City: Fort Mill

Fort Mill

Fort Mill
Example Sylvin architecture.
StateSylvan
ProvenceIvbea Kingdom
Sub ProvenceSpellash Dutchy
RegionBæracha Lechà Holt
Founded1008
Community LeaderLord Hithwen Leftwich
Area30 km2 (12 mi2)
Average Yearly Temp18°C (64°F)
Average Elevation5502 m (18051 ft)
Average Yearly Precipitation144 cm/y (56 in/y)
Population7172
Population Density239 people per km2 (597 people per mi2)
Town AuraWild Magic
Naming
Native nameFort Mill
Pronunciation/mɪl/
Direct Translation[Translation Unavailable]
Translation[Not Yet Translated]

Fort Mill (/mɪl/ [Translation Unavailable]) is a subtropical City located in Spellash Dutchy, Ivbea Kingdom, within the Sylvan.

The name Fort Mill is derived from the Sylvin language, as Fort Mill was founded by Maegang Batchelor, who was culturaly Sylvin.

Climate

Fort Mill has a yearly average temperature of 18°C (64°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 10°C (50°F). Fort Mill receives an average of 144 cm/y (56 in/y) of precipitation, most of which comes in the form of rain during the spring. Fort Mill covers an area of nearly 30 km2 (12 mi2), and an average elevation of 5502 m (18051 ft) above sea level.

Overview

Fort Mill was founded durring the early 11th century, by Maegang Batchelor. The establishment of Fort Mill was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Fort Mill's construction back out of the project. Maegang Batchelor pushed on reguardles, and Fort Mill was finished, but starts off as a terible place to live.

Fort Mill was built using the conventions of Sylvin durring the early 11th century. Naturaly, all settlmentss have their own look to them, and Fort Mill is no diffrent. The city'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.

Fort Mill is buildings are arranged arround a network of premissive worn bedrock streets which form a diamond shaped grid, where each diamond verries in size given the proximity of the paralell streets forming each section. The ocasional smaller diamond has been used to construct a park, plaza, and other communal structures. The city is protected by a renforced stone fence which sits atop earthwork defences, for some of the best inexpencive defences a city of Fort Mill's size could have. The city's well-designed, yet cheep are visibly old, but also obviously maintained semi-regularly. Its likly the local malishia or garrison are tasked with ocasional mantance of the citys defences.

Right off the bat Fort Mill 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. The new wealth has created some worrying attitudes in many passers by, such that it’s clear new laws have recently been enacted and enforced with such extreme scrutiny the locals seem to be going about their day as if by clockwork.

Civic Infrastructure

Fort Mill possesses a Aethary Link for its accademic, government, and financial institutions. Public Aethary access is available through one or more of these intitutions.

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

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

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

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

Fort Mill 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 Mill's grid is powered by mana accumulators.

Fort Mill possesses an older civil lighting system consisting of street lamps. In spite of the Galvanic Grid, these lights continue to use their old fule sources to provide nighttime illumination to all city streets.

Fort Mill has a library, which keeps a large collection of books, scrolls, and archives all manner of physical items. The library is open to the public, including the Aether Link.

Fort Mill 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 Mill's natural decorations nor waterways.

Fort Mill 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 Mill 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 Mill 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 Mill's bank was built using a different architectural style from the rest of the town. The style used is known for its buildings being predominantly formed through the combination of basic geometric shapes. However, it shown in the detailing given to the structures such as its characteristic tall columns, intricate detail, symmetry, harmony, and balance in their designs to an astonishing degree of precision. Decorative elements for the buildings tended to be built into the structure itself, making great use of fluting, frescoes, inlays, and embossing.

Due to the actions of local Kami, summer is short in Fort Mill.

The Drake, Fire near Fort Mill are known to be almost tame, such that they can be put to domestic use.

Fort Mill's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves reenactments to channel Elven High Magic 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: 14
  • Farmers: 20
  • Farm Laborer: 42
  • Hunters: 25
  • Milk Maids: 18
  • Ranchers: 9
  • Ranch Hands: 19
  • Shepherds: 17
    • Farmland: 28974 m2
    • Cattle and Similar Creatures: 1793
    • Poultry: 21516
    • Swine: 1434
    • Sheep: 71
    • Goats: 14
    • Horses, Mounts, and Beasts of Burden: 717

Craftsmen

  • Arms and Toolmakers: 13
  • Blacksmiths: 15
  • Bookbinders: 9
  • Buckle-makers: 9
  • Cabinetmakers: 16
  • Candlemakers: 25
  • Carpenters: 23
  • Clothmakers: 20
  • Coach and Harness Makers: 7
  • Coopers: 17
  • Copper, Brass, Tin, Zinc, and Lead Workers: 10
  • Copyists: 6
  • Cutlers: 6
  • Fabricworkers: 14
  • Farrier: 49
  • Furriers: 4
  • Glassworkers: 25
  • Gunsmiths: 14
  • Harness-Makers: 6
  • Hatters: 14
  • Hosiery Workers: 5
  • Jewelers: 8
  • Leatherwrights: 18
  • Locksmiths: 7
  • Matchstick makers: 11
  • Musical Instrument Makers: 10
  • Painters, Structures and Fixtures: 9
  • Paper Workers: 10
  • Plasterers: 9
  • Pursemakers: 12
  • Roofers: 7
  • Ropemakers: 7
  • Rugmakers: 6
  • Saddlers: 12
  • Scabbardmakers: 14
  • Scalemakers: 8
  • Scientific, Surgical, and Optical Instrument Makers: 4
  • Sculptors, Structures and Fixtures: 6
  • Shoemakers: 6
  • Soap and Tallow Workers: 24
  • Tailors: 40
  • Tanners: 8
  • Upholsterers: 10
  • Watchmakers: 9
  • Weavers: 20
  • Whitesmiths: 5

