Large City: Nör I̽rvë Hadfow

Nör I̽rvë Hadfow

Nör I̽rvë Hadfow
Example Wood Elf architecture.
StateRosid
ProvenceEvrezdre̜t Moot
RegionS̺a Lâræ Holt
Founded1105
Community LeaderLord Glkdonhêv
Area126 km2 (50 mi2)
Average Yearly Temp17°C (62°F)
Average Elevation7894 m (-17050 ft)
Average Yearly Precipitation161 cm/y (63 in/y)
Population29802
Population Density236 people per km2 (596 people per mi2)
Town AuraIllusion
Naming
Native nameNör I̽rvë Hadfow
Pronunciation/no˞r/ /ˈi̽rvɛ/
Direct Translation[successful] [map; menu]
Translation[Not Yet Translated]

Nör I̽rvë Hadfow (/no˞r/ /ˈi̽rvɛ/ [successful] [map; menu]) is a subtropical Large City located in the Evrezdre̜t Moot of the Rosid.

The name Nör I̽rvë Hadfow is derived from the Sylvin language, as Nör I̽rvë Hadfow was founded by Anghara, who was culturaly Wood Elf.

Climate

Nör I̽rvë Hadfow has a yearly average temperature of 17°C (62°F), with its average temperature during the summer being a pleasant 25°C (77°F) and its average temperature during the winter being a cold 10°C (50°F). Nör I̽rvë Hadfow receives an average of 161 cm/y (63 in/y) of precipitation, most of which comes in the form of rain during the fall. Nör I̽rvë Hadfow covers an area of nearly 126 km2 (50 mi2), and an average elevation of 7894 m (-17050 ft) above sea level.

Overview

Nör I̽rvë Hadfow was founded durring the early 12th century in fall of the year 1105, by Anghara. The establishment of Nör I̽rvë Hadfow was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Nör I̽rvë Hadfow's construction back out of the project. Anghara pushed on reguardles, and Nör I̽rvë Hadfow was finished, but starts off as a terible place to live.

Nör I̽rvë Hadfow was built using the conventions of Wood Elf durring the early 12th century. Naturaly, all settlmentss have their own look to them, and Nör I̽rvë Hadfow 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.

Nör I̽rvë Hadfow is buildings are built arround a single restrictive paverstone mainstreet which forms a counterclockwise spiral to give the city a over all circular shape. The city is the proud owner of a thick set of fortified walls fashioned from querried stone blocks. While not up to snuff for a fort or castle wall, the city's walls are naturaly much larger than those of forts or castles. Therefore, the construction such a wall is most expencive. Nör I̽rvë Hadfow's buget focused wall would serve its community well in battle in spite of looking unimpressive compared to castles and fortresses. The top tier civilian fortifications has suffered a visible ammount of structural damage, leaving them effectivly useless. One can't help but wonder why the has not yet effected repairs.

Before you’ve even set foot into the heart of Nör I̽rvë Hadfow, you can smell it. The incense. It hangs about the town like a cloud. Monks, priests, and clerics are everywhere, all dedicated to the same god, all performing the same rituals to bless and anoint buildings, streets, people, animals, you name it they are or have blessed it. The same holy symbol is everywhere too. Its on buildings, on people, and even branded into livestock. This certainly loves its god. More than it loves wealth. The city is very clearly poor. Buildings are run down in ways that are not imeadiatly obvious. The people are a bit too thin. The market is very eager to sell to newcomers, but not so eager to buy from them. There’s also a general lack of the hum and buzz of healthy industry in Nör I̽rvë Hadfow.

Civic Infrastructure

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

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

Nör I̽rvë Hadfow 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 Nör I̽rvë Hadfow. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Nör I̽rvë Hadfow's parks.

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

Nör I̽rvë Hadfow 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.

Nör I̽rvë Hadfow 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.

Nör I̽rvë Hadfow has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.

Nör I̽rvë Hadfow has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Nör I̽rvë Hadfow 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.

Nör I̽rvë Hadfow 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.

