City: Fort Medlock

Fort Medlock

Fort Medlock
Example Sylvin architecture.
StateSylvan
ProvenceBazan Kingdom
Sub ProvenceCourtwolf Dutchy
RegionDozyi̊vbùg Heathland
Founded1199
Community LeaderLord Hunter Carden Northmore
Area39 km2 (15 mi2)
Average Yearly Temp13°C (55°F)
Average Elevation4058 m (13313 ft)
Average Yearly Precipitation137 cm/y (53 in/y)
Population9424
Population Density241 people per km2 (628 people per mi2)
Town AuraWild Magic
Naming
Native nameFort Medlock
Pronunciation/ˈmɛdlək/
Direct Translation[Translation Unavailable]
Translation[Not Yet Translated]

Fort Medlock (/ˈmɛdlək/ [Translation Unavailable]) is a subtropical City located in Courtwolf Dutchy, Bazan Kingdom, within the Sylvan.

The name Fort Medlock is derived from the Sylvin language, as Fort Medlock was founded by Hunter Carden, who was culturaly Sylvin.

Climate

Fort Medlock has a yearly average temperature of 13°C (55°F), with its average temperature during the summer being a warm 28°C (82°F) and its average temperature during the winter being a freezing -1°C (31°F). Fort Medlock receives an average of 137 cm/y (53 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Fort Medlock covers an area of nearly 39 km2 (15 mi2), and an average elevation of 4058 m (13313 ft) above sea level.

Overview

Fort Medlock was founded durring the late 13th century in summer of the year 1199, by Hunter Carden. The establishment of the new community went well, with no major obsticles durring construction.

Fort Medlock was built using the conventions of Sylvin durring the late 13th century. Naturaly, all settlmentss have their own look to them, and Fort Medlock 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 Medlock is buildings are arranged arrounded highly ordered system of restrictive baked earthen streets which form octogonal 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 rests behind a thick wall made from clay bricks. The wall has all of the proper fortifications and is well made. Unfortuantly the nature of clay brick leaves it quite vulnerable to siege equipment, though the thickness of the wall lends it simmilar resistnace to a thinner hardrock wall. The millitarily questionable fortifications has suffered a visible ammount of structural damage, leaving them effectivly useless. One can't help but wonder why the has not yet effected repairs.

Even the most brief look arround Fort Medlock has a good chance of putting a church or shrine into the center of your view. The city is most certainly a god fearing community. It’s also definitely a god loving community. THe streetcornors are occupied by preachers, with the occasional intersection playing host to an actually friendly debate relating to the merits of various gods. Even the less popular as well as the less politically loved gods seem to have a space in Fort Medlock, there’s even shrines to gods known to the region only through hearsay.

Civic Infrastructure

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

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

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

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

Fort Medlock has an Arcane Academy which provides higher education in the arcane sciences.

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

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

Fort Medlock 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 Medlock's natural decorations nor waterways.

Fort Medlock 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 Medlock 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 Medlock 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 Medlock's chapel was built using a different architectural style from the rest of the town. The style used is inspired by the natural world, characterized by sinuous, sculptural, organic shapes, arches, curving lines, and sensual ornamentation. Common motifs included stylized versions of leaves, flowers, vines, insects, animals, and other natural elements. Decorative elements found on the inside and outside of buildings include intricate mosaic work, curved windows, and decorative trim work. .

In Fort Medlock every night at precisely midnight every structure in town is engulfed by sailors fire until the end of the witching hour.

The Guardian, Graven near Fort Medlock are known to be a mutant strain of the creature.

Fort Medlock's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves consuming a local narcotic to channel Illusion energies of tier 2 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: 19
  • Farmers: 29
  • Farm Laborer: 49
  • Hunters: 32
  • Milk Maids: 25
  • Ranchers: 13
  • Ranch Hands: 26
  • Shepherds: 23
    • Farmland: 38167 m2
    • Cattle and Similar Creatures: 2356
    • Poultry: 28272
    • Swine: 1884
    • Sheep: 94
    • Goats: 18
    • Horses, Mounts, and Beasts of Burden: 942

Craftsmen

  • Arms and Toolmakers: 19
  • Blacksmiths: 20
  • Bookbinders: 11
  • Buckle-makers: 12
  • Cabinetmakers: 21
  • Candlemakers: 33
  • Carpenters: 31
  • Clothmakers: 26
  • Coach and Harness Makers: 10
  • Coopers: 23
  • Copper, Brass, Tin, Zinc, and Lead Workers: 13
  • Copyists: 9
  • Cutlers: 7
  • Fabricworkers: 21
  • Farrier: 75
  • Furriers: 6
  • Glassworkers: 31
  • Gunsmiths: 22
  • Harness-Makers: 8
  • Hatters: 19
  • Hosiery Workers: 6
  • Jewelers: 10
  • Leatherwrights: 21
  • Locksmiths: 9
  • Matchstick makers: 15
  • Musical Instrument Makers: 14
  • Painters, Structures and Fixtures: 11
  • Paper Workers: 14
  • Plasterers: 12
  • Pursemakers: 16
  • Roofers: 9
  • Ropemakers: 9
  • Rugmakers: 9
  • Saddlers: 17
  • Scabbardmakers: 19
  • Scalemakers: 9
  • Scientific, Surgical, and Optical Instrument Makers: 6
  • Sculptors, Structures and Fixtures: 9
  • Shoemakers: 8
  • Soap and Tallow Workers: 31
  • Tailors: 53
  • Tanners: 11
  • Upholsterers: 13
  • Watchmakers: 12
  • Weavers: 29
  • Whitesmiths: 7

