Large Town: Nosi̽m Stro Ner

Nosi̽m Stro Ner

Nosi̽m Stro Ner
Example Wood Elven architecture.
StateFederation of Alveria
ProvenceFrömku District
RegionYíhtcèp Heathland
Founded1207
Community LeaderAdministrator Zuigies Phreirdrageec
Area6 km2 (2 mi2)
Average Yearly Temp19°C (66°F)
Average Elevation2278 m (7473 ft)
Average Yearly Precipitation262 cm/y (103 in/y)
Population1547
Population Density257 people per km2 (773 people per mi2)
Town AuraWild Magic
Naming
Native nameNosi̽m Stro Ner
Pronunciation/ˈnosi̽m/ /stro/
Direct Translation[fashionable] [rake; fork]
Translation[Not Yet Translated]

Nosi̽m Stro Ner (/ˈnosi̽m/ /stro/ [fashionable] [rake; fork]) is a subtropical Large Town located in the Frömku District of the Federation of Alveria.

The name Nosi̽m Stro Ner is derived from the Wood Elvish language, as Nosi̽m Stro Ner was founded by Rēkī Ra̋nvë̋nḱ 'Flaneuroi Ribbonet' Ca̋nvé̄r Cú̄̋nḱ Nīkīy Wandec, who was culturaly Wood Elven.

Climate

Nosi̽m Stro Ner has a yearly average temperature of 19°C (66°F), with its average temperature during the summer being a warm 28°C (82°F) and its average temperature during the winter being a cold 10°C (50°F). Nosi̽m Stro Ner receives an average of 262 cm/y (103 in/y) of precipitation, most of which comes in the form of rain during the summer. Nosi̽m Stro Ner covers an area of nearly 6 km2 (2 mi2), and an average elevation of 2278 m (7473 ft) above sea level.

Overview

Nosi̽m Stro Ner was founded durring the early 13th century in spring of the year 1207, by Rēkī Ra̋nvë̋nḱ 'Flaneuroi Ribbonet' Ca̋nvé̄r Cú̄̋nḱ Nīkīy Wandec. The establishment of Nosi̽m Stro Ner 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.

Nosi̽m Stro Ner was built using the conventions of Wood Elven durring the early 13th century. Naturaly, all settlmentss have their own look to them, and Nosi̽m Stro Ner is no diffrent. The town's buildings feature masoned stone construction which prominantly features pointed arches, pointed ribbed vault cielings, flying buttress', and window tracery all of which share a simmilar gemoetetic patern halfway between organic and inorganic in design formaing a very distinct aesthetically integrated style. BUildings tend to reach for the havens, and more expencive homes are easily identified by their floor count as well as the addition of decorative features intigrated into the building's design such as statues, gargoyals, and embelished joinery.

Nosi̽m Stro Ner is buildings are grouped arround an odd layout of crampt paverstone streets, which seems to be based on an overlapping squair patern such that there are small squares at the cornor of every bigger square. Sometimes buildings exist in the smaller squaires, other times they are open spaces, or occupied by temporary structures. The town is protected by a renforced stone fence which sits atop earthwork defences, for some of the best inexpencive defences a town of Nosi̽m Stro Ner's size could have. The town's well-designed, yet cheep 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.

Nosi̽m Stro Ner has the unmistakable air of a town on its last legs. Everything is a bit slipshod and ramshackle. Everyone is at work, or drinking. No one has anything in their eyes other than fear and despair. Whatever industry once fueled Nosi̽m Stro Ner ’s existence has dried up and the town is drifting down the stream of history as it dries up. On top of this is an unmistakable feeling that Nosi̽m Stro Ner is in this condition because there is something terribly wrong with the town. Maybe it’s the way fog blankets the ground, but only in the connors of places. Maybe it’s the vermin scuttling between shadows in the corner of your eyes. Perhaps it’s the overcast sky which seemed to creep out of nowhere, or the distant howling of wolves. Maybe it’s all of those things together, or perhaps it's the way these elements combine which makes you worry someone might stab you in a dark ally for your boots. It’s not filthy, or dark, but the smiles seem strained, the locals seem to glare daggers in eachothers backs a little too much, and everyone is armed at all times. You may want to keep an eye on your valuables, and make sure you don’t wind up in any position of power. Regardless, you do not feel it would be wise to remain in Nosi̽m Stro Ner long.

