Large Town: Pŏr Nō̂ä Vǖy

Pŏr Nō̂ä Vǖy

Pŏr Nō̂ä Vǖy
Example Hobgoblin architecture.
StateKingdom of Hobben
ProvenceQovuhese Provence
RegionQe Kayu̹ Brushlands
Founded1192
Community LeaderAutocrat Cú̄w̋ń Yónḱ 'Lilith Snow' Yä̂ Mboīboī Ca̋m
Area7 km2 (2 mi2)
Average Yearly Temp20°C (68°F)
Average Elevation2350 m (7709 ft)
Average Yearly Precipitation187 cm/y (73 in/y)
Population1711
Population Density244 people per km2 (855 people per mi2)
Town AuraAugury
Naming
Native namePŏr Nō̂ä Vǖy
Pronunciation/pɔ̌ː/ /nʊ̂æ/
Direct Translation[blind] [artillery]
Translation[Not Yet Translated]

Pŏr Nō̂ä Vǖy (/pɔ̌ː/ /nʊ̂æ/ [blind] [artillery]) is a subtropical Large Town located in the Qovuhese Provence of the Kingdom of Hobben.

The name Pŏr Nō̂ä Vǖy is derived from the Goblin language, as Pŏr Nō̂ä Vǖy was founded by Cú̄w̋ń Yónḱ 'Lilith Snow' Yä̂ Mboīboī Ca̋m, who was culturaly Hobgoblin.

Climate

Pŏr Nō̂ä Vǖy has a yearly average temperature of 20°C (68°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 12°C (53°F). Pŏr Nō̂ä Vǖy receives an average of 187 cm/y (73 in/y) of precipitation, most of which comes in the form of rain during the fall. Pŏr Nō̂ä Vǖy covers an area of nearly 7 km2 (2 mi2), and an average elevation of 2350 m (7709 ft) above sea level.

Overview

Pŏr Nō̂ä Vǖy was founded durring the late 13th century in summer of the year 1192, by Cú̄w̋ń Yónḱ 'Lilith Snow' Yä̂ Mboīboī Ca̋m. 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 Cú̄w̋ń Yónḱ 'Lilith Snow' Yä̂ Mboīboī Ca̋m.

Pŏr Nō̂ä Vǖy was built using the conventions of Hobgoblin durring the late 13th century. Naturaly, all settlmentss have their own look to them, and Pŏr Nō̂ä Vǖy is no diffrent. The town's buildings feature delicute timber framework hidden behind layer upon layer of finly ground plaster bleached to an almost glossy white sheen, with green clay tiled roofs and decorative brass-leafed trim. Even the smallest, poorest looking structures appear to be expencive thanks to the extreem elegence of the organic shapes and paterns going into their lofty, spire-y, vagly gothic designs. The more well off folks live in identicle homes, save for even shiner trim and a more whimsical appearance to their structures flowing forms.

Pŏr Nō̂ä Vǖy is buildings are built arround a single premissive paverstone mainstreet which forms a counterclockwise spiral to give the town a over all circular shape. The town is protected by a well-crafted cobblestone fence tall enough to provide adiquite cover for defenders to fire from, but no more than that. Pŏr Nō̂ä Vǖy's frontieer-style defences 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 Pŏr Nō̂ä Vǖy seems to be home to a quite vibrant and boisterous community. Everywhere one looks they can see people going out their daily business with a smile and a spring in their step. Children play loudly in the streets, causing untold havoc as youth are want and allowed to do. On second glance, that chaos continues into adulthood. 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. Yet there are small elements here and there which show the underlying structure of the community. It’s just so complex, organic, and flowing one can only understand what is a piece of the puzzle, but not what its neighbors are.

Civic Infrastructure

Pŏr Nō̂ä Vǖy has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

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

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

Pŏr Nō̂ä 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.

Pŏr Nō̂ä 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.

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

Pŏr Nō̂ä Vǖy 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 Town. Pŏr Nō̂ä Vǖy's grid is powered by mana accumulators.

Pŏr Nō̂ä 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 Pŏr Nō̂ä Vǖy's natural decorations nor waterways.

Pŏr Nō̂ä Vǖy 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.

Pŏr Nō̂ä 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.

Pŏr Nō̂ä 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

Pŏr Nō̂ä Vǖy's garrison was built using a different architectural style from the rest of the town. The style used is admittedly strange and non-linear style rooted in defiance of symmetrical shapes. It championed the creation of buildings with a unique visual appearance. the structural norms of classic buildings and deforms or moves away from elementary architectural principles. By including non-linear designs processed into its buildings and favoring fragmentation, this style expressed a form of controlled chaos. Its buildings appear out-of-the-ordinary, draw the eye in immediately and sometimes create a feeling of strangeness. These distorted shapes and structure are not reserved to the building’s outer facade, they destabilize interior elements too, favoring minimalism and play on people’s perceptions by injecting a futuristic touch.