Merchants

  • Adventuring Goods Retellers: 4
  • Arcana Sellers: 4
  • Beer-Sellers: 9
  • Booksellers: 11
  • Butchers: 19
  • Chandlers: 20
  • Chicken Butchers: 18
  • Entrepreneurs: 7
  • Fine Clothiers: 19
  • Fishmongers: 17
  • Florists: 4
  • Potion Sellers: 11
  • Resellers: 28
  • Spice Merchants: 9
  • Wine-sellers: 14
  • Wheelwright: 12
  • Woodsellers: 6

Service workers

  • Bakers: 42
  • Barbers: 31
  • Coachmen: 10
  • Cooks: 28
  • Doctors: 16
  • Gamekeepers: 11
  • Grooms: 6
  • Hairdressers: 26
  • Healers: 20
  • Housekeepers: 17
  • Housemaids: 31
  • House Stewards: 21
  • Inns: 6
  • Laundry maids: 13
  • Maidservants: 23
  • Nursery Maids: 13
  • Pastrycooks: 23
  • Restaurateur: 28
  • Tavern Keepers: 32

Specialized Laborer

  • Ashworkers: 10
  • Bleachers: 6
  • Chemical Workers: 4
  • Coal Heavers: 14
  • In-Town Couriers: 16
  • Long Haul Couriers: 15
  • Dockyard Workers: 14
  • Gas Workers: 3
  • Hay Merchants: 6
  • Leech Collectors: 18
  • Millers: 17
  • Miners: 16
  • Oilmen and Polishers: 10
  • Postmen: 16
  • Pure Finder: 8
  • Skinners: 21
  • Sugar Refiners: 4
  • Tosher: 11
  • Warehousemen: 24
  • Watercarriers: 15
  • Watermen, Bargemen, etc.: 21

Skilled Laborers

  • Accountants: 9
  • Alchemist: 10
  • Clerk: 14
  • Dentists: 7
  • Educators: 20
  • Engineers: 10
  • Gardeners: 7
  • Mages: 5
  • Plumbers: 7
  • Pharmacist: 8
  • Professors: 3
  • Scientists: 5
  • Wizards: 3

Civil Servants

  • Adventurers: 7
  • Bankers: 9
  • Civil Clerks: 14
  • Civic Iudex: 7
  • Consultants: 4
  • Exorcist: 16
  • Fixers: 8
  • Kami Clerk: 12
  • Landlords: 13
  • Lawyers: 8
  • Legend Keepers: 12
  • Militia Officers: 51
  • Monks, Monastic: 22
  • Monks, Civic: 21
  • Historian, Oral: 15
  • Historian, Textual: 8
  • Policemen, Sheriffs, etc.: 16
  • Priests: 31
  • Rangers: 9
  • Rat Catchers: 10
  • Scholars: 11
  • Spiritualist: 12
  • Slayers: 4
  • Storytellers: 25
  • Military Officers: 24

Cottage Industries

  • Brewers: 22
  • Comfort Services: 29
  • Enchanters: 8
  • Herbalists: 8
  • Jaminators: 24
  • Needleworkers: 25
  • Potters: 11
  • Preserve Makers: 21
  • Quilters: 9
  • Seamsters: 39
  • Spinners: 19
  • Tinker: 8
  • Weaver: 18

Artists

  • Actors: 7
  • Architects: 2
  • Bards: 11
  • Costumers: 4
  • Dancers: 8
  • Drafters: 4
  • Engravers: 5
  • Fine Furniture Carpenters: 3
  • Glaziers: 7
  • Inlayers: 6
  • Musicians: 20
  • Painters, Art: 3
  • Playwrights: 7
  • Sculptors, Art: 6
  • Wood Carvers: 25
  • Writers: 23

Produce Industries

  • Butter Churners: 23
  • Canners: 21
  • Cheesmakers: 23
  • Ice Merchants: 3
  • Millers: 14
  • Picklers: 12
  • Smokers: 8
  • Stockmakers: 7
  • Tobacconists: 11
  • Tallowmakers: 16

2612 of Fort Mill's population work within a Foundational Occupation.

3987 of Fort Mill's population do not work in a formal occupation, but do contribute to the local economy. 573 (8%) are noncontributers.

Points of Interest

Fort Mill is remarkably well-fortified for a site of its size and role. Tall, stout walls, strong points inside the community, concentric defenses, a strategic terrain location, or a large body of standing troops might be present. Some threat is thought to exist that makes maintaining this fortification worthwhile, though it may come at a dear cost to the locals. The community’s suzerain may be uncomfortable with these defenses, as they could just as easily be used to defy the ruler.

Fort Mill is known for its well built pedestrian paths, which include foot bridges to cross the main street at several high-traffic areas.

POI

History

In time immemorial, reportedly some time during the early 2nd century Fort Mill was struck by unseasonably warm weather, causing a sweltering heat to smouther the land for 26 days. Fort Mill lost 229 people and 131 livestock in the disaster.. The deadly heat is remembered by most as the Doom's Flame.

History