Large Town: Nir Skrō Kez

Nir Skrō Kez

Nir Skrō Kez
Example Wood Elven architecture.
StateViceroyalty of Rosid
ProvenceWokki̽k Moot
RegionZlë-vrehi̽k Shrublands
Founded1405
Community LeaderChief Lagorien Phiegror
Area6 km2 (2 mi2)
Average Yearly Temp10°C (50°F)
Average Elevation5772 m (18937 ft)
Average Yearly Precipitation143 cm/y (56 in/y)
Population1650
Population Density275 people per km2 (825 people per mi2)
Town AuraMysticism
Naming
Native nameNir Skrō Kez
Pronunciation/nir/ /skroː/
Direct Translation[loyal] [storm; hurricane]
Translation[Not Yet Translated]

Nir Skrō Kez (/nir/ /skroː/ [loyal] [storm; hurricane]) is a subtropical Large Town located in the Wokki̽k Moot of the Viceroyalty of Rosid.

The name Nir Skrō Kez is derived from the Wood Elvish language, as Nir Skrō Kez was founded by Amarthel Vimeni, who was culturaly Wood Elven.

Climate

Nir Skrō Kez has a yearly average temperature of 10°C (50°F), with its average temperature during the summer being a pleasant 25°C (77°F) and its average temperature during the winter being a freezing -4°C (25°F). Nir Skrō Kez receives an average of 143 cm/y (56 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Nir Skrō Kez covers an area of nearly 6 km2 (2 mi2), and an average elevation of 5772 m (18937 ft) above sea level.

Overview

Nir Skrō Kez was founded durring the early 15th century in fall of the year 1405, by Amarthel Vimeni. The establishment of Nir Skrō Kez suffered from many setbacks, delays, and obsticles, most notably a group of Nir Skrō Kez which required millitary assistance exterminate before the community could finish being built.

Nir Skrō Kez was built using the conventions of Wood Elven durring the early 15th century. Naturaly, all settlmentss have their own look to them, and Nir Skrō Kez is no diffrent. The town's buildings feature masoned stone construction which prominantly features pointed arches, pointed ribbed vault cielings, flying buttress', and window tracery all of which share a simmilar gemoetetic patern halfway between organic and inorganic in design formaing a very distinct aesthetically integrated style. BUildings tend to reach for the havens, and more expencive homes are easily identified by their floor count as well as the addition of decorative features intigrated into the building's design such as statues, gargoyals, and embelished joinery.

Nir Skrō Kez is buildings are arranged arrounded a highly ordered system of crampt worn bedrock streets which form triangular 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 posesses a mighty albit amaturly crafted stone wall. It was built using querried stone blocks and posesses all of the standard defencive features, including a few watch towers. While it would last against a siege, the wall's outdated and simplistic construction method percludes the possability of Nir Skrō Kez weathering a full scale bombardment durring a siege. Nir Skrō Kez's budget focused millitary grade defenses has sufferd soem light damage, reducing its function a little in some spots, but could almsot certainly preform as expected... Though some of the worse spots could lead to the loss of defenders lives if attackers identified the weaknesses ahead of time.

A look around Nir Skrō Kez 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 scutteling 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 everything together. Regardless, you do not feel it would be wise to remain in Nir Skrō Kez long.

Civic Infrastructure

Nir Skrō Kez 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 Nir Skrō Kez. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Nir Skrō Kez's parks.

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

Nir Skrō Kez 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.

Nir Skrō Kez has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Nir Skrō Kez 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.

Nir Skrō Kez 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.

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

Nir Skrō Kez 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 Nir Skrō Kez's natural decorations nor waterways.

Nir Skrō Kez 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.

Nir Skrō Kez 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.

Nir Skrō Kez 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

Nir Skrō Kez's garrison was built using a different architectural style from the rest of the town. The style used is characterized by grandeur of scale, simplicity of geometric forms, dramatic use of columns, and a preference for blank walls. This design ethos extended to re-imagining earlier styles of structure to create them anew, with a similar overall look and feel to one another..

Due to the actions of local Kami, autumn is recurring in Nir Skrō Kez.

