Kèr Vàrùgj̼az (/ˈvərʊg/ /j̼az/ [detention] [magenta]) is a subtropical Small Town located in the Màvēvāv Region of the Tetbur Commune.
The name Kèr Vàrùgj̼az is derived from the Tauric language, as Kèr Vàrùgj̼az was founded by Zozkrerg Gruffudd Castell, who was culturaly Tauric.
Climate
Kèr Vàrùgj̼az 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 Vàrùgj̼az receives an average of 138 cm/y (54 in/y) of precipitation, most of which comes in the form of rain during the spring. Kèr Vàrùgj̼az covers an area of nearly 3 km2 (1 mi2), and an average elevation of 4790 m (15715 ft) above sea level.
Overview
Kèr Vàrùgj̼az was founded durring the early 16th century in winter of the year 1536, by Zozkrerg Gruffudd Castell. The establishment of Kèr Vàrùgj̼az was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Kèr Vàrùgj̼az's construction back out of the project. Zozkrerg Gruffudd Castell pushed on reguardles, and Kèr Vàrùgj̼az was finished, but starts off as a terible place to live.
Kèr Vàrùgj̼az was built using the conventions of Tauric durring the early 16th century. Naturaly, all settlmentss have their own look to them, and Kèr Vàrùgj̼az 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 Vàrùgj̼az is buildings folow an organic layout of premissive packed earth streets whihch gives the town a shape simmilar to a tree, if one views its streets from above. The town rests behind the absurdity that is a thick, timber braced, wall made of clay bricks. While visualy impressive and certainly an astetic, Kèr Vàrùgj̼az's wall provides no actual defence against siege equipment due to the choice of its cosntruction materials. Even nonexperts can tell the town is trying to impress rather than defend with its walls, towers, and gatehouses. Though admittedly, they do look nice... To primitive tribals who have never seen fortifications before. The town's political statment focused walls 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 Vàrùgj̼az seems to be home to a quite vibrant and boisterous community. Everywhere one looks they can see people going out their daily business with a smile and a spring in their step. Children play loudly in the streets, causing untold havoc as youth are want and allowed to do. On second glance, that chaos continues into adulthood. People seem to be allowed to do as they please with little harmoney to anything. It feels less like a town, and more like a spot people just happened to place their homes. Yet there are small elements here and there which show the underlying structure of the community. It’s just so complex, organic, and flowing one can only understand what is a piece of the puzzle, but not what its neighbors are.
Civic Infrastructure
Kèr Vàrùgj̼az has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Kèr Vàrùgj̼az has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kèr Vàrùgj̼az.
Kèr Vàrùgj̼az 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 Vàrùgj̼az 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 Vàrùgj̼az has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kèr Vàrùgj̼az's public wards, blessings, and other arcane systems.
Kèr Vàrùgj̼az has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Kèr Vàrùgj̼az 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 Vàrùgj̼az's garrison was built using a different architectural style from the rest of the town. The style used is known for its buildings being predominantly formed through the combination of basic geometric shapes. However, it shown in the detailing given to the structures such as its characteristic tall columns, intricate detail, symmetry, harmony, and balance in their designs to an astonishing degree of precision. Decorative elements for the buildings tended to be built into the structure itself, making great use of fluting, frescoes, inlays, and embossing.
In Kèr Vàrùgj̼az there are unidentifiable people in the fog, but it seems to be okay.
The Yothga near Kèr Vàrùgj̼az are known to be more aggressive than normal.
Kèr Vàrùgj̼az's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves gestures to channel Charm energies of tier 3 via oath swearing.
