Vrekre̜-öv Ner (/ˈvrekre̜/ /o˞v/ [destruction] [race (competition); marathon]) is a subtropical Town located in the Fle̜költyo Moot of the Viceroyalty of Rosid.
The name Vrekre̜-öv Ner is derived from the Wood Elvish language, as Vrekre̜-öv Ner was founded by Graclin Yaezulror, who was culturaly Wood Elven.
Climate
Vrekre̜-öv Ner 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 9°C (48°F). Vrekre̜-öv Ner receives an average of 232 cm/y (91 in/y) of precipitation, most of which comes in the form of rain during the summer. Vrekre̜-öv Ner covers an area of nearly 5 km2 (2 mi2), and an average elevation of 8278 m (-15790 ft) above sea level.
Overview
Vrekre̜-öv Ner was founded durring the early 19th century in early spring of the year 1812, by Graclin Yaezulror. The establishment of Vrekre̜-öv Ner suffered from several major issues, resulting in the need to develop many solutions to basic problems. Problems such as a lack of fresh water, logistical support, poor quality tools, and the odd monster or two. Howeaver, these were overcome in time.
Vrekre̜-öv Ner was built using the conventions of Wood Elven durring the early 19th century. Naturaly, all settlmentss have their own look to them, and Vrekre̜-öv Ner 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.
Vrekre̜-öv Ner is buildings have been located at convienant points along the rivers Vrekre̜-öv Ner was built upon. Navigating the town is therefore a little chalanging as the distance between buildings verris greatly and the broad packed earth streets flow where they are able to be made rather than folowing the most convienant paths. The town emploies a series of defencive earthworks and fences to provide minimal protection against wild beasts and smaller groups of intelegent foes. Vrekre̜-öv Ner's somewhat suffishent 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.
Vrekre̜-öv Ner has the unmistakable air of a town on its last legs. Everything is a bit slipshod and ramshackle. Everyone is at work, or drinking. No one has anything in their eyes other than fear and despair. Whatever industry once fueled Vrekre̜-öv Ner ’s existence has dried up and the town is drifting down the stream of history as it dries up. On top of this is an unmistakable feeling that Vrekre̜-öv Ner is in this condition because there is something terribly wrong with the town. 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 Vrekre̜-öv Ner long.
Civic Infrastructure
Vrekre̜-öv Ner has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Vrekre̜-öv Ner has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Vrekre̜-öv Ner.
Vrekre̜-öv Ner 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.
Vrekre̜-öv Ner 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.
Vrekre̜-öv Ner has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Vrekre̜-öv Ner's public wards, blessings, and other arcane systems.
Vrekre̜-öv Ner possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.
Vrekre̜-öv Ner has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Vrekre̜-öv Ner 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
Vrekre̜-öv Ner's garrison was built using a different architectural style from the rest of the town. The style used is which made use of the classical orders and mathematically precise ratios of height and width combined with a desire for symmetry, proportion, and harmony. It used columns, pediments, arches and domes are imaginatively in buildings of all types. Decorative features were seen as largely unnecessary as the sheer beauty of the structure itself was often close to art. However, many buildings with large ceiling spaces had their ceilings decorated with elaborate paintings, simply because the large flat spaces could feel wasted.
