Large City: Ye̜n-fëf Med

Ye̜n-fëf Med

Ye̜n-fëf Med
Example Wood Elven architecture.
StateViceroyalty of Rosid
ProvenceNethor Seneschalty
RegionMōl-we Prairie
Founded938
Community LeaderChief Glel Martheeh Yirvidi
Area272 km2 (108 mi2)
Average Yearly Temp12°C (53°F)
Average Elevation2360 m (7742 ft)
Average Yearly Precipitation153 cm/y (60 in/y)
Population64373
Population Density236 people per km2 (596 people per mi2)
Town AuraChronomancy
Naming
Native nameYe̜n-fëf Med
Pronunciation/je̜n/ /fɛf/
Direct Translation[receipt] [ring]
Translation[Not Yet Translated]

Ye̜n-fëf Med (/je̜n/ /fɛf/ [receipt] [ring]) is a subtropical Large City located in the Nethor Seneschalty of the Viceroyalty of Rosid.

The name Ye̜n-fëf Med is derived from the Wood Elvish language, as Ye̜n-fëf Med was founded by Glel Martheeh, who was culturaly Wood Elven.

Climate

Ye̜n-fëf Med 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). Ye̜n-fëf Med receives an average of 153 cm/y (60 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Ye̜n-fëf Med covers an area of nearly 272 km2 (108 mi2), and an average elevation of 2360 m (7742 ft) above sea level.

Overview

Ye̜n-fëf Med was founded durring the early 10th century, by Glel Martheeh. The establishment of Ye̜n-fëf Med 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.

Ye̜n-fëf Med was built using the conventions of Wood Elven durring the early 10th century. Naturaly, all settlmentss have their own look to them, and Ye̜n-fëf Med is no diffrent. The city'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.

Ye̜n-fëf Med is is constructed arround a series of crampt baked earthen mainstreets which form concentric circles, with smaller strait roads linking the circiles to each other at varrious points. The city is defended by arcane means. It's hard to spot at first, but there's a tell tell shimmer in the air arround Ye̜n-fëf Med, and you can spot the ocasional warding glyph carved into a rock or tree all arround town. These mystical defences are ancient, unknowable, and unassailable by current means... Assuming everything is in working order. Otherwise, the wards are little more than a deathtrap. Astonishigly, the Relic of the World That Was are in pristine condishion, as if they had just been finished before you laied eyes upon them.

A look around Ye̜n-fëf Med 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 city, and more like a spot people just happened to place their homes. Regardless, you do not feel it would be wise to remain in Ye̜n-fëf Med long.

Civic Infrastructure

Ye̜n-fëf Med possesses a Aethary Link for its accademic, government, and financial institutions. Public Aethary access is available through one or more of these intitutions.

Ye̜n-fëf Med has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

Ye̜n-fëf Med 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 Ye̜n-fëf Med. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Ye̜n-fëf Med's parks.

Ye̜n-fëf Med has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Ye̜n-fëf Med.

Ye̜n-fëf Med 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.

Ye̜n-fëf Med 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.

Ye̜n-fëf Med has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.

Ye̜n-fëf Med has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Ye̜n-fëf Med 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.

Ye̜n-fëf Med 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.

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

Ye̜n-fëf Med has an Theological Academy which trains clergy in various arcane and theological topics required for their occupations.

Ye̜n-fëf Med 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 City. Ye̜n-fëf Med's grid is powered by hydrogalvanic generators.

Ye̜n-fëf Med possesses an older civil lighting system consisting of street lamps. In spite of the Galvanic Grid, these lights continue to use their old fule sources to provide nighttime illumination to all city streets.

Ye̜n-fëf Med has a first rate hospital which caters to anyone in need of long term medical care.

Ye̜n-fëf Med has a library, which keeps a large collection of books, scrolls, and archives all manner of physical items. The library is open to the public, including the Aether Link.

Ye̜n-fëf Med 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 Ye̜n-fëf Med's natural decorations nor waterways.

Ye̜n-fëf Med 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.

