Town: Kèr Iēinviv

Kèr Iēinviv

Kèr Iēinviv
Example Tauric architecture.
StateDalandic Empire
ProvenceFidhi̊si Provence
Sub ProvenceSjeríhzùzzùzke County
RegionKhyiktmupija Woods
Founded1270
Community LeaderMaster Trorgez Qíhgā
Area5 km2 (2 mi2)
Average Yearly Temp23°C (73°F)
Average Elevation4806 m (15767 ft)
Average Yearly Precipitation138 cm/y (54 in/y)
Population1354
Population Density270 people per km2 (677 people per mi2)
Town AuraEnchantment
Naming
Native nameKèr Iēinviv
Pronunciation/jin/ /viv/
Direct Translation[default] [dark]
Translation[Not Yet Translated]

Kèr Iēinviv (/jin/ /viv/ [default] [dark]) is a subtropical Town located in Sjeríhzùzzùzke County, Fidhi̊si Provence, within the Dalandic Empire.

The name Kèr Iēinviv is derived from the Tauric language, as Kèr Iēinviv was founded by Kthîv Lewis Willins, who was culturaly Tauric.

Climate

Kèr Iēinviv has a yearly average temperature of 23°C (73°F), with its average temperature during the summer being a warm 26°C (78°F) and its average temperature during the winter being a pleasant 21°C (69°F). Kèr Iēinviv receives an average of 138 cm/y (54 in/y) of precipitation, most of which comes in the form of rain during the spring. Kèr Iēinviv covers an area of nearly 5 km2 (2 mi2), and an average elevation of 4806 m (15767 ft) above sea level.

Overview

Kèr Iēinviv was founded durring the late 14th century in spring of the year 1270, by Kthîv Lewis Willins. The establishment of Kèr Iēinviv was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Kthîv Lewis Willins struck deals with nearby nations and communities to establish Kèr Iēinviv as a prison colony.

Kèr Iēinviv was built using the conventions of Tauric durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Kèr Iēinviv 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.

Kèr Iēinviv is is constructed arround a series of restrictive paverstone mainstreets which form concentric circles, with smaller strait roads linking the circiles to each other at varrious points. The town rests behind the absurdity that is a thick, timber braced, wall made of clay bricks. While visualy impressive and certainly an astetic, Kèr Iēinviv'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. The political statment focused walls have not been wellmaintained over the years, and while functional are in dire need of some loving care and perhapse light renovation.

A look around Kèr Iēinviv gives you a feeling of distrust and paranoia. Also greed. The locals seem to be very much into scholastic pursuits, based on the hushed, murmured conversations you hear at least. Everyone in Kèr Iēinviv acts like they have discovered something wondrous, and are worried they will endure some horrible fate so another can take what they’ve discovered for themselves.

Civic Infrastructure

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

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

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

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

Kèr Iēinviv 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. Kèr Iēinviv's grid is powered by a boiler and turbine based power plant.

Kèr Iēinviv 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 Iēinviv's natural decorations nor waterways.

Kèr Iēinviv 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 Iēinviv 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 Iēinviv's garrison was built using a different architectural style from the rest of the town. The style used is best known for its functional shapes, abstract shapes used sparingly for decor, simple color schemes, holistic design, and basic industrial materials. Its simple designs were created to be beautiful, functional, and mass-producible. The style used little to no embellishment or ornamentation, instead drawing attention to the streamlined design, such as flat roofs to create a simple, geometric look. The simplicity masks the style's nearly sinister functionality, as every last feature is designed to guide the people living in the building in how to make the most efficient use of the structure.

In Kèr Iēinviv the utterance of expletives is impossible within city limits. This has changed as the limits have changed, but has not kept up with slang, or swearing in foreign languages.

The Blood Bush near Kèr Iēinviv are known to be more aggressive than normal.

Kèr Iēinviv's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves line dance to channel Illusion energies of tier 2 via mimery.

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: 5429 m2
    • Cattle and Similar Creatures: 338
    • Poultry: 4062
    • Swine: 270
    • Sheep: 13
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 135

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 3
  • Candlemakers: 5
  • Carpenters: 4
  • Clothmakers: 3
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 8
  • Glassworkers: 4
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 2
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 1
  • Painters, Structures and Fixtures: 1
  • Paper Workers: 2
  • 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: 8
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 4
  • Whitesmiths: 1

Merchants

  • Beer-Sellers: 1
  • Booksellers: 2
  • Butchers: 3
  • Chandlers: 3
  • Chicken Butchers: 3
  • 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: 6
  • Barbers: 6
  • Coachmen: 1
  • Cooks: 7
  • Doctors: 2
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 4
  • Healers: 3
  • Housekeepers: 3
  • Housemaids: 7
  • House Stewards: 3
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 4
  • Nursery Maids: 2
  • Pastrycooks: 4
  • Restaurateur: 5
  • Tavern Keepers: 5

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: 5
  • Watercarriers: 3
  • Watermen, Bargemen, etc.: 3

Skilled Laborers

  • Accountants: 1
  • Alchemist: 2
  • Clerk: 3
  • Dentists: 1
  • Educators: 3
  • Engineers: 2
  • Gardeners: 1
  • Mages: 1
  • Plumbers: 1
  • Pharmacist: 1
  • Scientists: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 1
  • Civil Clerks: 3
  • Civic Iudex: 1
  • Exorcist: 2
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 9
  • Monks, Monastic: 4
  • Monks, Civic: 4
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 6
  • Rangers: 1
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 6
  • Military Officers: 4

Cottage Industries

  • Brewers: 4
  • Comfort Services: 4
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 5
  • Needleworkers: 4
  • Potters: 2
  • Preserve Makers: 3
  • Quilters: 1
  • Seamsters: 6
  • 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: 4
  • Writers: 5

Produce Industries

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

426 of Kèr Iēinviv's population work within a Foundational Occupation.

847 of Kèr Iēinviv's population do not work in a formal occupation, but do contribute to the local economy. 81 (6%) are noncontributers.

Points of Interest

Kèr Iēinviv has access to some sort of functioning ancient infrastructure, whether it's an array of wall-mounted arcane energy projectors, running water, moving roadways, community-wide climate control, or some other inherited luxury. This infrastructure may be the result of a still-functional Working, or it could be the product of some venerable occult engine that's still operational, or it may be the fruit of the labors of some specially-designed organism or Blighted populace.

Kèr Iēinviv's roads were poorly made when first laid. Rather than repairing them correctly, a series of new roads was laid atop the old, leading to the streets of modern Kèr Iēinviv suffering from potholes, cracking, and even sinkholes. The locals often repair the road by putting down wooden decking.

POI

History

In time immemorial, reportedly some time during the late 2nd century, Kèr Iēinviv was attacked by soldiers from another nation, with orders to raid Kèr Iēinviv. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Kèr Iēinviv lost 148 people, 311 livestock, and 58 buildings. The conflict ended after roughly 92, when members of Kèr Iēinviv's militia enacted an operation to bring aid to another fighting force. The operation was complicated by enemy spies who revealed the militia's plan. The conflict ended with an assault and siege on the depot, which ended in defeat for Kèr Iēinviv's forces. The war is remembered in legend by Kèr Iēinviv's bards, historians, and legend keepers.

History