Large Town: Yú Boīlyǎer Bēä Nêōw

Yú Boīlyǎer Bēä Nêōw

Yú Boīlyǎer Bēä Nêōw
Example Goblin architecture.
StateConfederation of Goblin Tribes
ProvenceJa̋yja̋shvaw̋chē̋ä Region
RegionBûri Mobu̽ Woodlands
Founded1196
Community LeaderHigh Chief Holle Cary Heather
Area6 km2 (2 mi2)
Average Yearly Temp20°C (68°F)
Average Elevation1434 m (4704 ft)
Average Yearly Precipitation272 cm/y (107 in/y)
Population1621
Population Density270 people per km2 (810 people per mi2)
Town AuraChronomancy
Naming
Native nameYú Boīlyǎer Bēä Nêōw
Pronunciation/jʌ́ bɔɪ̯̄ljɑ̌ɜː/ /bíːæ/
Direct Translation[helmet] [tiger]
Translation[Not Yet Translated]

Yú Boīlyǎer Bēä Nêōw (/jʌ́ bɔɪ̯̄ljɑ̌ɜː/ /bíːæ/ [helmet] [tiger]) is a subtropical Large Town located in the Ja̋yja̋shvaw̋chē̋ä Region of the Confederation of Goblin Tribes.

The name Yú Boīlyǎer Bēä Nêōw is derived from the Goblin language, as Yú Boīlyǎer Bēä Nêōw was founded by Gadshèdsm Dyèdsí Zlkdo, who was culturaly Goblin.

Climate

Yú Boīlyǎer Bēä Nêōw has a yearly average temperature of 20°C (68°F), with its average temperature during the summer being a warm 27°C (80°F) and its average temperature during the winter being a cool 14°C (57°F). Yú Boīlyǎer Bēä Nêōw receives an average of 272 cm/y (107 in/y) of precipitation, most of which comes in the form of rain during the summer. Yú Boīlyǎer Bēä Nêōw covers an area of nearly 6 km2 (2 mi2), and an average elevation of 1434 m (4704 ft) above sea level.

Overview

Yú Boīlyǎer Bēä Nêōw was founded durring the late 13th century in winter of the year 1196, by Gadshèdsm Dyèdsí Zlkdo. The establishment of Yú Boīlyǎer Bēä Nêōw suffered from many setbacks, delays, and obsticles, most notably a group of Yú Boīlyǎer Bēä Nêōw which required millitary assistance exterminate before the community could finish being built.

Yú Boīlyǎer Bēä Nêōw was built using the conventions of Goblin durring the late 13th century. Naturaly, all settlmentss have their own look to them, and Yú Boīlyǎer Bēä Nêōw is no diffrent. The town's buildings feature timber framed wooden shiethed or brick construction, which gives form to a very formalized, rational, expence effishent arcatectural style based on strictly symmetrical designs which universaly feature pitched roofs, shutters, and the occasional column or pilaster for a decorative touch.

Yú Boīlyǎer Bēä Nêōw is buildings are arranged arrounded highly ordered system of spacious cobblestone streets which form hexical paterns, allowing the incides of the octagons to be common grounds for the buildings on the edges, be it for parkland, yardspace, plazas, or markets. The town rests behind a thin stone wall. The wall's design was likly directly copied from a castle's parmiter defences. It's simply that the arcatect made Yú Boīlyǎer Bēä Nêōw's wall substancialy thinner than a castle's walls. While the towers and gatehouses are adiquite, the obvious cost savings measure of making the walls drasticaly thinner reduces their ability to resist siege weapons greatly. The town's impressive-looking wall could fail at a critical moment in battle, and would likely not even resist a few bandits with improvised siege equipment. Yú Boīlyǎer Bēä Nêōw's budget oriented are in an unremarkable state. To some, this is the ideal sate for defences to be in. In need of absoutly nothing, and ready to serve the town as needed.

Right off the bat Yú Boīlyǎer Bēä Nêōw hits you in the face with its success. Everyone, even the peasants, are dressed in well made clothing. Every tool and implement you can see is finely made, and people will boast to you as obvious strangers of the wonders which can be found in their markets. More interestingly is a total lack of beggars, and plenty of new buildings are going up even as you speak. Somehow this town has come into quite a lot of wealth, and recently from the looks of things. Precisely how it has gained its wealth is a mystery. Yú Boīlyǎer Bēä Nêōw is, in a word, disorder. 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

Yú Boīlyǎer Bēä Nêōw 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 Yú Boīlyǎer Bēä Nêōw. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Yú Boīlyǎer Bēä Nêōw's parks.

