Large City: Fort Wolf

Fort Wolf

Fort Wolf
Example Sylvin architecture.
StateSylvan
ProvenceFusan Kingdom
Sub ProvenceDellmont Dutchy
RegionSêthês-thëti Forest
Founded1405
Community LeaderLord Èdsh Goodwyn Brazier
Area59 km2 (23 mi2)
Average Yearly Temp23°C (73°F)
Average Elevation2264 m (7427 ft)
Average Yearly Precipitation142 cm/y (55 in/y)
Population13902
Population Density235 people per km2 (604 people per mi2)
Town AuraMysticism
Naming
Native nameFort Wolf
Pronunciation/wʊlf/
Direct Translation[Translation Unavailable]
Translation[Not Yet Translated]

Fort Wolf (/wʊlf/ [Translation Unavailable]) is a subtropical Large City located in Dellmont Dutchy, Fusan Kingdom, within the Sylvan.

The name Fort Wolf is derived from the Sylvin language, as Fort Wolf was founded by Èdsh Goodwyn, who was culturaly Sylvin.

Climate

Fort Wolf has a yearly average temperature of 23°C (73°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 17°C (62°F). Fort Wolf receives an average of 142 cm/y (55 in/y) of precipitation, most of which comes in the form of rain during the spring. Fort Wolf covers an area of nearly 59 km2 (23 mi2), and an average elevation of 2264 m (7427 ft) above sea level.

Overview

Fort Wolf was founded durring the early 15th century in fall of the year 1405, by Èdsh Goodwyn. The establishment of Fort Wolf was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Èdsh Goodwyn struck deals with nearby nations and communities to establish Fort Wolf as a prison colony.

Fort Wolf was built using the conventions of Sylvin durring the early 15th century. Naturaly, all settlmentss have their own look to them, and Fort Wolf is no diffrent. The city's buildings feature plaster covered brick construction taking the shape of large simple gemometric shapes which ate then embelished with decorative features, but retain their simple shapes in spite of the added features such as pillars, faccaddes, and covered walkways. The blocky nature gives a general impression of extreem age, as if each structure has existed since time immemorial.

Fort Wolf is buildings are grouped arround an odd layout of premissive worn bedrock streets, which seems to be based on an overlapping squair patern such that there are small squares at the cornor of every bigger square. Sometimes buildings exist in the smaller squaires, other times they are open spaces, or occupied by temporary structures. The city rests behind a set of well fortified walls, with gatehouses, watch towers, and battlments. Fort Wolf's walls are, howeaver, fashioned from stone and timber. While unorthadox, the design looks to be functional to a reasonable degree. With luck, the untested design will remain untested for years to come. Fort Wolf's unusual yet seemingly effective fortifications 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.

Right off the bat Fort Wolf hits you in the face with its success. Everyone, even the peasants, are dressed in well made clothing. Every tool and implement you can see is finely made, and people will boast to you as obvious strangers of the wonders which can be found in their markets. More interestingly is a total lack of beggars, and plenty of new buildings are going up even as you speak. Somehow this city has come into quite a lot of wealth, and recently from the looks of things. Precisely how it has gained its wealth is a mystery. Fort Wolf is, in a word, disorder. People seem to be allowed to do as they please with little harmoney to anything. It feels less like a city, and more like a spot people just happened to place their homes. Yet there are small elements here and there which show the underlying structure of the community. It’s just so complex, organic, and flowing one can only understand what is a piece of the puzzle, but not what its neighbors are.

Civic Infrastructure

Fort Wolf has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

Fort Wolf has an Office of Civil Groundskeeping, which works to enforce local ordinances relating to the construction and upkeep up of all plant life, water features, and other natural decorations within Fort Wolf. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Fort Wolf's parks.

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

Fort Wolf has a government-funded child care program, overseen by the local Department of Nursemaids, which is responsible for providing childcare to working-class citizens according to local ordinances.

Fort Wolf 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.

Fort Wolf has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.

Fort Wolf has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Fort Wolf 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.

