City: Stio̠ Tiöv Hadfow

Stio̠ Tiöv Hadfow

Stio̠ Tiöv Hadfow
Example Wood Elf architecture.
StateRosid
ProvenceKo̠ktugttö Moot
RegionStrömëkkjë-fe̜z Heath
Founded1175
Community LeaderLord Yä̌shvé̄ Ha̋ńoī 'Tigned Roxy' Sé̄kīr Coī̋mp̪f̄ Réchī
Area21 km2 (8 mi2)
Average Yearly Temp12°C (53°F)
Average Elevation4272 m (14015 ft)
Average Yearly Precipitation147 cm/y (57 in/y)
Population5027
Population Density239 people per km2 (628 people per mi2)
Town AuraChronomancy
Naming
Native nameStio̠ Tiöv Hadfow
Pronunciation/stjo̠/ /tjo˞v/
Direct Translation[certain; sure] [sling]
Translation[Not Yet Translated]

Stio̠ Tiöv Hadfow (/stjo̠/ /tjo˞v/ [certain; sure] [sling]) is a subtropical City located in the Ko̠ktugttö Moot of the Rosid.

The name Stio̠ Tiöv Hadfow is derived from the Sylvin language, as Stio̠ Tiöv Hadfow was founded by Trêg̈m, who was culturaly Wood Elf.

Climate

Stio̠ Tiöv Hadfow has a yearly average temperature of 12°C (53°F), with its average temperature during the summer being a warm 26°C (78°F) and its average temperature during the winter being a freezing -2°C (29°F). Stio̠ Tiöv Hadfow receives an average of 147 cm/y (57 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Stio̠ Tiöv Hadfow covers an area of nearly 21 km2 (8 mi2), and an average elevation of 4272 m (14015 ft) above sea level.

Overview

Stio̠ Tiöv Hadfow was founded durring the late 13th century in winter of the year 1175, by Trêg̈m. The establishment of Stio̠ Tiöv Hadfow was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Trêg̈m struck deals with nearby nations and communities to establish Stio̠ Tiöv Hadfow as a prison colony.

Stio̠ Tiöv Hadfow was built using the conventions of Wood Elf durring the late 13th century. Naturaly, all settlmentss have their own look to them, and Stio̠ Tiöv Hadfow is no diffrent. The city's buildings feature masoned stone construction which prominantly features pointed arches, pointed ribbed vault cielings, flying buttress', and window tracery all of which share a simmilar gemoetetic patern halfway between organic and inorganic in design formaing a very distinct aesthetically integrated style. BUildings tend to reach for the havens, and more expencive homes are easily identified by their floor count as well as the addition of decorative features intigrated into the building's design such as statues, gargoyals, and embelished joinery.

Stio̠ Tiöv Hadfow is buildings are arranged arround a network of narrow packed earth streets which form a grid, where each square verries in size given the proximity of the paralell streets forming each section. The ocasional smaller square has been used to construct a park, plaza, and other communal structures. The city is the proud owner of a proper castle-style stone wall complete with all of the trimmings. It has towers, a moat, gatehouses, drawbridges, and even merticulationsshortsizeleadershipname.. The city's perhapse unnessisarily well built defences are visibly old, but also obviously well maintained. Its likly the local malishia or garrison are tasked with routine mantance of the city's defences.

Something in your gut tells you that you may be unwelcome in Stio̠ Tiöv Hadfow. The town seems like it’s not showing you the side of itself it would show to others. People mostly ignore your questions. Many folks ask you to leave their establishments, even before you’ve walked inside them.

Civic Infrastructure

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

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

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

Stio̠ Tiöv 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.

Stio̠ Tiöv 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.

Stio̠ Tiöv 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.

Stio̠ Tiöv 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.

Stio̠ Tiöv 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.

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

Stio̠ Tiöv 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 City. Stio̠ Tiöv Hadfow's grid is powered by a direct leyline tap.

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

Stio̠ Tiöv 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 Stio̠ Tiöv Hadfow's natural decorations nor waterways.

