Large City: Mbe̜d-fton Larsme Hadfow

Mbe̜d-fton Larsme Hadfow

Mbe̜d-fton Larsme Hadfow
Example Wood Elf architecture.
StateRosid
ProvenceËkkuv Moot
RegionOk-mbo̠n Prairie
Founded962
Community LeaderLord Strekka
Area256 km2 (102 mi2)
Average Yearly Temp5°C (41°F)
Average Elevation4274 m (14022 ft)
Average Yearly Precipitation162 cm/y (63 in/y)
Population60011
Population Density234 people per km2 (588 people per mi2)
Town AuraSummoning
Naming
Native nameMbe̜d-fton Larsme Hadfow
Pronunciation/mbe̜d/ /fton ˈlarsme/
Direct Translation[cathedral; temple] [landlord]
Translation[Not Yet Translated]

Mbe̜d-fton Larsme Hadfow (/mbe̜d/ /fton ˈlarsme/ [cathedral; temple] [landlord]) is a subtropical Large City located in the Ëkkuv Moot of the Rosid.

The name Mbe̜d-fton Larsme Hadfow is derived from the Goblin language, as Mbe̜d-fton Larsme Hadfow was founded by Knihl, who was culturaly Wood Elf.

Climate

Mbe̜d-fton Larsme Hadfow has a yearly average temperature of 5°C (41°F), with its average temperature during the summer being an icy 24°C (75°F) and its average temperature during the winter being a cool -13°C (9°F). Mbe̜d-fton Larsme Hadfow receives an average of 162 cm/y (63 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Mbe̜d-fton Larsme Hadfow covers an area of nearly 256 km2 (102 mi2), and an average elevation of 4274 m (14022 ft) above sea level.

Overview

Mbe̜d-fton Larsme Hadfow was founded durring the late 11th century, by Knihl. The establishment of Mbe̜d-fton Larsme Hadfow was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Knihl struck deals with nearby nations and communities to establish Mbe̜d-fton Larsme Hadfow as a prison colony.

Mbe̜d-fton Larsme Hadfow was built using the conventions of Wood Elf durring the late 11th century. Naturaly, all settlmentss have their own look to them, and Mbe̜d-fton Larsme Hadfow 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.

Mbe̜d-fton Larsme Hadfow is was constructed arround several spacious baked earthen mainstreets which cross one another at certain axies, with smaller streets branching off of them to premit acess to the many buildings deeper into the road network. The overall fashion is remenessent of a circulatory system, or other organic construct, and is quite effishent in its design. The city is defended by arcane means. It's hard to spot at first, but there's a tell tell shimmer in the air arround Mbe̜d-fton Larsme Hadfow, and you can spot the ocasional warding glyph carved into a rock or tree all arround town. These mystical defences are ancient, unknowable, and unassailable by current means... Assuming everything is in working order. Otherwise, the wards are little more than a deathtrap. Astonishigly, the Relic of the World That Was are in pristine condishion, as if they had just been finished before you laied eyes upon them.

A look around Mbe̜d-fton Larsme Hadfow seems to be home to a quite vibrant and boisterous community. Everywhere one looks they can see people going out their daily business with a smile and a spring in their step. Children play loudly in the streets, causing untold havoc as youth are want and allowed to do. On second glance, that chaos continues into adulthood. 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

Mbe̜d-fton Larsme Hadfow possesses a Aethary Link for its accademic, government, and financial institutions. Public Aethary access is available through one or more of these intitutions.

Mbe̜d-fton Larsme Hadfow has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

Mbe̜d-fton Larsme Hadfow 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 Mbe̜d-fton Larsme Hadfow. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Mbe̜d-fton Larsme Hadfow's parks.

Mbe̜d-fton Larsme Hadfow has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Mbe̜d-fton Larsme Hadfow.

Mbe̜d-fton Larsme Hadfow 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.

Mbe̜d-fton Larsme Hadfow 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.

Mbe̜d-fton Larsme Hadfow has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.

Mbe̜d-fton Larsme Hadfow has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Mbe̜d-fton Larsme Hadfow 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.

Mbe̜d-fton Larsme Hadfow 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.

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

Mbe̜d-fton Larsme Hadfow has an Arts Academy which provides higher education in many fields including math, language arts, philosophy, engineering, and other such disciplines.

