Large City: Mŏr Gêōé˥ Ni̋ēkēä

Mŏr Gêōé˥ Ni̋ēkēä

Mŏr Gêōé˥ Ni̋ēkēä
Example Goblin architecture.
StateGoblin Tribes
ProvenceDoûvnḱínts̄r Region
RegionHàru̹ Digehâchû Basin
Founded1310
Community LeaderLord Yoīsh Cú̄boī 'Trigress Moon' Cawmē Sénvó Vúnvē̋nḱ Mp̪ftó̄̋g Cōshvēnv
Area83 km2 (33 mi2)
Average Yearly Temp21°C (69°F)
Average Elevation2570 m (8431 ft)
Average Yearly Precipitation274 cm/y (107 in/y)
Population19772
Population Density238 people per km2 (599 people per mi2)
Town AuraInvocation
Naming
Native nameMŏr Gêōé˥ Ni̋ēkēä
Pronunciation/ɱɔ̌ː/ /gîːʊiː˥/
Direct Translation[tall] [author; writer]
Translation[Not Yet Translated]

Mŏr Gêōé˥ Ni̋ēkēä (/ɱɔ̌ː/ /gîːʊiː˥/ [tall] [author; writer]) is a subtropical Large City located in the Doûvnḱínts̄r Region of the Goblin Tribes.

The name Mŏr Gêōé˥ Ni̋ēkēä is derived from the Goblin language, as Mŏr Gêōé˥ Ni̋ēkēä was founded by Hèbel Tsêm Mog̈i, who was culturaly Goblin.

Climate

Mŏr Gêōé˥ Ni̋ēkēä has a yearly average temperature of 21°C (69°F), with its average temperature during the summer being a warm 29°C (84°F) and its average temperature during the winter being a cool 13°C (55°F). Mŏr Gêōé˥ Ni̋ēkēä receives an average of 274 cm/y (107 in/y) of precipitation, most of which comes in the form of rain during the summer. Mŏr Gêōé˥ Ni̋ēkēä covers an area of nearly 83 km2 (33 mi2), and an average elevation of 2570 m (8431 ft) above sea level.

Overview

Mŏr Gêōé˥ Ni̋ēkēä was founded durring the early 14th century in spring of the year 1310, by Hèbel Tsêm Mog̈i. The establishment of Mŏr Gêōé˥ Ni̋ēkēä was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Hèbel Tsêm Mog̈i struck deals with nearby nations and communities to establish Mŏr Gêōé˥ Ni̋ēkēä as a prison colony.

Mŏr Gêōé˥ Ni̋ēkēä was built using the conventions of Goblin durring the early 14th century. Naturaly, all settlmentss have their own look to them, and Mŏr Gêōé˥ Ni̋ēkēä 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.

Mŏr Gêōé˥ Ni̋ēkēä is buildings are arranged arround a network of broad packed earth 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 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. Mŏr Gêōé˥ Ni̋ēkēä's wall wouldn't hinder a proper army, but it is more than sufishent for bandits and other small marauding groups. Mŏr Gêōé˥ Ni̋ēkēä's monster and outlaw focused fortifications 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.

Mŏr Gêōé˥ Ni̋ēkēä has the unmistakable air of a city on its last legs. Everything is a bit slipshod and ramshackle. Everyone is at work, or drinking. No one has anything in their eyes other than fear and despair. Whatever industry once fueled Mŏr Gêōé˥ Ni̋ēkēä ’s existence has dried up and the city is drifting down the stream of history as it dries up. Even with that as it is, everything is just a little too worn down, a little too dirty, or much of both. The town should be gone, not dying. No one makes eye contact. Kids play quietly, but happily. Occasionally a passerby glances at you out of the corner of their eye, staring just long enough for it to be uncomfortable.

Civic Infrastructure

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

Mŏr Gêōé˥ Ni̋ēkēä has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

Mŏr Gêōé˥ Ni̋ēkēä 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 Mŏr Gêōé˥ Ni̋ēkēä. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Mŏr Gêōé˥ Ni̋ēkēä's parks.

Mŏr Gêōé˥ Ni̋ēkēä has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Mŏr Gêōé˥ Ni̋ēkēä.

Mŏr Gêōé˥ Ni̋ēkēä 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.

Mŏr Gêōé˥ Ni̋ēkēä 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.

Mŏr Gêōé˥ Ni̋ēkēä has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.

Mŏr Gêōé˥ Ni̋ēkēä has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Mŏr Gêōé˥ Ni̋ēkēä 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.

Mŏr Gêōé˥ Ni̋ēkēä 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.

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

Mŏr Gêōé˥ Ni̋ēkēä has an Arts Academy which provides higher education in many fields including math, language arts, philosophy, engineering, and other such disciplines.

