Town: Grö Hërot Ner

Grö Hërot Ner

Grö Hërot Ner
Example Wood Elven architecture.
StateViceroyalty of Rosid
ProvenceZbëkfenfyë Moot
RegionFomba Mōtsyarvo̠ Forest
Founded1343
Community LeaderChief Baradeth Dhiangul
Area5 km2 (2 mi2)
Average Yearly Temp8°C (46°F)
Average Elevation3326 m (10912 ft)
Average Yearly Precipitation279 cm/y (109 in/y)
Population1391
Population Density278 people per km2 (695 people per mi2)
Town AuraTransmutation
Naming
Native nameGrö Hërot Ner
Pronunciation/gro˞/ /ˈhɛrot/
Direct Translation[different; other; distinct; various; unique] [pig; pork]
Translation[Not Yet Translated]

Grö Hërot Ner (/gro˞/ /ˈhɛrot/ [different; other; distinct; various; unique] [pig; pork]) is a temperate Town located in the Zbëkfenfyë Moot of the Viceroyalty of Rosid.

The name Grö Hërot Ner is derived from the Wood Elvish language, as Grö Hërot Ner was founded by Nayḿ Phralzis, who was culturaly Wood Elven.

Climate

Grö Hërot Ner has a yearly average temperature of 8°C (46°F), with its average temperature during the summer being a warm 26°C (78°F) and its average temperature during the winter being a freezing -9°C (16°F). Grö Hërot Ner receives an average of 279 cm/y (109 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Grö Hërot Ner covers an area of nearly 5 km2 (2 mi2), and an average elevation of 3326 m (10912 ft) above sea level.

Overview

Grö Hërot Ner was founded durring the early 14th century in winter of the year 1343, by Nayḿ Phralzis. The establishment of Grö Hërot Ner was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Grö Hërot Ner's construction back out of the project. Nayḿ Phralzis pushed on reguardles, and Grö Hërot Ner was finished, but starts off as a terible place to live.

Grö Hërot Ner was built using the conventions of Wood Elven durring the early 14th century. Naturaly, all settlmentss have their own look to them, and Grö Hërot Ner 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.

Grö Hërot Ner is buildings folow an organic layout of premissive flagstone streets whihch gives the town a shape simmilar to a tree, if one views its streets from above. The town has a defencive wall made from querried stone. The wall is equipped with a full set of battlments but the nature of its construction methodology leaves it somewhat vulnerable to siege equipment. That said, the town is well defended against anything short of an army. Grö Hërot Ner's cost-cutting-focused defences 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.

A look arround Grö Hërot Ner reveals an abundance of schools, libraries, and other academic structures. Locals can be overheard having academic discussions, as well as talking about scholarly subjects in general. It’s quite clear the town places a lot of value on education and being a learned individual.

Civic Infrastructure

Grö Hërot Ner possesses a city-wide Aethary Link which provides Aethary access anywhere within its metropolitan. This allows citizens who can afford the relevant devices access in their places of work, and rarely homes.

Grö Hërot Ner 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 Grö Hërot Ner. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Grö Hërot Ner's parks.

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

Grö Hërot 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.

Grö Hërot 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.

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

Grö Hërot Ner 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 Town. Grö Hërot Ner's grid is powered by hydrogalvanic generators.

Grö Hërot Ner 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 Grö Hërot Ner's natural decorations nor waterways.

Grö Hërot 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.

Grö Hërot Ner 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.

Grö Hërot Ner is home to a University which provides higher education in a variety of fields, and also serves as a research institute for those same fields.

Cultural Notes

Grö Hërot Ner's garrison was built using a different architectural style from the rest of the town. The style used is characterized by towering round arches, massive stone and brickwork, small windows, thick walls, and a propensity for housing art and sculpture depicting mythological scenes. The building's general shape would be a clever and ascetic combination of geometric shapes, which would be blended together by joining elements. The style's decorative features were largely internal rather than external and incorporated semicircular arches for windows, doors, and arcades; barrel or groin vaults to support the roof of the nave; massive piers and walls, with few windows, to contain the outward thrust of the vaults; side aisles with galleries above them..

In Grö Hërot Ner tiny harmless tornadoes plague the town.

