Kèr Spùveviē̼od (Spùvev /j̼od/ [loss] [weight]) is a subtropical Town located in the Ftiyāobāt Region of the Tetbur Commune.
The name Kèr Spùveviē̼od is derived from the Tauric language, as Kèr Spùveviē̼od was founded by Celenil Edwaladr, who was culturaly Tauric.
Climate
Kèr Spùveviē̼od has a yearly average temperature of 29°C (84°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 26°C (78°F). Kèr Spùveviē̼od receives an average of 241 cm/y (94 in/y) of precipitation, most of which comes in the form of rain during the summer. Kèr Spùveviē̼od covers an area of nearly 5 km2 (2 mi2), and an average elevation of 3944 m (12939 ft) above sea level.
Overview
Kèr Spùveviē̼od was founded durring the late 13th century in fall of the year 1170, by Celenil Edwaladr. 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 Celenil Edwaladr.
Kèr Spùveviē̼od was built using the conventions of Tauric durring the late 13th century. Naturaly, all settlmentss have their own look to them, and Kèr Spùveviē̼od 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 Spùveviē̼od is buildings are arranged arrounded highly ordered system of restrictive split-log ties streets which form octogonal paterns, allowing the incides of the octagons to be common grounds for the buildings on the edges, be it for parkland, yardspace, plazas, or markets. The town is protected by a series of wooden fences ringing the town's parimiter, which are likly intended to keep varrious beasts out of town rather than protect it from attack by any intelegent agents. Astonishigly, the bare minimum defences are in pristine condishion, as if they had just been finished before you laied eyes upon them.
Before you’ve even set foot into the heart of Kèr Spùveviē̼od, you can smell it. The incense. It hangs about the town like a cloud. Monks, priests, and clerics are everywhere, all dedicated to the same god, all performing the same rituals to bless and anoint buildings, streets, people, animals, you name it they are or have blessed it. The same holy symbol is everywhere too. Its on buildings, on people, and even branded into livestock. This certainly loves its god. More than it loves wealth. The town is very clearly poor. Buildings are run down in ways that are not imeadiatly obvious. The people are a bit too thin. The market is very eager to sell to newcomers, but not so eager to buy from them. There’s also a general lack of the hum and buzz of healthy industry in Kèr Spùveviē̼od.
Civic Infrastructure
Kèr Spùveviē̼od 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 Spùveviē̼od. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Kèr Spùveviē̼od's parks.
Kèr Spùveviē̼od has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kèr Spùveviē̼od.
Kèr Spùveviē̼od 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 Spùveviē̼od 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 Spùveviē̼od 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 Spùveviē̼od has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kèr Spùveviē̼od's public wards, blessings, and other arcane systems.
Kèr Spùveviē̼od 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 Spùveviē̼od's natural decorations nor waterways.
Kèr Spùveviē̼od 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 Spùveviē̼od 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 Spùveviē̼od's garrison was built using a different architectural style from the rest of the town. The style used is characterized by their massive, monolithic and 'blocky' appearance with a rigid geometric style. It was best known for its rough, unfinished surfaces, unusual shapes, heavy-looking materials, straight lines, and small windows. Modular elements were often used to form masses representing specific functional zones, grouped into a unified whole.
In Kèr Spùveviē̼od every night at precisely midnight every structure in town is engulfed by sailors fire until the end of the witching hour.
The Guardian, Graven near Kèr Spùveviē̼od are known to be more aggressive than normal.
Kèr Spùveviē̼od's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves embarking on a group pilgrimage to channel Illusion energies of tier 2 via chanting.
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: 4
Farmland: 5571 m2
Cattle and Similar Creatures: 344
Poultry: 4137
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: 3
Coach and Harness Makers: 1
Coopers: 3
Copper, Brass, Tin, Zinc, and Lead Workers: 1
Copyists: 1
Cutlers: 1
Fabricworkers: 3
Farrier: 7
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: 3
Scalemakers: 1
Sculptors, Structures and Fixtures: 1
Shoemakers: 1
Soap and Tallow Workers: 5
Tailors: 7
Tanners: 1
Upholsterers: 2
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: 5
Coachmen: 2
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: 4
Restaurateur: 5
Tavern Keepers: 5
Specialized Laborer
Ashworkers: 1
Bleachers: 1
Coal Heavers: 2
In-Town Couriers: 2
Long Haul Couriers: 3
Dockyard Workers: 2
Hay Merchants: 1
Leech Collectors: 3
Millers: 3
Miners: 3
Oilmen and Polishers: 2
Postmen: 3
Pure Finder: 1
Skinners: 3
Tosher: 2
Warehousemen: 4
Watercarriers: 3
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: 3
Civic Iudex: 1
Exorcist: 3
Fixers: 1
Kami Clerk: 2
Landlords: 2
Lawyers: 1
Legend Keepers: 2
Militia Officers: 13
Monks, Monastic: 4
Monks, Civic: 4
Historian, Oral: 3
Historian, Textual: 1
Policemen, Sheriffs, etc.: 3
Priests: 6
Rangers: 1
Rat Catchers: 2
Scholars: 2
Spiritualist: 2
Storytellers: 5
Military Officers: 4
Cottage Industries
Brewers: 3
Comfort Services: 5
Enchanters: 1
Herbalists: 1
Jaminators: 4
Needleworkers: 4
Potters: 2
Preserve Makers: 3
Quilters: 2
Seamsters: 6
Spinners: 3
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: 4
Produce Industries
Butter Churners: 4
Canners: 4
Cheesmakers: 5
Millers: 2
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 2
Tallowmakers: 3
429 of Kèr Spùveviē̼od's population work within a Foundational Occupation.
26 work in Agriculture
94 work as Craftsmen
32 work as Merchants
68 work as Service Workers
43 work as General Laborers
15 work as Skilled Laborers
67 work as Civil Servants
38 work in Cottage Industries
22 work as Artists
24 work in Produce Industries
854 of Kèr Spùveviē̼od's population do not work in a formal occupation, but do contribute to the local economy. 96 (7%) are noncontributers.
Points of Interest
Kèr Spùveviē̼od has a substantial mill pond located a short distance from town.
POI
History
Kèr Spùveviē̼od used to be much richer, but something happened in the last (23411 % 6)+1 years to crush its source of prosperity. Different factions of the community might be trying to grasp at the remaining dregs of wealth, others might try to restart the failed industry, and some might look for a new livelihood. Any group or entity thought responsible for the collapse is likely to be treated very harshly, and some locals might find profit in shifting the blame to their enemies.
The the a suit of Chain mail armor of Wild Magic, an a suit of Chain mail armor imbued with great amounts of Wild Magic energies was created near Kèr Spùveviē̼od by in time immemorial, reportedly some time during the early 2nd century.