Stio̠ Tiöv 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.

Stio̠ Tiöv 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.

Stio̠ Tiöv 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

Stio̠ Tiöv Hadfow has a long tradition of martial expertise. This may be a crisply-organized history of skilled native levies, or it may be a natural belligerence in the people that leaves them familiar with bloodshed. While their neighbors and liege doubtless respect their talents, this very aptitude might make them more willing to turn to steel than prudence would advise.

Stio̠ Tiöv Hadfow's mayor's house was built using a different architectural style from the rest of the town. The style used embraces individualism and experimentation. It emerged as a movement against traditional, classical styles and sought to make buildings dynamic and fun while breaking the rules. The style incorporated elements of previous architectural styles in exaggerated and whimsical ways. Traditional, conservative leanings were void in this era, with most scholars of architecture agreeing it was a time of “anything goes.”.

In Stio̠ Tiöv Hadfow hail is always enormous, yet harmlessly plinks off people, creatures, and structures.

The Marble Snake near Stio̠ Tiöv Hadfow are known to be a mutant strain of the creature.

Stio̠ Tiöv Hadfow's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves creating small tokens to channel Enchantment energies of tier 1 via oratory performances.

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: 9
  • Farmers: 16
  • Farm Laborer: 29
  • Hunters: 16
  • Milk Maids: 13
  • Ranchers: 6
  • Ranch Hands: 12
  • Shepherds: 12
    • Farmland: 20057 m2
    • Cattle and Similar Creatures: 1256
    • Poultry: 15081
    • Swine: 1005
    • Sheep: 50
    • Goats: 10
    • Horses, Mounts, and Beasts of Burden: 502

Craftsmen

  • Arms and Toolmakers: 10
  • Blacksmiths: 10
  • Bookbinders: 6
  • Buckle-makers: 6
  • Cabinetmakers: 11
  • Candlemakers: 16
  • Carpenters: 17
  • Clothmakers: 12
  • Coach and Harness Makers: 5
  • Coopers: 13
  • Copper, Brass, Tin, Zinc, and Lead Workers: 6
  • Copyists: 4
  • Cutlers: 4
  • Fabricworkers: 11
  • Farrier: 40
  • Furriers: 3
  • Glassworkers: 18
  • Gunsmiths: 11
  • Harness-Makers: 4
  • Hatters: 9
  • Hosiery Workers: 3
  • Jewelers: 5
  • Leatherwrights: 13
  • Locksmiths: 4
  • Matchstick makers: 7
  • Musical Instrument Makers: 7
  • Painters, Structures and Fixtures: 6
  • Paper Workers: 7
  • Plasterers: 6
  • Pursemakers: 8
  • Roofers: 5
  • Ropemakers: 5
  • Rugmakers: 5
  • Saddlers: 10
  • Scabbardmakers: 10
  • Scalemakers: 5
  • Scientific, Surgical, and Optical Instrument Makers: 3
  • Sculptors, Structures and Fixtures: 4
  • Shoemakers: 4
  • Soap and Tallow Workers: 18
  • Tailors: 34
  • Tanners: 6
  • Upholsterers: 7
  • Watchmakers: 6
  • Weavers: 14
  • Whitesmiths: 3

Merchants

  • Adventuring Goods Retellers: 3
  • Arcana Sellers: 3
  • Beer-Sellers: 6
  • Booksellers: 7
  • Butchers: 11
  • Chandlers: 13
  • Chicken Butchers: 14
  • Entrepreneurs: 5
  • Fine Clothiers: 12
  • Fishmongers: 12
  • Florists: 3
  • Potion Sellers: 8
  • Resellers: 18
  • Spice Merchants: 7
  • Wine-sellers: 9
  • Wheelwright: 7
  • Woodsellers: 4

Service workers

  • Bakers: 26
  • Barbers: 27
  • Coachmen: 7
  • Cooks: 20
  • Doctors: 9
  • Gamekeepers: 7
  • Grooms: 4
  • Hairdressers: 19
  • Healers: 13
  • Housekeepers: 16
  • Housemaids: 26
  • House Stewards: 15
  • Inns: 4
  • Laundry maids: 9
  • Maidservants: 17
  • Nursery Maids: 8
  • Pastrycooks: 17
  • Restaurateur: 23
  • Tavern Keepers: 21

