Mäpt átef-nugzu (/ə˞ˈtef/ /nugˈzu/ [bright] [station (railroad; bus)]) is a temperate Town located in the Huzmä Principality of the Lallalan City-state.
The name Mäpt átef-nugzu is derived from the Gnollish language, as Mäpt átef-nugzu was founded by Dho vyim Roxlendrusg, who was culturaly Gnollish.
Climate
Mäpt átef-nugzu has a yearly average temperature of -1°C (31°F), with its average temperature during the summer being an icy 11°C (51°F) and its average temperature during the winter being a cool -14°C (7°F). Mäpt átef-nugzu receives an average of 211 cm/y (83 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Mäpt átef-nugzu covers an area of nearly 6 km2 (2 mi2), and an average elevation of 1712 m (5616 ft) above sea level.
Overview
Mäpt átef-nugzu was founded durring the late 13th century in fall of the year 1187, by Dho vyim Roxlendrusg. 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 Dho vyim Roxlendrusg.
Mäpt átef-nugzu was built using the conventions of Gnollish durring the late 13th century. Naturaly, all settlmentss have their own look to them, and Mäpt átef-nugzu 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 átef-nugzu is is constructed arround a semi-circular premissive flagstone mainstreet, with smaller strait roads linking the circiles to eachother at varrious points. 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 town's minimaly adiquite are visibly old, but also obviously well maintained. Its likly the local malishia or garrison are tasked with routine mantance of the town's defences.
Something in your gut tells you that you may be unwelcome in Mäpt átef-nugzu. The town seems like it’s not showing you the side of itself it would show to others. People mostly ignore your questions. Many folks ask you to leave their establishments, even before you’ve walked inside them. You should probably listen to them, as every time you’re asked to leave the person asking you to leave has referenced the town’s patron divine in some way. The little voice in the back of your mind that tells you when you’re in danger feels like it’s just glaring at you and muttering about how stupid you are for even remaining in town.
Civic Infrastructure
Mäpt átef-nugzu 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 átef-nugzu. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Mäpt átef-nugzu's parks.
Mäpt átef-nugzu has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Mäpt átef-nugzu.
Mäpt átef-nugzu 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 átef-nugzu 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 átef-nugzu has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Mäpt átef-nugzu's public wards, blessings, and other arcane systems.
Mäpt átef-nugzu 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 átef-nugzu's natural decorations nor waterways.
Mäpt átef-nugzu 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 átef-nugzu 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 átef-nugzu's garrison 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.
Due to the actions of local Kami, summer is short in Mäpt átef-nugzu.
The Bonewrought Willow near Mäpt átef-nugzu are known to be almost tame, such that they can be put to domestic use.
Mäpt átef-nugzu's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves consuming a local toxin to channel Chronomancy 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: 2
Farmers: 4
Farm Laborer: 8
Hunters: 4
Milk Maids: 3
Ranchers: 1
Ranch Hands: 3
Shepherds: 3
Farmland: 5785 m2
Cattle and Similar Creatures: 356
Poultry: 4275
Swine: 285
Sheep: 14
Goats: 2
Horses, Mounts, and Beasts of Burden: 142
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 3
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 3
Candlemakers: 5
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: 6
Gunsmiths: 2
Harness-Makers: 1
Hatters: 2
Hosiery Workers: 1
Jewelers: 1
Leatherwrights: 3
Locksmiths: 1
Matchstick makers: 2
Musical Instrument Makers: 2
Painters, Structures and Fixtures: 1
Paper Workers: 2
Plasterers: 1
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: 4
Tailors: 8
Tanners: 1
Upholsterers: 2
Watchmakers: 1
Weavers: 4
Whitesmiths: 1
Merchants
Adventuring Goods Retellers: 1
Arcana Sellers: 1
Beer-Sellers: 1
Booksellers: 2
Butchers: 3
Chandlers: 3
Chicken Butchers: 4
Entrepreneurs: 1
Fine Clothiers: 3
Fishmongers: 3
Potion Sellers: 2
Resellers: 5
Spice Merchants: 2
Wine-sellers: 2
Wheelwright: 2
Woodsellers: 1
Service workers
Bakers: 8
Barbers: 6
Coachmen: 2
Cooks: 5
Doctors: 3
Gamekeepers: 2
Grooms: 1
Hairdressers: 5
Healers: 3
Housekeepers: 3
Housemaids: 6
House Stewards: 4
Inns: 1
Laundry maids: 2
Maidservants: 5
Nursery Maids: 2
Pastrycooks: 4
Restaurateur: 5
Tavern Keepers: 5
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: 3
Miners: 3
Oilmen and Polishers: 2
Postmen: 2
Pure Finder: 1
Skinners: 4
Tosher: 2
Warehousemen: 4
Watercarriers: 3
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: 2
Civil Clerks: 3
Civic Iudex: 1
Exorcist: 3
Fixers: 1
Kami Clerk: 2
Landlords: 2
Lawyers: 1
Legend Keepers: 2
Militia Officers: 10
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: 5
Cottage Industries
Brewers: 3
Comfort Services: 5
Enchanters: 1
Herbalists: 1
Jaminators: 4
Needleworkers: 5
Potters: 2
Preserve Makers: 4
Quilters: 2
Seamsters: 7
Spinners: 4
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: 4
Writers: 4
Produce Industries
Butter Churners: 4
Canners: 4
Cheesmakers: 6
Millers: 2
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 2
Tallowmakers: 3
446 of Mäpt átef-nugzu's population work within a Foundational Occupation.
26 work in Agriculture
99 work as Craftsmen
36 work as Merchants
72 work as Service Workers
44 work as General Laborers
16 work as Skilled Laborers
65 work as Civil Servants
42 work in Cottage Industries
21 work as Artists
25 work in Produce Industries
937 of Mäpt átef-nugzu's population do not work in a formal occupation, but do contribute to the local economy. 42 (3%) are noncontributers.
Points of Interest
Mäpt átef-nugzu is cursed with recurrent spells of some troublesome disease. The affliction isn’t so fatal as to make living there impossible, but it adds suffering and expense to local lives. The plague might be the product of an ancient curse, the results of long lost toxic remains, or an unavoidable byproduct of whatever industry or purpose justifies the city. It’s probably not overly contagious, but visitors may be in some peril all the same.
POI
History
The the an amulet of Wild Magic, an an amulet imbued with potent amounts of Wild Magic energies was created near Mäpt ärv-defto by in time immemorial, reportedly some time during the early 2nd century.