Fort Wolf 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.

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

Fort Wolf has an Administrative Academy which trains individuals in the administrative arts.

Fort Wolf possesses a Galvanic Power Grid, which brings galvanic current to most if not all buildings in town, and permits a great many consumer goods to function within the Large City. Fort Wolf's grid is powered by mana accumulators.

Fort Wolf's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.

Fort Wolf has a first rate hospital which caters to anyone in need of long term medical care.

Fort Wolf has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands. They are not to be confused with the Office of Civil Groundskeeping as they do not hold authority over nor responsibility for Fort Wolf's natural decorations nor waterways.

Fort Wolf 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.

Fort Wolf 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.

Fort Wolf 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

While Fort Wolf 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.

Fort Wolf's mayor's house was built using a different architectural style from the rest of the town. The style used is famous for its stately symmetry, classical elements, and grand appearance. Columns and pillars, such as Corinthian columns, are often seen supporting open structures or porticos. Symmetry is an important feature of this style, with each half of a building mirroring the other. Domed ceilings and windows grace these buildings, with everything placed in a mathematical arrangement.

Due to the actions of local Kami, spring is skipped in Fort Wolf.

The Stag, Emperor near Fort Wolf are known to be quite timid.

Fort Wolf's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves long periods of drunkenness to channel Abjuration energies of tier 2 via throat singing.

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: 28
  • Farmers: 39
  • Farm Laborer: 81
  • Hunters: 47
  • Milk Maids: 33
  • Ranchers: 17
  • Ranch Hands: 37
  • Shepherds: 37
    • Farmland: 56303 m2
    • Cattle and Similar Creatures: 3475
    • Poultry: 41706
    • Swine: 2780
    • Sheep: 139
    • Goats: 27
    • Horses, Mounts, and Beasts of Burden: 1390

Craftsmen

  • Arms and Toolmakers: 28
  • Blacksmiths: 30
  • Bookbinders: 17
  • Buckle-makers: 19
  • Cabinetmakers: 30
  • Candlemakers: 46
  • Carpenters: 52
  • Clothmakers: 39
  • Coach and Harness Makers: 15
  • Coopers: 34
  • Copper, Brass, Tin, Zinc, and Lead Workers: 19
  • Copyists: 13
  • Cutlers: 11
  • Fabricworkers: 29
  • Farrier: 79
  • Furriers: 9
  • Glassworkers: 43
  • Gunsmiths: 28
  • Harness-Makers: 13
  • Hatters: 26
  • Hosiery Workers: 9
  • Jewelers: 16
  • Leatherwrights: 33
  • Locksmiths: 13
  • Matchstick makers: 22
  • Musical Instrument Makers: 20
  • Painters, Structures and Fixtures: 18
  • Paper Workers: 19
  • Plasterers: 19
  • Pursemakers: 24
  • Roofers: 14
  • Ropemakers: 13
  • Rugmakers: 13
  • Saddlers: 23
  • Scabbardmakers: 29
  • Scalemakers: 14
  • Scientific, Surgical, and Optical Instrument Makers: 9
  • Sculptors, Structures and Fixtures: 13
  • Shoemakers: 13
  • Soap and Tallow Workers: 52
  • Tailors: 89
  • Tanners: 17
  • Upholsterers: 21
  • Watchmakers: 19
  • Weavers: 36
  • Whitesmiths: 11

Merchants

  • Adventuring Goods Retellers: 9
  • Arcana Sellers: 9
  • Beer-Sellers: 18
  • Booksellers: 21
  • Butchers: 34
  • Chandlers: 36
  • Chicken Butchers: 41
  • Entrepreneurs: 15
  • Fine Clothiers: 33
  • Fishmongers: 36
  • Florists: 8
  • Potion Sellers: 22
  • Resellers: 53
  • Spice Merchants: 18
  • Wine-sellers: 30
  • Wheelwright: 21
  • Woodsellers: 13

