Large Town: Solvern

Solvern

Solvern
Example Sylvin architecture.
StateSylvanian Empire
ProvenceNuea Kingdom
Sub ProvenceNorthness Dutchy
RegionRàdu̹be Gàbû Maquis
Founded1406
Community LeaderCount Hetrick Kidd
Area6 km2 (2 mi2)
Average Yearly Temp17°C (62°F)
Average Elevation4940 m (16207 ft)
Average Yearly Precipitation181 cm/y (71 in/y)
Population1510
Population Density251 people per km2 (755 people per mi2)
Town AuraChronomancy
Naming
Native nameSolvern
Pronunciation/solvern/
Direct Translation[Translation Unavailable]
Translation[Not Yet Translated]

Solvern (/solvern/ [Translation Unavailable]) is a subtropical Large Town located in Northness Dutchy, Nuea Kingdom, within the Sylvanian Empire.

The name Solvern is derived from the Sylvin language, as Solvern was founded by Titan Centipedes Keach, who was culturaly Sylvin.

Climate

Solvern has a yearly average temperature of 17°C (62°F), with its average temperature during the summer being a warm 26°C (78°F) and its average temperature during the winter being a cold 9°C (48°F). Solvern receives an average of 181 cm/y (71 in/y) of precipitation, most of which comes in the form of rain during the fall. Solvern covers an area of nearly 6 km2 (2 mi2), and an average elevation of 4940 m (16207 ft) above sea level.

Overview

Solvern was founded durring the early 15th century in summer of the year 1406, by Titan Centipedes Keach. The establishment of Solvern was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Titan Centipedes Keach struck deals with nearby nations and communities to establish Solvern as a prison colony.

Solvern was built using the conventions of Sylvin durring the early 15th century. Naturaly, all settlmentss have their own look to them, and Solvern 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.

Solvern is buildings have been located at convienant points along the pond Solvern was built upon. Navigating the town is therefore a little chalanging as the distance between buildings verris greatly and the premissive paverstone streets flow where they are able to be made rather than folowing the most convienant paths. The town posesses a mighty albit amaturly crafted stone wall. It was built using querried stone blocks and posesses all of the standard defencive features, including a few watch towers. While it would last against a siege, the wall's outdated and simplistic construction method percludes the possability of Solvern weathering a full scale bombardment durring a siege. Solvern's budget focused millitary grade defenses has sufferd soem light damage, reducing its function a little in some spots, but could almsot certainly preform as expected... Though some of the worse spots could lead to the loss of defenders lives if attackers identified the weaknesses ahead of time.

Right off the bat Solvern 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. Many of those buildings are schools, scriptoriums, and even one college. One can only wonder what knowledge the town has come into.

Civic Infrastructure

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

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

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

Solvern 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.

Solvern 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.

Solvern 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.

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

Solvern 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 Solvern's natural decorations nor waterways.

Solvern 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.

Solvern 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

Solvern is home to a distinct subculture, who are either the majority here or have the dominant positions in the community. Architecture, local laws, and social customs are all tuned to suit them, and they may not be particularly forgiving or friendly to the major culture of the region. Communities that are not outright independent usually make an arm's-length submission to a local lord.

Solvern's chapel was built using a different architectural style from the rest of the town. The style used makes use of a large oblong hall or building with double colonnades and a semicircular apse and symmetrical central-plan, resulting in buildings with a square central mass and four arms of equal length. Decorative features included domed rooves, arches, soaring spaces, and sumptuous decoration: marble columns and inlay, mosaics on the vaults, inlaid-stone pavements, and sometimes gold coffered ceilings.

Due to the actions of local Kami, autumn is long in Solvern.

The Mud Elemental, Large near Solvern are known to be quite timid.

Solvern's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves ritual combat to channel Summoning energies of tier 1 via chanting.

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: 3
  • Farm Laborer: 10
  • Hunters: 4
  • Milk Maids: 4
  • Ranchers: 2
  • Ranch Hands: 4
  • Shepherds: 3
    • Farmland: 6115 m2
    • Cattle and Similar Creatures: 377
    • Poultry: 4530
    • Swine: 302
    • Sheep: 15
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 151

Craftsmen

  • Arms and Toolmakers: 3
  • 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: 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
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 5
  • Tailors: 8
  • Tanners: 1
  • Upholsterers: 2
  • Watchmakers: 2
  • Weavers: 4
  • Whitesmiths: 1

Merchants

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

Service workers

  • Bakers: 6
  • Barbers: 7
  • Coachmen: 2
  • Cooks: 6
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 5
  • Healers: 4
  • Housekeepers: 3
  • Housemaids: 7
  • House Stewards: 4
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 5
  • Nursery Maids: 2
  • Pastrycooks: 5
  • Restaurateur: 6
  • 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: 4
  • Millers: 3
  • Miners: 3
  • Oilmen and Polishers: 2
  • Postmen: 3
  • Pure Finder: 1
  • Skinners: 5
  • 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
  • Exorcist: 3
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 16
  • 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: 6
  • Military Officers: 4

Cottage Industries

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

Produce Industries

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

476 of Solvern's population work within a Foundational Occupation.

959 of Solvern's population do not work in a formal occupation, but do contribute to the local economy. 75 (5%) are noncontributers.

Points of Interest

Solvern's is something of a geological and arcane anomaly, as neither physical nor magical law entirely explains its formation.

POI

History

In time immemorial, reportedly some time during the early 2nd century a most peculiar disaster struck Solvern, causing great chunks of ice to fall from the sky. Solvern lost 125 people, 147 livestock, and 48 buildings in the disaster.. The ice rain is generally remembered as the Ill Tides Rain.

History