Ye̜n-fëf Med 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.

Ye̜n-fëf Med 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.

Ye̜n-fëf Med is home to a University which provides higher education in a variety of fields, and also serves as a research institute for those same fields.

Cultural Notes

Ye̜n-fëf Med's garrison 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 Ye̜n-fëf Med 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 Human Juju Zombie near Ye̜n-fëf Med are known to be more aggressive than normal.

Ye̜n-fëf Med's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves drinking to channel Abjuration energies of tier 2 via speaking in tongues.

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: 135
  • Farmers: 178
  • Farm Laborer: 357
  • Hunters: 221
  • Milk Maids: 160
  • Ranchers: 84
  • Ranch Hands: 162
  • Shepherds: 157
    • Farmland: 257492 m2
    • Cattle and Similar Creatures: 16093
    • Poultry: 193119
    • Swine: 12874
    • Sheep: 643
    • Goats: 128
    • Horses, Mounts, and Beasts of Burden: 6437

Craftsmen

  • Arms and Toolmakers: 131
  • Blacksmiths: 153
  • Bookbinders: 82
  • Buckle-makers: 88
  • Cabinetmakers: 149
  • Candlemakers: 201
  • Carpenters: 204
  • Clothmakers: 178
  • Coach and Harness Makers: 69
  • Coopers: 169
  • Copper, Brass, Tin, Zinc, and Lead Workers: 87
  • Copyists: 61
  • Cutlers: 52
  • Fabricworkers: 146
  • Farrier: 367
  • Furriers: 42
  • Glassworkers: 207
  • Gunsmiths: 135
  • Harness-Makers: 63
  • Hatters: 120
  • Hosiery Workers: 46
  • Jewelers: 69
  • Leatherwrights: 153
  • Locksmiths: 65
  • Matchstick makers: 103
  • Musical Instrument Makers: 91
  • Painters, Structures and Fixtures: 80
  • Paper Workers: 90
  • Plasterers: 82
  • Pursemakers: 117
  • Roofers: 69
  • Ropemakers: 64
  • Rugmakers: 63
  • Saddlers: 119
  • Scabbardmakers: 132
  • Scalemakers: 67
  • Scientific, Surgical, and Optical Instrument Makers: 41
  • Sculptors, Structures and Fixtures: 59
  • Shoemakers: 63
  • Soap and Tallow Workers: 225
  • Tailors: 476
  • Tanners: 81
  • Upholsterers: 91
  • Watchmakers: 84
  • Weavers: 207
  • Whitesmiths: 52

Merchants

  • Adventuring Goods Retellers: 44
  • Arcana Sellers: 44
  • Beer-Sellers: 88
  • Booksellers: 99
  • Butchers: 169
  • Chandlers: 157
  • Chicken Butchers: 167
  • Entrepreneurs: 66
  • Fine Clothiers: 173
  • Fishmongers: 160
  • Florists: 39
  • Potion Sellers: 103
  • Resellers: 238
  • Spice Merchants: 85
  • Wine-sellers: 121
  • Wheelwright: 102
  • Woodsellers: 63

Service workers

  • Bakers: 279
  • Barbers: 367
  • Coachmen: 88
  • Cooks: 292
  • Doctors: 135
  • Gamekeepers: 107
  • Grooms: 56
  • Hairdressers: 247
  • Healers: 171
  • Housekeepers: 195
  • Housemaids: 306
  • House Stewards: 183
  • Inns: 59
  • Laundry maids: 112
  • Maidservants: 229
  • Nursery Maids: 126
  • Pastrycooks: 214
  • Restaurateur: 238
  • Tavern Keepers: 238

Specialized Laborer

  • Ashworkers: 96
  • Bleachers: 59
  • Chemical Workers: 37
  • Coal Heavers: 139
  • In-Town Couriers: 146
  • Long Haul Couriers: 157
  • Dockyard Workers: 123
  • Gas Workers: 31
  • Hay Merchants: 55
  • Leech Collectors: 151
  • Millers: 134
  • Miners: 149
  • Oilmen and Polishers: 102
  • Postmen: 146
  • Pure Finder: 80
  • Skinners: 183
  • Sugar Refiners: 36
  • Tosher: 100
  • Warehousemen: 221
  • Watercarriers: 138
  • Watermen, Bargemen, etc.: 195