Yú Boīlyǎer Bēä Nêōw has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Yú Boīlyǎer Bēä Nêōw.

Yú Boīlyǎer Bēä Nêōw 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.

Yú Boīlyǎer Bēä Nêōw 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.

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

Yú Boīlyǎer Bēä Nêōw 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. Yú Boīlyǎer Bēä Nêōw's grid is powered by hydrogalvanic generators.

Yú Boīlyǎer Bēä Nêōw 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.

Yú Boīlyǎer Bēä Nêōw has a first rate hospital which caters to anyone in need of long term medical care.

Yú Boīlyǎer Bēä Nêōw 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 Yú Boīlyǎer Bēä Nêōw's natural decorations nor waterways.

Yú Boīlyǎer Bēä Nêōw 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.

Yú Boīlyǎer Bēä Nêōw 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.

Yú Boīlyǎer Bēä Nêōw 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

Yú Boīlyǎer Bēä Nêōw's bank was built using a different architectural style from the rest of the town. The style used has a sleek, linear appearance with stylized, often geometric ornamentation. The primary facade of its buildings often featured a series of set backs that create a stepped outline. Low-relief decorative panels can be found at entrances, around windows, along roof edges or as string courses. It was best known for its use of smooth finish building materials such as stucco, concrete block, glazed brick or mosaic tile. Decorative details can incorporate various artistic or exotic motifs to suit the building's function or the architect's whim. Chevrons, zigzags, and other geometrical motifs are common forms of ornament.

Due to the actions of local Kami, winter is short in Yú Boīlyǎer Bēä Nêōw.

The Blood Hawk near Yú Boīlyǎer Bēä Nêōw are known to be a mutant strain of the creature.

Yú Boīlyǎer Bēä Nêōw's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves embarking on a group pilgrimage to channel Invocation energies of tier 3 via moments of science.

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: 4
  • Farm Laborer: 8
  • Hunters: 5
  • Milk Maids: 4
  • Ranchers: 2
  • Ranch Hands: 4
  • Shepherds: 4
    • Farmland: 6532 m2
    • Cattle and Similar Creatures: 405
    • Poultry: 4863
    • Swine: 324
    • Sheep: 16
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 162

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 3
  • Bookbinders: 2
  • Buckle-makers: 2
  • Cabinetmakers: 3
  • Candlemakers: 4
  • Carpenters: 4
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 4
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 8
  • Furriers: 1
  • Glassworkers: 6
  • 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: 2
  • 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: 5
  • Tailors: 11
  • 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
  • Potion Sellers: 2
  • Resellers: 6
  • Spice Merchants: 2
  • Wine-sellers: 3
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

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

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: 3
  • Oilmen and Polishers: 2
  • Postmen: 3
  • Pure Finder: 2
  • Skinners: 4
  • 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: 1
  • Kami Clerk: 3
  • Landlords: 3
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 14
  • Monks, Monastic: 5
  • Monks, Civic: 5
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 7
  • Rangers: 2
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 6
  • Military Officers: 5

Cottage Industries

  • Brewers: 4
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 5
  • Needleworkers: 5
  • Potters: 2
  • Preserve Makers: 4
  • Quilters: 2
  • Seamsters: 8
  • Spinners: 4
  • Tinker: 1
  • Weaver: 4

Artists

  • Actors: 1
  • Bards: 2
  • Dancers: 1
  • Drafters: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 4
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 5
  • Writers: 6

Produce Industries

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

521 of Yú Boīlyǎer Bēä Nêōw's population work within a Foundational Occupation.

1052 of Yú Boīlyǎer Bēä Nêōw's population do not work in a formal occupation, but do contribute to the local economy. 48 (3%) are noncontributers.

Points of Interest

A great magical Working has been a critical part of Yú Boīlyǎer Bēä Nêōw 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.

The roads leading into Yú Boīlyǎer Bēä Nêōw 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

In time immemorial, reportedly some time during the early 2nd century a local hero by the name of spared the town from an attack. A small order of knights was founded in 's honor, and bears his name to this day.

History