Large Town: Thīōs Yérē Nêōw

Thīōs Yérē Nêōw

Thīōs Yérē Nêōw
Example Hobgoblin architecture.
StateKingdom of Hobben
ProvenceMawtḩī Zár Provence
RegionTêlêk-fêsebê Woods
Founded1202
Community LeaderAutocrat Cóónḱ Vúń̄y 'Wavy Cherish' Nīńr Mboīoī Cú̄kīnḱ
Area7 km2 (2 mi2)
Average Yearly Temp21°C (69°F)
Average Elevation2532 m (8307 ft)
Average Yearly Precipitation178 cm/y (70 in/y)
Population1766
Population Density252 people per km2 (883 people per mi2)
Town AuraTransmutation
Naming
Native nameThīōs Yérē Nêōw
Pronunciation/ðɪ̄ʊs/ /jɜ́ːæ/
Direct Translation[offensive] [lyrics]
Translation[Not Yet Translated]

Thīōs Yérē Nêōw (/ðɪ̄ʊs/ /jɜ́ːæ/ [offensive] [lyrics]) is a subtropical Large Town located in the Mawtḩī Zár Provence of the Kingdom of Hobben.

The name Thīōs Yérē Nêōw is derived from the Goblin language, as Thīōs Yérē Nêōw was founded by Joú̄b Rawm 'Sasha Sheer' Yó̄̌ Yä̌shvé̄ Cā̌shī, who was culturaly Hobgoblin.

Climate

Thīōs Yérē Nêōw 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). Thīōs Yérē Nêōw receives an average of 178 cm/y (70 in/y) of precipitation, most of which comes in the form of rain during the fall. Thīōs Yérē Nêōw covers an area of nearly 7 km2 (2 mi2), and an average elevation of 2532 m (8307 ft) above sea level.

Overview

Thīōs Yérē Nêōw was founded durring the early 13th century in summer of the year 1202, by Joú̄b Rawm 'Sasha Sheer' Yó̄̌ Yä̌shvé̄ Cā̌shī. The establishment of the new community went well, with no major obsticles durring construction.

Thīōs Yérē Nêōw was built using the conventions of Hobgoblin durring the early 13th century. Naturaly, all settlmentss have their own look to them, and Thīōs Yérē Nêōw 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.

Thīōs Yérē Nêōw is buildings are arranged arround a network of narrow baked earthen streets which form a grid, where each square verries in size given the proximity of the paralell streets forming each section. The ocasional smaller square has been used to construct a park, plaza, and other communal structures. The town resides behind a palisade wall complete with battlments, a moat, and timber gatehouses with drawbridges. Unfortuantly, these robustly designed timber walls are in extreem disrepair, so much so that one cannot tell if they are decaying from a lack of mantance or damage incured.

Thīōs Yérē Nêōw 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 Thīōs Yérē Nêōw ’s existence has dried up and the town is drifting down the stream of history as it dries up.

Civic Infrastructure

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

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

Thīōs Yérē Nêōw 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.

Thīōs Yérē Nêōw 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.

Thīōs Yérē Nêōw 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.

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

Thīōs Yérē Nêōw 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. Thīōs Yérē Nêōw's grid is powered by a god's will and kindness.

Thīōs Yérē Nêōw 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 Thīōs Yérē Nêōw's natural decorations nor waterways.

Thīōs Yérē Nêōw 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.

Thīōs Yérē Nêōw 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.

Thīōs Yérē Nêōw 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

Thīōs Yérē Nêōw's mayor's house was built using a different architectural style from the rest of the town. The style used is best known for the combined use of arcuated and trabeated construction, employing arches and constructed with post and lintel. The arch served as the style's chief structural element, with flanking columns serving as buttresses or decorations. While the general shape of their structures could be generously described as simplistic, the use of these arches and columns created a most distinct ascetic which is easily distinguishable on sight to armatures and experts alike.

In Thīōs Yérē Nêōw all of the cats speak in a dead language.

The Churr near Thīōs Yérē Nêōw are known to be a mutant strain of the creature.

Thīōs Yérē Nêōw's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves sex to channel Enchantment energies of tier 3 via guttural bellowing.

