Small Town: Kèr Qernio

Kèr Qernio

Kèr Qernio
Example Tauric architecture.
StateDalandic Empire
ProvenceTarnàg Provence
Sub ProvenceLoktktsuprmmaku County
RegionXi-45d Qukhka Brush
Founded1357
Community LeaderMaster Trêyêpî Parry
Area4 km2 (1 mi2)
Average Yearly Temp28°C (82°F)
Average Elevation3810 m (12500 ft)
Average Yearly Precipitation139 cm/y (54 in/y)
Population998
Population Density249 people per km2 (998 people per mi2)
Town AuraAugury
Naming
Native nameKèr Qernio
Pronunciation/qer/ /ˈnio/
Direct Translation[terror] [patient]
Translation[Not Yet Translated]

Kèr Qernio (/qer/ /ˈnio/ [terror] [patient]) is a subtropical Small Town located in Loktktsuprmmaku County, Tarnàg Provence, within the Dalandic Empire.

The name Kèr Qernio is derived from the Tauric language, as Kèr Qernio was founded by Shadda Jenney Cox, who was culturaly Tauric.

Climate

Kèr Qernio has a yearly average temperature of 28°C (82°F), with its average temperature during the summer being a hot 32°C (89°F) and its average temperature during the winter being a pleasant 25°C (77°F). Kèr Qernio receives an average of 139 cm/y (54 in/y) of precipitation, most of which comes in the form of rain during the spring. Kèr Qernio covers an area of nearly 4 km2 (1 mi2), and an average elevation of 3810 m (12500 ft) above sea level.

Overview

Kèr Qernio was founded durring the late 14th century in fall of the year 1357, by Shadda Jenney Cox. The establishment of the new community went well, though many minor issues had to be solved as time went on. This was enough to delay construction and push back the formal opening ceramony, leading to some embarisment for Shadda Jenney Cox.

Kèr Qernio was built using the conventions of Tauric durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Kèr Qernio 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 Qernio is buildings folow an organic layout of broad cobblestone streets whihch gives the town a shape simmilar to a tree, if one views its streets from above. The town emploies a series of defencive earthworks, spikes, and fences to provide some protection against wild beasts and smaller groups of intelegent foes. Kèr Qernio's minimaly adiquite 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.

Something in your gut tells you that you may be unwelcome in Kèr Qernio. The town seems like it’s not showing you the side of itself it would show to others. People mostly ignore your questions. Many folks ask you to leave their establishments, even before you’ve walked inside them. You should probably listen to them, as every time you’re asked to leave the person asking you to leave has referenced the town’s patron divine in some way. The little voice in the back of your mind that tells you when you’re in danger feels like it’s just glaring at you and muttering about how stupid you are for even remaining in town.

Civic Infrastructure

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

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

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

Kèr Qernio 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 Qernio's chapel was built using a different architectural style from the rest of the town. The style used is known primarily for its use of abstraction and simplicity. Clean lines, right angles, and primary colors characterized this aesthetic and art movement expressed via architecture and paintings. Its design ethos allows only primary colors and non-colors, only squares and rectangles, only straight and horizontal or vertical lines. Vertical and horizontal lines are positioned in layers or planes that do not intersect, thereby allowing each element to exist independently and unobstructed by other elements. These seemingly impossible principals for an architectural style coalesces into structures which most experts find hard to put into words. It is not that their geometry is impossible, but rather the style's attempt at producing works only describable visually was most successful..

In Kèr Qernio the water is caffeinated.

The Mud Elemental, Small near Kèr Qernio are known to be quite timid.

Kèr Qernio's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves line dance to channel Abjuration energies of tier 3 via divine sermons.

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: 1
  • Farmers: 2
  • Farm Laborer: 8
  • Hunters: 3
  • Milk Maids: 2
  • Ranchers: 1
  • Ranch Hands: 2
  • Shepherds: 2
    • Farmland: 4021 m2
    • Cattle and Similar Creatures: 249
    • Poultry: 2994
    • Swine: 199
    • Sheep: 9
    • Goats: 1
    • Horses, Mounts, and Beasts of Burden: 99

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 2
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 2
  • Candlemakers: 2
  • Carpenters: 3
  • Clothmakers: 2
  • Coach and Harness Makers: 1
  • Coopers: 2
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Fabricworkers: 2
  • Farrier: 6
  • Glassworkers: 3
  • Gunsmiths: 2
  • Hatters: 1
  • Jewelers: 1
  • Leatherwrights: 2
  • Matchstick makers: 1
  • Musical Instrument Makers: 1
  • Painters, Structures and Fixtures: 1
  • Paper Workers: 1
  • Plasterers: 1
  • Pursemakers: 1
  • Roofers: 1
  • Saddlers: 1
  • Scabbardmakers: 2
  • Scalemakers: 1
  • Soap and Tallow Workers: 3
  • Tailors: 7
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 3

Merchants

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

Service workers

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

Specialized Laborer

  • Ashworkers: 1
  • Coal Heavers: 1
  • 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: 2
  • Tosher: 1
  • Warehousemen: 3
  • Watercarriers: 2
  • Watermen, Bargemen, etc.: 3

Skilled Laborers

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

Civil Servants

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

Cottage Industries

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

Artists

  • Actors: 1
  • Bards: 1
  • Dancers: 1
  • Glaziers: 1
  • Musicians: 2
  • Playwrights: 1
  • Wood Carvers: 3
  • Writers: 3

Produce Industries

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

290 of Kèr Qernio's population work within a Foundational Occupation.

679 of Kèr Qernio's population do not work in a formal occupation, but do contribute to the local economy. 29 (3%) are noncontributers.

Points of Interest

While private tutelage of worthy apprentices can be had even in most remote villages, Kèr Qernio is home to a proper school dedicated to teaching magic. Such schools are usually small, with no more than a few dozen pupils, most of whom will fail for lack of talent or discipline. The instructors are rarely first-rate, usually serving only for the pay and status, but sometimes a genius sorcerer will find a reason to observe likely apprentices here. Given the unfortunate accident potential of the school, it’s probably isolated or well-fortified.

POI

History

The the a bevor of Wild Magic, an a bevor imbued with potent amounts of Wild Magic energies was created in Kèr Qamhíhp by in time immemorial, reportedly some time during the late 2nd century.

History