Large Town: Kle̜ I̽rbrëkkwë Ner

Kle̜ I̽rbrëkkwë Ner

Kle̜ I̽rbrëkkwë Ner
Example Wood Elven architecture.
StateViceroyalty of Rosid
ProvenceRúpoůj Aysh Moot
RegionNōdfu Vli̽ Heath
Founded1296
Community LeaderChief Helî Nogroth
Area7 km2 (2 mi2)
Average Yearly Temp12°C (53°F)
Average Elevation2658 m (8720 ft)
Average Yearly Precipitation153 cm/y (60 in/y)
Population1753
Population Density250 people per km2 (876 people per mi2)
Town AuraAugury
Naming
Native nameKle̜ I̽rbrëkkwë Ner
Pronunciation/kle̜/ /i̽rˈbrɛkkwɛ/
Direct Translation[mint] [bank; fund]
Translation[Not Yet Translated]

Kle̜ I̽rbrëkkwë Ner (/kle̜/ /i̽rˈbrɛkkwɛ/ [mint] [bank; fund]) is a subtropical Large Town located in the Rúpoůj Aysh Moot of the Viceroyalty of Rosid.

The name Kle̜ I̽rbrëkkwë Ner is derived from the Wood Elvish language, as Kle̜ I̽rbrëkkwë Ner was founded by Carandoliel Zienra, who was culturaly Wood Elven.

Climate

Kle̜ I̽rbrëkkwë Ner has a yearly average temperature of 12°C (53°F), with its average temperature during the summer being a warm 26°C (78°F) and its average temperature during the winter being a freezing -1°C (31°F). Kle̜ I̽rbrëkkwë Ner receives an average of 153 cm/y (60 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Kle̜ I̽rbrëkkwë Ner covers an area of nearly 7 km2 (2 mi2), and an average elevation of 2658 m (8720 ft) above sea level.

Overview

Kle̜ I̽rbrëkkwë Ner was founded durring the late 14th century in spring of the year 1296, by Carandoliel Zienra. The establishment of Kle̜ I̽rbrëkkwë Ner suffered from several major issues, resulting in the need to develop many solutions to basic problems. Problems such as a lack of fresh water, logistical support, poor quality tools, and the odd monster or two. Howeaver, these were overcome in time.

Kle̜ I̽rbrëkkwë Ner was built using the conventions of Wood Elven durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Kle̜ I̽rbrëkkwë Ner 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.

Kle̜ I̽rbrëkkwë Ner is buildings are arranged arround a single broad gravel mainstreet with many smaller streets branching off of it which gives the town a over all rectangular shape, albit one warped and twisted by the nature of the curves of the main road. The town is the proud owner of a thick set of fortified walls fashioned from querried stone blocks. While not up to snuff for a fort or castle wall, the town's walls are naturaly much larger than those of forts or castles. Therefore, the construction such a wall is most expencive. Kle̜ I̽rbrëkkwë Ner's buget focused wall would serve its community well in battle in spite of looking unimpressive compared to castles and fortresses. Kle̜ I̽rbrëkkwë Ner's top tier civilian fortifications are in an unremarkable state. To some, this is the ideal sate for defences to be in. In need of absoutly nothing, and ready to serve the town as needed.

Your first impression of Kle̜ I̽rbrëkkwë Ner proves to be right on the money. This town is where the rebels chose to settle. Fashion trends are quite simply the opposite of what’s popular in the other nearby communities. THis trend extends everywhere. Things that should be black are white, what would normally be square is organically curved, and what is typically unthinkable for polite society is more than welcome in this public square. Up to the logical limits, of course. There’s no flaying someone alive to eat their skin going on, but the women are dressed a little immodestly, the men are a little more emotional, and the food is all overly complex and terrible.

Civic Infrastructure

Kle̜ I̽rbrëkkwë Ner 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 Kle̜ I̽rbrëkkwë Ner. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Kle̜ I̽rbrëkkwë Ner's parks.

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

Kle̜ I̽rbrëkkwë Ner 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.

Kle̜ I̽rbrëkkwë Ner has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.

Kle̜ I̽rbrëkkwë Ner 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.

Kle̜ I̽rbrëkkwë Ner 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.

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

Kle̜ I̽rbrëkkwë Ner 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 Kle̜ I̽rbrëkkwë Ner's natural decorations nor waterways.

Kle̜ I̽rbrëkkwë Ner 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.

Kle̜ I̽rbrëkkwë Ner 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.

Kle̜ I̽rbrëkkwë Ner 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

Kle̜ I̽rbrëkkwë Ner is home to a distinct subculture, who are either the majority here or have the dominant positions in the community. Architecture, local laws, and social customs are all tuned to suit them, and they may not be particularly forgiving or friendly to the major culture of the region. Communities that are not outright independent usually make an arm's-length submission to a local lord.

Kle̜ I̽rbrëkkwë Ner's mayor's house was built using a different architectural style from the rest of the town. The style used is characterized by towering round arches, massive stone and brickwork, small windows, thick walls, and a propensity for housing art and sculpture depicting mythological scenes. The building's general shape would be a clever and ascetic combination of geometric shapes, which would be blended together by joining elements. The style's decorative features were largely internal rather than external and incorporated semicircular arches for windows, doors, and arcades; barrel or groin vaults to support the roof of the nave; massive piers and walls, with few windows, to contain the outward thrust of the vaults; side aisles with galleries above them..

