Town: Yǔfēg Nâwr Vǖy

Yǔfēg Nâwr Vǖy

Yǔfēg Nâwr Vǖy
Example Goblin architecture.
StateConfederation of Goblin Tribes
ProvenceDoûvnḱínts̄r Region
RegionHàru̹ Digehâchû Basin
Founded1427
Community LeaderHigh Chief Vú̄̋ Ermēsh 'Flaneuroi Venus' Cûf̄ Cóónḱ Mp̪f̄nḱ Yärmé̄ Méoidīs
Area5 km2 (2 mi2)
Average Yearly Temp21°C (69°F)
Average Elevation3260 m (10695 ft)
Average Yearly Precipitation273 cm/y (107 in/y)
Population1218
Population Density243 people per km2 (609 people per mi2)
Town AuraConjuration
Naming
Native nameYǔfēg Nâwr Vǖy
Pronunciation/jʌ̌fæg/ /nɑ̂wɜː/
Direct Translation[fashionable] [controversy]
Translation[Not Yet Translated]

Yǔfēg Nâwr Vǖy (/jʌ̌fæg/ /nɑ̂wɜː/ [fashionable] [controversy]) is a subtropical Town located in the Doûvnḱínts̄r Region of the Confederation of Goblin Tribes.

The name Yǔfēg Nâwr Vǖy is derived from the Goblin language, as Yǔfēg Nâwr Vǖy was founded by Cātā Dākīy 'Sheer Kristy' Dä̌shī Hāy Mp̪vēsh Vúńó̄sh Cúóchīr, who was culturaly Goblin.

Climate

Yǔfēg Nâwr Vǖy has a yearly average temperature of 21°C (69°F), with its average temperature during the summer being a warm 29°C (84°F) and its average temperature during the winter being a cool 14°C (57°F). Yǔfēg Nâwr Vǖy receives an average of 273 cm/y (107 in/y) of precipitation, most of which comes in the form of rain during the summer. Yǔfēg Nâwr Vǖy covers an area of nearly 5 km2 (2 mi2), and an average elevation of 3260 m (10695 ft) above sea level.

Overview

Yǔfēg Nâwr Vǖy was founded durring the early 15th century in winter of the year 1427, by Cātā Dākīy 'Sheer Kristy' Dä̌shī Hāy Mp̪vēsh Vúńó̄sh Cúóchīr. The establishment of Yǔfēg Nâwr Vǖy was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Yǔfēg Nâwr Vǖy's construction back out of the project. Cātā Dākīy 'Sheer Kristy' Dä̌shī Hāy Mp̪vēsh Vúńó̄sh Cúóchīr pushed on reguardles, and Yǔfēg Nâwr Vǖy was finished, but starts off as a terible place to live.

Yǔfēg Nâwr Vǖy was built using the conventions of Goblin durring the early 15th century. Naturaly, all settlmentss have their own look to them, and Yǔfēg Nâwr Vǖy 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.

Yǔfēg Nâwr Vǖy is buildings are grouped arround an odd layout of narrow packed earth streets, which seems to be based on an overlapping squair patern such that there are small squares at the cornor of every bigger square. Sometimes buildings exist in the smaller squaires, other times they are open spaces, or occupied by temporary structures. The town rests behind the absurdity that is a thick, timber braced, wall made of clay bricks. While visualy impressive and certainly an astetic, Yǔfēg Nâwr Vǖy's wall provides no actual defence against siege equipment due to the choice of its cosntruction materials. Even nonexperts can tell the town is trying to impress rather than defend with its walls, towers, and gatehouses. Though admittedly, they do look nice... To primitive tribals who have never seen fortifications before. Yǔfēg Nâwr Vǖy's political statment focused walls has sufferd soem light damage, reducing its function a little in some spots, but could almsot certainly preform as expected... Though some of the worse spots could lead to the loss of defenders lives if attackers identified the weaknesses ahead of time.

A look around Yǔfēg Nâwr Vǖy makes you wonder how anything ever gets done. The locals have clear, obvious rivalries with one another, as seen through clenched teeth and fake smiles. What’s more, there is a serious lack of any organization and planning in Yǔfēg Nâwr Vǖy’s layout as well as the local’s behaviors. The town seems to be a den of chaos where tongues are forked and local customs do not exist.