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

Nör I̽rvë Hadfow has an Arts Academy which provides higher education in many fields including math, language arts, philosophy, engineering, and other such disciplines.

Nör I̽rvë Hadfow 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. Nör I̽rvë Hadfow's grid is powered by a god's will and kindness.

Nör I̽rvë Hadfow's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.

Nör I̽rvë Hadfow has a first rate hospital which caters to anyone in need of long term medical care.

Nör I̽rvë Hadfow 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.

Nör I̽rvë Hadfow 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 Nör I̽rvë Hadfow's natural decorations nor waterways.

Nör I̽rvë Hadfow 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.

Nör I̽rvë Hadfow 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.

Nör I̽rvë Hadfow 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

Nör I̽rvë Hadfow's mayor's house 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. .

In Nör I̽rvë Hadfow the utterance of expletives is impossible within city limits. This has changed as the limits have changed, but has not kept up with slang, or swearing in foreign languages.

The Snake, Venomous near Nör I̽rvë Hadfow are known to be more aggressive than normal.

Nör I̽rvë Hadfow's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves sex to channel Charm energies of tier 3 via recitation of scripture.

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: 56
  • Farmers: 87
  • Farm Laborer: 156
  • Hunters: 99
  • Milk Maids: 72
  • Ranchers: 38
  • Ranch Hands: 88
  • Shepherds: 69
    • Farmland: 120400 m2
    • Cattle and Similar Creatures: 7450
    • Poultry: 89406
    • Swine: 5960
    • Sheep: 298
    • Goats: 59
    • Horses, Mounts, and Beasts of Burden: 2980

Craftsmen

  • Arms and Toolmakers: 64
  • Blacksmiths: 66
  • Bookbinders: 36
  • Buckle-makers: 40
  • Cabinetmakers: 67
  • Candlemakers: 96
  • Carpenters: 94
  • Clothmakers: 87
  • Coach and Harness Makers: 33
  • Coopers: 76
  • Copper, Brass, Tin, Zinc, and Lead Workers: 44
  • Copyists: 28
  • Cutlers: 25
  • Fabricworkers: 66
  • Farrier: 180
  • Furriers: 19
  • Glassworkers: 96
  • Gunsmiths: 62
  • Harness-Makers: 28
  • Hatters: 56
  • Hosiery Workers: 22
  • Jewelers: 34
  • Leatherwrights: 74
  • Locksmiths: 30
  • Matchstick makers: 46
  • Musical Instrument Makers: 42
  • Painters, Structures and Fixtures: 36
  • Paper Workers: 45
  • Plasterers: 39
  • Pursemakers: 51
  • Roofers: 33
  • Ropemakers: 28
  • Rugmakers: 28
  • Saddlers: 53
  • Scabbardmakers: 65
  • Scalemakers: 32
  • Scientific, Surgical, and Optical Instrument Makers: 19
  • Sculptors, Structures and Fixtures: 29
  • Shoemakers: 27
  • Soap and Tallow Workers: 88
  • Tailors: 170
  • Tanners: 36
  • Upholsterers: 43
  • Watchmakers: 42
  • Weavers: 82
  • Whitesmiths: 23

Merchants

  • Adventuring Goods Retellers: 21
  • Arcana Sellers: 20
  • Beer-Sellers: 39
  • Booksellers: 45
  • Butchers: 74
  • Chandlers: 76
  • Chicken Butchers: 75
  • Entrepreneurs: 32
  • Fine Clothiers: 76
  • Fishmongers: 72
  • Florists: 18
  • Potion Sellers: 51
  • Resellers: 129
  • Spice Merchants: 39
  • Wine-sellers: 62
  • Wheelwright: 48
  • Woodsellers: 28

