Large Town: Kèr Iēidquw

Kèr Iēidquw

Kèr Iēidquw
Example Tauric architecture.
StateDalandic Empire
ProvenceNiylili Provence
Sub ProvenceÎdæ Dûlî Kingdom
RegionRr-60k Kěq Forest
Founded1401
Community LeaderMaster Belegorn Gruffudd
Area6 km2 (2 mi2)
Average Yearly Temp25°C (77°F)
Average Elevation1876 m (6154 ft)
Average Yearly Precipitation240 cm/y (94 in/y)
Population1536
Population Density256 people per km2 (768 people per mi2)
Town AuraNecromancy
Naming
Native nameKèr Iēidquw
Pronunciation/jid/ /quw/
Direct Translation[square] [hollow]
Translation[Not Yet Translated]

Kèr Iēidquw (/jid/ /quw/ [square] [hollow]) is a subtropical Large Town located in Îdæ Dûlî Kingdom, Niylili Provence, within the Dalandic Empire.

The name Kèr Iēidquw is derived from the Tauric language, as Kèr Iēidquw was founded by Vú̄rméch Bé̄kīb 'Alexa Cherly' Yä̋g Vú̄b Da̋ń̄r Rheon, who was culturaly Tauric.

Climate

Kèr Iēidquw has a yearly average temperature of 25°C (77°F), with its average temperature during the summer being a hot 31°C (87°F) and its average temperature during the winter being a cool 20°C (68°F). Kèr Iēidquw receives an average of 240 cm/y (94 in/y) of precipitation, most of which comes in the form of rain during the summer. Kèr Iēidquw covers an area of nearly 6 km2 (2 mi2), and an average elevation of 1876 m (6154 ft) above sea level.

Overview

Kèr Iēidquw was founded durring the early 15th century in spring of the year 1401, by Vú̄rméch Bé̄kīb 'Alexa Cherly' Yä̋g Vú̄b Da̋ń̄r Rheon. The establishment of Kèr Iēidquw was somewhat plagued by a lack of willing colonists, leading to Vú̄rméch Bé̄kīb 'Alexa Cherly' Yä̋g Vú̄b Da̋ń̄r Rheon electing to pay people to resettle in Kèr Iēidquw.

Kèr Iēidquw was built using the conventions of Tauric durring the early 15th century. Naturaly, all settlmentss have their own look to them, and Kèr Iēidquw 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 Iēidquw is buildings are arranged arround a network of narrow gravel streets which form a diagonal shaped 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 has a defencive wall made from large clay bricks. The wall is constructed to the exact specifications of millitary fortifications, but the nature of its clay brick construction leaves it vulnerable to even outdated siege equipment. That said, the town is well defended against anything short of an army. The town's brittle defences have recently undergone extensive repairs and renovations, such that the repairwork is imeadiently apparent and can be spotted due to the diffring ages of materials. One can't help but wonder what brought the need for those repairs to the town.

Kèr Iēidquw has the unmistakable air of a town on its last legs. Everything is a bit slipshod and ramshackle. Everyone is at work, or drinking. No one has anything in their eyes other than fear and despair. Whatever industry once fueled Kèr Iēidquw ’s existence has dried up and the town is drifting down the stream of history as it dries up. The locals seem to have responded to their slow downfall by recreating Kèr Iēidquw as one of the strictest places imaginable. Everyone’s actions are clearly directed by laws they keep in heart and mind at all times. Orderly byond order is a phrase which the town brings to mind.

Civic Infrastructure

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

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

Kèr Iēidquw 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 Iēidquw 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 Iēidquw 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.

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

Kèr Iēidquw has an Scientific Academy which provides higher education in the natural sciences.

Kèr Iēidquw 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 Iēidquw's natural decorations nor waterways.

Kèr Iēidquw 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 Iēidquw 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

Kèr Iēidquw's town hall was built using a different architectural style from the rest of the town. The style used is best known for the combined use of arcuated and trabeated construction, employing arches and constructed with post and lintel. The arch served as the style's chief structural element, with flanking columns serving as buttresses or decorations. While the general shape of their structures could be generously described as simplistic, the use of these arches and columns created a most distinct ascetic which is easily distinguishable on sight to armatures and experts alike.

In Kèr Iēidquw rain occurs in reverse with water pooling up from the earth then falling into the skies to from clouds, this unsettles every visitor that sees it.

The Apallie near Kèr Iēidquw are known to be a mutant strain of the creature.

Kèr Iēidquw's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves bloodletting to channel Conjuration energies of tier 1 via oratory performances.

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: 4
  • Milk Maids: 3
  • Ranchers: 2
  • Ranch Hands: 4
  • Shepherds: 3
    • Farmland: 6236 m2
    • Cattle and Similar Creatures: 384
    • Poultry: 4608
    • Swine: 307
    • Sheep: 15
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 153

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 2
  • Cabinetmakers: 3
  • Candlemakers: 5
  • Carpenters: 4
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 8
  • Furriers: 1
  • Glassworkers: 5
  • 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: 1
  • Paper Workers: 2
  • Plasterers: 2
  • 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: 5
  • Tailors: 9
  • Tanners: 1
  • 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: 8
  • Barbers: 8
  • Coachmen: 2
  • Cooks: 7
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 5
  • Healers: 4
  • Housekeepers: 4
  • Housemaids: 7
  • House Stewards: 3
  • Inns: 1
  • Laundry maids: 3
  • Maidservants: 5
  • Nursery Maids: 2
  • Pastrycooks: 5
  • Restaurateur: 6
  • Tavern Keepers: 5

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: 1
  • Skinners: 4
  • Tosher: 2
  • Warehousemen: 5
  • Watercarriers: 3
  • Watermen, Bargemen, etc.: 4

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
  • Exorcist: 3
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 15
  • Monks, Monastic: 4
  • Monks, Civic: 4
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 5
  • Rangers: 2
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 6
  • Military Officers: 6

Cottage Industries

  • Brewers: 4
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 5
  • Needleworkers: 5
  • Potters: 2
  • Preserve Makers: 4
  • Quilters: 2
  • Seamsters: 7
  • Spinners: 4
  • 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: 5
  • Writers: 5

Produce Industries

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

497 of Kèr Iēidquw's population work within a Foundational Occupation.

917 of Kèr Iēidquw's population do not work in a formal occupation, but do contribute to the local economy. 122 (8%) are noncontributers.

Points of Interest

Kèr Iēidquw is uncommonly rich, not only for the gentry but for the common citizens as well. They may produce a valuable good, oversee precious resource extraction, have special economic favors from the ruler, or simply have inherited a vast body of infrastructure. Their neighbors likely view them with envy, and outside raiders and exploiters find them an ideal target.

Kèr Iēidquw is accessed from a nearby river via an intricate series of locks.

POI

History

In time immemorial, reportedly some time during the early 2nd century the Kami solved a major long term problem plaguing the town. One of Kèr Iēidquw's local festivals commemorates this miracle.

History