Small City: Mär Cáwnḱer Ni̋ēkēä

Mär Cáwnḱer Ni̋ēkēä

Mär Cáwnḱer Ni̋ēkēä
Example Goblin architecture.
StateGoblin Tribes
ProvenceDoûvnḱínts̄r Region
RegionHûhya Chyàzi Grasslands
Founded1437
Community LeaderLord Knubbe Knubbe Izsrang
Area15 km2 (6 mi2)
Average Yearly Temp21°C (69°F)
Average Elevation2116 m (6942 ft)
Average Yearly Precipitation273 cm/y (107 in/y)
Population3625
Population Density241 people per km2 (604 people per mi2)
Town AuraNecromancy
Naming
Native nameMär Cáwnḱer Ni̋ēkēä
Pronunciation/θɑ̌/ /kɔ́ːŋkʰɜː/
Direct Translation[precious] [reversal]
Translation[Not Yet Translated]

Mär Cáwnḱer Ni̋ēkēä (/θɑ̌/ /kɔ́ːŋkʰɜː/ [precious] [reversal]) is a subtropical Small City located in the Doûvnḱínts̄r Region of the Goblin Tribes.

The name Mär Cáwnḱer Ni̋ēkēä is derived from the Goblin language, as Mär Cáwnḱer Ni̋ēkēä was founded by Ha̋s Joīkīkī 'Cherry Elite' Haw̄̋ch Vú̄̄ Ha̋ń̄ Rēy Jō̌, who was culturaly Goblin.

Climate

Mär Cáwnḱer Ni̋ēkēä has a yearly average temperature of 21°C (69°F), with its average temperature during the summer being a warm 30°C (86°F) and its average temperature during the winter being a cool 12°C (53°F). Mär Cáwnḱer Ni̋ēkēä receives an average of 273 cm/y (107 in/y) of precipitation, most of which comes in the form of rain during the summer. Mär Cáwnḱer Ni̋ēkēä covers an area of nearly 15 km2 (6 mi2), and an average elevation of 2116 m (6942 ft) above sea level.

Overview

Mär Cáwnḱer Ni̋ēkēä was founded durring the early 15th century in fall of the year 1437, by Ha̋s Joīkīkī 'Cherry Elite' Haw̄̋ch Vú̄̄ Ha̋ń̄ Rēy Jō̌. The establishment of Mär Cáwnḱer Ni̋ēkēä suffered from several major issues, resulting in the need to develop many solutions to basic problems. Problems such as a lack of fresh water, logistical support, poor quality tools, and the odd monster or two. Howeaver, these were overcome in time.

Mär Cáwnḱer Ni̋ēkēä was built using the conventions of Goblin durring the early 15th century. Naturaly, all settlmentss have their own look to them, and Mär Cáwnḱer Ni̋ēkēä is no diffrent. The city'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.

Mär Cáwnḱer Ni̋ēkēä is buildings are arranged arrounded highly ordered system of restrictive cobblestone streets which form octogonal 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 city sits behind a stone-renforced palisade wall, with stone gatehouses and timber drawbridges for their trench. The city's would-be-castle fortifications have recently undergone extensive repairs and renovations, such that the repairwork is imeadiently apparent and can be spotted due to the diffring ages of materials. One can't help but wonder what brought the need for those repairs to the city.

Right off the bat Mär Cáwnḱer Ni̋ēkēä 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. Precisely how it has gained its wealth is a mystery. Mär Cáwnḱer Ni̋ēkēä is, in a word, disorder. People seem to be allowed to do as they please with little harmoney to anything. It feels less like a city, and more like a spot people just happened to place their homes. Yet there are small elements here and there which show the underlying structure of the community. It’s just so complex, organic, and flowing one can only understand what is a piece of the puzzle, but not what its neighbors are.

Civic Infrastructure

Mär Cáwnḱer Ni̋ēkēä has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

Mär Cáwnḱer Ni̋ēkēä 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 Mär Cáwnḱer Ni̋ēkēä. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Mär Cáwnḱer Ni̋ēkēä's parks.

Mär Cáwnḱer Ni̋ēkēä has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Mär Cáwnḱer Ni̋ēkēä.

