The name Fardown is derived from the Sylvin language, as Fardown was founded by Nrîj Hastings, who was culturaly Sylvin.
Climate
Fardown has a yearly average temperature of 20°C (68°F), with its average temperature during the summer being a pleasant 25°C (77°F) and its average temperature during the winter being a cool 16°C (60°F). Fardown receives an average of 137 cm/y (53 in/y) of precipitation, most of which comes in the form of rain during the spring. Fardown covers an area of nearly 4 km2 (1 mi2), and an average elevation of 8338 m (-15594 ft) above sea level.
Overview
Fardown was founded durring the early 9th century, by Nrîj Hastings. The establishment of the new community went well, though many minor issues had to be solved as time went on. This was enough to delay construction and push back the formal opening ceramony, leading to some embarisment for Nrîj Hastings.
Fardown was built using the conventions of Sylvin durring the early 9th century. Naturaly, all settlmentss have their own look to them, and Fardown 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.
Fardown is buildings are arranged within a network of crampt carved bedrock streets which form a rectangular grid, where each block verries in size given the proximity of the paralell streets forming each section. The ocasional smaller block has been used to construct a park, plaza, and other communal structures. The town lacks any defencive features, though certainly constructing even a simple fence or digging a ditch is at the forefront of the 's mind. At least, one would hope so.
Fardown is not quite well. Something happened here, perhapse recently, perhapse long ago. Whatever it was, it settled into the very soul of the town like a festering wound. The people go about their day well enough, but there’s a tention in the air you can cut with a knife. You get the terrible feeling that whatever it was, the wound it left will simply never heal. This town is as a necropolice.
Civic Infrastructure
Fardown has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Fardown has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Fardown.
Fardown 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.
Fardown 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.
Fardown 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.
Fardown has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Fardown's public wards, blessings, and other arcane systems.
Fardown has an Arts Academy which provides higher education in many fields including math, language arts, philosophy, engineering, and other such disciplines.
Fardown has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Fardown 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.
Fardown 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
Fardown's locals despise outsiders. For some “outsiders” may be natives of foreign lands, while others might have a grudge against anyone from outside the community. These locals have an active loathing, and the outsiders allowed to trade or interact with them do so at a heavy disadvantage.
Fardown's garrison was built using a different architectural style from the rest of the town. The style used is characterized by grandeur of scale, simplicity of geometric forms, dramatic use of columns, and a preference for blank walls. This design ethos extended to re-imagining earlier styles of structure to create them anew, with a similar overall look and feel to one another..
In Fardown there are no smells.
The Skvader near Fardown are known to be more aggressive than normal.
Fardown's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves sacrificing an animal to channel Truename Magic energies of tier 2 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: 2
Ranchers: 1
Ranch Hands: 3
Shepherds: 2
Farmland: 4467 m2
Cattle and Similar Creatures: 273
Poultry: 3285
Swine: 219
Sheep: 10
Goats: 2
Horses, Mounts, and Beasts of Burden: 109
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 2
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 2
Candlemakers: 3
Carpenters: 3
Clothmakers: 3
Coach and Harness Makers: 1
Coopers: 2
Copper, Brass, Tin, Zinc, and Lead Workers: 1
Copyists: 1
Fabricworkers: 2
Farrier: 4
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: 1
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: 1
Butchers: 2
Chandlers: 2
Chicken Butchers: 3
Entrepreneurs: 1
Fine Clothiers: 2
Fishmongers: 2
Potion Sellers: 1
Resellers: 4
Spice Merchants: 1
Wine-sellers: 2
Wheelwright: 1
Woodsellers: 1
Service workers
Bakers: 4
Barbers: 4
Coachmen: 1
Cooks: 4
Doctors: 2
Gamekeepers: 1
Hairdressers: 4
Healers: 3
Housekeepers: 3
Housemaids: 6
House Stewards: 3
Inns: 1
Laundry maids: 1
Maidservants: 3
Nursery Maids: 1
Pastrycooks: 4
Restaurateur: 4
Tavern Keepers: 4
Specialized Laborer
Ashworkers: 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: 1
Storytellers: 4
Military Officers: 3
Cottage Industries
Brewers: 3
Comfort Services: 4
Enchanters: 1
Herbalists: 1
Jaminators: 3
Needleworkers: 3
Potters: 1
Preserve Makers: 3
Quilters: 1
Seamsters: 6
Spinners: 3
Tinker: 1
Weaver: 2
Artists
Actors: 1
Bards: 1
Dancers: 1
Glaziers: 1
Inlayers: 1
Musicians: 3
Playwrights: 1
Wood Carvers: 3
Writers: 3
Produce Industries
Butter Churners: 3
Canners: 3
Cheesmakers: 4
Millers: 2
Picklers: 1
Smokers: 1
Stockmakers: 1
Tobacconists: 1
Tallowmakers: 2
325 of Fardown's population work within a Foundational Occupation.
22 work in Agriculture
71 work as Craftsmen
24 work as Merchants
53 work as Service Workers
31 work as General Laborers
12 work as Skilled Laborers
47 work as Civil Servants
32 work in Cottage Industries
15 work as Artists
18 work in Produce Industries
716 of Fardown's population do not work in a formal occupation, but do contribute to the local economy. 54 (5%) are noncontributers.
Points of Interest
Due to a magical anomaly, Fardown is directly accessible from a nearby river, despite the lack of a physical connection between the town's pond and the river.
POI
History
In time immemorial, reportedly some time during the late 2nd century, Fardown was attacked by savage tribes living nearby Fardown. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Fardown lost 206 people, 362 livestock, and 50 buildings. The conflict ended after roughly 55, when members of Fardown's militia enacted an operation to deliver supplies to a specific vault. The operation was complicated by extremely hostile wildlife which took many out of action. The conflict ended with needing to break through the enemy's lines, which ended in victory for Fardown's forces. The war is remembered in legend by Fardown's bards, historians, and legend keepers.