Town: Mo̠z Fan Ner

Mo̠z Fan Ner

Mo̠z Fan Ner
Example Wood Elven architecture.
StateFederation of Alveria
ProvenceQěvrìlæh District
Sub ProvenceGliqtkokhu Parish
RegionMirâ S̺îyu̹ Woods
Founded932
Community LeaderAdministrator Ardhel Asoldru
Area6 km2 (2 mi2)
Average Yearly Temp21°C (69°F)
Average Elevation2570 m (8431 ft)
Average Yearly Precipitation313 cm/y (123 in/y)
Population1480
Population Density246 people per km2 (740 people per mi2)
Town AuraInvocation
Naming
Native nameMo̠z Fan Ner
Pronunciation/mo̠z/ /fan/
Direct Translation[basic] [girlfriend; mistress]
Translation[Not Yet Translated]

Mo̠z Fan Ner (/mo̠z/ /fan/ [basic] [girlfriend; mistress]) is a subtropical Town located in Gliqtkokhu Parish, Qěvrìlæh District, within the Federation of Alveria.

The name Mo̠z Fan Ner is derived from the Wood Elvish language, as Mo̠z Fan Ner was founded by Delvipo Wudush, who was culturaly Wood Elven.

Climate

Mo̠z Fan Ner has a yearly average temperature of 21°C (69°F), with its average temperature during the summer being a warm 29°C (84°F) and its average temperature during the winter being a cool 13°C (55°F). Mo̠z Fan Ner receives an average of 313 cm/y (123 in/y) of precipitation, most of which comes in the form of rain during the summer. Mo̠z Fan Ner covers an area of nearly 6 km2 (2 mi2), and an average elevation of 2570 m (8431 ft) above sea level.

Overview

Mo̠z Fan Ner was founded durring the early 10th century, by Delvipo Wudush. 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 Delvipo Wudush.

Mo̠z Fan Ner was built using the conventions of Wood Elven durring the early 10th century. Naturaly, all settlmentss have their own look to them, and Mo̠z Fan Ner 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.

Mo̠z Fan Ner is buildings are arranged arrounded highly ordered system of premissive baked earthen 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 is protected by a well-crafted cobblestone fence tall enough to provide adiquite cover for defenders to fire from, but no more than that. The town's frontieer-style defences 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.

Mo̠z Fan Ner seems to be abandoned at first. There are people present, working their trades and going about their business like any community, it’s just they are absurdly quiet. Just as you start to think there might be trouble, you see most of them are smiling, quietly exchanging words with a friend, or simply enjoying the day as they work. It reminds you of an evening at home as everyone dined, having run out of things to talk about and embraced the savory meal before them.

Civic Infrastructure

Mo̠z Fan Ner has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

Mo̠z Fan Ner 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 Mo̠z Fan Ner. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Mo̠z Fan Ner's parks.

Mo̠z Fan Ner has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Mo̠z Fan Ner.

Mo̠z Fan Ner 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.

Mo̠z Fan Ner 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.

Mo̠z Fan Ner 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.

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

Mo̠z Fan Ner 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 Mo̠z Fan Ner's natural decorations nor waterways.

Mo̠z Fan Ner 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.

Mo̠z Fan Ner 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

Mo̠z Fan Ner's town hall 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.

In Mo̠z Fan Ner there are unidentifiable people in the fog, but it seems to be okay.

The Alseid near Mo̠z Fan Ner are known to be quite timid.

Mo̠z Fan Ner's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves creating small tokens to channel Truename Magic energies of tier 3 via divine sermons.

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: 3
  • Ranchers: 1
  • Ranch Hands: 4
  • Shepherds: 3
    • Farmland: 6008 m2
    • Cattle and Similar Creatures: 370
    • Poultry: 4440
    • Swine: 296
    • Sheep: 14
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 148

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 3
  • Candlemakers: 4
  • Carpenters: 4
  • Clothmakers: 3
  • Coach and Harness Makers: 1
  • Coopers: 4
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 6
  • Glassworkers: 4
  • Gunsmiths: 3
  • 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: 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: 8
  • Tanners: 1
  • Upholsterers: 2
  • Watchmakers: 1
  • Weavers: 4
  • Whitesmiths: 1

Merchants

  • Adventuring Goods Retellers: 1
  • Arcana Sellers: 1
  • Beer-Sellers: 2
  • Booksellers: 2
  • Butchers: 3
  • Chandlers: 4
  • Chicken Butchers: 3
  • Entrepreneurs: 1
  • Fine Clothiers: 3
  • Fishmongers: 3
  • Potion Sellers: 2
  • Resellers: 5
  • Spice Merchants: 2
  • Wine-sellers: 3
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 8
  • Barbers: 6
  • Coachmen: 2
  • Cooks: 5
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 4
  • Healers: 3
  • Housekeepers: 4
  • Housemaids: 6
  • House Stewards: 4
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 5
  • Nursery Maids: 2
  • Pastrycooks: 5
  • Restaurateur: 5
  • Tavern Keepers: 5

Specialized Laborer

  • Ashworkers: 2
  • Bleachers: 1
  • Coal Heavers: 3
  • 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: 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: 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: 11
  • Monks, Monastic: 5
  • 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: 5
  • Military Officers: 4

Cottage Industries

  • Brewers: 4
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 5
  • 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: 5
  • Writers: 5

Produce Industries

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

463 of Mo̠z Fan Ner's population work within a Foundational Occupation.

929 of Mo̠z Fan Ner's population do not work in a formal occupation, but do contribute to the local economy. 88 (6%) are noncontributers.

Points of Interest

Mo̠z Fan Ner is accessed from a nearby river via an intricate series of locks.

POI

History

Mo̠z Fan Ner is in secret rebellion against their ostensible liege, having cut deals with his enemies, plotted to betray him for their own gain, or bridled under his tyranny and sought a better lord. The community’s leadership is all in on this plot, and outside viceroys or representatives are being kept carefully ignorant of the reality. The common folk may be oblivious to the truth, though they’ll doubtless have felt the same motivations and promptings that convinced their leaders to turn traitor.

In time immemorial, reportedly some time during the early 2nd century, Mo̠z Fan Ner was attacked by savage tribes living nearby Mo̠z Fan Ner. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Mo̠z Fan Ner lost 272 people, 312 livestock, and 88 buildings. The conflict ended after roughly 71, when members of Mo̠z Fan Ner's militia enacted an operation to transport a specific artifact to a particular strategic location unharmed. The operation was complicated by extremely dangerous terrain, including unfamiliar and poisonous plants which many ate while foraging. The conflict ended with a last stand against the enemy until a particular event occurred, which ended in a stalemate for Mo̠z Fan Ner's forces. The war is remembered in legend by Mo̠z Fan Ner's bards, historians, and legend keepers.

History