Merchants

  • Adventuring Goods Retellers: 6
  • Arcana Sellers: 6
  • Beer-Sellers: 12
  • Booksellers: 15
  • Butchers: 25
  • Chandlers: 26
  • Chicken Butchers: 28
  • Entrepreneurs: 9
  • Fine Clothiers: 24
  • Fishmongers: 23
  • Florists: 5
  • Potion Sellers: 16
  • Resellers: 36
  • Spice Merchants: 13
  • Wine-sellers: 18
  • Wheelwright: 14
  • Woodsellers: 8

Service workers

  • Bakers: 49
  • Barbers: 34
  • Coachmen: 13
  • Cooks: 39
  • Doctors: 19
  • Gamekeepers: 14
  • Grooms: 8
  • Hairdressers: 36
  • Healers: 25
  • Housekeepers: 28
  • Housemaids: 52
  • House Stewards: 26
  • Inns: 8
  • Laundry maids: 17
  • Maidservants: 29
  • Nursery Maids: 16
  • Pastrycooks: 33
  • Restaurateur: 49
  • Tavern Keepers: 40

Specialized Laborer

  • Ashworkers: 12
  • Bleachers: 8
  • Chemical Workers: 5
  • Coal Heavers: 21
  • In-Town Couriers: 18
  • Long Haul Couriers: 24
  • Dockyard Workers: 18
  • Gas Workers: 4
  • Hay Merchants: 7
  • Leech Collectors: 27
  • Millers: 20
  • Miners: 20
  • Oilmen and Polishers: 13
  • Postmen: 21
  • Pure Finder: 12
  • Skinners: 27
  • Sugar Refiners: 5
  • Tosher: 15
  • Warehousemen: 29
  • Watercarriers: 20
  • Watermen, Bargemen, etc.: 30

Skilled Laborers

  • Accountants: 12
  • Alchemist: 14
  • Clerk: 18
  • Dentists: 9
  • Educators: 25
  • Engineers: 13
  • Gardeners: 9
  • Mages: 7
  • Plumbers: 10
  • Pharmacist: 11
  • Professors: 4
  • Scientists: 7
  • Wizards: 4

Civil Servants

  • Adventurers: 8
  • Bankers: 12
  • Civil Clerks: 21
  • Civic Iudex: 10
  • Consultants: 6
  • Exorcist: 21
  • Fixers: 11
  • Kami Clerk: 18
  • Landlords: 20
  • Lawyers: 11
  • Legend Keepers: 16
  • Militia Officers: 72
  • Monks, Monastic: 30
  • Monks, Civic: 28
  • Historian, Oral: 22
  • Historian, Textual: 11
  • Policemen, Sheriffs, etc.: 19
  • Priests: 39
  • Rangers: 12
  • Rat Catchers: 14
  • Scholars: 13
  • Spiritualist: 17
  • Slayers: 5
  • Storytellers: 33
  • Military Officers: 37

Cottage Industries

  • Brewers: 28
  • Comfort Services: 33
  • Enchanters: 10
  • Herbalists: 10
  • Jaminators: 29
  • Needleworkers: 33
  • Potters: 15
  • Preserve Makers: 27
  • Quilters: 13
  • Seamsters: 58
  • Spinners: 28
  • Tinker: 10
  • Weaver: 24

Artists

  • Actors: 10
  • Architects: 3
  • Bards: 14
  • Costumers: 5
  • Dancers: 11
  • Drafters: 6
  • Engravers: 7
  • Fine Furniture Carpenters: 4
  • Glaziers: 10
  • Inlayers: 9
  • Musicians: 24
  • Painters, Art: 4
  • Playwrights: 10
  • Sculptors, Art: 8
  • Wood Carvers: 34
  • Writers: 33

Produce Industries

  • Butter Churners: 37
  • Canners: 27
  • Cheesmakers: 32
  • Ice Merchants: 4
  • Millers: 19
  • Picklers: 16
  • Smokers: 12
  • Stockmakers: 10
  • Tobacconists: 15
  • Tallowmakers: 20

3519 of Fort Medlock's population work within a Foundational Occupation.

5340 of Fort Medlock's population do not work in a formal occupation, but do contribute to the local economy. 565 (6%) are noncontributers.

Points of Interest

The roads leading into Fort Medlock possess a great number of switchbacks. While designed for defense, they mostly wind up pissing everyone trying to take goods to town right the hell off.

POI

History

In time immemorial, reportedly some time during the early 2nd century, Fort Medlock was attacked by soldiers from another nation, waging a greater campaign. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Fort Medlock lost 213 people, 178 livestock, and 41 buildings. The conflict ended after roughly 221, when members of Fort Medlock's militia enacted an operation to escort a particular special forces group to a safe location. The operation was complicated by a significant percentage of the militia choose to go abandon the operation and return home. The conflict ended with pitched battle between both forces, which ended in a stalemate for Fort Medlock's forces. The war is remembered in legend by Fort Medlock's bards, historians, and legend keepers.

History