Civic Infrastructure

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

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

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

Nosi̽m Stro 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.

Nosi̽m Stro 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.

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

Nosi̽m Stro Ner 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 Town. Nosi̽m Stro Ner's grid is powered by an arcane means.

Nosi̽m Stro 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 Nosi̽m Stro Ner's natural decorations nor waterways.

Nosi̽m Stro 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.

Nosi̽m Stro 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

Nosi̽m Stro Ner's bank was built using a different architectural style from the rest of the town. The style used is best known for its striking sculptural forms and often dazzling ornamental detail that characterizes the buildings general shape. The radiant colors, rich patterns, and symmetrical silhouettes employed by this style were backed up by rich decorative features including gardens, courtyards, extruded arches, domes, pointed domes, vaulted ceilings, elaborate painted and inlaid designs, and decorative sculptures.

Due to the actions of local Kami, summer is long in Nosi̽m Stro Ner.

The Snake, Venomous near Nosi̽m Stro Ner are known to be a mutant strain of the creature.

Nosi̽m Stro Ner's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves long periods of drunkenness to channel Augury energies of tier 3 via oath swearing.

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: 5
  • Farm Laborer: 8
  • Hunters: 5
  • Milk Maids: 4
  • Ranchers: 2
  • Ranch Hands: 4
  • Shepherds: 3
    • Farmland: 6265 m2
    • Cattle and Similar Creatures: 386
    • Poultry: 4641
    • Swine: 309
    • Sheep: 15
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 154

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 2
  • Cabinetmakers: 3
  • Candlemakers: 5
  • Carpenters: 4
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 9
  • Glassworkers: 5
  • 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
  • Scientific, Surgical, and Optical Instrument Makers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 5
  • Tailors: 8
  • Tanners: 2
  • Upholsterers: 2
  • Watchmakers: 2
  • Weavers: 4
  • Whitesmiths: 1

Merchants

  • Adventuring Goods Retellers: 1
  • Arcana Sellers: 1
  • Beer-Sellers: 2
  • Booksellers: 2
  • Butchers: 3
  • Chandlers: 3
  • Chicken Butchers: 3
  • Entrepreneurs: 1
  • Fine Clothiers: 4
  • Fishmongers: 3
  • Potion Sellers: 2
  • Resellers: 8
  • Spice Merchants: 2
  • Wine-sellers: 3
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

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

Specialized Laborer

  • Ashworkers: 2
  • Bleachers: 1
  • Coal Heavers: 2
  • 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: 2
  • 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: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 14
  • Monks, Monastic: 4
  • 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: 4

Cottage Industries

  • Brewers: 4
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 5
  • Needleworkers: 4
  • Potters: 2
  • Preserve Makers: 4
  • Quilters: 2
  • Seamsters: 8
  • Spinners: 4
  • Tinker: 1
  • Weaver: 3

Artists

  • Actors: 1
  • Bards: 2
  • Dancers: 1
  • Drafters: 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

493 of Nosi̽m Stro Ner's population work within a Foundational Occupation.

1024 of Nosi̽m Stro Ner's population do not work in a formal occupation, but do contribute to the local economy. 30 (2%) are noncontributers.

Points of Interest

Nosi̽m Stro Ner is a major trade hub, connecting several important cities or resource production areas. It’s probably at an important river juncture, ancient crossroads, or occupying the only safe path through some perilous wilderness. Its position may be important enough that it can survive on trade alone, despite being unable to feed itself with the surrounding land. Such hubs are usually heavily garrisoned by the lord who profits from their tariffs and taxes.

Nosi̽m Stro Ner is accessed from a nearby river via an intricate series of locks.

POI

History

In time immemorial, reportedly some time during the late 2nd century a most peculiar disaster struck Nosi̽m Stro Ner, causing great chunks of ice to fall from the sky. Nosi̽m Stro Ner lost 257 people, 319 livestock, and 51 buildings in the disaster.. The ice rain is generally remembered as the Heartbreak Rain.

History