Mbe̜d-fton Larsme Hadfow 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 City. Mbe̜d-fton Larsme Hadfow's grid is powered by an arcane means.

Mbe̜d-fton Larsme Hadfow's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.

Mbe̜d-fton Larsme Hadfow has a first rate hospital which caters to anyone in need of long term medical care.

Mbe̜d-fton Larsme Hadfow has a library, which keeps a large collection of books, scrolls, and archives all manner of physical items. While not open to the public, the librarians and scholars employed by the library will assist anyone with their research needs, and wealthy individuals can purchase membership to access the library's materials themselves. In spite of being generally closed to the public, the library has a room with several Aether Linked devices available to the public during business hours.

Mbe̜d-fton Larsme Hadfow 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 Mbe̜d-fton Larsme Hadfow's natural decorations nor waterways.

Mbe̜d-fton Larsme Hadfow 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.

Mbe̜d-fton Larsme Hadfow 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.

Mbe̜d-fton Larsme Hadfow 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.

Mbe̜d-fton Larsme Hadfow 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

Two or more groups of citizens within Mbe̜d-fton Larsme Hadfow hate each other. Their neighbors or the local law have kept things from too-overt violence, but members of the groups will constantly interfere with their rivals and cause whatever misery they can get away with. This hate may spring from recent events, or it may be an inherited spite from old wrongs.

Mbe̜d-fton Larsme Hadfow's chapel was built using a different architectural style from the rest of the town. The style used is characterized by vertical proportions, pointed arches, external buttressing, and asymmetry in the general shape of its buildings. The decorative features of the style were key, consisting of large arched windows, pointed arches, vaulted ceilings, flying buttresses, and sculptures integrated into the structure itself. Occasionally, for very important buildings, an array of sculptures or one colossal sculpture might replace the entirety of the entrance to said building.

In Mbe̜d-fton Larsme Hadfow there are no smells.

The Thoqqua near Mbe̜d-fton Larsme Hadfow are known to be a mutant strain of the creature.

Mbe̜d-fton Larsme Hadfow's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves line dance to channel Transmutation energies of tier 2 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: 116
  • Farmers: 171
  • Farm Laborer: 272
  • Hunters: 230
  • Milk Maids: 150
  • Ranchers: 80
  • Ranch Hands: 144
  • Shepherds: 150
    • Farmland: 243644 m2
    • Cattle and Similar Creatures: 15002
    • Poultry: 180033
    • Swine: 12002
    • Sheep: 600
    • Goats: 120
    • Horses, Mounts, and Beasts of Burden: 6001

Craftsmen

  • Arms and Toolmakers: 127
  • Blacksmiths: 130
  • Bookbinders: 73
  • Buckle-makers: 80
  • Cabinetmakers: 133
  • Candlemakers: 206
  • Carpenters: 173
  • Clothmakers: 150
  • Coach and Harness Makers: 63
  • Coopers: 157
  • Copper, Brass, Tin, Zinc, and Lead Workers: 82
  • Copyists: 58
  • Cutlers: 50
  • Fabricworkers: 139
  • Farrier: 387
  • Furriers: 38
  • Glassworkers: 200
  • Gunsmiths: 129
  • Harness-Makers: 57
  • Hatters: 110
  • Hosiery Workers: 43
  • Jewelers: 65
  • Leatherwrights: 162
  • Locksmiths: 61
  • Matchstick makers: 86
  • Musical Instrument Makers: 84
  • Painters, Structures and Fixtures: 75
  • Paper Workers: 90
  • Plasterers: 80
  • Pursemakers: 100
  • Roofers: 64
  • Ropemakers: 59
  • Rugmakers: 60
  • Saddlers: 103
  • Scabbardmakers: 126
  • Scalemakers: 64
  • Scientific, Surgical, and Optical Instrument Makers: 38
  • Sculptors, Structures and Fixtures: 58
  • Shoemakers: 57
  • Soap and Tallow Workers: 203
  • Tailors: 342
  • Tanners: 73
  • Upholsterers: 86
  • Watchmakers: 78
  • Weavers: 171
  • Whitesmiths: 48