Skilled Laborers

  • Accountants: 84
  • Alchemist: 90
  • Clerk: 131
  • Dentists: 66
  • Educators: 186
  • Engineers: 86
  • Gardeners: 66
  • Mages: 48
  • Plumbers: 66
  • Pharmacist: 75
  • Professors: 27
  • Scientists: 48
  • Wizards: 28

Civil Servants

  • Adventurers: 61
  • Bankers: 86
  • Civil Clerks: 139
  • Civic Iudex: 74
  • Consultants: 41
  • Exorcist: 146
  • Fixers: 73
  • Kami Clerk: 124
  • Landlords: 135
  • Lawyers: 77
  • Legend Keepers: 109
  • Militia Officers: 536
  • Monks, Monastic: 207
  • Monks, Civic: 178
  • Historian, Oral: 146
  • Historian, Textual: 77
  • Policemen, Sheriffs, etc.: 153
  • Priests: 306
  • Rangers: 83
  • Rat Catchers: 101
  • Scholars: 107
  • Spiritualist: 121
  • Slayers: 36
  • Storytellers: 218
  • Military Officers: 207

Cottage Industries

  • Brewers: 173
  • Comfort Services: 257
  • Enchanters: 72
  • Herbalists: 73
  • Jaminators: 257
  • Needleworkers: 229
  • Potters: 110
  • Preserve Makers: 183
  • Quilters: 90
  • Seamsters: 402
  • Spinners: 207
  • Tinker: 72
  • Weaver: 173

Artists

  • Actors: 67
  • Architects: 25
  • Bards: 96
  • Costumers: 39
  • Dancers: 78
  • Drafters: 42
  • Engravers: 52
  • Fine Furniture Carpenters: 30
  • Glaziers: 67
  • Inlayers: 63
  • Musicians: 165
  • Painters, Art: 33
  • Playwrights: 72
  • Sculptors, Art: 57
  • Wood Carvers: 238
  • Writers: 221

Produce Industries

  • Butter Churners: 238
  • Canners: 183
  • Cheesmakers: 221
  • Ice Merchants: 28
  • Millers: 126
  • Picklers: 107
  • Smokers: 78
  • Stockmakers: 74
  • Tobacconists: 100
  • Tallowmakers: 165

24355 of Ye̜n-fëf Med's population work within a Foundational Occupation.

38731 of Ye̜n-fëf Med's population do not work in a formal occupation, but do contribute to the local economy. 1287 (2%) are noncontributers.

Points of Interest

The roads leading into Ye̜n-fëf Med possess a great number of switchbacks. While designed for defense, they mostly wind up pissing everyone trying to take goods to town right the hell off.

POI

History

A local has came up with a wonderful new idea (12757 % 6)+1 months ago; it may be a magical innovation, a new industrial process, a new agricultural product, a new use for what was thought to be ancient garbage, or some other very useful, profitable idea. Everyone around them is fighting for the chance to exploit this clever new plan.

In time immemorial, reportedly some time during the late 2nd century, Ye̜n-fëf Med was attacked by soldiers from another nation, with orders to raid Ye̜n-fëf Med. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Ye̜n-fëf Med lost 291 people, 241 livestock, and 27 buildings. The conflict ended after roughly 95, when members of Ye̜n-fëf Med's militia enacted an operation to capture a particular depot intact. The operation was complicated by extremely dangerous terrain, including unfamiliar and poisonous plants which many ate while foraging. The conflict ended with needing to break through the enemy's lines, which ended in a crushing defeat for Ye̜n-fëf Med's forces. The war is remembered in legend by Ye̜n-fëf Med's bards, historians, and legend keepers.

History