Town: Faw̄ Sá̂zy Nêōw

Faw̄ Sá̂zy Nêōw

Faw̄ Sá̂zy Nêōw
Example Hobgoblin architecture.
StateKingdom of Hobben
ProvenceQovuhese Provence
RegionS̺ume Osi Heath
Founded1226
Community LeaderAutocrat Neryl
Area4 km2 (1 mi2)
Average Yearly Temp20°C (68°F)
Average Elevation3078 m (10098 ft)
Average Yearly Precipitation266 cm/y (104 in/y)
Population1182
Population Density295 people per km2 (1182 people per mi2)
Town AuraConjuration
Naming
Native nameFaw̄ Sá̂zy Nêōw
Pronunciation/fɒ̄/ /sɛ̂ziː/
Direct Translation[white; blank; clear; transparent] [stage]
Translation[Not Yet Translated]

Faw̄ Sá̂zy Nêōw (/fɒ̄/ /sɛ̂ziː/ [white; blank; clear; transparent] [stage]) is a subtropical Town located in the Qovuhese Provence of the Kingdom of Hobben.

The name Faw̄ Sá̂zy Nêōw is derived from the Goblin language, as Faw̄ Sá̂zy Nêōw was founded by Mp̪ftó̄̋g Rē̄ 'Aura Cayla' Mboida̋ch Da̋ch Joī́̄̋ch, who was culturaly Hobgoblin.

Climate

Faw̄ Sá̂zy Nêōw has a yearly average temperature of 20°C (68°F), with its average temperature during the summer being a warm 29°C (84°F) and its average temperature during the winter being a cool 11°C (51°F). Faw̄ Sá̂zy Nêōw receives an average of 266 cm/y (104 in/y) of precipitation, most of which comes in the form of rain during the summer. Faw̄ Sá̂zy Nêōw covers an area of nearly 4 km2 (1 mi2), and an average elevation of 3078 m (10098 ft) above sea level.

Overview

Faw̄ Sá̂zy Nêōw was founded durring the early 13th century in fall of the year 1226, by Mp̪ftó̄̋g Rē̄ 'Aura Cayla' Mboida̋ch Da̋ch Joī́̄̋ch. The establishment of Faw̄ Sá̂zy Nêōw was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Mp̪ftó̄̋g Rē̄ 'Aura Cayla' Mboida̋ch Da̋ch Joī́̄̋ch struck deals with nearby nations and communities to establish Faw̄ Sá̂zy Nêōw as a prison colony.

Faw̄ Sá̂zy Nêōw was built using the conventions of Hobgoblin durring the early 13th century. Naturaly, all settlmentss have their own look to them, and Faw̄ Sá̂zy Nêōw 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.

Faw̄ Sá̂zy Nêōw is was constructed arround several broad cobblestone mainstreets which cross one another at certain axies, with smaller streets branching off of them to premit acess to the many buildings deeper into the road network. The overall fashion is remenessent of a circulatory system, or other organic construct, and is quite effishent in its design. 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.

Your first impression of Faw̄ Sá̂zy Nêōw proves to be right on the money. This town is where the rebels chose to settle. Fashion trends are quite simply the opposite of what’s popular in the other nearby communities. THis trend extends everywhere. Things that should be black are white, what would normally be square is organically curved, and what is typically unthinkable for polite society is more than welcome in this public square. Up to the logical limits, of course. There’s no flaying someone alive to eat their skin going on, but the women are dressed a little immodestly, the men are a little more emotional, and the food is all overly complex and terrible.

Civic Infrastructure

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

Faw̄ Sá̂zy Nêōw 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.

Faw̄ Sá̂zy Nêōw 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.

Faw̄ Sá̂zy Nêōw 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.

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

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

Faw̄ Sá̂zy Nêōw has a Guild of Roadworkers, who are responsible for maintaining the roadways and public paths within town. They also have the duty of enforcing all civil laws relating to the roadways.

Faw̄ Sá̂zy Nêōw 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 Faw̄ Sá̂zy Nêōw has a public leader, the real authority is hidden from outsiders. This ruler may draw their authority from rationales unacceptable to outsiders, they may have cowed the public authority into obedience, or they may have a mutually beneficial private arrangement with the official ruler.

Faw̄ Sá̂zy Nêōw's garrison was built using a different architectural style from the rest of the town. The style used is admittedly strange and non-linear style rooted in defiance of symmetrical shapes. It championed the creation of buildings with a unique visual appearance. the structural norms of classic buildings and deforms or moves away from elementary architectural principles. By including non-linear designs processed into its buildings and favoring fragmentation, this style expressed a form of controlled chaos. Its buildings appear out-of-the-ordinary, draw the eye in immediately and sometimes create a feeling of strangeness. These distorted shapes and structure are not reserved to the building’s outer facade, they destabilize interior elements too, favoring minimalism and play on people’s perceptions by injecting a futuristic touch.

In Faw̄ Sá̂zy Nêōw yeast remains dormant.

The Herd Animal, Stag near Faw̄ Sá̂zy Nêōw are known to be a mutant strain of the creature.

Faw̄ Sá̂zy Nêōw's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves gestures to channel Augury energies of tier 1 via speaking in tongues.

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: 3
  • Shepherds: 3
    • Farmland: 4716 m2
    • Cattle and Similar Creatures: 295
    • Poultry: 3546
    • Swine: 236
    • Sheep: 11
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 118

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 2
  • Candlemakers: 4
  • Carpenters: 4
  • Clothmakers: 3
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Fabricworkers: 2
  • Farrier: 6
  • Glassworkers: 4
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 2
  • Jewelers: 1
  • Leatherwrights: 3
  • 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: 7
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 3

Merchants

  • Beer-Sellers: 1
  • Booksellers: 1
  • Butchers: 3
  • Chandlers: 3
  • Chicken Butchers: 3
  • Entrepreneurs: 1
  • Fine Clothiers: 3
  • Fishmongers: 2
  • Potion Sellers: 1
  • Resellers: 5
  • Spice Merchants: 1
  • Wine-sellers: 2
  • Wheelwright: 1
  • Woodsellers: 1

Service workers

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

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: 2
  • Miners: 2
  • Oilmen and Polishers: 1
  • 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: 2
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 13
  • Monks, Monastic: 3
  • Monks, Civic: 3
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 5
  • Rangers: 1
  • Rat Catchers: 1
  • Scholars: 1
  • Spiritualist: 2
  • Storytellers: 5
  • Military Officers: 3

Cottage Industries

  • Brewers: 3
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 3
  • Potters: 1
  • Preserve Makers: 4
  • 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: 4

Produce Industries

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

365 of Faw̄ Sá̂zy Nêōw's population work within a Foundational Occupation.

758 of Faw̄ Sá̂zy Nêōw's population do not work in a formal occupation, but do contribute to the local economy. 59 (5%) are noncontributers.

Points of Interest

Faw̄ Sá̂zy Nêōw's roads were poorly made when first laid. Rather than repairing them correctly, a series of new roads was laid atop the old, leading to the streets of modern Faw̄ Sá̂zy Nêōw suffering from potholes, cracking, and even sinkholes. The locals often repair the road by putting down wooden decking.

POI

History

In time immemorial, reportedly some time during the late 2nd century after an anomalously snowy winter, runoff from snow-melt caused Pond Pulicat to overflow its banks and spill into Backwater Arching. The resulting flood was isolated to the area around Faw̄ Sá̂zy Nêōw, which was swallowed by the waters for several days. Faw̄ Sá̂zy Nêōw lost 279 people, 329 livestock, and 45 buildings in the disaster. The disaster is remembered as the Doom Drownings.

History