Service workers

  • Bakers: 77
  • Barbers: 61
  • Coachmen: 20
  • Cooks: 51
  • Doctors: 30
  • Gamekeepers: 22
  • Grooms: 12
  • Hairdressers: 51
  • Healers: 41
  • Housekeepers: 39
  • Housemaids: 60
  • House Stewards: 47
  • Inns: 13
  • Laundry maids: 24
  • Maidservants: 46
  • Nursery Maids: 26
  • Pastrycooks: 51
  • Restaurateur: 66
  • Tavern Keepers: 63

Specialized Laborer

  • Ashworkers: 18
  • Bleachers: 12
  • Chemical Workers: 7
  • Coal Heavers: 30
  • In-Town Couriers: 30
  • Long Haul Couriers: 30
  • Dockyard Workers: 31
  • Gas Workers: 6
  • Hay Merchants: 11
  • Leech Collectors: 35
  • Millers: 33
  • Miners: 31
  • Oilmen and Polishers: 22
  • Postmen: 33
  • Pure Finder: 18
  • Skinners: 39
  • Sugar Refiners: 8
  • Tosher: 21
  • Warehousemen: 43
  • Watercarriers: 28
  • Watermen, Bargemen, etc.: 37

Skilled Laborers

  • Accountants: 17
  • Alchemist: 22
  • Clerk: 30
  • Dentists: 14
  • Educators: 38
  • Engineers: 21
  • Gardeners: 13
  • Mages: 10
  • Plumbers: 14
  • Pharmacist: 16
  • Professors: 6
  • Scientists: 10
  • Wizards: 5

Civil Servants

  • Adventurers: 13
  • Bankers: 19
  • Civil Clerks: 31
  • Civic Iudex: 15
  • Consultants: 8
  • Exorcist: 30
  • Fixers: 15
  • Kami Clerk: 28
  • Landlords: 25
  • Lawyers: 17
  • Legend Keepers: 23
  • Militia Officers: 115
  • Monks, Monastic: 39
  • Monks, Civic: 43
  • Historian, Oral: 32
  • Historian, Textual: 17
  • Policemen, Sheriffs, etc.: 31
  • Priests: 49
  • Rangers: 18
  • Rat Catchers: 20
  • Scholars: 21
  • Spiritualist: 24
  • Slayers: 7
  • Storytellers: 59
  • Military Officers: 49

Cottage Industries

  • Brewers: 38
  • Comfort Services: 51
  • Enchanters: 15
  • Herbalists: 15
  • Jaminators: 49
  • Needleworkers: 51
  • Potters: 23
  • Preserve Makers: 40
  • Quilters: 19
  • Seamsters: 63
  • Spinners: 47
  • Tinker: 15
  • Weaver: 33

Artists

  • Actors: 14
  • Architects: 5
  • Bards: 22
  • Costumers: 8
  • Dancers: 16
  • Drafters: 8
  • Engravers: 10
  • Fine Furniture Carpenters: 6
  • Glaziers: 15
  • Inlayers: 13
  • Musicians: 40
  • Painters, Art: 7
  • Playwrights: 15
  • Sculptors, Art: 12
  • Wood Carvers: 49
  • Writers: 42

Produce Industries

  • Butter Churners: 57
  • Canners: 40
  • Cheesmakers: 53
  • Ice Merchants: 6
  • Millers: 27
  • Picklers: 22
  • Smokers: 17
  • Stockmakers: 16
  • Tobacconists: 22
  • Tallowmakers: 31

5186 of Fort Wolf's population work within a Foundational Occupation.

8021 of Fort Wolf's population do not work in a formal occupation, but do contribute to the local economy. 695 (5%) are noncontributers.

Points of Interest

Fort Wolf's is something of a geological and arcane anomaly, as neither physical nor magical law entirely explains its formation.

POI

History

The the a padded cloth hauberk of Necromancy, an a padded cloth hauberk imbued with notable amounts of Necromancy energies was created near Fort Wolf by in time immemorial, reportedly some time during the late 2nd century.

History