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: 6
  • Milk Maids: 4
  • Ranchers: 2
  • Ranch Hands: 5
  • Shepherds: 5
    • Farmland: 7081 m2
    • Cattle and Similar Creatures: 441
    • Poultry: 5298
    • Swine: 353
    • Sheep: 17
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 176

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 4
  • Bookbinders: 2
  • Buckle-makers: 2
  • Cabinetmakers: 3
  • Candlemakers: 5
  • Carpenters: 5
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 4
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 4
  • Farrier: 10
  • Furriers: 1
  • Glassworkers: 5
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 3
  • Hosiery Workers: 1
  • Jewelers: 2
  • Leatherwrights: 4
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 2
  • Painters, Structures and Fixtures: 2
  • Paper Workers: 2
  • Plasterers: 2
  • Pursemakers: 2
  • Roofers: 1
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 3
  • Scabbardmakers: 3
  • Scalemakers: 1
  • Scientific, Surgical, and Optical Instrument Makers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 5
  • Tailors: 10
  • Tanners: 2
  • Upholsterers: 2
  • Watchmakers: 2
  • Weavers: 5
  • Whitesmiths: 1

Merchants

  • Adventuring Goods Retellers: 1
  • Arcana Sellers: 1
  • Beer-Sellers: 2
  • Booksellers: 2
  • Butchers: 5
  • Chandlers: 4
  • Chicken Butchers: 5
  • Entrepreneurs: 1
  • Fine Clothiers: 4
  • Fishmongers: 4
  • Florists: 1
  • Potion Sellers: 2
  • Resellers: 7
  • Spice Merchants: 2
  • Wine-sellers: 3
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 8
  • Barbers: 7
  • Coachmen: 2
  • Cooks: 7
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 6
  • Healers: 4
  • Housekeepers: 5
  • Housemaids: 9
  • House Stewards: 5
  • Inns: 1
  • Laundry maids: 3
  • Maidservants: 6
  • Nursery Maids: 3
  • Pastrycooks: 7
  • Restaurateur: 6
  • Tavern Keepers: 6

Specialized Laborer

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

Skilled Laborers

  • Accountants: 2
  • Alchemist: 2
  • Clerk: 3
  • Dentists: 1
  • Educators: 5
  • Engineers: 2
  • Gardeners: 1
  • Mages: 1
  • Plumbers: 1
  • Pharmacist: 2
  • Scientists: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 2
  • Civil Clerks: 4
  • Civic Iudex: 1
  • Consultants: 1
  • Exorcist: 4
  • Fixers: 2
  • Kami Clerk: 3
  • Landlords: 3
  • Lawyers: 2
  • Legend Keepers: 2
  • Militia Officers: 11
  • Monks, Monastic: 5
  • Monks, Civic: 5
  • Historian, Oral: 3
  • Historian, Textual: 2
  • Policemen, Sheriffs, etc.: 3
  • Priests: 7
  • Rangers: 2
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 3
  • Slayers: 1
  • Storytellers: 6
  • Military Officers: 6

Cottage Industries

  • Brewers: 5
  • Comfort Services: 6
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 5
  • Needleworkers: 6
  • Potters: 2
  • Preserve Makers: 4
  • Quilters: 2
  • Seamsters: 9
  • Spinners: 5
  • Tinker: 1
  • Weaver: 4

Artists

  • Actors: 1
  • Bards: 2
  • Costumers: 1
  • Dancers: 2
  • Drafters: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 5
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 6
  • Writers: 5

Produce Industries

  • Butter Churners: 6
  • Canners: 5
  • Cheesmakers: 5
  • Millers: 3
  • Picklers: 3
  • Smokers: 2
  • Stockmakers: 1
  • Tobacconists: 2
  • Tallowmakers: 4

569 of Thīōs Yérē Nêōw's population work within a Foundational Occupation.

1127 of Thīōs Yérē Nêōw's population do not work in a formal occupation, but do contribute to the local economy. 70 (4%) are noncontributers.

Points of Interest

Thīōs Yérē Nêōw is centered around a major pilgrimage site. This may be a religious location of importance to a major faith, or it may be a more secular institution that draws the traffic, like a famous academy or the remains of some wondrous ancient work. Considerable local tension likely exists over controlling the access to the site and maximizing the profits from foreign visitors.

Due to a magical anomaly, Thīōs Yérē Nêōw is directly accessible from a nearby river, despite the lack of a physical connection between the town's pond and the river.

POI

History

The the a large bag of Invocation, an a large bag imbued with notable amounts of Invocation energies was created near Thīōs Yérē Nêōw by in time immemorial, reportedly some time during the late 2nd century.

History