Large Town: Jó̄ Sēē Vǖy

Jó̄ Sēē Vǖy

Jó̄ Sēē Vǖy
Example Goblin architecture.
StateConfederation of Goblin Tribes
ProvenceGīmōthyǎvy Region
RegionSesmebiēùw Maquis
Founded1246
Community LeaderHigh Chief Crypcata Nasarodon Hippodalia
Area6 km2 (2 mi2)
Average Yearly Temp13°C (55°F)
Average Elevation1116 m (3661 ft)
Average Yearly Precipitation230 cm/y (90 in/y)
Population1614
Population Density269 people per km2 (807 people per mi2)
Town AuraChronomancy
Naming
Native nameJó̄ Sēē Vǖy
Pronunciation/ʌ̌m/ /síːæ/
Direct Translation[casual] [slice; portion]
Translation[Not Yet Translated]

Jó̄ Sēē Vǖy (/ʌ̌m/ /síːæ/ [casual] [slice; portion]) is a subtropical Large Town located in the Gīmōthyǎvy Region of the Confederation of Goblin Tribes.

The name Jó̄ Sēē Vǖy is derived from the Goblin language, as Jó̄ Sēē Vǖy was founded by Hä̂f̄ Ya̋chvónḱ 'Clair Mystioned' Vúnvó̄r Mbóch Ma̋mbónḱ Cō̌shī Mé̄bó̄y, who was culturaly Goblin.

Climate

Jó̄ Sēē Vǖy has a yearly average temperature of 13°C (55°F), with its average temperature during the summer being a cool 13°C (55°F) and its average temperature during the winter being a cool 14°C (57°F). Jó̄ Sēē Vǖy receives an average of 230 cm/y (90 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Jó̄ Sēē Vǖy covers an area of nearly 6 km2 (2 mi2), and an average elevation of 1116 m (3661 ft) above sea level.

Overview

Jó̄ Sēē Vǖy was founded durring the early 13th century in spring of the year 1246, by Hä̂f̄ Ya̋chvónḱ 'Clair Mystioned' Vúnvó̄r Mbóch Ma̋mbónḱ Cō̌shī Mé̄bó̄y. The establishment of Jó̄ Sēē Vǖy was somewhat plagued by a lack of willing colonists, leading to Hä̂f̄ Ya̋chvónḱ 'Clair Mystioned' Vúnvó̄r Mbóch Ma̋mbónḱ Cō̌shī Mé̄bó̄y electing to pay people to resettle in Jó̄ Sēē Vǖy.

Jó̄ Sēē Vǖy was built using the conventions of Goblin durring the early 13th century. Naturaly, all settlmentss have their own look to them, and Jó̄ Sēē Vǖy is no diffrent. The town's buildings feature delicute timber framework hidden behind layer upon layer of finly ground plaster bleached to an almost glossy white sheen, with green clay tiled roofs and decorative brass-leafed trim. Even the smallest, poorest looking structures appear to be expencive thanks to the extreem elegence of the organic shapes and paterns going into their lofty, spire-y, vagly gothic designs. The more well off folks live in identicle homes, save for even shiner trim and a more whimsical appearance to their structures flowing forms.

Jó̄ Sēē Vǖy is is constructed arround a series of broad packed earth mainstreets which form overlapping circles, with smaller strait roads linking the circiles to eachother at varrious points. The town sits behind a stone-renforced palisade wall, with stone gatehouses and timber drawbridges for their trench. The would-be-castle fortifications have not been wellmaintained over the years, and while functional are in dire need of some loving care and perhapse light renovation.

A look around Jó̄ Sēē Vǖy is like a look into a broken heart. There is no planning, no organization. Everyone here clearly goes about their own thing with little thought to anyone around them who isn’t selling something they need. It’s not malicious. Heads are hung. Eyes are empty. Something truly horrible happened here once upon a time and the town never healed.

Civic Infrastructure

Jó̄ Sēē Vǖy 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 Jó̄ Sēē Vǖy. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Jó̄ Sēē Vǖy's parks.

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

Jó̄ Sēē Vǖy 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.

Jó̄ Sēē Vǖy 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.

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

Jó̄ Sēē Vǖy 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 Town. Jó̄ Sēē Vǖy's grid is powered by mana accumulators.

Jó̄ Sēē Vǖy 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 Jó̄ Sēē Vǖy's natural decorations nor waterways.

Jó̄ Sēē Vǖy 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.

Jó̄ Sēē Vǖy 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

Jó̄ Sēē Vǖy's town hall 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 Jó̄ Sēē Vǖy when drawing, it's impossible to draw an imperfect circle.

The Bog Strider near Jó̄ Sēē Vǖy are known to be quite timid.

