Large Town: Mäpt Pi-kard

Mäpt Pi-kard

Mäpt Pi-kard
Example Gnollish architecture.
StateConfederation of Goblin Tribes
ProvenceÁkowror Region
RegionMo̠n Irtiv Moorland
Founded1297
Community LeaderHigh Chief Sheshesmèj vyim Yuvnotems
Area6 km2 (2 mi2)
Average Yearly Temp10°C (50°F)
Average Elevation1176 m (3858 ft)
Average Yearly Precipitation283 cm/y (111 in/y)
Population1640
Population Density273 people per km2 (820 people per mi2)
Town AuraSummoning
Naming
Native nameMäpt Pi-kard
Pronunciation/pi/ /card/
Direct Translation[last (final); last (previous)] [orphan]
Translation[Not Yet Translated]

Mäpt Pi-kard (/pi/ /card/ [last (final); last (previous)] [orphan]) is a subtropical Large Town located in the Ákowror Region of the Confederation of Goblin Tribes.

The name Mäpt Pi-kard is derived from the Gnollish language, as Mäpt Pi-kard was founded by Velneash vyim Tæ̝Lʤine, who was culturaly Gnollish.

Climate

Mäpt Pi-kard has a yearly average temperature of 10°C (50°F), with its average temperature during the summer being a cool 11°C (51°F) and its average temperature during the winter being a cold 10°C (50°F). Mäpt Pi-kard receives an average of 283 cm/y (111 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Mäpt Pi-kard covers an area of nearly 6 km2 (2 mi2), and an average elevation of 1176 m (3858 ft) above sea level.

Overview

Mäpt Pi-kard was founded durring the late 14th century in spring of the year 1297, by Velneash vyim Tæ̝Lʤine. The establishment of Mäpt Pi-kard 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 Pi-kard was built using the conventions of Gnollish durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Mäpt Pi-kard 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 Pi-kard is is constructed arround a series of restrictive baked earthen mainstreets which form concentric circles, with smaller strait roads linking the circiles to each other at varrious points. The town resides behind a palisade wall complete with battlments, a moat, and timber gatehouses with drawbridges. Mäpt Pi-kard's robustly designed timber walls are in an unremarkable state. To some, this is the ideal sate for defences to be in. In need of absoutly nothing, and ready to serve the town as needed.

Right off the bat Mäpt Pi-kard 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. Many of those buildings are schools, scriptoriums, and even one college. One can only wonder what knowledge the town has come into.

Civic Infrastructure

Mäpt Pi-kard 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 Mäpt Pi-kard. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Mäpt Pi-kard's parks.

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

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

Mäpt Pi-kard possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.

Mäpt Pi-kard 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 Mäpt Pi-kard's natural decorations nor waterways.

Mäpt Pi-kard 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.

Mäpt Pi-kard 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.

Mäpt Pi-kard 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

Mäpt Pi-kard's locals are divided into several castes. They may be organized by social role, by imputed nobility of birth, by ethnic origins, or any other dividing principle, but they cannot imagine any other way of organizing themselves. A hierarchy of castes is not inevitable, but there will be social and legal limits applied to ensure that each caste remains fixed in its function. The outside world may or may not respect these distinctions when dealing with the locals.

Mäpt Pi-kard's town hall 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. .

Due to the actions of local Kami, spring is short in Mäpt Pi-kard.

The Jelly, Marsh near Mäpt Pi-kard are known to be more aggressive than normal.

Mäpt Pi-kard's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves consuming a local narcotic to channel Illusion energies of tier 1 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: 4
  • Farm Laborer: 9
  • Hunters: 5
  • Milk Maids: 4
  • Ranchers: 2
  • Ranch Hands: 4
  • Shepherds: 4
    • Farmland: 6658 m2
    • Cattle and Similar Creatures: 410
    • Poultry: 4920
    • Swine: 328
    • Sheep: 16
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 164

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 3
  • 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: 3
  • Farrier: 8
  • Furriers: 1
  • Glassworkers: 5
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 3
  • Hosiery Workers: 1
  • Jewelers: 1
  • 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: 9
  • Tanners: 2
  • Upholsterers: 2
  • Watchmakers: 2
  • Weavers: 4
  • Whitesmiths: 1

Merchants

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

Service workers

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

Specialized Laborer

  • Ashworkers: 2
  • Bleachers: 1
  • Coal Heavers: 3
  • In-Town Couriers: 3
  • Long Haul Couriers: 3
  • Dockyard Workers: 3
  • Hay Merchants: 1
  • Leech Collectors: 4
  • Millers: 4
  • Miners: 3
  • Oilmen and Polishers: 2
  • Postmen: 3
  • Pure Finder: 2
  • Skinners: 4
  • Tosher: 2
  • Warehousemen: 6
  • Watercarriers: 3
  • Watermen, Bargemen, etc.: 4

Skilled Laborers

  • Accountants: 2
  • Alchemist: 2
  • Clerk: 3
  • Dentists: 1
  • Educators: 4
  • Engineers: 2
  • Gardeners: 1
  • Mages: 1
  • Plumbers: 1
  • Pharmacist: 1
  • Scientists: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 2
  • Civil Clerks: 3
  • Civic Iudex: 1
  • Consultants: 1
  • Exorcist: 3
  • Fixers: 1
  • Kami Clerk: 3
  • Landlords: 3
  • Lawyers: 2
  • Legend Keepers: 2
  • Militia Officers: 10
  • Monks, Monastic: 5
  • Monks, Civic: 4
  • Historian, Oral: 4
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 6
  • Rangers: 2
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 6
  • Military Officers: 5

Cottage Industries

  • Brewers: 5
  • Comfort Services: 6
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 5
  • Needleworkers: 6
  • Potters: 2
  • Preserve Makers: 4
  • Quilters: 2
  • Seamsters: 7
  • Spinners: 4
  • Tinker: 1
  • Weaver: 3

Artists

  • Actors: 1
  • Bards: 2
  • Costumers: 1
  • Dancers: 1
  • 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: 4
  • Cheesmakers: 6
  • Millers: 3
  • Picklers: 2
  • Smokers: 2
  • Stockmakers: 1
  • Tobacconists: 2
  • Tallowmakers: 3

528 of Mäpt Pi-kard's population work within a Foundational Occupation.

1063 of Mäpt Pi-kard's population do not work in a formal occupation, but do contribute to the local economy. 49 (3%) are noncontributers.

Points of Interest

Mäpt Pi-kard has a substantial mill pond located a short distance from town.

POI

History

In time immemorial, reportedly some time during the early 2nd century the Kami granted the town a great harvest. One of Mäpt Pi-kard's local festivals commemorates this miracle.

History