Specialized Laborer

  • Ashworkers: 7
  • Bleachers: 4
  • Chemical Workers: 2
  • Coal Heavers: 10
  • In-Town Couriers: 11
  • Long Haul Couriers: 11
  • Dockyard Workers: 9
  • Gas Workers: 2
  • Hay Merchants: 4
  • Leech Collectors: 14
  • Millers: 11
  • Miners: 11
  • Oilmen and Polishers: 8
  • Postmen: 10
  • Pure Finder: 6
  • Skinners: 14
  • Sugar Refiners: 2
  • Tosher: 7
  • Warehousemen: 17
  • Watercarriers: 10
  • Watermen, Bargemen, etc.: 15

Skilled Laborers

  • Accountants: 6
  • Alchemist: 7
  • Clerk: 10
  • Dentists: 5
  • Educators: 14
  • Engineers: 7
  • Gardeners: 5
  • Mages: 3
  • Plumbers: 5
  • Pharmacist: 5
  • Professors: 2
  • Scientists: 3
  • Wizards: 2

Civil Servants

  • Adventurers: 4
  • Bankers: 7
  • Civil Clerks: 11
  • Civic Iudex: 5
  • Consultants: 3
  • Exorcist: 12
  • Fixers: 5
  • Kami Clerk: 9
  • Landlords: 9
  • Lawyers: 6
  • Legend Keepers: 8
  • Militia Officers: 50
  • Monks, Monastic: 13
  • Monks, Civic: 15
  • Historian, Oral: 12
  • Historian, Textual: 6
  • Policemen, Sheriffs, etc.: 11
  • Priests: 21
  • Rangers: 6
  • Rat Catchers: 7
  • Scholars: 8
  • Spiritualist: 9
  • Slayers: 2
  • Storytellers: 21
  • Military Officers: 15

Cottage Industries

  • Brewers: 14
  • Comfort Services: 20
  • Enchanters: 5
  • Herbalists: 5
  • Jaminators: 16
  • Needleworkers: 17
  • Potters: 8
  • Preserve Makers: 14
  • Quilters: 7
  • Seamsters: 26
  • Spinners: 13
  • Tinker: 5
  • Weaver: 11

Artists

  • Actors: 5
  • Architects: 1
  • Bards: 7
  • Costumers: 3
  • Dancers: 5
  • Drafters: 3
  • Engravers: 4
  • Fine Furniture Carpenters: 2
  • Glaziers: 5
  • Inlayers: 4
  • Musicians: 13
  • Painters, Art: 2
  • Playwrights: 5
  • Sculptors, Art: 4
  • Wood Carvers: 17
  • Writers: 17

Produce Industries

  • Butter Churners: 16
  • Canners: 13
  • Cheesmakers: 17
  • Ice Merchants: 2
  • Millers: 10
  • Picklers: 8
  • Smokers: 6
  • Stockmakers: 5
  • Tobacconists: 7
  • Tallowmakers: 11

1842 of Stio̠ Tiöv Hadfow's population work within a Foundational Occupation.

3085 of Stio̠ Tiöv Hadfow's population do not work in a formal occupation, but do contribute to the local economy. 100 (2%) are noncontributers.

Points of Interest

Stio̠ Tiöv Hadfow makes use of canals for some of its streets. Locals often fish in the canals.

POI

History

In time immemorial, reportedly some time during the early 2nd century a great windstorm struck Stio̠ Tiöv Hadfow. Its winds were so great they picked up unsecured objects and flung them with enough force to smash brick and skull alike. Buildings collapsed under the gale, burying countless people alive. The storm's devistation was focused on the area arround Stio̠ Tiöv Hadfow, which lost 124 people, 387, and 67 livestock in the disaster.. History remembers the strom as The Storm of Doom.

History