Small Town: Wæm Nid Hul

Wæm Nid Hul

Wæm Nid Hul
Example Constructi architecture.
StateFederation of Alveria
ProvenceBw-186ynæd District
Sub ProvencePugenave Parish
RegionJĭìkyu Zǐn Heathland
Founded1328
Community LeaderAdministrator Zleshe Treshê
Area3 km2 (1 mi2)
Average Yearly Temp28°C (82°F)
Average Elevation5236 m (17178 ft)
Average Yearly Precipitation158 cm/y (62 in/y)
Population881
Population Density293 people per km2 (881 people per mi2)
Town AuraWild Magic
Naming
Native nameWæm Nid Hul
Pronunciation/nid/ /hul/
Direct Translation[fake] [excrement; shit]
Translation[Not Yet Translated]

Wæm Nid Hul (/nid/ /hul/ [fake] [excrement; shit]) is a subtropical Small Town located in Pugenave Parish, Bw-186ynæd District, within the Federation of Alveria.

The name Wæm Nid Hul is derived from the Constructi language, as Wæm Nid Hul was founded by Trêyêv Zlênmê, who was culturaly Constructi.

Climate

Wæm Nid Hul has a yearly average temperature of 28°C (82°F), with its average temperature during the summer being a hot 32°C (89°F) and its average temperature during the winter being a pleasant 25°C (77°F). Wæm Nid Hul receives an average of 158 cm/y (62 in/y) of precipitation, most of which comes in the form of rain during the fall. Wæm Nid Hul covers an area of nearly 3 km2 (1 mi2), and an average elevation of 5236 m (17178 ft) above sea level.

Overview

Wæm Nid Hul was founded durring the early 14th century in summer of the year 1328, by Trêyêv Zlênmê. The establishment of Wæm Nid Hul 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.

Wæm Nid Hul was built using the conventions of Constructi durring the early 14th century. Naturaly, all settlmentss have their own look to them, and Wæm Nid Hul 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.

Wæm Nid Hul is buildings are arranged arround a network of broad flagstone streets which form a diamond shaped grid, where each diamond verries in size given the proximity of the paralell streets forming each section. The ocasional smaller diamond has been used to construct a park, plaza, and other communal structures. 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. Wæm Nid Hul's buget focused wall would serve its community well in battle in spite of looking unimpressive compared to castles and fortresses. The top tier civilian fortifications have not been wellmaintained over the years, and while functional are in dire need of some loving care and perhapse light renovation.

A look around Wæm Nid Hul 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 with the simple fact that it is abundantly clear Wæm Nid Hul suffered something horrible some time ago. It's as if the town itself is depressed. Smiles are few, cheer is nowhere to be had. Everyone quietly goes about their daily business not looking anyone in the eye. Regardless, you do not feel it would be wise to remain in Wæm Nid Hul long.

Civic Infrastructure

Wæm Nid Hul has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Wæm Nid Hul.

Wæm Nid Hul 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.

Wæm Nid Hul has a Hall of Slayers, which is tasked with maintaining the roads and highways leading into town as well as keeping them safe for travelers.

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

Wæm Nid Hul has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.

Wæm Nid Hul 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.

Wæm Nid Hul 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

Wæm Nid Hul's chapel was built using a different architectural style from the rest of the town. The style used is based upon new and innovative technologies of construction and the idea that form should follow function. It was an embrace of minimalism and a rejection of ornament. The style became characterized by an emphasis on volume, asymmetrical compositions, and minimal ornamentation..

Due to the actions of local Kami, autumn is long in Wæm Nid Hul.

The Giant cockroach near Wæm Nid Hul are known to be a mutant strain of the creature.

Wæm Nid Hul's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves creating small tokens to channel Conjuration energies of tier 1 via recitation of scripture.

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: 1
  • Farmers: 2
  • Farm Laborer: 8
  • Hunters: 2
  • Milk Maids: 2
  • Ranchers: 1
  • Ranch Hands: 2
  • Shepherds: 2
    • Farmland: 3576 m2
    • Cattle and Similar Creatures: 220
    • Poultry: 2643
    • Swine: 176
    • Sheep: 8
    • Goats: 1
    • Horses, Mounts, and Beasts of Burden: 88

Craftsmen

  • Arms and Toolmakers: 1
  • Blacksmiths: 2
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 1
  • Candlemakers: 3
  • Carpenters: 3
  • Clothmakers: 2
  • Coopers: 2
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Fabricworkers: 2
  • Farrier: 5
  • Glassworkers: 2
  • Gunsmiths: 1
  • Hatters: 1
  • Leatherwrights: 2
  • Matchstick makers: 1
  • Musical Instrument Makers: 1
  • Painters, Structures and Fixtures: 1
  • Paper Workers: 1
  • Plasterers: 1
  • Pursemakers: 1
  • Saddlers: 1
  • Scabbardmakers: 1
  • Soap and Tallow Workers: 3
  • Tailors: 6
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 2

Merchants

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

Service workers

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

Specialized Laborer

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

Skilled Laborers

  • Accountants: 1
  • Alchemist: 1
  • Clerk: 1
  • Educators: 2
  • Engineers: 1
  • Pharmacist: 1

Civil Servants

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

Cottage Industries

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

Artists

  • Bards: 1
  • Dancers: 1
  • Musicians: 2
  • Wood Carvers: 3
  • Writers: 3

Produce Industries

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

243 of Wæm Nid Hul's population work within a Foundational Occupation.

594 of Wæm Nid Hul's population do not work in a formal occupation, but do contribute to the local economy. 44 (5%) are noncontributers.

Points of Interest

A great magical Working has been a critical part of Wæm Nid Hul since its creation, but now it's beginning to decay. It may function only intermittently, now, or its effects may have curdled into something double-edged. The locals have no idea how to fix it, and indeed, it may not be possible to repair it with modern science or sorcery.

Due to a magical anomaly, Wæm Nid Hul is directly accessible from a nearby river, despite the lack of a physical connection between the town's pond and the river.

POI

History

The the a leather gambeson of Wild Magic, an a leather gambeson imbued with potent amounts of Wild Magic energies was created in Wæm Nid Hul by in time immemorial, reportedly some time during the early 2nd century.

History