Mŏr Gêōé˥ Ni̋ēkēä 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 Large City. Mŏr Gêōé˥ Ni̋ēkēä's grid is powered by a boiler and turbine based power plant.

Mŏr Gêōé˥ Ni̋ēkēä's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.

Mŏr Gêōé˥ Ni̋ēkēä has a first rate hospital which caters to anyone in need of long term medical care.

Mŏr Gêōé˥ Ni̋ēkēä has a library, which keeps a large collection of books, scrolls, and archives all manner of physical items. While not open to the public, the librarians and scholars employed by the library will assist anyone with their research needs, and wealthy individuals can purchase membership to access the library's materials themselves. In spite of being generally closed to the public, the library has a room with several Aether Linked devices available to the public during business hours.

Mŏr Gêōé˥ Ni̋ēkēä 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 Mŏr Gêōé˥ Ni̋ēkēä's natural decorations nor waterways.

Mŏr Gêōé˥ Ni̋ēkēä 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.

Mŏr Gêōé˥ Ni̋ēkēä 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.

Mŏr Gêōé˥ Ni̋ēkēä 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

Mŏr Gêōé˥ Ni̋ēkēä's chapel was built using a different architectural style from the rest of the town. The style used is characterized by order, symmetry, formal design, grandiosity, and elaborate ornamentation. Architectural characteristics include balustrades, balconies, columns, cornices, pilasters, and triangular pediments. Stone exteriors are massive and grandiose in their symmetry; interiors are typically polished and lavishly decorated with sculptures, swags, medallions, flowers, and shields. Interiors will often have a grand stairway and opulent ballroom..

In Mŏr Gêōé˥ Ni̋ēkēä rain occurs in reverse with water pooling up from the earth then falling into the skies to from clouds, this unsettles every visitor that sees it.

The Barracuda, Swamp near Mŏr Gêōé˥ Ni̋ēkēä are known to be more aggressive than normal.

Mŏr Gêōé˥ Ni̋ēkēä's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves reenactments to channel Conjuration 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: 36
  • Farmers: 56
  • Farm Laborer: 94
  • Hunters: 65
  • Milk Maids: 50
  • Ranchers: 26
  • Ranch Hands: 52
  • Shepherds: 54
    • Farmland: 79483 m2
    • Cattle and Similar Creatures: 4943
    • Poultry: 59316
    • Swine: 3954
    • Sheep: 197
    • Goats: 39
    • Horses, Mounts, and Beasts of Burden: 1977

Craftsmen

  • Arms and Toolmakers: 40
  • Blacksmiths: 49
  • Bookbinders: 25
  • Buckle-makers: 26
  • Cabinetmakers: 42
  • Candlemakers: 79
  • Carpenters: 62
  • Clothmakers: 58
  • Coach and Harness Makers: 21
  • Coopers: 54
  • Copper, Brass, Tin, Zinc, and Lead Workers: 28
  • Copyists: 18
  • Cutlers: 16
  • Fabricworkers: 44
  • Farrier: 119
  • Furriers: 13
  • Glassworkers: 73
  • Gunsmiths: 43
  • Harness-Makers: 19
  • Hatters: 36
  • Hosiery Workers: 14
  • Jewelers: 21
  • Leatherwrights: 53
  • Locksmiths: 19
  • Matchstick makers: 30
  • Musical Instrument Makers: 28
  • Painters, Structures and Fixtures: 25
  • Paper Workers: 27
  • Plasterers: 27
  • Pursemakers: 34
  • Roofers: 21
  • Ropemakers: 20
  • Rugmakers: 19
  • Saddlers: 35
  • Scabbardmakers: 39
  • Scalemakers: 21
  • Scientific, Surgical, and Optical Instrument Makers: 12
  • Sculptors, Structures and Fixtures: 19
  • Shoemakers: 18
  • Soap and Tallow Workers: 64
  • Tailors: 171
  • Tanners: 26
  • Upholsterers: 27
  • Watchmakers: 25
  • Weavers: 58
  • Whitesmiths: 15

Merchants

  • Adventuring Goods Retellers: 13
  • Arcana Sellers: 14
  • Beer-Sellers: 27
  • Booksellers: 31
  • Butchers: 48
  • Chandlers: 47
  • Chicken Butchers: 54
  • Entrepreneurs: 20
  • Fine Clothiers: 49
  • Fishmongers: 58
  • Florists: 12
  • Potion Sellers: 32
  • Resellers: 89
  • Spice Merchants: 25
  • Wine-sellers: 39
  • Wheelwright: 29
  • Woodsellers: 18