Service workers

  • Bakers: 198
  • Barbers: 170
  • Coachmen: 43
  • Cooks: 114
  • Doctors: 64
  • Gamekeepers: 48
  • Grooms: 26
  • Hairdressers: 110
  • Healers: 75
  • Housekeepers: 102
  • Housemaids: 175
  • House Stewards: 93
  • Inns: 27
  • Laundry maids: 60
  • Maidservants: 106
  • Nursery Maids: 54
  • Pastrycooks: 96
  • Restaurateur: 129
  • Tavern Keepers: 129

Specialized Laborer

  • Ashworkers: 40
  • Bleachers: 27
  • Chemical Workers: 16
  • Coal Heavers: 62
  • In-Town Couriers: 69
  • Long Haul Couriers: 69
  • Dockyard Workers: 60
  • Gas Workers: 14
  • Hay Merchants: 25
  • Leech Collectors: 88
  • Millers: 72
  • Miners: 70
  • Oilmen and Polishers: 47
  • Postmen: 63
  • Pure Finder: 37
  • Skinners: 82
  • Sugar Refiners: 16
  • Tosher: 45
  • Warehousemen: 110
  • Watercarriers: 65
  • Watermen, Bargemen, etc.: 87

Skilled Laborers

  • Accountants: 37
  • Alchemist: 44
  • Clerk: 58
  • Dentists: 29
  • Educators: 75
  • Engineers: 43
  • Gardeners: 30
  • Mages: 21
  • Plumbers: 31
  • Pharmacist: 36
  • Professors: 13
  • Scientists: 22
  • Wizards: 13

Civil Servants

  • Adventurers: 29
  • Bankers: 42
  • Civil Clerks: 74
  • Civic Iudex: 33
  • Consultants: 19
  • Exorcist: 70
  • Fixers: 36
  • Kami Clerk: 59
  • Landlords: 64
  • Lawyers: 38
  • Legend Keepers: 52
  • Militia Officers: 198
  • Monks, Monastic: 87
  • Monks, Civic: 96
  • Historian, Oral: 64
  • Historian, Textual: 34
  • Policemen, Sheriffs, etc.: 70
  • Priests: 135
  • Rangers: 41
  • Rat Catchers: 42
  • Scholars: 49
  • Spiritualist: 53
  • Slayers: 16
  • Storytellers: 108
  • Military Officers: 96

Cottage Industries

  • Brewers: 87
  • Comfort Services: 129
  • Enchanters: 35
  • Herbalists: 33
  • Jaminators: 90
  • Needleworkers: 102
  • Potters: 48
  • Preserve Makers: 93
  • Quilters: 43
  • Seamsters: 119
  • Spinners: 96
  • Tinker: 32
  • Weaver: 70

Artists

  • Actors: 31
  • Architects: 11
  • Bards: 47
  • Costumers: 17
  • Dancers: 35
  • Drafters: 19
  • Engravers: 23
  • Fine Furniture Carpenters: 14
  • Glaziers: 33
  • Inlayers: 28
  • Musicians: 90
  • Painters, Art: 15
  • Playwrights: 32
  • Sculptors, Art: 25
  • Wood Carvers: 110
  • Writers: 114

Produce Industries

  • Butter Churners: 106
  • Canners: 87
  • Cheesmakers: 110
  • Ice Merchants: 13
  • Millers: 63
  • Picklers: 48
  • Smokers: 36
  • Stockmakers: 32
  • Tobacconists: 45
  • Tallowmakers: 66

11261 of Nör I̽rvë Hadfow's population work within a Foundational Occupation.

17647 of Nör I̽rvë Hadfow's population do not work in a formal occupation, but do contribute to the local economy. 894 (3%) are noncontributers.

Points of Interest

Nör I̽rvë Hadfow is accessed from a nearby river via an intricate series of locks.

POI

History

A local has came up with a wonderful new idea 1 months ago; it may be a magical innovation, a new industrial process, a new agricultural product, a new use for what was thought to be ancient garbage, or some other very useful, profitable idea. Everyone around them is fighting for the chance to exploit this clever new plan.

In time immemorial, reportedly some time during the early 2nd century a local hero by the name of solved a major long term problem plaguing the town. was immortalized in song for this deed.

History