Civic Infrastructure

Yǔfēg Nâwr Vǖy has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Yǔfēg Nâwr Vǖy.

Yǔfēg Nâwr Vǖy 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.

Yǔfēg Nâwr Vǖy has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Yǔfēg Nâwr Vǖy 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.

Yǔfēg Nâwr Vǖy 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.

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

Yǔfēg Nâwr Vǖy has an Scientific Academy which provides higher education in the natural sciences.

Yǔfēg Nâwr Vǖy 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 Town. Yǔfēg Nâwr Vǖy's grid is powered by mana accumulators.

Yǔfēg Nâwr Vǖy 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.

Yǔfēg Nâwr Vǖy has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.

Yǔfēg Nâwr Vǖy 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

Yǔfēg Nâwr Vǖy's bank was built using a different architectural style from the rest of the town. The style used is famous for its stately symmetry, classical elements, and grand appearance. Columns and pillars, such as Corinthian columns, are often seen supporting open structures or porticos. Symmetry is an important feature of this style, with each half of a building mirroring the other. Domed ceilings and windows grace these buildings, with everything placed in a mathematical arrangement.

In Yǔfēg Nâwr Vǖy snow is warm to the touch and does not melt within city limits. Also it only happens during summer.

The Amoeba Swarm near Yǔfēg Nâwr Vǖy are known to be almost tame, such that they can be put to domestic use.

Yǔfēg Nâwr Vǖy's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves ritual combat to channel Chronomancy energies of tier 2 via guttural bellowing.

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: 3
    • Farmland: 4932 m2
    • Cattle and Similar Creatures: 304
    • Poultry: 3654
    • 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: 2
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 6
  • Glassworkers: 3
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 2
  • Jewelers: 1
  • Leatherwrights: 3
  • 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: 4
  • Tailors: 6
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 3

Merchants

  • Beer-Sellers: 1
  • Booksellers: 1
  • Butchers: 2
  • Chandlers: 3
  • Chicken Butchers: 3
  • Entrepreneurs: 1
  • Fine Clothiers: 3
  • Fishmongers: 2
  • Potion Sellers: 1
  • Resellers: 4
  • Spice Merchants: 1
  • Wine-sellers: 2
  • Wheelwright: 1
  • Woodsellers: 1

Service workers

  • Bakers: 6
  • Barbers: 6
  • Coachmen: 1
  • Cooks: 5
  • Doctors: 2
  • Gamekeepers: 1
  • Grooms: 1
  • Hairdressers: 4
  • Healers: 3
  • Housekeepers: 3
  • Housemaids: 6
  • House Stewards: 3
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 4
  • Nursery Maids: 2
  • Pastrycooks: 4
  • Restaurateur: 6
  • 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: 3
  • Oilmen and Polishers: 1
  • Postmen: 2
  • Pure Finder: 1
  • Skinners: 3
  • Tosher: 1
  • Warehousemen: 3
  • Watercarriers: 2
  • Watermen, Bargemen, etc.: 4

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: 3
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 1
  • Militia Officers: 8
  • Monks, Monastic: 4
  • Monks, Civic: 4
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 5
  • 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

370 of Yǔfēg Nâwr Vǖy's population work within a Foundational Occupation.

812 of Yǔfēg Nâwr Vǖy's population do not work in a formal occupation, but do contribute to the local economy. 36 (3%) are noncontributers.

Points of Interest

Yǔfēg Nâwr Vǖy is cursed with recurrent spells of some troublesome disease. The affliction isn’t so fatal as to make living there impossible, but it adds suffering and expense to local lives. The plague might be the product of an ancient curse, the results of long lost toxic remains, or an unavoidable byproduct of whatever industry or purpose justifies the city. It’s probably not overly contagious, but visitors may be in some peril all the same.

Yǔfēg Nâwr Vǖy has a substantial mill pond located a short distance from town.

POI

History

The the a bowl of Enchantment, an a bowl imbued with notable amounts of Enchantment energies was created in Yǔfēg Nâwr Vǖy by in time immemorial, reportedly some time during the late 2nd century.

History