Town: Kèr Tàdki̊qāv

Kèr Tàdki̊qāv

Kèr Tàdki̊qāv
Example Tauric architecture.
StateTetbur Commune
ProvenceSti̊ci̊q Region
RegionBăm-ěpǐp Moor
Founded1038
Community LeaderElder Dho Griffiths
Area5 km2 (2 mi2)
Average Yearly Temp25°C (77°F)
Average Elevation2040 m (6692 ft)
Average Yearly Precipitation255 cm/y (100 in/y)
Population1346
Population Density269 people per km2 (673 people per mi2)
Town AuraTruename Magic
Naming
Native nameKèr Tàdki̊qāv
Pronunciation/təd/ /ˈci̘qəˑv/
Direct Translation[sling] [technological]
Translation[Not Yet Translated]

Kèr Tàdki̊qāv (/təd/ /ˈci̘qəˑv/ [sling] [technological]) is a subtropical Town located in the Sti̊ci̊q Region of the Tetbur Commune.

The name Kèr Tàdki̊qāv is derived from the Tauric language, as Kèr Tàdki̊qāv was founded by Pa Wyn, who was culturaly Tauric.

Climate

Kèr Tàdki̊qāv has a yearly average temperature of 25°C (77°F), with its average temperature during the summer being a warm 29°C (84°F) and its average temperature during the winter being a pleasant 22°C (71°F). Kèr Tàdki̊qāv receives an average of 255 cm/y (100 in/y) of precipitation, most of which comes in the form of rain during the summer. Kèr Tàdki̊qāv covers an area of nearly 5 km2 (2 mi2), and an average elevation of 2040 m (6692 ft) above sea level.

Overview

Kèr Tàdki̊qāv was founded durring the early 11th century, by Pa Wyn. The establishment of Kèr Tàdki̊qāv was somewhat plagued by a lack of willing colonists, leading to Pa Wyn electing to pay people to resettle in Kèr Tàdki̊qāv.

Kèr Tàdki̊qāv was built using the conventions of Tauric durring the early 11th century. Naturaly, all settlmentss have their own look to them, and Kèr Tàdki̊qāv 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 Tàdki̊qāv is is constructed arround a series of spacious split-log ties mainstreets which form overlapping circles, with smaller strait roads linking the circiles to eachother at varrious points. The town sits behind a stone-renforced palisade wall, with stone gatehouses and timber drawbridges for their trench. The town's would-be-castle fortifications are visibly old, but also obviously well maintained. Its likly the local malishia or garrison are tasked with routine mantance of the town's defences.

A look around Kèr Tàdki̊qāv 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 with the simple fact that it is abundantly clear Kèr Tàdki̊qāv suffered something horrible some time ago. It's as if the town itself is depressed. Smiles are few, cheer is nowhere to be had. Everyone quietly goes about their daily business not looking anyone in the eye. Regardless, you do not feel it would be wise to remain in Kèr Tàdki̊qāv long.

Civic Infrastructure

Kèr Tàdki̊qāv 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 Tàdki̊qāv has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

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

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

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

Kèr Tàdki̊qāv has an Theological Academy which trains clergy in various arcane and theological topics required for their occupations.

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

Kèr Tàdki̊qāv's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.

Kèr Tàdki̊qāv 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 Tàdki̊qāv's natural decorations nor waterways.

Kèr Tàdki̊qāv has a Guild of Roadworkers, who are responsible for maintaining the roadways and public paths within town. They also have the duty of enforcing all civil laws relating to the roadways.

Kèr Tàdki̊qāv 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 Tàdki̊qāv 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 Tàdki̊qāv's garrison was built using a different architectural style from the rest of the town. The style used is known for its fluid and florid elaborate style, comprising ornate, asymmetric designs and pastel shades. It is often considered to be a playful, light style, which made exuberant use of curves and emphasized subtle asymmetry in the general shape of its structures. Walls, ceilings and moldings are decorated with numerous interlacing of curves and counter-curves based on the shapes of ‘C’ and ‘S’, along with shell forms and other naturalistic shapes.

In Kèr Tàdki̊qāv there are unidentifiable people in the fog, but it seems to be okay.

The Skin Stitcher near Kèr Tàdki̊qāv are known to be more aggressive than normal.

Kèr Tàdki̊qāv's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves orgies to channel Enchantment energies of tier 2 via guttural bellowing.

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: 4
  • Farm Laborer: 8
  • Hunters: 4
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 5451 m2
    • Cattle and Similar Creatures: 336
    • Poultry: 4038
    • Swine: 269
    • Sheep: 13
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 134

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 2
  • 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: 2
  • Farrier: 8
  • Glassworkers: 4
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 2
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 2
  • 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: 4
  • Tailors: 6
  • 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: 6
  • Spice Merchants: 1
  • Wine-sellers: 2
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 6
  • Barbers: 6
  • Coachmen: 2
  • Cooks: 5
  • Doctors: 2
  • 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: 6

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: 4
  • Millers: 3
  • Miners: 3
  • Oilmen and Polishers: 2
  • Postmen: 3
  • Pure Finder: 1
  • Skinners: 3
  • Tosher: 2
  • Warehousemen: 4
  • Watercarriers: 2
  • Watermen, Bargemen, etc.: 4

Skilled Laborers

  • Accountants: 1
  • Alchemist: 1
  • Clerk: 2
  • Dentists: 1
  • Educators: 3
  • Engineers: 2
  • Gardeners: 1
  • Mages: 1
  • Plumbers: 1
  • Pharmacist: 1
  • Scientists: 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: 2
  • Militia Officers: 9
  • Monks, Monastic: 4
  • Monks, Civic: 3
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 6
  • Rangers: 1
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 5
  • Military Officers: 3

Cottage Industries

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

Produce Industries

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

412 of Kèr Tàdki̊qāv's population work within a Foundational Occupation.

867 of Kèr Tàdki̊qāv's population do not work in a formal occupation, but do contribute to the local economy. 67 (5%) are noncontributers.

Points of Interest

The roads leading into Kèr Tàdki̊qāv possess a great number of switchbacks. While designed for defense, they mostly wind up pissing everyone trying to take goods to town right the hell off.

POI

History

Kèr Tàdki̊qāv is still bloodied by a recent violent conflict. A crushing bandit raid, a lost siege, getting caught at the periphery of a major battle, or some other calamity has inflicted severe damage on the place. Some communities may suffer a longer-term version of this, their youths lost in a grinding, endless battle against some perpetual threat.

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

History