Large City: Fort Am

Fort Am

Fort Am
Example Sylvin architecture.
StateSylvan
ProvenceSifate Kingdom
Sub ProvenceMarblecrest Dutchy
RegionHæmàbà Iyu̽ Grasslands
Founded901
Community LeaderLord Bíriel Pitt
Area72 km2 (28 mi2)
Average Yearly Temp19°C (66°F)
Average Elevation2578 m (8458 ft)
Average Yearly Precipitation140 cm/y (55 in/y)
Population17232
Population Density239 people per km2 (615 people per mi2)
Town AuraIllusion
Naming
Native nameFort Am
Pronunciation/æm/
Direct Translation[Translation Unavailable]
Translation[Not Yet Translated]

Fort Am (/æm/ [Translation Unavailable]) is a subtropical Large City located in Marblecrest Dutchy, Sifate Kingdom, within the Sylvan.

The name Fort Am is derived from the Sylvin language, as Fort Am was founded by Tsîv O'Hagan, who was culturaly Sylvin.

Climate

Fort Am has a yearly average temperature of 19°C (66°F), with its average temperature during the summer being a warm 27°C (80°F) and its average temperature during the winter being a cool 11°C (51°F). Fort Am receives an average of 140 cm/y (55 in/y) of precipitation, most of which comes in the form of rain during the spring. Fort Am covers an area of nearly 72 km2 (28 mi2), and an average elevation of 2578 m (8458 ft) above sea level.

Overview

Fort Am was founded durring the early 10th century, by Tsîv O'Hagan. The establishment of the new community went well, with no major obsticles durring construction.

Fort Am was built using the conventions of Sylvin durring the early 10th century. Naturaly, all settlmentss have their own look to them, and Fort Am is no diffrent. The city's buildings feature plaster covered brickwork used to form structures with an emphasis on symmetry, proportion, geometry and the regularity of parts. Orderly arrangements of columns, pilasters and lintels, as well as the use of semicircular arches, hemispherical domes, niches and aediculae can be found everywhere such that only size of building and yard can be used to measure the general prosparity of a given building's owners due to a general wealthy feeling the style gives off.

Fort Am is buildings are arranged arrounded highly ordered system of broad gravel 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 city sits behind a stone-renforced palisade wall, with stone gatehouses and timber drawbridges for their trench. Fort Am's would-be-castle fortifications 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 Fort Am 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. Somehow this city has come into quite a lot of wealth, and recently from the looks of things. This wealth has brought the city nothing but neurosis, if you can believe your eyes. Everyone acts as if you’re out to take a piece of them. Every door is locked and every window barred. Efforts are made to make you feel welcome, but only in the public areas of the city, particularly the market.

Civic Infrastructure

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

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

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

Fort Am 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.

Fort Am 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.

Fort Am has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.

Fort Am has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Fort Am 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.

Fort Am 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.

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

Fort Am has an Arts Academy which provides higher education in many fields including math, language arts, philosophy, engineering, and other such disciplines.

Fort Am 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. Fort Am's grid is powered by a boiler and turbine based power plant.

Fort Am's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.

Fort Am has a first rate hospital which caters to anyone in need of long term medical care.

Fort Am 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 Fort Am's natural decorations nor waterways.

Fort Am 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.

Fort Am 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.

Fort Am 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

Fort Am's chapel was built using a different architectural style from the rest of the town. The style used is admittedly strange and non-linear style rooted in defiance of symmetrical shapes. It championed the creation of buildings with a unique visual appearance. the structural norms of classic buildings and deforms or moves away from elementary architectural principles. By including non-linear designs processed into its buildings and favoring fragmentation, this style expressed a form of controlled chaos. Its buildings appear out-of-the-ordinary, draw the eye in immediately and sometimes create a feeling of strangeness. These distorted shapes and structure are not reserved to the building’s outer facade, they destabilize interior elements too, favoring minimalism and play on people’s perceptions by injecting a futuristic touch.

In Fort Am it is impossible to directly or indirectly lie.

The Bumblebee, Giant Queen near Fort Am are known to be almost tame, such that they can be put to domestic use.

Fort Am's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves destroying a prepared ritual vessel to channel Transmutation energies of tier 2 via singing.

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: 33
  • Farmers: 52
  • Farm Laborer: 86
  • Hunters: 59
  • Milk Maids: 41
  • Ranchers: 21
  • Ranch Hands: 51
  • Shepherds: 47
    • Farmland: 69444 m2
    • Cattle and Similar Creatures: 4308
    • Poultry: 51696
    • Swine: 3446
    • Sheep: 172
    • Goats: 34
    • Horses, Mounts, and Beasts of Burden: 1723

