Town: Ńä̋ Cǟr Vǖy

Ńä̋ Cǟr Vǖy

Ńä̋ Cǟr Vǖy
Example Goblin architecture.
StateConfederation of Goblin Tribes
ProvenceGīmōthyǎvy Region
RegionFta-gi̽t Heath
Founded1238
Community LeaderHigh Chief Sé̄kīsh Ca̋mēb 'Buzz Butternut' Nīń̄ Ca̋ch Yāb Cóó Méchī̄nḱ
Area4 km2 (1 mi2)
Average Yearly Temp15°C (59°F)
Average Elevation2236 m (7335 ft)
Average Yearly Precipitation286 cm/y (112 in/y)
Population1078
Population Density269 people per km2 (1078 people per mi2)
Town AuraNecromancy
Naming
Native nameŃä̋ Cǟr Vǖy
Pronunciation/ɲæ̋/ /kǣɜː/
Direct Translation[successful] [wool]
Translation[Not Yet Translated]

Ńä̋ Cǟr Vǖy (/ɲæ̋/ /kǣɜː/ [successful] [wool]) is a subtropical Town located in the Gīmōthyǎvy Region of the Confederation of Goblin Tribes.

The name Ńä̋ Cǟr Vǖy is derived from the Goblin language, as Ńä̋ Cǟr Vǖy was founded by Jóō Goīs 'Sweetmess Thymessi' Caw̄́̄̋ Da̋mpfé̄ Gä̂f̄̌ Réchvē Gās, who was culturaly Goblin.

Climate

Ńä̋ Cǟr Vǖy has a yearly average temperature of 15°C (59°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 6°C (42°F). Ńä̋ Cǟr Vǖy receives an average of 286 cm/y (112 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Ńä̋ Cǟr Vǖy covers an area of nearly 4 km2 (1 mi2), and an average elevation of 2236 m (7335 ft) above sea level.

Overview

Ńä̋ Cǟr Vǖy was founded durring the early 13th century in summer of the year 1238, by Jóō Goīs 'Sweetmess Thymessi' Caw̄́̄̋ Da̋mpfé̄ Gä̂f̄̌ Réchvē Gās. The establishment of the new community went well, though many minor issues had to be solved as time went on. This was enough to delay construction and push back the formal opening ceramony, leading to some embarisment for Jóō Goīs 'Sweetmess Thymessi' Caw̄́̄̋ Da̋mpfé̄ Gä̂f̄̌ Réchvē Gās.

Ńä̋ Cǟr Vǖy was built using the conventions of Goblin durring the early 13th century. Naturaly, all settlmentss have their own look to them, and Ńä̋ Cǟr Vǖy is no diffrent. The town's buildings feature timber and earth construction, with most buildigns first floors resembling mounds of earth, with subsequent floors appearing as elaborate log cabins, with each building forming a tiered pyramid of sorts fromed from the stack of rectangular, peek roofed cabins. Most wooden bracing, support, and trim is carved with decorative knotwork, and the larger structures even feature painted trim which emphasises the knotwork.

Ńä̋ Cǟr Vǖy is buildings are arranged arrounded highly ordered system of restrictive packed earth streets which form octogonal paterns, allowing the incides of the octagons to be common grounds for the buildings on the edges, be it for parkland, yardspace, plazas, or markets. The town emploies a series of defencive earthworks, spikes, and fences to provide some protection against wild beasts and smaller groups of intelegent foes. Ńä̋ Cǟr Vǖy's minimaly adiquite has sufferd soem light damage, reducing its function a little in some spots, but could almsot certainly preform as expected... Though some of the worse spots could lead to the loss of defenders lives if attackers identified the weaknesses ahead of time.

A look around Ńä̋ Cǟr 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. Everything is just a little too worn down, a little too dirty, or both. 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. People seem to be allowed to do as they please with little harmoney to anything. It feels less like a town, and more like a spot people just happened to place their homes. Regardless, you do not feel it would be wise to remain in Ńä̋ Cǟr Vǖy long.

Civic Infrastructure

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

Ńä̋ Cǟr 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.

Ńä̋ Cǟr 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.

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

Ńä̋ Cǟr Vǖy has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.

Ńä̋ Cǟr 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.

Cultural Notes

Ńä̋ Cǟr Vǖy's chapel 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 Ńä̋ Cǟr Vǖy sometimes, near one of the seasonal solstices, the sun appears to split into three and it rains from a clear sky for several hours.

The Marble Snake near Ńä̋ Cǟr Vǖy are known to be a mutant strain of the creature.

Ńä̋ Cǟr Vǖy's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves creating small tokens to channel Augury energies of tier 3 via singing.

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: 3
  • Farm Laborer: 8
  • Hunters: 3
  • Milk Maids: 2
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 2
    • Farmland: 4344 m2
    • Cattle and Similar Creatures: 269
    • Poultry: 3234
    • Swine: 215
    • Sheep: 10
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 107

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 2
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 2
  • Candlemakers: 3
  • Carpenters: 3
  • Clothmakers: 3
  • Coach and Harness Makers: 1
  • Coopers: 2
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Fabricworkers: 2
  • Farrier: 6
  • Glassworkers: 3
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 1
  • Jewelers: 1
  • Leatherwrights: 2
  • Locksmiths: 1
  • Matchstick makers: 1
  • Musical Instrument Makers: 1
  • Painters, Structures and Fixtures: 1
  • Paper Workers: 1
  • Plasterers: 1
  • Pursemakers: 1
  • Roofers: 1
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 1
  • Scabbardmakers: 2
  • Scalemakers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 3
  • Tailors: 7
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 3

Merchants

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

Service workers

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

Specialized Laborer

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

Skilled Laborers

  • Accountants: 1
  • Alchemist: 1
  • Clerk: 2
  • Dentists: 1
  • Educators: 2
  • Engineers: 1
  • Gardeners: 1
  • Plumbers: 1
  • Pharmacist: 1

Civil Servants

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

Cottage Industries

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

Artists

  • Actors: 1
  • Bards: 1
  • Dancers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 3
  • Playwrights: 1
  • Wood Carvers: 3
  • Writers: 3

Produce Industries

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

316 of Ńä̋ Cǟr Vǖy's population work within a Foundational Occupation.

676 of Ńä̋ Cǟr Vǖy's population do not work in a formal occupation, but do contribute to the local economy. 86 (8%) are noncontributers.

Points of Interest

POI

History

Ńä̋ Cǟr Vǖy used to be much richer, but something happened in the last (16865 % 6)+1 years to crush its source of prosperity. Different factions of the community might be trying to grasp at the remaining dregs of wealth, others might try to restart the failed industry, and some might look for a new livelihood. Any group or entity thought responsible for the collapse is likely to be treated very harshly, and some locals might find profit in shifting the blame to their enemies.

In time immemorial, reportedly some time during the early 2nd century, Ńä̋ Cǟr Vǖy 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 Ńä̋ Cǟr Vǖy lost 294 people, 139 livestock, and 60 buildings. The conflict ended after roughly 85, when members of Ńä̋ Cǟr Vǖy's militia enacted an operation to bring aid to another fighting force. The operation was complicated by a key segment of the operation that deepened entirely on a stealth mission going perfectly. The conflict ended with a last stand against the enemy until a particular event occurred, which ended in defeat for Ńä̋ Cǟr Vǖy's forces. The war is remembered in legend by Ńä̋ Cǟr Vǖy's bards, historians, and legend keepers.

History