Large Town: Mäpt Nīï-jæ̈rt

Mäpt Nīï-jæ̈rt

Mäpt Nīï-jæ̈rt
Example Gnollish architecture.
StateNasdian City-state
ProvenceGïtarejé Principality
RegionMazebepa Woodlands
Founded854
Community LeaderLord Bendek vyim Rolɑrtɑcu
Area6 km2 (2 mi2)
Average Yearly Temp3°C (37°F)
Average Elevation2314 m (7591 ft)
Average Yearly Precipitation249 cm/y (98 in/y)
Population1548
Population Density258 people per km2 (774 people per mi2)
Town AuraAbjuration
Naming
Native nameMäpt Nīï-jæ̈rt
Pronunciation/njɪ/ /jæ̝rt/
Direct Translation[funny] [issue; concern; problem]
Translation[Not Yet Translated]

Mäpt Nīï-jæ̈rt (/njɪ/ /jæ̝rt/ [funny] [issue; concern; problem]) is a temperate Large Town located in the Gïtarejé Principality of the Nasdian City-state.

The name Mäpt Nīï-jæ̈rt is derived from the Gnollish language, as Mäpt Nīï-jæ̈rt was founded by Trèbëm vyim Glə˞tunk vyim Rovuldeplə˞rd, who was culturaly Gnollish.

Climate

Mäpt Nīï-jæ̈rt has a yearly average temperature of 3°C (37°F), with its average temperature during the summer being a freezing -6°C (22°F) and its average temperature during the winter being a cool 12°C (53°F). Mäpt Nīï-jæ̈rt receives an average of 249 cm/y (98 in/y) of precipitation, most of which comes in the form of snow during the short winter months. Mäpt Nīï-jæ̈rt covers an area of nearly 6 km2 (2 mi2), and an average elevation of 2314 m (7591 ft) above sea level.

Overview

Mäpt Nīï-jæ̈rt was founded durring the late 10th century, by Trèbëm vyim Glə˞tunk vyim Rovuldeplə˞rd. The establishment of the new community went well, though many minor issues had to be solved as time went on. This was enough to delay construction and push back the formal opening ceramony, leading to some embarisment for Trèbëm vyim Glə˞tunk vyim Rovuldeplə˞rd.

Mäpt Nīï-jæ̈rt was built using the conventions of Gnollish durring the late 10th century. Naturaly, all settlmentss have their own look to them, and Mäpt Nīï-jæ̈rt 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.

Mäpt Nīï-jæ̈rt is buildings are arranged arrounded highly ordered system of premissive cobblestone streets which form hexical paterns, allowing the incides of the octagons to be common grounds for the buildings on the edges, be it for parkland, yardspace, plazas, or markets. The town emploies a series of defencive earthworks, spikes, and fences to provide some protection against wild beasts and smaller groups of intelegent foes. The minimaly adiquite has suffered a visible ammount of structural damage, leaving them effectivly useless. One can't help but wonder why the has not yet effected repairs.

A look around Mäpt Nīï-jæ̈rt gives you an uneasy feeling. Everything is just a little too worn down, a little too dirty, or both. No one makes eye contact. Kids play quietly, but happily. Occasionally a passerby glances at you out of the corner of their eye, staring jsut long enough for it to be uncomfortable. People seem to be allowed to do as they please with little harmoney to anything. It feels less like a town, and more like a spot people just happened to place their homes.

Civic Infrastructure

Mäpt Nīï-jæ̈rt 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 Mäpt Nīï-jæ̈rt. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Mäpt Nīï-jæ̈rt's parks.

Mäpt Nīï-jæ̈rt has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Mäpt Nīï-jæ̈rt.

Mäpt Nīï-jæ̈rt 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.

Mäpt Nīï-jæ̈rt 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.

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

Mäpt Nīï-jæ̈rt possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.

Mäpt Nīï-jæ̈rt 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 Mäpt Nīï-jæ̈rt's natural decorations nor waterways.

Mäpt Nīï-jæ̈rt 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.

Mäpt Nīï-jæ̈rt 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

Mäpt Nīï-jæ̈rt's mayor's house was built using a different architectural style from the rest of the town. The style used has a sleek, linear appearance with stylized, often geometric ornamentation. The primary facade of its buildings often featured a series of set backs that create a stepped outline. Low-relief decorative panels can be found at entrances, around windows, along roof edges or as string courses. It was best known for its use of smooth finish building materials such as stucco, concrete block, glazed brick or mosaic tile. Decorative details can incorporate various artistic or exotic motifs to suit the building's function or the architect's whim. Chevrons, zigzags, and other geometrical motifs are common forms of ornament.

Due to the actions of local Kami, autumn is skipped in Mäpt Nīï-jæ̈rt.

The Church Grim near Mäpt Nīï-jæ̈rt are known to be more aggressive than normal.

Mäpt Nīï-jæ̈rt's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves reenactments to channel Illusion energies of tier 3 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: 3
  • Farmers: 4
  • Farm Laborer: 8
  • Hunters: 5
  • Milk Maids: 4
  • Ranchers: 1
  • Ranch Hands: 4
  • Shepherds: 3
    • Farmland: 6284 m2
    • Cattle and Similar Creatures: 387
    • Poultry: 4644
    • Swine: 309
    • Sheep: 15
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 154

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 2
  • Cabinetmakers: 3
  • Candlemakers: 5
  • Carpenters: 5
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 4
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 11
  • Furriers: 1
  • Glassworkers: 5
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 3
  • Hosiery Workers: 1
  • Jewelers: 1
  • Leatherwrights: 4
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 2
  • Painters, Structures and Fixtures: 1
  • Paper Workers: 2
  • Plasterers: 2
  • Pursemakers: 2
  • Roofers: 1
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 2
  • Scabbardmakers: 3
  • Scalemakers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 5
  • Tailors: 7
  • Tanners: 1
  • Upholsterers: 2
  • Watchmakers: 1
  • Weavers: 4
  • Whitesmiths: 1

Merchants

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

Service workers

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

Specialized Laborer

  • Ashworkers: 2
  • Bleachers: 1
  • Coal Heavers: 3
  • In-Town Couriers: 3
  • 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: 1
  • 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: 3
  • Civic Iudex: 1
  • Consultants: 1
  • Exorcist: 3
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 3
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 14
  • Monks, Monastic: 5
  • Monks, Civic: 4
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 5
  • Rangers: 2
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 5
  • Military Officers: 5

Cottage Industries

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

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

486 of Mäpt Nīï-jæ̈rt's population work within a Foundational Occupation.

985 of Mäpt Nīï-jæ̈rt's population do not work in a formal occupation, but do contribute to the local economy. 77 (5%) are noncontributers.

Points of Interest

Mäpt Nīï-jæ̈rt produces something unique, a good or service that cannot be had anywhere else in the kingdom. This may be due to some unique resource found only there, or some carefully-guarded craft, or it may be a special service that can only be provided by the locals, who are somehow unique in their forms or abilities.

Due to a magical anomaly, Mäpt Nīï-jæ̈rt is directly accessible from a nearby river, despite the lack of a physical connection between the town's pond and the river.

POI

History

The the a hat of Necromancy, an a hat imbued with great amounts of Necromancy energies was created near Mäpt Nīï-jæ̈rt by in time immemorial, reportedly some time during the late 2nd century.

History