Merchants

  • Adventuring Goods Retellers: 41
  • Arcana Sellers: 42
  • Beer-Sellers: 78
  • Booksellers: 89
  • Butchers: 146
  • Chandlers: 162
  • Chicken Butchers: 164
  • Entrepreneurs: 62
  • Fine Clothiers: 150
  • Fishmongers: 150
  • Florists: 36
  • Potion Sellers: 101
  • Resellers: 250
  • Spice Merchants: 76
  • Wine-sellers: 117
  • Wheelwright: 98
  • Woodsellers: 57

Service workers

  • Bakers: 353
  • Barbers: 307
  • Coachmen: 84
  • Cooks: 250
  • Doctors: 126
  • Gamekeepers: 93
  • Grooms: 51
  • Hairdressers: 230
  • Healers: 155
  • Housekeepers: 187
  • Housemaids: 300
  • House Stewards: 153
  • Inns: 58
  • Laundry maids: 109
  • Maidservants: 214
  • Nursery Maids: 115
  • Pastrycooks: 206
  • Restaurateur: 240
  • Tavern Keepers: 260

Specialized Laborer

  • Ashworkers: 85
  • Bleachers: 55
  • Chemical Workers: 34
  • Coal Heavers: 120
  • In-Town Couriers: 139
  • Long Haul Couriers: 133
  • Dockyard Workers: 117
  • Gas Workers: 29
  • Hay Merchants: 50
  • Leech Collectors: 164
  • Millers: 139
  • Miners: 142
  • Oilmen and Polishers: 90
  • Postmen: 139
  • Pure Finder: 74
  • Skinners: 162
  • Sugar Refiners: 33
  • Tosher: 93
  • Warehousemen: 206
  • Watercarriers: 123
  • Watermen, Bargemen, etc.: 193

Skilled Laborers

  • Accountants: 74
  • Alchemist: 90
  • Clerk: 130
  • Dentists: 61
  • Educators: 160
  • Engineers: 84
  • Gardeners: 60
  • Mages: 44
  • Plumbers: 64
  • Pharmacist: 73
  • Professors: 25
  • Scientists: 45
  • Wizards: 26

Civil Servants

  • Adventurers: 56
  • Bankers: 82
  • Civil Clerks: 139
  • Civic Iudex: 67
  • Consultants: 38
  • Exorcist: 133
  • Fixers: 69
  • Kami Clerk: 112
  • Landlords: 110
  • Lawyers: 75
  • Legend Keepers: 101
  • Militia Officers: 500
  • Monks, Monastic: 200
  • Monks, Civic: 176
  • Historian, Oral: 139
  • Historian, Textual: 69
  • Policemen, Sheriffs, etc.: 136
  • Priests: 240
  • Rangers: 80
  • Rat Catchers: 93
  • Scholars: 93
  • Spiritualist: 115
  • Slayers: 34
  • Storytellers: 235
  • Military Officers: 193

Cottage Industries

  • Brewers: 181
  • Comfort Services: 222
  • Enchanters: 65
  • Herbalists: 69
  • Jaminators: 181
  • Needleworkers: 193
  • Potters: 95
  • Preserve Makers: 193
  • Quilters: 83
  • Seamsters: 375
  • Spinners: 187
  • Tinker: 65
  • Weaver: 153

Artists

  • Actors: 65
  • Architects: 23
  • Bards: 93
  • Costumers: 36
  • Dancers: 73
  • Drafters: 38
  • Engravers: 48
  • Fine Furniture Carpenters: 29
  • Glaziers: 61
  • Inlayers: 55
  • Musicians: 162
  • Painters, Art: 31
  • Playwrights: 62
  • Sculptors, Art: 51
  • Wood Carvers: 230
  • Writers: 193

Produce Industries

  • Butter Churners: 187
  • Canners: 171
  • Cheesmakers: 206
  • Ice Merchants: 26
  • Millers: 130
  • Picklers: 107
  • Smokers: 76
  • Stockmakers: 65
  • Tobacconists: 92
  • Tallowmakers: 136

22574 of Mbe̜d-fton Larsme Hadfow's population work within a Foundational Occupation.

34437 of Mbe̜d-fton Larsme Hadfow's population do not work in a formal occupation, but do contribute to the local economy. 3000 (5%) are noncontributers.

Points of Interest

Mbe̜d-fton Larsme Hadfow is known for its unusual rock formations.

POI

History

The the a cape of Conjuration, an a cape imbued with potent amounts of Conjuration energies was created in Mbe̜d-fton Larsme Hadfow by in time immemorial, reportedly some time during the early 2nd century.

History