Mär Cáwnḱer Ni̋ēkēä 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.

Mär Cáwnḱer Ni̋ēkēä 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.

Mär Cáwnḱer Ni̋ēkēä has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.

Mär Cáwnḱer Ni̋ēkēä 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.

Mär Cáwnḱer Ni̋ēkēä 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.

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

Mär Cáwnḱer Ni̋ēkēä possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.

Mär Cáwnḱer Ni̋ēkēä 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 Mär Cáwnḱer Ni̋ēkēä's natural decorations nor waterways.

Mär Cáwnḱer Ni̋ēkēä 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.

Mär Cáwnḱer Ni̋ēkēä 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.

Mär Cáwnḱer Ni̋ēkēä 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

Mär Cáwnḱer Ni̋ēkēä has a long tradition of martial expertise. This may be a crisply-organized history of skilled native levies, or it may be a natural belligerence in the people that leaves them familiar with bloodshed. While their neighbors and liege doubtless respect their talents, this very aptitude might make them more willing to turn to steel than prudence would advise.

Mär Cáwnḱer Ni̋ēkēä's town hall 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..

In Mär Cáwnḱer Ni̋ēkēä sometimes, near one of the seasonal solstices, the sun appears to split into three and it rains from a clear sky for several hours.

The Amoeba Swarm near Mär Cáwnḱer Ni̋ēkēä are known to be quite timid.

Mär Cáwnḱer Ni̋ēkēä's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves sacrificing an animal to channel Chronomancy energies of tier 1 via speaking in tongues.

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: 7
  • Farmers: 12
  • Farm Laborer: 20
  • Hunters: 13
  • Milk Maids: 9
  • Ranchers: 4
  • Ranch Hands: 10
  • Shepherds: 8
    • Farmland: 14536 m2
    • Cattle and Similar Creatures: 906
    • Poultry: 10875
    • Swine: 725
    • Sheep: 36
    • Goats: 7
    • Horses, Mounts, and Beasts of Burden: 362

Craftsmen

  • Arms and Toolmakers: 7
  • Blacksmiths: 8
  • Bookbinders: 4
  • Buckle-makers: 5
  • Cabinetmakers: 8
  • Candlemakers: 13
  • Carpenters: 10
  • Clothmakers: 10
  • Coach and Harness Makers: 3
  • Coopers: 8
  • Copper, Brass, Tin, Zinc, and Lead Workers: 5
  • Copyists: 3
  • Cutlers: 3
  • Fabricworkers: 8
  • Farrier: 21
  • Furriers: 2
  • Glassworkers: 12
  • Gunsmiths: 7
  • Harness-Makers: 3
  • Hatters: 6
  • Hosiery Workers: 2
  • Jewelers: 4
  • Leatherwrights: 9
  • Locksmiths: 3
  • Matchstick makers: 5
  • Musical Instrument Makers: 5
  • Painters, Structures and Fixtures: 4
  • Paper Workers: 5
  • Plasterers: 4
  • Pursemakers: 6
  • Roofers: 3
  • Ropemakers: 3
  • Rugmakers: 3
  • Saddlers: 7
  • Scabbardmakers: 6
  • Scalemakers: 3
  • Scientific, Surgical, and Optical Instrument Makers: 2
  • Sculptors, Structures and Fixtures: 3
  • Shoemakers: 3
  • Soap and Tallow Workers: 11
  • Tailors: 21
  • Tanners: 4
  • Upholsterers: 5
  • Watchmakers: 4
  • Weavers: 10
  • Whitesmiths: 2

Merchants

  • Adventuring Goods Retellers: 2
  • Arcana Sellers: 2
  • Beer-Sellers: 4
  • Booksellers: 5
  • Butchers: 9
  • Chandlers: 9
  • Chicken Butchers: 10
  • Entrepreneurs: 3
  • Fine Clothiers: 9
  • Fishmongers: 9
  • Florists: 2
  • Potion Sellers: 6
  • Resellers: 16
  • Spice Merchants: 4
  • Wine-sellers: 7
  • Wheelwright: 5
  • Woodsellers: 3

