Town: Kèr Qàlni̊a

Kèr Qàlni̊a

Kèr Qàlni̊a
Example Tauric architecture.
StateDalandic Empire
ProvenceOsèsmā Provence
Sub ProvenceKíhshwíhhèdíhg County
RegionQåb Våneh Heathland
Founded792
Community LeaderMaster Knaathriz Pughan
Area4 km2 (1 mi2)
Average Yearly Temp23°C (73°F)
Average Elevation7892 m (-17057 ft)
Average Yearly Precipitation212 cm/y (83 in/y)
Population1169
Population Density292 people per km2 (1169 people per mi2)
Town AuraTruename Magic
Naming
Native nameKèr Qàlni̊a
Pronunciation/ˈqəlni̘/ /a/
Direct Translation[draft] [small; little; short; low; miniature]
Translation[Not Yet Translated]

Kèr Qàlni̊a (/ˈqəlni̘/ /a/ [draft] [small; little; short; low; miniature]) is a subtropical Town located in Kíhshwíhhèdíhg County, Osèsmā Provence, within the Dalandic Empire.

The name Kèr Qàlni̊a is derived from the Tauric language, as Kèr Qàlni̊a was founded by Holly Wiegold, who was culturaly Tauric.

Climate

Kèr Qàlni̊a has a yearly average temperature of 23°C (73°F), with its average temperature during the summer being a warm 27°C (80°F) and its average temperature during the winter being a cool 19°C (66°F). Kèr Qàlni̊a receives an average of 212 cm/y (83 in/y) of precipitation, most of which comes in the form of rain during the fall. Kèr Qàlni̊a covers an area of nearly 4 km2 (1 mi2), and an average elevation of 7892 m (-17057 ft) above sea level.

Overview

Kèr Qàlni̊a was founded durring the late 9th century, by Holly Wiegold. The establishment of Kèr Qàlni̊a was somewhat plagued by a lack of willing colonists, leading to Holly Wiegold electing to pay people to resettle in Kèr Qàlni̊a.

Kèr Qàlni̊a was built using the conventions of Tauric durring the late 9th century. Naturaly, all settlmentss have their own look to them, and Kèr Qàlni̊a is no diffrent. The town's buildings feature masoned stone construction which prominantly features pointed arches, pointed ribbed vault cielings, flying buttress', and window tracery all of which share a simmilar gemoetetic patern halfway between organic and inorganic in design formaing a very distinct aesthetically integrated style. BUildings tend to reach for the havens, and more expencive homes are easily identified by their floor count as well as the addition of decorative features intigrated into the building's design such as statues, gargoyals, and embelished joinery.

Kèr Qàlni̊a is buildings are arranged arround a network of broad flagstone 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 is protected by a well-crafted cobblestone fence tall enough to provide adiquite cover for defenders to fire from, but no more than that. The town's frontieer-style defences are visibly old, but also obviously maintained semi-regularly. Its likly the local malishia or garrison are tasked with ocasional mantance of the towns defences.

A look around Kèr Qàlni̊a has something terribly wrong with it. It’s impossible to put one’s finger on, but something is horribly wrong. Maybe it’s the way fog blankets the ground, but only in the connors of places. Maybe it’s the vermin scuttling between shadows in the corner of your eyes. Perhaps it’s the overcast sky which seemed to creep out of nowhere, or the distant howling of wolves. Maybe it’s all of those things together, or perhaps it's the way these elements combine which makes you worry someone might stab you in a dark ally for your boots. It’s not filthy, or dark, but the smiles seem strained, the locals seem to glare daggers in eachothers backs a little too much, and everyone is armed at all times. You may want to keep an eye on your valuables, and make sure you don’t wind up in any position of power. Regardless, you do not feel it would be wise to remain in Kèr Qàlni̊a long.

Civic Infrastructure

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

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

Kèr Qàlni̊a has an Arts Academy which provides higher education in many fields including math, language arts, philosophy, engineering, and other such disciplines.

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

Kèr Qàlni̊a 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

Kèr Qàlni̊a's garrison was built using a different architectural style from the rest of the town. The style used is best known for its striking sculptural forms and often dazzling ornamental detail that characterizes the buildings general shape. The radiant colors, rich patterns, and symmetrical silhouettes employed by this style were backed up by rich decorative features including gardens, courtyards, extruded arches, domes, pointed domes, vaulted ceilings, elaborate painted and inlaid designs, and decorative sculptures.

=In Kèr Qàlni̊a when drawing, it's impossible to draw an imperfect circle.

The Dallo near Kèr Qàlni̊a are known to be quite timid.

Kèr Qàlni̊a's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves consuming a local toxin to channel Necromancy energies of tier 3 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: 3
  • Milk Maids: 2
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 2
    • Farmland: 4711 m2
    • Cattle and Similar Creatures: 292
    • Poultry: 3507
    • Swine: 233
    • Sheep: 11
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 116

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 2
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 2
  • Candlemakers: 4
  • Carpenters: 3
  • Clothmakers: 3
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Fabricworkers: 2
  • Farrier: 7
  • 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: 1
  • 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: 5
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 3

Merchants

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

Service workers

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

Specialized Laborer

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

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: 2
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 1
  • Militia Officers: 11
  • Monks, Monastic: 3
  • Monks, Civic: 3
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 5
  • Rangers: 1
  • Rat Catchers: 1
  • Scholars: 1
  • Spiritualist: 2
  • Storytellers: 4
  • Military Officers: 3

Cottage Industries

  • Brewers: 3
  • Comfort Services: 3
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 3
  • Needleworkers: 4
  • Potters: 1
  • Preserve Makers: 3
  • Quilters: 1
  • Seamsters: 7
  • 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: 3
  • Writers: 4

Produce Industries

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

350 of Kèr Qàlni̊a's population work within a Foundational Occupation.

726 of Kèr Qàlni̊a's population do not work in a formal occupation, but do contribute to the local economy. 93 (8%) are noncontributers.

Points of Interest

Kèr Qàlni̊a is a major trade hub, connecting several important cities or resource production areas. It’s probably at an important river juncture, ancient crossroads, or occupying the only safe path through some perilous wilderness. Its position may be important enough that it can survive on trade alone, despite being unable to feed itself with the surrounding land. Such hubs are usually heavily garrisoned by the lord who profits from their tariffs and taxes.

Kèr Qàlni̊a's is something of a geological and arcane anomaly, as neither physical nor magical law entirely explains its formation.

POI

History

In time immemorial, reportedly some time during the late 2nd century an otherwise minor earthquake shifted Creek Talora. The resulting flood was isolated to the area around Kèr Qàlni̊a, which was swallowed by the waters for several days. Kèr Qàlni̊a lost 108 people, 100 livestock, and 94 buildings in the disaster. The disaster is remembered as the Torment Drownings.

History