The name Mirtid-farku Rudnoplu is derived from the Gnollish language, as Mirtid-farku Rudnoplu was founded by Gwoneth vyim Rovuldyutsɪxt, who was culturaly Gnollish.
Climate
Mirtid-farku Rudnoplu has a yearly average temperature of 10°C (50°F), with its average temperature during the summer being a cold 7°C (44°F) and its average temperature during the winter being a cool 13°C (55°F). Mirtid-farku Rudnoplu 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. Mirtid-farku Rudnoplu covers an area of nearly 6 km2 (2 mi2), and an average elevation of 888 m (2913 ft) above sea level.
Overview
Mirtid-farku Rudnoplu was founded durring the early 15th century in spring of the year 1410, by Gwoneth vyim Rovuldyutsɪxt. The establishment of Mirtid-farku Rudnoplu 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.
Mirtid-farku Rudnoplu was built using the conventions of Gnollish durring the early 15th century. Naturaly, all settlmentss have their own look to them, and Mirtid-farku Rudnoplu 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.
Mirtid-farku Rudnoplu is buildings are grouped arround an odd layout of premissive cobblestone streets, which seems to be based on an overlapping squair patern such that there are small squares at the cornor of every bigger square. Sometimes buildings exist in the smaller squaires, other times they are open spaces, or occupied by temporary structures. The town is protected by a renforced stone fence which sits atop earthwork defences, for some of the best inexpencive defences a town of Mirtid-farku Rudnoplu's size could have. Mirtid-farku Rudnoplu's well-designed, yet cheep are suffering from significent damage, so much so that examples can be pointed to no matter which section one might have within their line of site, and most of which render sections inoperable at present.
The town shows nothing out of the ordinary, at first glance. Then you start to notice all the small things. Each window has seven iron nails pounded into the sill. Every door has a sprig of holly overhead. Every well is branded with purity seals and runes to ward the contents. Everyone is carrying a small charm for safety or fortune, be it a rabbit’s foot, a horseshoe, or other little totems.
Civic Infrastructure
Mirtid-farku Rudnoplu 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 Mirtid-farku Rudnoplu. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Mirtid-farku Rudnoplu's parks.
Mirtid-farku Rudnoplu has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Mirtid-farku Rudnoplu.
Mirtid-farku Rudnoplu 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.
Mirtid-farku Rudnoplu 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.
Mirtid-farku Rudnoplu has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Mirtid-farku Rudnoplu's public wards, blessings, and other arcane systems.
Mirtid-farku Rudnoplu has an Arts Academy which provides higher education in many fields including math, language arts, philosophy, engineering, and other such disciplines.
Mirtid-farku Rudnoplu 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 Mirtid-farku Rudnoplu's natural decorations nor waterways.
Mirtid-farku Rudnoplu 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.
Mirtid-farku Rudnoplu 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
Mirtid-farku Rudnoplu's garrison was built using a different architectural style from the rest of the town. The style used is famous for its stately symmetry, classical elements, and grand appearance. Columns and pillars, such as Corinthian columns, are often seen supporting open structures or porticos. Symmetry is an important feature of this style, with each half of a building mirroring the other. Domed ceilings and windows grace these buildings, with everything placed in a mathematical arrangement.
Due to the actions of local Kami, winter is short in Mirtid-farku Rudnoplu.
The Trailgaunt near Mirtid-farku Rudnoplu are known to be quite timid.
Mirtid-farku Rudnoplu's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves drinking to channel Necromancy energies of tier 3 via throat chanting.