Craftsmen

  • Arms and Toolmakers: 36
  • Blacksmiths: 38
  • Bookbinders: 21
  • Buckle-makers: 23
  • Cabinetmakers: 37
  • Candlemakers: 63
  • Carpenters: 49
  • Clothmakers: 46
  • Coach and Harness Makers: 18
  • Coopers: 41
  • Copper, Brass, Tin, Zinc, and Lead Workers: 24
  • Copyists: 15
  • Cutlers: 14
  • Fabricworkers: 40
  • Farrier: 127
  • Furriers: 11
  • Glassworkers: 57
  • Gunsmiths: 39
  • Harness-Makers: 16
  • Hatters: 35
  • Hosiery Workers: 12
  • Jewelers: 19
  • Leatherwrights: 45
  • Locksmiths: 17
  • Matchstick makers: 27
  • Musical Instrument Makers: 24
  • Painters, Structures and Fixtures: 21
  • Paper Workers: 23
  • Plasterers: 24
  • Pursemakers: 27
  • Roofers: 17
  • Ropemakers: 17
  • Rugmakers: 17
  • Saddlers: 31
  • Scabbardmakers: 36
  • Scalemakers: 18
  • Scientific, Surgical, and Optical Instrument Makers: 11
  • Sculptors, Structures and Fixtures: 16
  • Shoemakers: 16
  • Soap and Tallow Workers: 53
  • Tailors: 88
  • Tanners: 21
  • Upholsterers: 26
  • Watchmakers: 22
  • Weavers: 47
  • Whitesmiths: 14

Merchants

  • Adventuring Goods Retellers: 11
  • Arcana Sellers: 11
  • Beer-Sellers: 22
  • Booksellers: 26
  • Butchers: 43
  • Chandlers: 44
  • Chicken Butchers: 47
  • Entrepreneurs: 18
  • Fine Clothiers: 46
  • Fishmongers: 45
  • Florists: 10
  • Potion Sellers: 28
  • Resellers: 71
  • Spice Merchants: 24
  • Wine-sellers: 33
  • Wheelwright: 26
  • Woodsellers: 16

Service workers

  • Bakers: 82
  • Barbers: 80
  • Coachmen: 24
  • Cooks: 82
  • Doctors: 37
  • Gamekeepers: 27
  • Grooms: 15
  • Hairdressers: 57
  • Healers: 53
  • Housekeepers: 53
  • Housemaids: 86
  • House Stewards: 52
  • Inns: 16
  • Laundry maids: 28
  • Maidservants: 57
  • Nursery Maids: 29
  • Pastrycooks: 59
  • Restaurateur: 74
  • Tavern Keepers: 78

Specialized Laborer

  • Ashworkers: 23
  • Bleachers: 16
  • Chemical Workers: 9
  • Coal Heavers: 33
  • In-Town Couriers: 35
  • Long Haul Couriers: 42
  • Dockyard Workers: 33
  • Gas Workers: 8
  • Hay Merchants: 14
  • Leech Collectors: 42
  • Millers: 39
  • Miners: 42
  • Oilmen and Polishers: 27
  • Postmen: 39
  • Pure Finder: 21
  • Skinners: 49
  • Sugar Refiners: 9
  • Tosher: 26
  • Warehousemen: 55
  • Watercarriers: 38
  • Watermen, Bargemen, etc.: 55

Skilled Laborers

  • Accountants: 21
  • Alchemist: 26
  • Clerk: 32
  • Dentists: 17
  • Educators: 48
  • Engineers: 24
  • Gardeners: 17
  • Mages: 12
  • Plumbers: 18
  • Pharmacist: 20
  • Professors: 7
  • Scientists: 12
  • Wizards: 7

Civil Servants

  • Adventurers: 17
  • Bankers: 24
  • Civil Clerks: 40
  • Civic Iudex: 19
  • Consultants: 11
  • Exorcist: 40
  • Fixers: 20
  • Kami Clerk: 32
  • Landlords: 31
  • Lawyers: 20
  • Legend Keepers: 30
  • Militia Officers: 132
  • Monks, Monastic: 52
  • Monks, Civic: 52
  • Historian, Oral: 38
  • Historian, Textual: 21
  • Policemen, Sheriffs, etc.: 41
  • Priests: 86
  • Rangers: 22
  • Rat Catchers: 25
  • Scholars: 25
  • Spiritualist: 31
  • Slayers: 9
  • Storytellers: 67
  • Military Officers: 61

Cottage Industries

  • Brewers: 47
  • Comfort Services: 66
  • Enchanters: 18
  • Herbalists: 20
  • Jaminators: 61
  • Needleworkers: 57
  • Potters: 28
  • Preserve Makers: 53
  • Quilters: 24
  • Seamsters: 123
  • Spinners: 50
  • Tinker: 18
  • Weaver: 43

Artists

  • Actors: 18
  • Architects: 6
  • Bards: 26
  • Costumers: 10
  • Dancers: 20
  • Drafters: 11
  • Engravers: 14
  • Fine Furniture Carpenters: 8
  • Glaziers: 18
  • Inlayers: 16
  • Musicians: 46
  • Painters, Art: 8
  • Playwrights: 17
  • Sculptors, Art: 15
  • Wood Carvers: 55
  • Writers: 53

Produce Industries

  • Butter Churners: 55
  • Canners: 52
  • Cheesmakers: 55
  • Ice Merchants: 7
  • Millers: 37
  • Picklers: 29
  • Smokers: 21
  • Stockmakers: 19
  • Tobacconists: 27
  • Tallowmakers: 40

6459 of Fort Am's population work within a Foundational Occupation.

10257 of Fort Am's population do not work in a formal occupation, but do contribute to the local economy. 516 (3%) are noncontributers.

Points of Interest

POI

History

In time immemorial, reportedly some time during the early 2nd century a local hero by the name of secured a clean water supply for . Fort Am created a local delicacy in 's honor which is served at festivals.

History