The Mercane near Grö Hërot Ner are known to be more aggressive than normal.

Grö Hërot Ner's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves reenactments to channel Truename Magic energies of tier 3 via throat 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: 4
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 5619 m2
    • Cattle and Similar Creatures: 347
    • Poultry: 4173
    • Swine: 278
    • Sheep: 13
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 139

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 3
  • Candlemakers: 4
  • Carpenters: 4
  • Clothmakers: 3
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 7
  • Glassworkers: 4
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 2
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 1
  • Painters, Structures and Fixtures: 1
  • Paper Workers: 2
  • 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: 4
  • Tailors: 12
  • Tanners: 1
  • Upholsterers: 2
  • Watchmakers: 1
  • Weavers: 3
  • Whitesmiths: 1

Merchants

  • Beer-Sellers: 1
  • Booksellers: 2
  • Butchers: 3
  • Chandlers: 3
  • Chicken Butchers: 3
  • Entrepreneurs: 1
  • Fine Clothiers: 3
  • Fishmongers: 3
  • Potion Sellers: 2
  • Resellers: 6
  • Spice Merchants: 1
  • Wine-sellers: 3
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 6
  • Barbers: 7
  • Coachmen: 1
  • Cooks: 5
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 5
  • Healers: 3
  • Housekeepers: 4
  • Housemaids: 6
  • House Stewards: 4
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 4
  • Nursery Maids: 2
  • Pastrycooks: 5
  • Restaurateur: 5
  • Tavern Keepers: 4

Specialized Laborer

  • Ashworkers: 1
  • Bleachers: 1
  • Coal Heavers: 2
  • In-Town Couriers: 3
  • Long Haul Couriers: 3
  • Dockyard Workers: 2
  • Hay Merchants: 1
  • Leech Collectors: 3
  • Millers: 2
  • Miners: 3
  • Oilmen and Polishers: 2
  • Postmen: 2
  • Pure Finder: 1
  • Skinners: 4
  • Tosher: 2
  • Warehousemen: 4
  • Watercarriers: 2
  • Watermen, Bargemen, etc.: 4

Skilled Laborers

  • Accountants: 1
  • Alchemist: 2
  • Clerk: 2
  • Dentists: 1
  • Educators: 3
  • Engineers: 2
  • Gardeners: 1
  • Mages: 1
  • Plumbers: 1
  • Pharmacist: 1
  • Scientists: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 1
  • Civil Clerks: 3
  • Civic Iudex: 1
  • Exorcist: 2
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 15
  • Monks, Monastic: 4
  • Monks, Civic: 4
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 6
  • Rangers: 1
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 4
  • Military Officers: 4

Cottage Industries

  • Brewers: 4
  • Comfort Services: 4
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 4
  • Potters: 2
  • Preserve Makers: 3
  • Quilters: 1
  • Seamsters: 7
  • Spinners: 3
  • Tinker: 1
  • Weaver: 3

Artists

  • Actors: 1
  • Bards: 2
  • Dancers: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 4
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 5
  • Writers: 4

Produce Industries

  • Butter Churners: 5
  • Canners: 3
  • Cheesmakers: 4
  • Millers: 2
  • Picklers: 2
  • Smokers: 1
  • Stockmakers: 1
  • Tobacconists: 2
  • Tallowmakers: 3

433 of Grö Hërot Ner's population work within a Foundational Occupation.

875 of Grö Hërot Ner's population do not work in a formal occupation, but do contribute to the local economy. 83 (6%) are noncontributers.

Points of Interest

Grö Hërot Ner has been cursed with some blight that makes life difficult, albeit not impossible. An offended sorcerer's vengeful Working, an outraged god's wrath, a local distortion of the Legacy, or a simple history of bad feng shui in the area may have brought the curse about. I(devise not only the curse, but the reason why the locals haven't left for better lands).

Grö Hërot Ner'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 Grö Hërot Ner suffering from potholes, cracking, and even sinkholes. The locals often repair the road by putting down wooden decking.

POI

History

The the a hood of Enchantment, an a hood imbued with great amounts of Enchantment energies was created in Grö Hërot Ner by in time immemorial, reportedly some time during the early 2nd century.

History