Town: Kèr Coj̼qùg

Kèr Coj̼qùg

Kèr Coj̼qùg
Example Tauric architecture.
StateTetbur Commune
ProvenceUtièkíhf Noiē Region
RegionÅwy Vog Woodlands
Founded1241
Community LeaderElder Naykhik Davis
Area5 km2 (2 mi2)
Average Yearly Temp26°C (78°F)
Average Elevation736 m (2414 ft)
Average Yearly Precipitation190 cm/y (74 in/y)
Population1385
Population Density277 people per km2 (692 people per mi2)
Town AuraWild Magic
Naming
Native nameKèr Coj̼qùg
Pronunciation/coj̼/ /qʊg/
Direct Translation[help] [external]
Translation[Not Yet Translated]

Kèr Coj̼qùg (/coj̼/ /qʊg/ [help] [external]) is a subtropical Town located in the Utièkíhf Noiē Region of the Tetbur Commune.

The name Kèr Coj̼qùg is derived from the Tauric language, as Kèr Coj̼qùg was founded by Êyèbëm Vaughan Lilàbíh, who was culturaly Tauric.

Climate

Kèr Coj̼qùg has a yearly average temperature of 26°C (78°F), with its average temperature during the summer being a warm 30°C (86°F) and its average temperature during the winter being a pleasant 22°C (71°F). Kèr Coj̼qùg receives an average of 190 cm/y (74 in/y) of precipitation, most of which comes in the form of rain during the fall. Kèr Coj̼qùg covers an area of nearly 5 km2 (2 mi2), and an average elevation of 736 m (2414 ft) above sea level.

Overview

Kèr Coj̼qùg was founded durring the early 13th century in summer of the year 1241, by Êyèbëm Vaughan Lilàbíh. The establishment of Kèr Coj̼qùg was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Êyèbëm Vaughan Lilàbíh struck deals with nearby nations and communities to establish Kèr Coj̼qùg as a prison colony.

Kèr Coj̼qùg was built using the conventions of Tauric durring the early 13th century. Naturaly, all settlmentss have their own look to them, and Kèr Coj̼qùg 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.

Kèr Coj̼qùg is buildings are arranged arround a network of spacious baked earthen streets which form a grid, where each square verries in size given the proximity of the paralell streets forming each section. The ocasional smaller square has been used to construct a park, plaza, and other communal structures. The town sits behind a stone-renforced palisade wall, with stone gatehouses and timber drawbridges for their trench. Kèr Coj̼qùg's would-be-castle fortifications 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.

Kèr Coj̼qùg is not quite well. Something happened here, perhapse recently, perhapse long ago. Whatever it was, it settled into the very soul of the town like a festering wound. The people go about their day well enough, but there’s a tention in the air you can cut with a knife.

Civic Infrastructure

Kèr Coj̼qùg 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 Kèr Coj̼qùg. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Kèr Coj̼qùg's parks.

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

Kèr Coj̼qùg 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.

Kèr Coj̼qùg 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.

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

Kèr Coj̼qùg 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 Kèr Coj̼qùg's natural decorations nor waterways.

Kèr Coj̼qùg 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.

Kèr Coj̼qùg 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.

Kèr Coj̼qùg 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

Kèr Coj̼qùg's bank was built using a different architectural style from the rest of the town. The style used embraces individualism and experimentation. It emerged as a movement against traditional, classical styles and sought to make buildings dynamic and fun while breaking the rules. The style incorporated elements of previous architectural styles in exaggerated and whimsical ways. Traditional, conservative leanings were void in this era, with most scholars of architecture agreeing it was a time of “anything goes.”.

In Kèr Coj̼qùg it is impossible to directly or indirectly lie.

The Marble Snake near Kèr Coj̼qùg are known to be quite timid.

Kèr Coj̼qùg's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves reenactments to channel Summoning 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: 2
  • Farmers: 4
  • Farm Laborer: 8
  • Hunters: 5
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 4
  • Shepherds: 3
    • Farmland: 5664 m2
    • Cattle and Similar Creatures: 346
    • Poultry: 4155
    • Swine: 277
    • Sheep: 13
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 138

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 3
  • Candlemakers: 4
  • Carpenters: 4
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 11
  • Glassworkers: 4
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 2
  • Hosiery Workers: 1
  • Jewelers: 1
  • Leatherwrights: 4
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 2
  • Painters, Structures and Fixtures: 1
  • Paper Workers: 2
  • Plasterers: 1
  • Pursemakers: 2
  • Roofers: 1
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 2
  • Scabbardmakers: 3
  • Scalemakers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 4
  • Tailors: 10
  • Tanners: 1
  • Upholsterers: 2
  • Watchmakers: 1
  • Weavers: 3
  • Whitesmiths: 1

Merchants

  • Beer-Sellers: 1
  • Booksellers: 2
  • Butchers: 3
  • Chandlers: 3
  • Chicken Butchers: 4
  • Entrepreneurs: 1
  • Fine Clothiers: 3
  • Fishmongers: 3
  • Potion Sellers: 2
  • Resellers: 5
  • Spice Merchants: 1
  • Wine-sellers: 2
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

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

Specialized Laborer

  • Ashworkers: 1
  • Bleachers: 1
  • Coal Heavers: 2
  • In-Town Couriers: 3
  • Long Haul Couriers: 3
  • Dockyard Workers: 2
  • Hay Merchants: 1
  • Leech Collectors: 3
  • Millers: 2
  • Miners: 3
  • Oilmen and Polishers: 2
  • Postmen: 3
  • Pure Finder: 1
  • Skinners: 3
  • Tosher: 2
  • Warehousemen: 4
  • Watercarriers: 3
  • Watermen, Bargemen, etc.: 3

Skilled Laborers

  • Accountants: 1
  • Alchemist: 2
  • Clerk: 2
  • Dentists: 1
  • Educators: 4
  • Engineers: 1
  • Gardeners: 1
  • Mages: 1
  • Plumbers: 1
  • Pharmacist: 1
  • Scientists: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 1
  • Civil Clerks: 3
  • Civic Iudex: 1
  • Exorcist: 3
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 8
  • Monks, Monastic: 4
  • Monks, Civic: 4
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 5
  • Rangers: 1
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 5
  • Military Officers: 4

Cottage Industries

  • Brewers: 4
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 5
  • Potters: 2
  • Preserve Makers: 3
  • Quilters: 1
  • Seamsters: 9
  • Spinners: 3
  • Tinker: 1
  • Weaver: 3

Artists

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

Produce Industries

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

442 of Kèr Coj̼qùg's population work within a Foundational Occupation.

860 of Kèr Coj̼qùg's population do not work in a formal occupation, but do contribute to the local economy. 83 (6%) are noncontributers.

Points of Interest

A great magical Working has been a critical part of Kèr Coj̼qùg 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.

Kèr Coj̼qùg is known for its well built pedestrian paths, which include foot bridges to cross the main street at several high-traffic areas.

POI

History

The the a hat of Enchantment, an a hat imbued with potent amounts of Enchantment energies was created near Kèr Coj̼qùg by in time immemorial, reportedly some time during the late 2nd century.

History