Town: Kèr Ni̊y̼íhd

Kèr Ni̊y̼íhd

Kèr Ni̊y̼íhd
Example Tauric architecture.
StateTetbur Commune
ProvenceAltodålph Region
RegionLulf Zul Sær Woods
Founded982
Community LeaderElder Fyegesîv Hanford
Area5 km2 (2 mi2)
Average Yearly Temp30°C (86°F)
Average Elevation4392 m (14409 ft)
Average Yearly Precipitation155 cm/y (61 in/y)
Population1377
Population Density275 people per km2 (688 people per mi2)
Town AuraWild Magic
Naming
Native nameKèr Ni̊y̼íhd
Pronunciation/ni̘/ /j̼ɪ̞d/
Direct Translation[water; liquid] [tight; tense]
Translation[Not Yet Translated]

Kèr Ni̊y̼íhd (/ni̘/ /j̼ɪ̞d/ [water; liquid] [tight; tense]) is a subtropical Town located in the Altodålph Region of the Tetbur Commune.

The name Kèr Ni̊y̼íhd is derived from the Tauric language, as Kèr Ni̊y̼íhd was founded by Nåwdid Ab Owen Rheon, who was culturaly Tauric.

Climate

Kèr Ni̊y̼íhd has a yearly average temperature of 30°C (86°F), with its average temperature during the summer being a hot 33°C (91°F) and its average temperature during the winter being a warm 27°C (80°F). Kèr Ni̊y̼íhd receives an average of 155 cm/y (61 in/y) of precipitation, most of which comes in the form of rain during the fall. Kèr Ni̊y̼íhd covers an area of nearly 5 km2 (2 mi2), and an average elevation of 4392 m (14409 ft) above sea level.

Overview

Kèr Ni̊y̼íhd was founded durring the late 11th century, by Nåwdid Ab Owen Rheon. The establishment of the new community went well, with no major obsticles durring construction.

Kèr Ni̊y̼íhd was built using the conventions of Tauric durring the late 11th century. Naturaly, all settlmentss have their own look to them, and Kèr Ni̊y̼íhd is no diffrent. The town's buildings feature plaster covered brickwork used to form structures with an emphasis on symmetry, proportion, geometry and the regularity of parts. Orderly arrangements of columns, pilasters and lintels, as well as the use of semicircular arches, hemispherical domes, niches and aediculae can be found everywhere such that only size of building and yard can be used to measure the general prosparity of a given building's owners due to a general wealthy feeling the style gives off.

Kèr Ni̊y̼íhd is is constructed arround a series of spacious flagstone mainstreets which form overlapping circles, with smaller strait roads linking the circiles to eachother at varrious points. The town rests behind a thick wall made from clay bricks. The wall has all of the proper fortifications and is well made. Unfortuantly the nature of clay brick leaves it quite vulnerable to siege equipment, though the thickness of the wall lends it simmilar resistnace to a thinner hardrock wall. Kèr Ni̊y̼íhd's millitarily questionable 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.

A look around Kèr Ni̊y̼íhd shows Kèr Ni̊y̼íhd as a den of corruption. Birbes can be seen changing hands openly, such that it must be customary to do so and must have been for a long time. The locals have no fear, no annoyance at the state of things, it simply is. The town has another layer to it as well. Locals can be overheard having academic discussions, as well as talking about scholarly subjects in general. It’s quite clear Kèr Ni̊y̼íhd places a lot of value on education and being a learned individual, or at least, faking it.

Civic Infrastructure

Kèr Ni̊y̼íhd possesses a city-wide Aethary Link which provides Aethary access anywhere within its metropolitan. This allows citizens who can afford the relevant devices access in their places of work, and rarely homes.

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

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

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

Kèr Ni̊y̼íhd 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 Ni̊y̼íhd's grid is powered by a direct leyline tap.

Kèr Ni̊y̼íhd 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.

Kèr Ni̊y̼íhd 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 Ni̊y̼íhd's natural decorations nor waterways.

Kèr Ni̊y̼íhd 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 Ni̊y̼íhd 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 Ni̊y̼íhd's town hall was built using a different architectural style from the rest of the town. The style used is characterized by vertical proportions, pointed arches, external buttressing, and asymmetry in the general shape of its buildings. The decorative features of the style were key, consisting of large arched windows, pointed arches, vaulted ceilings, flying buttresses, and sculptures integrated into the structure itself. Occasionally, for very important buildings, an array of sculptures or one colossal sculpture might replace the entirety of the entrance to said building.

In Kèr Ni̊y̼íhd there is no wind.

The Lurker in Light near Kèr Ni̊y̼íhd are known to be more aggressive than normal.

Kèr Ni̊y̼íhd's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves reenactments to channel Wild Magic energies of tier 2 via proclamations.

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: 5549 m2
    • Cattle and Similar Creatures: 344
    • Poultry: 4131
    • Swine: 275
    • Sheep: 13
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 137

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 2
  • 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: 2
  • Farrier: 8
  • Glassworkers: 4
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 2
  • Hosiery Workers: 1
  • 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: 5
  • Tailors: 9
  • Tanners: 1
  • Upholsterers: 2
  • Watchmakers: 1
  • Weavers: 3
  • 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: 7
  • Barbers: 6
  • Coachmen: 1
  • Cooks: 5
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 4
  • Healers: 3
  • Housekeepers: 4
  • Housemaids: 7
  • House Stewards: 3
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 4
  • Nursery Maids: 2
  • Pastrycooks: 5
  • Restaurateur: 6
  • 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: 4
  • Tosher: 2
  • Warehousemen: 5
  • Watercarriers: 2
  • Watermen, Bargemen, etc.: 4

Skilled Laborers

  • Accountants: 1
  • Alchemist: 2
  • Clerk: 2
  • Dentists: 1
  • Educators: 3
  • Engineers: 1
  • Gardeners: 1
  • Mages: 1
  • Plumbers: 1
  • Pharmacist: 1
  • Scientists: 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: 2
  • Militia Officers: 12
  • Monks, Monastic: 4
  • Monks, Civic: 4
  • Historian, Oral: 3
  • 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: 3
  • Comfort Services: 6
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 4
  • Potters: 2
  • Preserve Makers: 3
  • Quilters: 1
  • Seamsters: 7
  • Spinners: 4
  • Tinker: 1
  • Weaver: 3

Artists

  • Actors: 1
  • Bards: 2
  • Dancers: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 3
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 4
  • Writers: 5

Produce Industries

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

431 of Kèr Ni̊y̼íhd's population work within a Foundational Occupation.

891 of Kèr Ni̊y̼íhd's population do not work in a formal occupation, but do contribute to the local economy. 55 (4%) are noncontributers.

Points of Interest

Kèr Ni̊y̼íhd has a conflict with a neighboring community. This usually isn't part of a larger war, but is instead a personal animosity between them. It may be the community has suffered at their enemy's hands, or they may have been the ones applying the suffering. Constant low-level skirmishes and trouble making go on between the two.

Kèr Ni̊y̼íhd is known for its unusual rock formations.

POI

History

In time immemorial, reportedly some time during the late 2nd century the Kami ended a drought plaguing Kèr Ni̊y̼íhd. One of Kèr Ni̊y̼íhd's local festivals commemorates this miracle.

History