Kèr Zashj̼az (/zaʃ/ /j̼az/ [counter (flat; elevated surface)] [magenta]) is a subtropical Town located in the Màvēvāv Region of the Tetbur Commune.
The name Kèr Zashj̼az is derived from the Tauric language, as Kèr Zashj̼az was founded by Jaynie Crowther Wyn, who was culturaly Tauric.
Climate
Kèr Zashj̼az has a yearly average temperature of 30°C (86°F), with its average temperature during the summer being a blistering 34°C (93°F) and its average temperature during the winter being a warm 27°C (80°F). Kèr Zashj̼az receives an average of 196 cm/y (77 in/y) of precipitation, most of which comes in the form of rain during the fall. Kèr Zashj̼az covers an area of nearly 4 km2 (1 mi2), and an average elevation of 4056 m (13307 ft) above sea level.
Overview
Kèr Zashj̼az was founded durring the early 14th century in summer of the year 1314, by Jaynie Crowther Wyn. The establishment of Kèr Zashj̼az was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Kèr Zashj̼az's construction back out of the project. Jaynie Crowther Wyn pushed on reguardles, and Kèr Zashj̼az was finished, but starts off as a terible place to live.
Kèr Zashj̼az was built using the conventions of Tauric durring the early 14th century. Naturaly, all settlmentss have their own look to them, and Kèr Zashj̼az 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 Zashj̼az is buildings are arranged arrounded highly ordered system of narrow cobblestone streets which form hexical 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 resides behind a palisade wall complete with battlments, a moat, and timber gatehouses with drawbridges. The town's robustly designed timber walls 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 Zashj̼az gives you an uneasy feeling. Everything is just a little too worn down, a little too dirty, or both. No one makes eye contact. Kids play quietly, but happily. Occasionally a passerby glances at you out of the corner of their eye, staring just long enough for it to be uncomfortable. This all rests atop the unmistakable impression the town is one of the strictest places imaginable. Everyone’s actions are clearly directed by laws they keep in heart and mind at all times. Orderly byond order is a phrase which Kèr Zashj̼az brings to mind.
Civic Infrastructure
Kèr Zashj̼az has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kèr Zashj̼az.
Kèr Zashj̼az 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 Zashj̼az has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.
Kèr Zashj̼az 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 Zashj̼az has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kèr Zashj̼az's public wards, blessings, and other arcane systems.
Kèr Zashj̼az has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Kèr Zashj̼az 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 Zashj̼az's mayor's house was built using a different architectural style from the rest of the town. The style used is admittedly strange and non-linear style rooted in defiance of symmetrical shapes. It championed the creation of buildings with a unique visual appearance. the structural norms of classic buildings and deforms or moves away from elementary architectural principles. By including non-linear designs processed into its buildings and favoring fragmentation, this style expressed a form of controlled chaos. Its buildings appear out-of-the-ordinary, draw the eye in immediately and sometimes create a feeling of strangeness. These distorted shapes and structure are not reserved to the building’s outer facade, they destabilize interior elements too, favoring minimalism and play on people’s perceptions by injecting a futuristic touch.
In Kèr Zashj̼az there is no wind.
The Yothga near Kèr Zashj̼az are known to be a mutant strain of the creature.
Kèr Zashj̼az's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves orgies to channel Augury energies of tier 2 via oratory performances.
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: 2
Farm Laborer: 8
Hunters: 3
Milk Maids: 2
Ranchers: 1
Ranch Hands: 2
Shepherds: 2
Farmland: 4177 m2
Cattle and Similar Creatures: 258
Poultry: 3102
Swine: 206
Sheep: 10
Goats: 2
Horses, Mounts, and Beasts of Burden: 103
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 2
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 2
Candlemakers: 3
Carpenters: 2
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
Harness-Makers: 1
Hatters: 2
Jewelers: 1
Leatherwrights: 2
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
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: 3
Entrepreneurs: 1
Fine Clothiers: 2
Fishmongers: 2
Potion Sellers: 1
Resellers: 3
Spice Merchants: 1
Wine-sellers: 2
Wheelwright: 1
Service workers
Bakers: 5
Barbers: 4
Coachmen: 1
Cooks: 4
Doctors: 2
Gamekeepers: 1
Hairdressers: 3
Healers: 2
Housekeepers: 3
Housemaids: 5
House Stewards: 2
Laundry maids: 1
Maidservants: 3
Nursery Maids: 1
Pastrycooks: 3
Restaurateur: 5
Tavern Keepers: 4
Specialized Laborer
Ashworkers: 1
Coal Heavers: 2
In-Town Couriers: 2
Long Haul Couriers: 2
Dockyard Workers: 2
Leech Collectors: 2
Millers: 2
Miners: 2
Oilmen and Polishers: 1
Postmen: 2
Pure Finder: 1
Skinners: 3
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: 8
Monks, Monastic: 3
Monks, Civic: 3
Historian, Oral: 2
Historian, Textual: 1
Policemen, Sheriffs, etc.: 2
Priests: 4
Rangers: 1
Rat Catchers: 1
Scholars: 1
Spiritualist: 1
Storytellers: 3
Military Officers: 4
Cottage Industries
Brewers: 3
Comfort Services: 4
Enchanters: 1
Herbalists: 1
Jaminators: 3
Needleworkers: 4
Potters: 1
Preserve Makers: 3
Quilters: 1
Seamsters: 5
Spinners: 3
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: 4
Millers: 2
Picklers: 1
Smokers: 1
Stockmakers: 1
Tobacconists: 1
Tallowmakers: 2
311 of Kèr Zashj̼az's population work within a Foundational Occupation.
20 work in Agriculture
70 work as Craftsmen
22 work as Merchants
49 work as Service Workers
31 work as General Laborers
11 work as Skilled Laborers
46 work as Civil Servants
32 work in Cottage Industries
13 work as Artists
17 work in Produce Industries
692 of Kèr Zashj̼az's population do not work in a formal occupation, but do contribute to the local economy. 31 (3%) are noncontributers.
Points of Interest
The roads leading into Kèr Zashj̼az 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
Almost every community has some problem with bandits and highwaymen, but Kèr Zashj̼az is seriously plagued with raiders. One or more groups of persistent plunderers are hitting the community repeatedly, and they lack the necessary resources to fend them off or protect all their holdings.
In time immemorial, reportedly some time during the early 2nd century a local hero by the name of saved most of the town when a natural disaster struck Kèr Zashj̼az. was immortalized in song for this deed.