The Ice Elemental, Medium near Nir Skrō Kez are known to be a mutant strain of the creature.

Nir Skrō Kez's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves destroying a prepared ritual vessel to channel Charm energies of tier 1 via moments of science.

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: 8
  • Hunters: 6
  • Milk Maids: 4
  • Ranchers: 2
  • Ranch Hands: 4
  • Shepherds: 4
    • Farmland: 6583 m2
    • Cattle and Similar Creatures: 412
    • Poultry: 4950
    • Swine: 330
    • Sheep: 16
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 165

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 3
  • Bookbinders: 2
  • Buckle-makers: 2
  • Cabinetmakers: 3
  • Candlemakers: 5
  • Carpenters: 5
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 4
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 10
  • Furriers: 1
  • Glassworkers: 5
  • 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: 11
  • Tanners: 2
  • Upholsterers: 2
  • Watchmakers: 2
  • Weavers: 4
  • 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: 3
  • Fishmongers: 4
  • Potion Sellers: 2
  • Resellers: 6
  • Spice Merchants: 2
  • Wine-sellers: 3
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 8
  • Barbers: 8
  • Coachmen: 2
  • Cooks: 6
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 5
  • Healers: 4
  • Housekeepers: 5
  • Housemaids: 6
  • House Stewards: 5
  • Inns: 1
  • Laundry maids: 3
  • Maidservants: 6
  • Nursery Maids: 3
  • Pastrycooks: 5
  • Restaurateur: 6
  • Tavern Keepers: 6

Specialized Laborer

  • Ashworkers: 2
  • Bleachers: 1
  • Coal Heavers: 3
  • In-Town Couriers: 3
  • Long Haul Couriers: 3
  • Dockyard Workers: 3
  • Hay Merchants: 1
  • Leech Collectors: 4
  • Millers: 3
  • Miners: 4
  • Oilmen and Polishers: 2
  • Postmen: 3
  • Pure Finder: 2
  • Skinners: 4
  • Tosher: 2
  • Warehousemen: 6
  • 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: 1
  • Scientists: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 2
  • Civil Clerks: 4
  • Civic Iudex: 1
  • Consultants: 1
  • Exorcist: 3
  • Fixers: 1
  • Kami Clerk: 3
  • Landlords: 3
  • Lawyers: 2
  • Legend Keepers: 2
  • Militia Officers: 12
  • Monks, Monastic: 5
  • Monks, Civic: 5
  • Historian, Oral: 4
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 7
  • Rangers: 2
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 3
  • Storytellers: 6
  • Military Officers: 5

Cottage Industries

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

Artists

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

Produce Industries

  • Butter Churners: 6
  • Canners: 4
  • Cheesmakers: 5
  • Millers: 3
  • Picklers: 2
  • Smokers: 2
  • Stockmakers: 1
  • Tobacconists: 2
  • Tallowmakers: 3

534 of Nir Skrō Kez's population work within a Foundational Occupation.

1001 of Nir Skrō Kez's population do not work in a formal occupation, but do contribute to the local economy. 115 (7%) are noncontributers.

Points of Interest

Nir Skrō Kez is uncommonly rich, not only for the gentry but for the common citizens as well. They may produce a valuable good, oversee precious resource extraction, have special economic favors from the ruler, or simply have inherited a vast body of infrastructure. Their neighbors likely view them with envy, and outside raiders and exploiters find them an ideal target.

Nir Skrō Kez is accessed from a nearby river via an intricate series of locks.

POI

History

In time immemorial, reportedly some time during the late 2nd century, Nir Skrō Kez was attacked by soldiers from another nation, with orders to raid Nir Skrō Kez. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Nir Skrō Kez lost 258 people, 311 livestock, and 46 buildings. The conflict ended after roughly 134, when members of Nir Skrō Kez's militia enacted an operation to scout a specific location for information about the enemy. The operation was complicated by a natural disaster interrupted the operation, shattering unit cohesion. The conflict ended with an assault and siege on the port, which ended in defeat for Nir Skrō Kez's forces. The war is remembered in legend by Nir Skrō Kez's bards, historians, and legend keepers.

History