City: Go̠r-bro̠z Hadfow

Go̠r-bro̠z Hadfow

Go̠r-bro̠z Hadfow
Example Wood Elf architecture.
StateRosid
ProvenceBrotlëftavremōf Moot
RegionHedë-hyo Heath
Founded1183
Community LeaderLord August
Area21 km2 (8 mi2)
Average Yearly Temp15°C (59°F)
Average Elevation3146 m (10321 ft)
Average Yearly Precipitation153 cm/y (60 in/y)
Population5037
Population Density239 people per km2 (629 people per mi2)
Town AuraTruename Magic
Naming
Native nameGo̠r-bro̠z Hadfow
Pronunciation/go̠r/ /bro̠z/
Direct Translation[danger; hazard; risk] [human]
Translation[Not Yet Translated]

Go̠r-bro̠z Hadfow (/go̠r/ /bro̠z/ [danger; hazard; risk] [human]) is a subtropical City located in the Brotlëftavremōf Moot of the Rosid.

The name Go̠r-bro̠z Hadfow is derived from the Sylvin language, as Go̠r-bro̠z Hadfow was founded by Jay, who was culturaly Wood Elf.

Climate

Go̠r-bro̠z Hadfow has a yearly average temperature of 15°C (59°F), with its average temperature during the summer being a warm 28°C (82°F) and its average temperature during the winter being a cold 3°C (37°F). Go̠r-bro̠z Hadfow receives an average of 153 cm/y (60 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Go̠r-bro̠z Hadfow covers an area of nearly 21 km2 (8 mi2), and an average elevation of 3146 m (10321 ft) above sea level.

Overview

Go̠r-bro̠z Hadfow was founded durring the late 13th century in fall of the year 1183, by Jay. The establishment of Go̠r-bro̠z Hadfow suffered from many setbacks, delays, and obsticles, most notably a group of Go̠r-bro̠z Hadfow which required millitary assistance exterminate before the community could finish being built.

Go̠r-bro̠z Hadfow was built using the conventions of Wood Elf durring the late 13th century. Naturaly, all settlmentss have their own look to them, and Go̠r-bro̠z Hadfow is no diffrent. The city'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.

Go̠r-bro̠z Hadfow is is constructed arround a series of narrow canals mainstreets which form overlapping circles, with smaller strait roads linking the circiles to eachother at varrious points. The city posesses a mighty albit amaturly crafted stone wall. It was built using querried stone blocks and posesses all of the standard defencive features, including a few watch towers. While it would last against a siege, the wall's outdated and simplistic construction method percludes the possability of Go̠r-bro̠z Hadfow weathering a full scale bombardment durring a siege. The city's budget focused millitary grade defenses are visibly old, but also obviously well maintained. Its likly the local malishia or garrison are tasked with routine mantance of the city's defences.

Right off the bat Go̠r-bro̠z Hadfow 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. The city is very clearly a joyfull place as well as wealthy. Music can be heard often, as well as laughter. The smell of food and drink permiates the air. You can’t help but smile.

Civic Infrastructure

Go̠r-bro̠z Hadfow has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

Go̠r-bro̠z Hadfow 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 Go̠r-bro̠z Hadfow. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Go̠r-bro̠z Hadfow's parks.

Go̠r-bro̠z Hadfow has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Go̠r-bro̠z Hadfow.

Go̠r-bro̠z Hadfow 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.

Go̠r-bro̠z Hadfow 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.

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

Go̠r-bro̠z Hadfow has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Go̠r-bro̠z Hadfow 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.

Go̠r-bro̠z Hadfow 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.

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

Go̠r-bro̠z Hadfow 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 City. Go̠r-bro̠z Hadfow's grid is powered by hydrogalvanic generators.

Go̠r-bro̠z Hadfow possesses an older civil lighting system consisting of street lamps. In spite of the Galvanic Grid, these lights continue to use their old fule sources to provide nighttime illumination to all city streets.