Vrekre̜-öv Ner's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves reenactments to channel Illusion energies of tier 2 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: 2
Farmers: 3
Farm Laborer: 8
Hunters: 4
Milk Maids: 3
Ranchers: 1
Ranch Hands: 3
Shepherds: 2
Farmland: 4949 m2
Cattle and Similar Creatures: 304
Poultry: 3648
Swine: 243
Sheep: 12
Goats: 2
Horses, Mounts, and Beasts of Burden: 121
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: 3
Copper, Brass, Tin, Zinc, and Lead Workers: 1
Copyists: 1
Cutlers: 1
Fabricworkers: 2
Farrier: 6
Glassworkers: 4
Gunsmiths: 2
Harness-Makers: 1
Hatters: 2
Jewelers: 1
Leatherwrights: 2
Locksmiths: 1
Matchstick makers: 1
Musical Instrument Makers: 1
Painters, Structures and Fixtures: 1
Paper Workers: 1
Plasterers: 1
Pursemakers: 2
Roofers: 1
Ropemakers: 1
Rugmakers: 1
Saddlers: 2
Scabbardmakers: 2
Scalemakers: 1
Sculptors, Structures and Fixtures: 1
Shoemakers: 1
Soap and Tallow Workers: 3
Tailors: 9
Tanners: 1
Upholsterers: 1
Watchmakers: 1
Weavers: 3
Merchants
Beer-Sellers: 1
Booksellers: 1
Butchers: 3
Chandlers: 3
Chicken Butchers: 3
Entrepreneurs: 1
Fine Clothiers: 2
Fishmongers: 2
Potion Sellers: 1
Resellers: 5
Spice Merchants: 1
Wine-sellers: 2
Wheelwright: 1
Woodsellers: 1
Service workers
Bakers: 7
Barbers: 6
Coachmen: 1
Cooks: 4
Doctors: 2
Gamekeepers: 1
Grooms: 1
Hairdressers: 4
Healers: 3
Housekeepers: 3
Housemaids: 8
House Stewards: 3
Inns: 1
Laundry maids: 2
Maidservants: 4
Nursery Maids: 2
Pastrycooks: 3
Restaurateur: 5
Tavern Keepers: 5
Specialized Laborer
Ashworkers: 1
Bleachers: 1
Coal Heavers: 2
In-Town Couriers: 2
Long Haul Couriers: 2
Dockyard Workers: 2
Hay Merchants: 1
Leech Collectors: 3
Millers: 2
Miners: 2
Oilmen and Polishers: 1
Postmen: 2
Pure Finder: 1
Skinners: 3
Tosher: 1
Warehousemen: 4
Watercarriers: 2
Watermen, Bargemen, etc.: 3
Skilled Laborers
Accountants: 1
Alchemist: 1
Clerk: 2
Dentists: 1
Educators: 3
Engineers: 1
Gardeners: 1
Plumbers: 1
Pharmacist: 1
Civil Servants
Adventurers: 1
Bankers: 1
Civil Clerks: 2
Civic Iudex: 1
Exorcist: 2
Fixers: 1
Kami Clerk: 2
Landlords: 2
Lawyers: 1
Legend Keepers: 1
Militia Officers: 11
Monks, Monastic: 4
Monks, Civic: 4
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: 4
Cottage Industries
Brewers: 3
Comfort Services: 4
Enchanters: 1
Herbalists: 1
Jaminators: 4
Needleworkers: 4
Potters: 1
Preserve Makers: 3
Quilters: 1
Seamsters: 6
Spinners: 3
Tinker: 1
Weaver: 3
Artists
Actors: 1
Bards: 1
Dancers: 1
Glaziers: 1
Inlayers: 1
Musicians: 3
Playwrights: 1
Sculptors, Art: 1
Wood Carvers: 4
Writers: 4
Produce Industries
Butter Churners: 4
Canners: 3
Cheesmakers: 4
Millers: 2
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 1
Tallowmakers: 2
371 of Vrekre̜-öv Ner's population work within a Foundational Occupation.
24 work in Agriculture
80 work as Craftsmen
27 work as Merchants
65 work as Service Workers
35 work as General Laborers
12 work as Skilled Laborers
55 work as Civil Servants
35 work in Cottage Industries
18 work as Artists
20 work in Produce Industries
760 of Vrekre̜-öv Ner's population do not work in a formal occupation, but do contribute to the local economy. 85 (7%) are noncontributers.
Points of Interest
Vrekre̜-öv Ner has been cursed with some blight that makes life difficult, albeit not impossible. An offended sorcerer's vengeful Working, an outraged god's wrath, a local distortion of the Legacy, or a simple history of bad feng shui in the area may have brought the curse about. I(devise not only the curse, but the reason why the locals haven't left for better lands).
Vrekre̜-öv Ner has a substantial mill pond located a short distance from town.
POI
History
In time immemorial, reportedly some time during the early 2nd century the Kami ended a famine plaguing Vrekre̜-öv Ner. One of Vrekre̜-öv Ner's local festivals commemorates this miracle.