Town: Mäpt Jurd-kéalf

Mäpt Jurd-kéalf

Mäpt Jurd-kéalf
Example Gnollish architecture.
StateConfederation of Goblin Tribes
ProvenceÁdraptlērg Region
RegionInëw-aōm Woodlands
Founded1125
Community LeaderHigh Chief Lagorien vyim Yuvnorusg
Area4 km2 (1 mi2)
Average Yearly Temp13°C (55°F)
Average Elevation3266 m (10715 ft)
Average Yearly Precipitation284 cm/y (111 in/y)
Population1148
Population Density287 people per km2 (1148 people per mi2)
Town AuraEnchantment
Naming
Native nameMäpt Jurd-kéalf
Pronunciation/ʤurd/ /xalf/
Direct Translation[sharp] [lounge; couch; sofa]
Translation[Not Yet Translated]

Mäpt Jurd-kéalf (/ʤurd/ /xalf/ [sharp] [lounge; couch; sofa]) is a subtropical Town located in the Ádraptlērg Region of the Confederation of Goblin Tribes.

The name Mäpt Jurd-kéalf is derived from the Gnollish language, as Mäpt Jurd-kéalf was founded by Cākīb Joīshī 'Naughty Kimber' Ya̋nv Mē̄y Joīnḱ vyim Yuvnocu, who was culturaly Gnollish.

Climate

Mäpt Jurd-kéalf has a yearly average temperature of 13°C (55°F), with its average temperature during the summer being a cool 20°C (68°F) and its average temperature during the winter being a cold 6°C (42°F). Mäpt Jurd-kéalf receives an average of 284 cm/y (111 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Mäpt Jurd-kéalf covers an area of nearly 4 km2 (1 mi2), and an average elevation of 3266 m (10715 ft) above sea level.

Overview

Mäpt Jurd-kéalf was founded durring the early 12th century in summer of the year 1125, by Cākīb Joīshī 'Naughty Kimber' Ya̋nv Mē̄y Joīnḱ vyim Yuvnocu. The establishment of Mäpt Jurd-kéalf suffered from several major issues, resulting in the need to develop many solutions to basic problems. Problems such as a lack of fresh water, logistical support, poor quality tools, and the odd monster or two. Howeaver, these were overcome in time.

Mäpt Jurd-kéalf was built using the conventions of Gnollish durring the early 12th century. Naturaly, all settlmentss have their own look to them, and Mäpt Jurd-kéalf 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.

Mäpt Jurd-kéalf is was constructed arround several spacious split-log ties mainstreets which cross one another at certain axies, with smaller streets branching off of them to premit acess to the many buildings deeper into the road network. The overall fashion is remenessent of a circulatory system, or other organic construct, and is quite effishent in its design. The town has a fortified albit thin brick wall. The wall has most of the feeatures of a typical castle wall, just on a much smaller scale and and budget. Notably brick isn't a particuarly soild choice for resisting siege weapons. Mäpt Jurd-kéalf's wall wouldn't hinder a proper army, but it is more than sufishent for bandits and other small marauding groups. Astonishigly, the monster and outlaw focused fortifications are in pristine condishion, as if they had just been finished before you laied eyes upon them.

A look around Mäpt Jurd-kéalf seems to be home to a quite vibrant and boisterous community. Everywhere one looks they can see people going out their daily business with a smile and a spring in their step. Children play loudly in the streets, causing untold havoc as youth are want and allowed to do.

Civic Infrastructure

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

Mäpt Jurd-kéalf 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.

Mäpt Jurd-kéalf 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.

Mäpt Jurd-kéalf 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.

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

Mäpt Jurd-kéalf has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.

Mäpt Jurd-kéalf 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.

Cultural Notes

Mäpt Jurd-kéalf's garrison was built using a different architectural style from the rest of the town. The style used is characterized by vertical proportions, pointed arches, external buttressing, and asymmetry in the general shape of its buildings. The decorative features of the style were key, consisting of large arched windows, pointed arches, vaulted ceilings, flying buttresses, and sculptures integrated into the structure itself. Occasionally, for very important buildings, an array of sculptures or one colossal sculpture might replace the entirety of the entrance to said building.

In Mäpt Jurd-kéalf hail is always enormous, yet harmlessly plinks off people, creatures, and structures.

The Achaierai near Mäpt Jurd-kéalf are known to be quite timid.

Mäpt Jurd-kéalf's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves consuming a local narcotic to channel Mysticism energies of tier 1 via speaking in tongues.

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: 8
  • Hunters: 3
  • Milk Maids: 2
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 2
    • Farmland: 4614 m2
    • Cattle and Similar Creatures: 287
    • Poultry: 3444
    • Swine: 229
    • Sheep: 11
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 114

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 2
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 2
  • Candlemakers: 3
  • Carpenters: 3
  • Clothmakers: 3
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 2
  • Farrier: 6
  • Glassworkers: 3
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 2
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 1
  • Musical Instrument Makers: 1
  • Painters, Structures and Fixtures: 1
  • Paper Workers: 1
  • Plasterers: 1
  • Pursemakers: 1
  • Roofers: 1
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 2
  • Scabbardmakers: 2
  • Scalemakers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 4
  • Tailors: 6
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 3

Merchants

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

Service workers

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

Specialized Laborer

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

Skilled Laborers

  • Accountants: 1
  • Alchemist: 1
  • Clerk: 2
  • Dentists: 1
  • Educators: 2
  • Engineers: 1
  • Gardeners: 1
  • Plumbers: 1
  • Pharmacist: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 1
  • Civil Clerks: 2
  • Civic Iudex: 1
  • Exorcist: 2
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 1
  • Militia Officers: 8
  • Monks, Monastic: 3
  • Monks, Civic: 3
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 4
  • Rangers: 1
  • Rat Catchers: 1
  • Scholars: 1
  • Spiritualist: 2
  • Storytellers: 4
  • Military Officers: 4

Cottage Industries

  • Brewers: 3
  • Comfort Services: 3
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 3
  • Needleworkers: 3
  • Potters: 1
  • Preserve Makers: 3
  • Quilters: 1
  • Seamsters: 6
  • Spinners: 3
  • Tinker: 1
  • Weaver: 3

Artists

  • Actors: 1
  • Bards: 1
  • Dancers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 3
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 3
  • Writers: 3

Produce Industries

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

342 of Mäpt Jurd-kéalf's population work within a Foundational Occupation.

761 of Mäpt Jurd-kéalf's population do not work in a formal occupation, but do contribute to the local economy. 45 (4%) are noncontributers.

Points of Interest

POI

History

The the a suit of Jack of plate armor of Abjuration, an a suit of Jack of plate armor imbued with notable amounts of Abjuration energies was created near Mäpt Jurd-kéalf by in time immemorial, reportedly some time during the early 2nd century.

History