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: 4
Farm Laborer: 8
Hunters: 5
Milk Maids: 3
Ranchers: 1
Ranch Hands: 3
Shepherds: 3
Farmland: 5934 m2
Cattle and Similar Creatures: 367
Poultry: 4407
Swine: 293
Sheep: 14
Goats: 2
Horses, Mounts, and Beasts of Burden: 146
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 3
Bookbinders: 1
Buckle-makers: 2
Cabinetmakers: 3
Candlemakers: 4
Carpenters: 4
Clothmakers: 4
Coach and Harness Makers: 1
Coopers: 4
Copper, Brass, Tin, Zinc, and Lead Workers: 1
Copyists: 1
Cutlers: 1
Fabricworkers: 3
Farrier: 9
Glassworkers: 4
Gunsmiths: 3
Harness-Makers: 1
Hatters: 3
Hosiery Workers: 1
Jewelers: 1
Leatherwrights: 3
Locksmiths: 1
Matchstick makers: 2
Musical Instrument Makers: 2
Painters, Structures and Fixtures: 1
Paper Workers: 2
Plasterers: 1
Pursemakers: 2
Roofers: 1
Ropemakers: 1
Rugmakers: 1
Saddlers: 2
Scabbardmakers: 3
Scalemakers: 1
Sculptors, Structures and Fixtures: 1
Shoemakers: 1
Soap and Tallow Workers: 5
Tailors: 10
Tanners: 1
Upholsterers: 2
Watchmakers: 2
Weavers: 4
Whitesmiths: 1
Merchants
Adventuring Goods Retellers: 1
Arcana Sellers: 1
Beer-Sellers: 2
Booksellers: 2
Butchers: 3
Chandlers: 4
Chicken Butchers: 4
Entrepreneurs: 1
Fine Clothiers: 3
Fishmongers: 3
Potion Sellers: 2
Resellers: 6
Spice Merchants: 2
Wine-sellers: 2
Wheelwright: 2
Woodsellers: 1
Service workers
Bakers: 7
Barbers: 6
Coachmen: 2
Cooks: 5
Doctors: 2
Gamekeepers: 2
Grooms: 1
Hairdressers: 4
Healers: 3
Housekeepers: 4
Housemaids: 7
House Stewards: 3
Inns: 1
Laundry maids: 2
Maidservants: 4
Nursery Maids: 2
Pastrycooks: 4
Restaurateur: 5
Tavern Keepers: 6
Specialized Laborer
Ashworkers: 2
Bleachers: 1
Coal Heavers: 3
In-Town Couriers: 3
Long Haul Couriers: 3
Dockyard Workers: 2
Hay Merchants: 1
Leech Collectors: 3
Millers: 3
Miners: 3
Oilmen and Polishers: 2
Postmen: 3
Pure Finder: 1
Skinners: 4
Tosher: 2
Warehousemen: 4
Watercarriers: 3
Watermen, Bargemen, etc.: 4
Skilled Laborers
Accountants: 1
Alchemist: 2
Clerk: 2
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
Exorcist: 3
Fixers: 1
Kami Clerk: 2
Landlords: 2
Lawyers: 1
Legend Keepers: 2
Militia Officers: 10
Monks, Monastic: 4
Monks, Civic: 5
Historian, Oral: 3
Historian, Textual: 1
Policemen, Sheriffs, etc.: 3
Priests: 6
Rangers: 2
Rat Catchers: 2
Scholars: 2
Spiritualist: 2
Storytellers: 6
Military Officers: 4
Cottage Industries
Brewers: 4
Comfort Services: 6
Enchanters: 1
Herbalists: 1
Jaminators: 4
Needleworkers: 5
Potters: 2
Preserve Makers: 4
Quilters: 2
Seamsters: 7
Spinners: 4
Tinker: 1
Weaver: 3
Artists
Actors: 1
Bards: 2
Dancers: 1
Engravers: 1
Glaziers: 1
Inlayers: 1
Musicians: 4
Playwrights: 1
Sculptors, Art: 1
Wood Carvers: 4
Writers: 4
Produce Industries
Butter Churners: 4
Canners: 4
Cheesmakers: 5
Millers: 3
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 2
Tallowmakers: 3
464 of Mirtid-farku Rudnoplu's population work within a Foundational Occupation.
27 work in Agriculture
106 work as Craftsmen
39 work as Merchants
70 work as Service Workers
47 work as General Laborers
17 work as Skilled Laborers
68 work as Civil Servants
44 work in Cottage Industries
21 work as Artists
25 work in Produce Industries
961 of Mirtid-farku Rudnoplu's population do not work in a formal occupation, but do contribute to the local economy. 44 (3%) are noncontributers.
Points of Interest
Mirtid-farku Rudnoplu is cursed with recurrent spells of some troublesome disease. The affliction isn’t so fatal as to make living there impossible, but it adds suffering and expense to local lives. The plague might be the product of an ancient curse, the results of long lost toxic remains, or an unavoidable byproduct of whatever industry or purpose justifies the city. It’s probably not overly contagious, but visitors may be in some peril all the same.
Mirtid-farku Rudnoplu's roads were poorly made when first laid. Rather than repairing them correctly, a series of new roads was laid atop the old, leading to the streets of modern Mirtid-farku Rudnoplu suffering from potholes, cracking, and even sinkholes. The locals often repair the road by putting down wooden decking.
POI
History
In time immemorial, reportedly some time during the late 2nd century the Kami spared the town a natural disaster. One of Mirtid-farku Rudnoplu's local festivals commemorates this miracle.