Go̠r-bro̠z Hadfow has a first rate hospital which caters to anyone in need of long term medical care.

Go̠r-bro̠z Hadfow 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 Go̠r-bro̠z Hadfow's natural decorations nor waterways.

Go̠r-bro̠z Hadfow 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.

Go̠r-bro̠z Hadfow 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.

Go̠r-bro̠z Hadfow 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

Go̠r-bro̠z Hadfow's mayor's house 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..

Due to the actions of local Kami, winter is recurring in Go̠r-bro̠z Hadfow.

The Flea, Giant near Go̠r-bro̠z Hadfow are known to be a mutant strain of the creature.

Go̠r-bro̠z Hadfow's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves destroying a prepared ritual vessel to channel Chronomancy energies of tier 1 via mimery.

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: 9
  • Farmers: 16
  • Farm Laborer: 26
  • Hunters: 17
  • Milk Maids: 14
  • Ranchers: 6
  • Ranch Hands: 14
  • Shepherds: 12
    • Farmland: 20148 m2
    • Cattle and Similar Creatures: 1259
    • Poultry: 15111
    • Swine: 1007
    • Sheep: 50
    • Goats: 10
    • Horses, Mounts, and Beasts of Burden: 503

Craftsmen

  • Arms and Toolmakers: 10
  • Blacksmiths: 11
  • Bookbinders: 6
  • Buckle-makers: 7
  • Cabinetmakers: 11
  • Candlemakers: 17
  • Carpenters: 17
  • Clothmakers: 13
  • Coach and Harness Makers: 5
  • Coopers: 11
  • Copper, Brass, Tin, Zinc, and Lead Workers: 7
  • Copyists: 4
  • Cutlers: 4
  • Fabricworkers: 10
  • Farrier: 30
  • Furriers: 3
  • Glassworkers: 19
  • Gunsmiths: 11
  • Harness-Makers: 4
  • Hatters: 9
  • Hosiery Workers: 3
  • Jewelers: 5
  • Leatherwrights: 13
  • Locksmiths: 4
  • Matchstick makers: 7
  • Musical Instrument Makers: 7
  • Painters, Structures and Fixtures: 6
  • Paper Workers: 6
  • Plasterers: 6
  • Pursemakers: 8
  • Roofers: 5
  • Ropemakers: 5
  • Rugmakers: 4
  • Saddlers: 8
  • Scabbardmakers: 10
  • Scalemakers: 5
  • Scientific, Surgical, and Optical Instrument Makers: 3
  • Sculptors, Structures and Fixtures: 4
  • Shoemakers: 4
  • Soap and Tallow Workers: 18
  • Tailors: 27
  • Tanners: 6
  • Upholsterers: 7
  • Watchmakers: 7
  • Weavers: 13
  • Whitesmiths: 3

Merchants

  • Adventuring Goods Retellers: 3
  • Arcana Sellers: 3
  • Beer-Sellers: 6
  • Booksellers: 7
  • Butchers: 12
  • Chandlers: 12
  • Chicken Butchers: 13
  • Entrepreneurs: 5
  • Fine Clothiers: 12
  • Fishmongers: 11
  • Florists: 3
  • Potion Sellers: 8
  • Resellers: 19
  • Spice Merchants: 6
  • Wine-sellers: 10
  • Wheelwright: 7
  • Woodsellers: 5

Service workers

  • Bakers: 35
  • Barbers: 25
  • Coachmen: 7
  • Cooks: 18
  • Doctors: 11
  • Gamekeepers: 7
  • Grooms: 4
  • Hairdressers: 16
  • Healers: 12
  • Housekeepers: 14
  • Housemaids: 29
  • House Stewards: 13
  • Inns: 4
  • Laundry maids: 9
  • Maidservants: 16
  • Nursery Maids: 9
  • Pastrycooks: 19
  • Restaurateur: 22
  • Tavern Keepers: 22

