 work in Produce Industries
765 of E̜styǟkur Chyhyi̽l Ner's population do not work in a formal occupation, but do contribute to the local economy. 84 (7%) are noncontributers.
Points of Interest
E̜styǟkur Chyhyi̽l Ner's is something of a geological and arcane anomaly, as neither physical nor magical law entirely explains its formation.
POI
History
The the a stable of Abjuration, an a stable imbued with potent amounts of Abjuration energies was created near E̜styǟkur Chyhyi̽l Ner by in time immemorial, reportedly some time during the late 2nd century.