Jó̄ Sēē Vǖy's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves drinking to channel Conjuration energies of tier 1 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: 3
  • Farmers: 4
  • Farm Laborer: 8
  • Hunters: 5
  • Milk Maids: 4
  • Ranchers: 2
  • Ranch Hands: 4
  • Shepherds: 4
    • Farmland: 6520 m2
    • Cattle and Similar Creatures: 403
    • Poultry: 4842
    • Swine: 322
    • Sheep: 16
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 161

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 3
  • Bookbinders: 2
  • Buckle-makers: 2
  • Cabinetmakers: 3
  • Candlemakers: 6
  • Carpenters: 5
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 8
  • Furriers: 1
  • Glassworkers: 5
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 2
  • Hosiery Workers: 1
  • Jewelers: 1
  • Leatherwrights: 4
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 2
  • Painters, Structures and Fixtures: 2
  • Paper Workers: 2
  • Plasterers: 2
  • Pursemakers: 2
  • Roofers: 1
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 2
  • Scabbardmakers: 3
  • Scalemakers: 1
  • Scientific, Surgical, and Optical Instrument Makers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 5
  • Tailors: 11
  • Tanners: 2
  • Upholsterers: 2
  • Watchmakers: 2
  • Weavers: 4
  • Whitesmiths: 1

Merchants

  • Adventuring Goods Retellers: 1
  • Arcana Sellers: 1
  • Beer-Sellers: 2
  • Booksellers: 2
  • Butchers: 4
  • Chandlers: 4
  • Chicken Butchers: 4
  • Entrepreneurs: 1
  • Fine Clothiers: 4
  • Fishmongers: 4
  • Potion Sellers: 2
  • Resellers: 6
  • Spice Merchants: 2
  • Wine-sellers: 3
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 9
  • Barbers: 7
  • Coachmen: 2
  • Cooks: 5
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 5
  • Healers: 4
  • Housekeepers: 4
  • Housemaids: 7
  • House Stewards: 5
  • Inns: 1
  • Laundry maids: 3
  • Maidservants: 6
  • Nursery Maids: 3
  • Pastrycooks: 5
  • Restaurateur: 7
  • Tavern Keepers: 5

Specialized Laborer

  • Ashworkers: 2
  • Bleachers: 1
  • Coal Heavers: 3
  • In-Town Couriers: 4
  • Long Haul Couriers: 3
  • Dockyard Workers: 3
  • Hay Merchants: 1
  • Leech Collectors: 4
  • Millers: 3
  • Miners: 3
  • Oilmen and Polishers: 2
  • Postmen: 3
  • Pure Finder: 2
  • Skinners: 4
  • Tosher: 2
  • Warehousemen: 5
  • Watercarriers: 3
  • Watermen, Bargemen, etc.: 4

Skilled Laborers

  • Accountants: 1
  • Alchemist: 2
  • Clerk: 3
  • Dentists: 1
  • Educators: 4
  • Engineers: 2
  • Gardeners: 1
  • Mages: 1
  • Plumbers: 1
  • Pharmacist: 1
  • Scientists: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 2
  • Civil Clerks: 4
  • Civic Iudex: 1
  • Consultants: 1
  • Exorcist: 4
  • Fixers: 1
  • Kami Clerk: 3
  • Landlords: 3
  • Lawyers: 2
  • Legend Keepers: 2
  • Militia Officers: 14
  • Monks, Monastic: 4
  • Monks, Civic: 5
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 6
  • Rangers: 2
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 6
  • Military Officers: 5

Cottage Industries

  • Brewers: 4
  • Comfort Services: 6
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 5
  • Needleworkers: 5
  • Potters: 2
  • Preserve Makers: 5
  • Quilters: 2
  • Seamsters: 8
  • Spinners: 4
  • Tinker: 1
  • Weaver: 4

Artists

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

Produce Industries

  • Butter Churners: 5
  • Canners: 4
  • Cheesmakers: 6
  • Millers: 3
  • Picklers: 2
  • Smokers: 1
  • Stockmakers: 1
  • Tobacconists: 2
  • Tallowmakers: 3

523 of Jó̄ Sēē Vǖy's population work within a Foundational Occupation.

1011 of Jó̄ Sēē Vǖy's population do not work in a formal occupation, but do contribute to the local economy. 80 (5%) are noncontributers.

Points of Interest

The center of Jó̄ Sēē Vǖy's town square was built around an ancient standing stone.

POI

History

Jó̄ Sēē Vǖy used to be more prosperous, but something happened relatively long ago that left it a shrunken shadow of its former self. If the settlement is prosperous, the locals often lament how much more they could have had. If the settlement is not prosperous, the locals blame their ill fortunes on that event. Reminders of this better time can be found in many places within Jó̄ Sēē Vǖy.

The the a crown of Mysticism, an a crown imbued with potent amounts of Mysticism energies was created in Jîvlê-thêzi Dêtîkè by in time immemorial, reportedly some time during the late 2nd century.

History