Specialized Laborer

  • Ashworkers: 7
  • Bleachers: 4
  • Chemical Workers: 2
  • Coal Heavers: 10
  • In-Town Couriers: 10
  • Long Haul Couriers: 10
  • Dockyard Workers: 10
  • Gas Workers: 2
  • Hay Merchants: 4
  • Leech Collectors: 13
  • Millers: 11
  • Miners: 12
  • Oilmen and Polishers: 7
  • Postmen: 11
  • Pure Finder: 6
  • Skinners: 14
  • Sugar Refiners: 2
  • Tosher: 7
  • Warehousemen: 19
  • Watercarriers: 10
  • Watermen, Bargemen, etc.: 14

Skilled Laborers

  • Accountants: 6
  • Alchemist: 7
  • Clerk: 10
  • Dentists: 5
  • Educators: 13
  • Engineers: 7
  • Gardeners: 5
  • Mages: 3
  • Plumbers: 5
  • Pharmacist: 5
  • Professors: 2
  • Scientists: 3
  • Wizards: 2

Civil Servants

  • Adventurers: 4
  • Bankers: 7
  • Civil Clerks: 11
  • Civic Iudex: 5
  • Consultants: 3
  • Exorcist: 11
  • Fixers: 5
  • Kami Clerk: 9
  • Landlords: 10
  • Lawyers: 6
  • Legend Keepers: 8
  • Militia Officers: 41
  • Monks, Monastic: 15
  • Monks, Civic: 17
  • Historian, Oral: 11
  • Historian, Textual: 6
  • Policemen, Sheriffs, etc.: 10
  • Priests: 25
  • Rangers: 6
  • Rat Catchers: 7
  • Scholars: 8
  • Spiritualist: 8
  • Slayers: 2
  • Storytellers: 19
  • Military Officers: 17

Cottage Industries

  • Brewers: 14
  • Comfort Services: 20
  • Enchanters: 5
  • Herbalists: 5
  • Jaminators: 15
  • Needleworkers: 17
  • Potters: 8
  • Preserve Makers: 13
  • Quilters: 7
  • Seamsters: 35
  • Spinners: 13
  • Tinker: 5
  • Weaver: 12

Artists

  • Actors: 5
  • Architects: 2
  • Bards: 7
  • Costumers: 3
  • Dancers: 5
  • Drafters: 3
  • Engravers: 4
  • Fine Furniture Carpenters: 2
  • Glaziers: 5
  • Inlayers: 4
  • Musicians: 13
  • Painters, Art: 2
  • Playwrights: 5
  • Sculptors, Art: 4
  • Wood Carvers: 16
  • Writers: 19

Produce Industries

  • Butter Churners: 17
  • Canners: 13
  • Cheesmakers: 17
  • Ice Merchants: 2
  • Millers: 10
  • Picklers: 8
  • Smokers: 6
  • Stockmakers: 5
  • Tobacconists: 7
  • Tallowmakers: 11

1835 of Go̠r-bro̠z Hadfow's population work within a Foundational Occupation.

3001 of Go̠r-bro̠z Hadfow's population do not work in a formal occupation, but do contribute to the local economy. 201 (4%) are noncontributers.

Points of Interest

Go̠r-bro̠z Hadfow is centered around a major pilgrimage site. This may be a religious location of importance to a major faith, or it may be a more secular institution that draws the traffic, like a famous academy or the remains of some wondrous ancient work. Considerable local tension likely exists over controlling the access to the site and maximizing the profits from foreign visitors.

Go̠r-bro̠z Hadfow'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 Go̠r-bro̠z Hadfow suffering from potholes, cracking, and even sinkholes. The locals often repair the road by putting down wooden decking.

POI

History

The the a greatsword of Invocation, an a greatsword imbued with notable amounts of Invocation energies was created near Go̠r-bro̠z Hadfow by in time immemorial, reportedly some time during the early 2nd century.

History