In Pŏr Nō̂ä Vǖy the milk never sours.

The Ooze, Amber near Pŏr Nō̂ä Vǖy are known to be more aggressive than normal.

Pŏr Nō̂ä Vǖy's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves reenactments to channel Illusion energies of tier 1 via mimery.

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: 3
  • Farmers: 5
  • Farm Laborer: 9
  • Hunters: 6
  • Milk Maids: 4
  • Ranchers: 2
  • Ranch Hands: 4
  • Shepherds: 4
    • Farmland: 6929 m2
    • Cattle and Similar Creatures: 427
    • Poultry: 5133
    • Swine: 342
    • Sheep: 17
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 171

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 3
  • Bookbinders: 2
  • Buckle-makers: 2
  • Cabinetmakers: 4
  • Candlemakers: 6
  • Carpenters: 4
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 4
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 4
  • Farrier: 12
  • Furriers: 1
  • Glassworkers: 5
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 3
  • Hosiery Workers: 1
  • Jewelers: 1
  • Leatherwrights: 4
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 2
  • Painters, Structures and Fixtures: 2
  • Paper Workers: 2
  • Plasterers: 2
  • Pursemakers: 3
  • Roofers: 1
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 3
  • Scabbardmakers: 3
  • Scalemakers: 1
  • Scientific, Surgical, and Optical Instrument Makers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 6
  • Tailors: 9
  • Tanners: 2
  • Upholsterers: 2
  • Watchmakers: 2
  • Weavers: 4
  • Whitesmiths: 1

Merchants

  • Adventuring Goods Retellers: 1
  • Arcana Sellers: 1
  • Beer-Sellers: 2
  • Booksellers: 2
  • Butchers: 4
  • Chandlers: 4
  • Chicken Butchers: 4
  • Entrepreneurs: 1
  • Fine Clothiers: 4
  • Fishmongers: 4
  • Florists: 1
  • Potion Sellers: 3
  • Resellers: 7
  • Spice Merchants: 2
  • Wine-sellers: 3
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 9
  • Barbers: 7
  • Coachmen: 2
  • Cooks: 7
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 6
  • Healers: 4
  • Housekeepers: 4
  • Housemaids: 9
  • House Stewards: 4
  • Inns: 1
  • Laundry maids: 3
  • Maidservants: 5
  • Nursery Maids: 3
  • Pastrycooks: 5
  • Restaurateur: 6
  • Tavern Keepers: 7

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: 4
  • Oilmen and Polishers: 2
  • Postmen: 4
  • Pure Finder: 2
  • Skinners: 4
  • Sugar Refiners: 1
  • Tosher: 2
  • Warehousemen: 5
  • Watercarriers: 3
  • Watermen, Bargemen, etc.: 5

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: 2
  • Kami Clerk: 3
  • Landlords: 3
  • Lawyers: 2
  • Legend Keepers: 2
  • Militia Officers: 19
  • Monks, Monastic: 5
  • Monks, Civic: 5
  • Historian, Oral: 3
  • Historian, Textual: 2
  • Policemen, Sheriffs, etc.: 3
  • Priests: 6
  • Rangers: 2
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 3
  • Storytellers: 6
  • Military Officers: 5

Cottage Industries

  • Brewers: 5
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 5
  • Needleworkers: 6
  • Potters: 2
  • Preserve Makers: 5
  • Quilters: 2
  • Seamsters: 7
  • Spinners: 5
  • Tinker: 2
  • Weaver: 3

Artists

  • Actors: 1
  • Bards: 2
  • Costumers: 1
  • Dancers: 2
  • Drafters: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 5
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 5
  • Writers: 6

Produce Industries

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

560 of Pŏr Nō̂ä Vǖy's population work within a Foundational Occupation.

1100 of Pŏr Nō̂ä Vǖy's population do not work in a formal occupation, but do contribute to the local economy. 51 (3%) are noncontributers.

Points of Interest

Pŏr Nō̂ä Vǖy is remarkably well-fortified for a site of its size and role. Tall, stout walls, strong points inside the community, concentric defenses, a strategic terrain location, or a large body of standing troops might be present. Some threat is thought to exist that makes maintaining this fortification worthwhile, though it may come at a dear cost to the locals. The community’s suzerain may be uncomfortable with these defenses, as they could just as easily be used to defy the ruler.

Pŏr Nō̂ä Vǖy is accessed from a nearby river via an intricate series of locks.

POI

History

In time immemorial, reportedly some time during the late 2nd century a local hero by the name of slew a dragon and brought its hoard to Pŏr Nō̂ä Vǖy, where it was shared with all. Pŏr Nō̂ä Vǖy's militia's elite squad is named after .

History