Service workers

  • Bakers: 98
  • Barbers: 87
  • Coachmen: 27
  • Cooks: 94
  • Doctors: 42
  • Gamekeepers: 30
  • Grooms: 17
  • Hairdressers: 70
  • Healers: 55
  • Housekeepers: 58
  • Housemaids: 98
  • House Stewards: 61
  • Inns: 19
  • Laundry maids: 36
  • Maidservants: 68
  • Nursery Maids: 34
  • Pastrycooks: 68
  • Restaurateur: 98
  • Tavern Keepers: 94

Specialized Laborer

  • Ashworkers: 26
  • Bleachers: 18
  • Chemical Workers: 11
  • Coal Heavers: 39
  • In-Town Couriers: 44
  • Long Haul Couriers: 47
  • Dockyard Workers: 38
  • Gas Workers: 9
  • Hay Merchants: 16
  • Leech Collectors: 55
  • Millers: 45
  • Miners: 43
  • Oilmen and Polishers: 32
  • Postmen: 43
  • Pure Finder: 26
  • Skinners: 54
  • Sugar Refiners: 11
  • Tosher: 32
  • Warehousemen: 63
  • Watercarriers: 44
  • Watermen, Bargemen, etc.: 52

Skilled Laborers

  • Accountants: 25
  • Alchemist: 31
  • Clerk: 39
  • Dentists: 20
  • Educators: 55
  • Engineers: 28
  • Gardeners: 19
  • Mages: 14
  • Plumbers: 21
  • Pharmacist: 22
  • Professors: 8
  • Scientists: 14
  • Wizards: 8

Civil Servants

  • Adventurers: 19
  • Bankers: 26
  • Civil Clerks: 44
  • Civic Iudex: 22
  • Consultants: 13
  • Exorcist: 43
  • Fixers: 24
  • Kami Clerk: 38
  • Landlords: 39
  • Lawyers: 24
  • Legend Keepers: 33
  • Militia Officers: 247
  • Monks, Monastic: 61
  • Monks, Civic: 61
  • Historian, Oral: 49
  • Historian, Textual: 23
  • Policemen, Sheriffs, etc.: 44
  • Priests: 89
  • Rangers: 27
  • Rat Catchers: 30
  • Scholars: 31
  • Spiritualist: 35
  • Slayers: 11
  • Storytellers: 67
  • Military Officers: 65

Cottage Industries

  • Brewers: 54
  • Comfort Services: 73
  • Enchanters: 22
  • Herbalists: 22
  • Jaminators: 68
  • Needleworkers: 61
  • Potters: 32
  • Preserve Makers: 59
  • Quilters: 29
  • Seamsters: 109
  • Spinners: 54
  • Tinker: 21
  • Weaver: 49

Artists

  • Actors: 21
  • Architects: 7
  • Bards: 30
  • Costumers: 11
  • Dancers: 23
  • Drafters: 13
  • Engravers: 16
  • Fine Furniture Carpenters: 9
  • Glaziers: 21
  • Inlayers: 19
  • Musicians: 56
  • Painters, Art: 10
  • Playwrights: 20
  • Sculptors, Art: 17
  • Wood Carvers: 61
  • Writers: 65

Produce Industries

  • Butter Churners: 70
  • Canners: 53
  • Cheesmakers: 70
  • Ice Merchants: 8
  • Millers: 40
  • Picklers: 32
  • Smokers: 26
  • Stockmakers: 21
  • Tobacconists: 31
  • Tallowmakers: 45

7554 of Mŏr Gêōé˥ Ni̋ēkēä's population work within a Foundational Occupation.

11625 of Mŏr Gêōé˥ Ni̋ēkēä's population do not work in a formal occupation, but do contribute to the local economy. 593 (3%) are noncontributers.

Points of Interest

Mŏr Gêōé˥ Ni̋ēkēä is reliant on an industry or product that has toxic or negative side-effects as part of its production. The good is extremely valuable, or the community is extremely desperate, and the side effects are endured as a necessary evil. It may be that their neighbors or lord are forcing them to produce the good so that they aren’t the ones suffering the cost.

Mŏr Gêōé˥ Ni̋ēkēä 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, Mŏr Gêōé˥ Ni̋ēkēä 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 Mŏr Gêōé˥ Ni̋ēkēä lost 257 people, 204 livestock, and 40 buildings. The conflict ended after roughly 113, when members of Mŏr Gêōé˥ Ni̋ēkēä's militia enacted an operation to transport a specific prototype to a particular prison unharmed. The operation was complicated by extremely dangerous terrain, including unfamiliar and poisonous plants which many ate while foraging. The conflict ended with pitched battle between both forces, which ended in victory for Mŏr Gêōé˥ Ni̋ēkēä's forces. The war is remembered in legend by Mŏr Gêōé˥ Ni̋ēkēä's bards, historians, and legend keepers.

History