Large Town: Ńǟhlō̋eré˥ Zaw̋ä Vǖy

Ńǟhlō̋eré˥ Zaw̋ä Vǖy

Ńǟhlō̋eré˥ Zaw̋ä Vǖy
Example Hobgoblin architecture.
StateKingdom of Hobben
ProvenceSetsukikrasuga Provence
RegionChameya Bunâchû Maquis
Founded1221
Community LeaderAutocrat Ra̋g Ca̋mē 'Ribbonet Crystal' Vú̄b̪f̄ Mbór Ha̋nḱ
Area6 km2 (2 mi2)
Average Yearly Temp21°C (69°F)
Average Elevation1754 m (5754 ft)
Average Yearly Precipitation118 cm/y (46 in/y)
Population1556
Population Density259 people per km2 (778 people per mi2)
Town AuraMysticism
Naming
Native nameŃǟhlō̋eré˥ Zaw̋ä Vǖy
Pronunciation/ɲǣhlʊ̋ɜːiː˥/ /zɒ̋æ/
Direct Translation[prisoner] [greed]
Translation[Not Yet Translated]

Ńǟhlō̋eré˥ Zaw̋ä Vǖy (/ɲǣhlʊ̋ɜːiː˥/ /zɒ̋æ/ [prisoner] [greed]) is a subtropical Large Town located in the Setsukikrasuga Provence of the Kingdom of Hobben.

The name Ńǟhlō̋eré˥ Zaw̋ä Vǖy is derived from the Goblin language, as Ńǟhlō̋eré˥ Zaw̋ä Vǖy was founded by Desmolys Rådschå, who was culturaly Hobgoblin.

Climate

Ńǟhlō̋eré˥ Zaw̋ä Vǖy 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). Ńǟhlō̋eré˥ Zaw̋ä Vǖy receives an average of 118 cm/y (46 in/y) of precipitation, most of which comes in the form of rain during the spring. Ńǟhlō̋eré˥ Zaw̋ä Vǖy covers an area of nearly 6 km2 (2 mi2), and an average elevation of 1754 m (5754 ft) above sea level.

Overview

Ńǟhlō̋eré˥ Zaw̋ä Vǖy was founded durring the early 13th century in fall of the year 1221, by Desmolys Rådschå. The establishment of Ńǟhlō̋eré˥ Zaw̋ä Vǖy was somewhat plagued by a lack of willing colonists, leading to Desmolys Rådschå electing to pay people to resettle in Ńǟhlō̋eré˥ Zaw̋ä Vǖy.

Ńǟhlō̋eré˥ Zaw̋ä Vǖy was built using the conventions of Hobgoblin durring the early 13th century. Naturaly, all settlmentss have their own look to them, and Ńǟhlō̋eré˥ Zaw̋ä Vǖy 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.

Ńǟhlō̋eré˥ Zaw̋ä Vǖy is buildings are built arround a single restrictive split-log ties mainstreet which forms a counterclockwise spiral to give the town a over all circular shape. The town 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 town's walls are naturaly much larger than those of forts or castles. Therefore, the construction such a wall is most expencive. Ńǟhlō̋eré˥ Zaw̋ä Vǖy's buget focused wall would serve its community well in battle in spite of looking unimpressive compared to castles and fortresses. Ńǟhlō̋eré˥ Zaw̋ä Vǖy's top tier civilian 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.

A look around Ńǟhlō̋eré˥ Zaw̋ä Vǖy has something terribly wrong with it. It’s impossible to put one’s finger on, but something is horribly wrong. Maybe it’s the way fog blankets the ground, but only in the connors of places. Maybe it’s the vermin scuttling between shadows in the corner of your eyes. Perhaps it’s the overcast sky which seemed to creep out of nowhere, or the distant howling of wolves. Maybe it’s all of those things together, or perhaps it's the way these elements combine which makes you worry someone might stab you in a dark ally for your boots. It’s not filthy, or dark, but the smiles seem strained, the locals seem to glare daggers in eachothers backs a little too much, and everyone is armed at all times. You may want to keep an eye on your valuables, and make sure you don’t wind up in any position of power. Regardless, you do not feel it would be wise to remain in Ńǟhlō̋eré˥ Zaw̋ä Vǖy long.

Civic Infrastructure

Ńǟhlō̋eré˥ Zaw̋ä Vǖy 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 Ńǟhlō̋eré˥ Zaw̋ä Vǖy. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Ńǟhlō̋eré˥ Zaw̋ä Vǖy's parks.

Ńǟhlō̋eré˥ Zaw̋ä Vǖy has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Ńǟhlō̋eré˥ Zaw̋ä Vǖy.

Ńǟhlō̋eré˥ Zaw̋ä Vǖy 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.

Ńǟhlō̋eré˥ Zaw̋ä Vǖy 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.

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

Ńǟhlō̋eré˥ Zaw̋ä Vǖy 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 Ńǟhlō̋eré˥ Zaw̋ä Vǖy's natural decorations nor waterways.

Ńǟhlō̋eré˥ Zaw̋ä Vǖy 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.