In Kle̜ I̽rbrëkkwë Ner grains of dust blow into perfectly neat rows.

The Leshy, Leaf near Kle̜ I̽rbrëkkwë Ner are known to be quite timid.

Kle̜ I̽rbrëkkwë Ner's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves performance art to channel Wild Magic energies of tier 3 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: 3
  • Farmers: 5
  • Farm Laborer: 9
  • Hunters: 6
  • Milk Maids: 4
  • Ranchers: 2
  • Ranch Hands: 4
  • Shepherds: 4
    • Farmland: 7064 m2
    • Cattle and Similar Creatures: 438
    • Poultry: 5259
    • Swine: 350
    • Sheep: 17
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 175

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 3
  • Bookbinders: 2
  • Buckle-makers: 2
  • Cabinetmakers: 4
  • Candlemakers: 6
  • Carpenters: 5
  • Clothmakers: 5
  • Coach and Harness Makers: 1
  • Coopers: 4
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 4
  • Farrier: 12
  • Furriers: 1
  • Glassworkers: 6
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 3
  • Hosiery Workers: 1
  • Jewelers: 1
  • Leatherwrights: 4
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 2
  • Painters, Structures and Fixtures: 2
  • Paper Workers: 2
  • Plasterers: 2
  • Pursemakers: 2
  • Roofers: 1
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 3
  • Scabbardmakers: 3
  • Scalemakers: 1
  • Scientific, Surgical, and Optical Instrument Makers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 6
  • Tailors: 10
  • Tanners: 2
  • Upholsterers: 2
  • Watchmakers: 2
  • Weavers: 5
  • Whitesmiths: 1

Merchants

  • Adventuring Goods Retellers: 1
  • Arcana Sellers: 1
  • Beer-Sellers: 2
  • Booksellers: 2
  • Butchers: 4
  • Chandlers: 4
  • Chicken Butchers: 4
  • Entrepreneurs: 1
  • Fine Clothiers: 5
  • Fishmongers: 4
  • Florists: 1
  • Potion Sellers: 2
  • Resellers: 7
  • Spice Merchants: 2
  • Wine-sellers: 3
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 10
  • Barbers: 7
  • Coachmen: 2
  • Cooks: 7
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 6
  • Healers: 4
  • Housekeepers: 4
  • Housemaids: 8
  • House Stewards: 4
  • Inns: 1
  • Laundry maids: 3
  • Maidservants: 6
  • Nursery Maids: 3
  • Pastrycooks: 6
  • Restaurateur: 8
  • Tavern Keepers: 6

Specialized Laborer

  • Ashworkers: 2
  • Bleachers: 1
  • Chemical Workers: 1
  • Coal Heavers: 3
  • In-Town Couriers: 3
  • Long Haul Couriers: 4
  • Dockyard Workers: 3
  • Hay Merchants: 1
  • Leech Collectors: 4
  • Millers: 3
  • Miners: 4
  • Oilmen and Polishers: 2
  • Postmen: 4
  • Pure Finder: 2
  • Skinners: 5
  • Sugar Refiners: 1
  • Tosher: 2
  • Warehousemen: 5
  • Watercarriers: 3
  • Watermen, Bargemen, etc.: 4

Skilled Laborers

  • Accountants: 2
  • Alchemist: 2
  • Clerk: 3
  • Dentists: 1
  • Educators: 4
  • Engineers: 2
  • Gardeners: 1
  • Mages: 1
  • Plumbers: 1
  • Pharmacist: 2
  • Scientists: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 2
  • Civil Clerks: 3
  • Civic Iudex: 1
  • Consultants: 1
  • Exorcist: 4
  • Fixers: 2
  • Kami Clerk: 3
  • Landlords: 3
  • Lawyers: 2
  • Legend Keepers: 2
  • Militia Officers: 13
  • Monks, Monastic: 5
  • Monks, Civic: 5
  • Historian, Oral: 3
  • Historian, Textual: 2
  • Policemen, Sheriffs, etc.: 3
  • Priests: 6
  • Rangers: 2
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 6
  • Military Officers: 6

Cottage Industries

  • Brewers: 5
  • Comfort Services: 6
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 5
  • Needleworkers: 5
  • Potters: 3
  • Preserve Makers: 5
  • Quilters: 2
  • Seamsters: 8
  • Spinners: 5
  • Tinker: 1
  • Weaver: 4

Artists

  • Actors: 1
  • Bards: 2
  • Costumers: 1
  • Dancers: 2
  • Drafters: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 5
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 7
  • Writers: 6

Produce Industries

  • Butter Churners: 6
  • Canners: 5
  • Cheesmakers: 6
  • Millers: 3
  • Picklers: 2
  • Smokers: 2
  • Stockmakers: 1
  • Tobacconists: 2
  • Tallowmakers: 3

569 of Kle̜ I̽rbrëkkwë Ner's population work within a Foundational Occupation.

1097 of Kle̜ I̽rbrëkkwë Ner's population do not work in a formal occupation, but do contribute to the local economy. 87 (5%) are noncontributers.

Points of Interest

Kle̜ I̽rbrëkkwë Ner is known for its well built pedestrian paths, which include foot bridges to cross the main street at several high-traffic areas.

POI

History

The the a bevor of Truename Magic, an a bevor imbued with potent amounts of Truename Magic energies was created in Kle̜ I̽rbrëkkwë Ner by in time immemorial, reportedly some time during the late 2nd century.

History