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: 2
Milk Maids: 1
Ranchers: 1
Ranch Hands: 2
Shepherds: 2
Farmland: 3368 m2
Cattle and Similar Creatures: 210
Poultry: 2520
Swine: 168
Sheep: 8
Goats: 1
Horses, Mounts, and Beasts of Burden: 84
Craftsmen
Arms and Toolmakers: 1
Blacksmiths: 2
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 1
Candlemakers: 3
Carpenters: 2
Clothmakers: 2
Coopers: 2
Copper, Brass, Tin, Zinc, and Lead Workers: 1
Fabricworkers: 2
Farrier: 6
Glassworkers: 3
Gunsmiths: 1
Hatters: 1
Leatherwrights: 2
Matchstick makers: 1
Musical Instrument Makers: 1
Painters, Structures and Fixtures: 1
Paper Workers: 1
Plasterers: 1
Pursemakers: 1
Saddlers: 1
Scabbardmakers: 1
Soap and Tallow Workers: 3
Tailors: 4
Tanners: 1
Upholsterers: 1
Watchmakers: 1
Weavers: 2
Merchants
Beer-Sellers: 1
Booksellers: 1
Butchers: 2
Chandlers: 2
Chicken Butchers: 2
Fine Clothiers: 2
Fishmongers: 2
Potion Sellers: 1
Resellers: 3
Spice Merchants: 1
Wine-sellers: 1
Wheelwright: 1
Service workers
Bakers: 4
Barbers: 4
Coachmen: 1
Cooks: 3
Doctors: 1
Gamekeepers: 1
Hairdressers: 3
Healers: 2
Housekeepers: 2
Housemaids: 5
House Stewards: 2
Laundry maids: 1
Maidservants: 2
Nursery Maids: 1
Pastrycooks: 3
Restaurateur: 4
Tavern Keepers: 3
Specialized Laborer
Ashworkers: 1
Coal Heavers: 1
In-Town Couriers: 1
Long Haul Couriers: 1
Dockyard Workers: 1
Leech Collectors: 2
Millers: 2
Miners: 1
Oilmen and Polishers: 1
Postmen: 1
Pure Finder: 1
Skinners: 2
Tosher: 1
Warehousemen: 3
Watercarriers: 1
Watermen, Bargemen, etc.: 2
Skilled Laborers
Accountants: 1
Alchemist: 1
Clerk: 1
Educators: 2
Engineers: 1
Pharmacist: 1
Civil Servants
Bankers: 1
Civil Clerks: 1
Exorcist: 1
Fixers: 1
Kami Clerk: 1
Landlords: 1
Lawyers: 1
Legend Keepers: 1
Militia Officers: 8
Monks, Monastic: 2
Monks, Civic: 2
Historian, Oral: 1
Policemen, Sheriffs, etc.: 1
Priests: 3
Rangers: 1
Rat Catchers: 1
Scholars: 1
Spiritualist: 1
Storytellers: 2
Military Officers: 2
Cottage Industries
Brewers: 2
Comfort Services: 2
Jaminators: 2
Needleworkers: 3
Potters: 1
Preserve Makers: 2
Quilters: 1
Seamsters: 4
Spinners: 2
Weaver: 1
Artists
Bards: 1
Musicians: 2
Wood Carvers: 2
Writers: 3
Produce Industries
Butter Churners: 2
Canners: 2
Cheesmakers: 2
Millers: 1
Picklers: 1
Smokers: 1
Tobacconists: 1
Tallowmakers: 1
231 of Kèr Vàrùgj̼az's population work within a Foundational Occupation.
18 work in Agriculture
51 work as Craftsmen
19 work as Merchants
42 work as Service Workers
22 work as General Laborers
7 work as Skilled Laborers
33 work as Civil Servants
20 work in Cottage Industries
8 work as Artists
11 work in Produce Industries
576 of Kèr Vàrùgj̼az's population do not work in a formal occupation, but do contribute to the local economy. 33 (4%) are noncontributers.
Points of Interest
Kèr Vàrùgj̼az has access to some sort of functioning ancient infrastructure, whether it's an array of wall-mounted arcane energy projectors, running water, moving roadways, community-wide climate control, or some other inherited luxury. This infrastructure may be the result of a still-functional Working, or it could be the product of some venerable occult engine that's still operational, or it may be the fruit of the labors of some specially-designed organism or Blighted populace.
POI
History
In time immemorial, reportedly some time during the early 2nd century Kèr Vàrùgj̼az was struck by a devistating earthquake. The quake brought ruin to Kèr Vàrùgj̼az, which lost 128 people, 185 livestock, and 47 buildings in the earthquake. The day of the quake is remembered by many as Dread's Day.