Ńǟhlō̋eré˥ Zaw̋ä Vǖy 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

Ńǟhlō̋eré˥ Zaw̋ä Vǖy's garrison was built using a different architectural style from the rest of the town. The style used makes use of a large oblong hall or building with double colonnades and a semicircular apse and symmetrical central-plan, resulting in buildings with a square central mass and four arms of equal length. Decorative features included domed rooves, arches, soaring spaces, and sumptuous decoration: marble columns and inlay, mosaics on the vaults, inlaid-stone pavements, and sometimes gold coffered ceilings.

In Ńǟhlō̋eré˥ Zaw̋ä Vǖy every night at precisely midnight every structure in town is engulfed by sailors fire until the end of the witching hour.

The Skinwraith near Ńǟhlō̋eré˥ Zaw̋ä Vǖy are known to be more aggressive than normal.

Ńǟhlō̋eré˥ Zaw̋ä Vǖy's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves sacrificing an animal to channel Enchantment energies of tier 1 via moments of science.

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: 4
  • Ranchers: 2
  • Ranch Hands: 4
  • Shepherds: 3
    • Farmland: 6255 m2
    • Cattle and Similar Creatures: 389
    • Poultry: 4668
    • Swine: 311
    • Sheep: 15
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 155

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 2
  • Cabinetmakers: 3
  • Candlemakers: 5
  • Carpenters: 4
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 10
  • Furriers: 1
  • Glassworkers: 5
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 2
  • 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: 2
  • Pursemakers: 2
  • Roofers: 1
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 2
  • Scabbardmakers: 3
  • Scalemakers: 1
  • Scientific, Surgical, and Optical Instrument Makers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 5
  • Tailors: 8
  • Tanners: 1
  • Upholsterers: 2
  • Watchmakers: 2
  • Weavers: 5
  • Whitesmiths: 1

Merchants

  • Adventuring Goods Retellers: 1
  • Arcana Sellers: 1
  • Beer-Sellers: 2
  • Booksellers: 2
  • Butchers: 4
  • Chandlers: 3
  • Chicken Butchers: 4
  • Entrepreneurs: 1
  • Fine Clothiers: 3
  • Fishmongers: 3
  • Potion Sellers: 2
  • Resellers: 5
  • Spice Merchants: 2
  • Wine-sellers: 3
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

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

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: 3
  • Miners: 3
  • Oilmen and Polishers: 2
  • Postmen: 3
  • Pure Finder: 2
  • Skinners: 4
  • Tosher: 2
  • Warehousemen: 5
  • 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: 1
  • Legend Keepers: 2
  • Militia Officers: 14
  • Monks, Monastic: 5
  • Monks, Civic: 4
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 7
  • Rangers: 2
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 6
  • Military Officers: 4

Cottage Industries

  • Brewers: 4
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 5
  • Needleworkers: 4
  • Potters: 2
  • Preserve Makers: 4
  • Quilters: 2
  • Seamsters: 8
  • Spinners: 4
  • Tinker: 1
  • Weaver: 3

Artists

  • Actors: 1
  • Bards: 2
  • Dancers: 1
  • Drafters: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 4
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 5
  • Writers: 5

Produce Industries

  • Butter Churners: 5
  • Canners: 4
  • Cheesmakers: 5
  • Millers: 3
  • Picklers: 2
  • Smokers: 1
  • Stockmakers: 1
  • Tobacconists: 2
  • Tallowmakers: 3

500 of Ńǟhlō̋eré˥ Zaw̋ä Vǖy's population work within a Foundational Occupation.

979 of Ńǟhlō̋eré˥ Zaw̋ä Vǖy's population do not work in a formal occupation, but do contribute to the local economy. 77 (5%) are noncontributers.

Points of Interest

Ńǟhlō̋eré˥ Zaw̋ä Vǖy has a substantial mill pond located a short distance from town.

POI

History

Ńǟhlō̋eré˥ Zaw̋ä Vǖy is still bloodied by a recent violent conflict. A crushing bandit raid, a lost siege, getting caught at the periphery of a major battle, or some other calamity has inflicted severe damage on the place. Some communities may suffer a longer-term version of this, their youths lost in a grinding, endless battle against some perpetual threat.

In time immemorial, reportedly some time during the late 2nd century, Ńǟhlō̋eré˥ Zaw̋ä Vǖy was attacked by savage harpiess living nearby. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Ńǟhlō̋eré˥ Zaw̋ä Vǖy lost 281 people, 204 livestock, and 54 buildings. The conflict ended after roughly 97, when members of Ńǟhlō̋eré˥ Zaw̋ä Vǖy's militia enacted an operation to capture a particular enemy powerful weapon intact. The operation was complicated by enemy spies who revealed the militia's plan. The conflict ended with a last stand against the enemy until a particular event occurred, which ended in victory for Ńǟhlō̋eré˥ Zaw̋ä Vǖy's forces. The war is remembered in legend by Ńǟhlō̋eré˥ Zaw̋ä Vǖy's bards, historians, and legend keepers.

History