Service workers

  • Bakers: 15
  • Barbers: 17
  • Coachmen: 5
  • Cooks: 15
  • Doctors: 7
  • Gamekeepers: 5
  • Grooms: 3
  • Hairdressers: 12
  • Healers: 9
  • Housekeepers: 10
  • Housemaids: 15
  • House Stewards: 10
  • Inns: 3
  • Laundry maids: 7
  • Maidservants: 12
  • Nursery Maids: 6
  • Pastrycooks: 12
  • Restaurateur: 13
  • Tavern Keepers: 16

Specialized Laborer

  • Ashworkers: 4
  • Bleachers: 3
  • Chemical Workers: 2
  • Coal Heavers: 7
  • In-Town Couriers: 8
  • Long Haul Couriers: 8
  • Dockyard Workers: 7
  • Gas Workers: 1
  • Hay Merchants: 3
  • Leech Collectors: 9
  • Millers: 8
  • Miners: 8
  • Oilmen and Polishers: 5
  • Postmen: 8
  • Pure Finder: 4
  • Skinners: 9
  • Sugar Refiners: 2
  • Tosher: 5
  • Warehousemen: 12
  • Watercarriers: 7
  • Watermen, Bargemen, etc.: 10

Skilled Laborers

  • Accountants: 4
  • Alchemist: 5
  • Clerk: 7
  • Dentists: 3
  • Educators: 9
  • Engineers: 5
  • Gardeners: 3
  • Mages: 2
  • Plumbers: 3
  • Pharmacist: 4
  • Professors: 1
  • Scientists: 2
  • Wizards: 1

Civil Servants

  • Adventurers: 3
  • Bankers: 5
  • Civil Clerks: 7
  • Civic Iudex: 4
  • Consultants: 2
  • Exorcist: 8
  • Fixers: 4
  • Kami Clerk: 6
  • Landlords: 6
  • Lawyers: 4
  • Legend Keepers: 6
  • Militia Officers: 27
  • Monks, Monastic: 10
  • Monks, Civic: 12
  • Historian, Oral: 8
  • Historian, Textual: 4
  • Policemen, Sheriffs, etc.: 8
  • Priests: 15
  • Rangers: 4
  • Rat Catchers: 5
  • Scholars: 5
  • Spiritualist: 6
  • Slayers: 2
  • Storytellers: 14
  • Military Officers: 11

Cottage Industries

  • Brewers: 10
  • Comfort Services: 16
  • Enchanters: 4
  • Herbalists: 3
  • Jaminators: 12
  • Needleworkers: 11
  • Potters: 6
  • Preserve Makers: 12
  • Quilters: 5
  • Seamsters: 25
  • Spinners: 11
  • Tinker: 3
  • Weaver: 9

Artists

  • Actors: 3
  • Architects: 1
  • Bards: 5
  • Costumers: 2
  • Dancers: 4
  • Drafters: 2
  • Engravers: 2
  • Fine Furniture Carpenters: 1
  • Glaziers: 3
  • Inlayers: 3
  • Musicians: 9
  • Painters, Art: 1
  • Playwrights: 3
  • Sculptors, Art: 3
  • Wood Carvers: 12
  • Writers: 13

Produce Industries

  • Butter Churners: 12
  • Canners: 9
  • Cheesmakers: 10
  • Ice Merchants: 1
  • Millers: 7
  • Picklers: 6
  • Smokers: 4
  • Stockmakers: 4
  • Tobacconists: 5
  • Tallowmakers: 7

1280 of Mär Cáwnḱer Ni̋ēkēä's population work within a Foundational Occupation.

2055 of Mär Cáwnḱer Ni̋ēkēä's population do not work in a formal occupation, but do contribute to the local economy. 290 (8%) are noncontributers.

Points of Interest

The roads leading into Mär Cáwnḱer Ni̋ēkēä possess a great number of switchbacks. While designed for defense, they mostly wind up pissing everyone trying to take goods to town right the hell off.

POI

History

The the a key of Summoning, an a key imbued with notable amounts of Summoning energies was created near Mär Cáwnḱer Ni̋ēkēä by in time immemorial, reportedly some time during the late 2nd century.

History