Nokǟk Kǟktfi Ner (/ˈnokaːk/ /ˈkaːktfi/ [distant] [coconut]) is a subtropical Town located in the Kōhyöqüe Moot of the Viceroyalty of Rosid.
The name Nokǟk Kǟktfi Ner is derived from the Wood Elvish language, as Nokǟk Kǟktfi Ner was founded by Streh Ghuvnaget, who was culturaly Wood Elven.
Climate
Nokǟk Kǟktfi Ner has a yearly average temperature of 16°C (60°F), with its average temperature during the summer being a warm 26°C (78°F) and its average temperature during the winter being a cold 7°C (44°F). Nokǟk Kǟktfi Ner receives an average of 147 cm/y (57 in/y) of precipitation, most of which comes in the form of rain during the spring. Nokǟk Kǟktfi Ner covers an area of nearly 4 km2 (1 mi2), and an average elevation of 3560 m (11679 ft) above sea level.
Overview
Nokǟk Kǟktfi Ner was founded durring the late 14th century in winter of the year 1276, by Streh Ghuvnaget. The establishment of Nokǟk Kǟktfi 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.
Nokǟk Kǟktfi Ner was built using the conventions of Wood Elven durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Nokǟk Kǟktfi Ner is no diffrent. The town's buildings feature plaster covered brickwork used to form structures with an emphasis on symmetry, proportion, geometry and the regularity of parts. Orderly arrangements of columns, pilasters and lintels, as well as the use of semicircular arches, hemispherical domes, niches and aediculae can be found everywhere such that only size of building and yard can be used to measure the general prosparity of a given building's owners due to a general wealthy feeling the style gives off.
Nokǟk Kǟktfi Ner is buildings are arranged arround a single restrictive split-log ties 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 has a defencive wall made from large clay bricks. The wall is constructed to the exact specifications of millitary fortifications, but the nature of its clay brick construction leaves it vulnerable to even outdated siege equipment. That said, the town is well defended against anything short of an army. Astonishigly, the brittle defences are in pristine condishion, as if they had just been finished before you laied eyes upon them.
Nokǟk Kǟktfi Ner has the unmistakable air of a town on its last legs. Everything is a bit slipshod and ramshackle. Everyone is at work, or drinking. No one has anything in their eyes other than fear and despair. Whatever industry once fueled Nokǟk Kǟktfi Ner ’s existence has dried up and the town is drifting down the stream of history as it dries up. Even with that as it is, everything is just a little too worn down, a little too dirty, or much of both. The town should be gone, not dying. 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.
Civic Infrastructure
Nokǟk Kǟktfi Ner has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Nokǟk Kǟktfi Ner.
Nokǟk Kǟktfi 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.
Nokǟk Kǟktfi 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.
Nokǟk Kǟktfi Ner has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Nokǟk Kǟktfi Ner's public wards, blessings, and other arcane systems.
Nokǟk Kǟktfi Ner possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.
Nokǟk Kǟktfi Ner has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Nokǟk Kǟktfi 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.
Cultural Notes
Nokǟk Kǟktfi Ner's bank was built using a different architectural style from the rest of the town. The style used is which made use of the classical orders and mathematically precise ratios of height and width combined with a desire for symmetry, proportion, and harmony. It used columns, pediments, arches and domes are imaginatively in buildings of all types. Decorative features were seen as largely unnecessary as the sheer beauty of the structure itself was often close to art. However, many buildings with large ceiling spaces had their ceilings decorated with elaborate paintings, simply because the large flat spaces could feel wasted.
In Nokǟk Kǟktfi Ner the utterance of expletives is impossible within city limits. This has changed as the limits have changed, but has not kept up with slang, or swearing in foreign languages.
The Amoeba Swarm near Nokǟk Kǟktfi Ner are known to be quite timid.
Nokǟk Kǟktfi Ner's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves ritual combat to channel Mysticism energies of tier 1 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: 3
Farm Laborer: 8
Hunters: 3
Milk Maids: 3
Ranchers: 1
Ranch Hands: 3
Shepherds: 2
Farmland: 4704 m2
Cattle and Similar Creatures: 289
Poultry: 3468
Swine: 231
Sheep: 11
Goats: 2
Horses, Mounts, and Beasts of Burden: 115
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 2
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 2
Candlemakers: 4
Carpenters: 3
Clothmakers: 3
Coach and Harness Makers: 1
Coopers: 2
Copper, Brass, Tin, Zinc, and Lead Workers: 1
Copyists: 1
Fabricworkers: 2
Farrier: 9
Glassworkers: 4
Gunsmiths: 2
Harness-Makers: 1
Hatters: 2
Jewelers: 1
Leatherwrights: 3
Locksmiths: 1
Matchstick makers: 1
Musical Instrument Makers: 1
Painters, Structures and Fixtures: 1
Paper Workers: 1
Plasterers: 1
Pursemakers: 2
Roofers: 1
Ropemakers: 1
Rugmakers: 1
Saddlers: 2
Scabbardmakers: 2
Scalemakers: 1
Sculptors, Structures and Fixtures: 1
Shoemakers: 1
Soap and Tallow Workers: 4
Tailors: 6
Tanners: 1
Upholsterers: 1
Watchmakers: 1
Weavers: 3
Merchants
Beer-Sellers: 1
Booksellers: 1
Butchers: 2
Chandlers: 2
Chicken Butchers: 2
Entrepreneurs: 1
Fine Clothiers: 2
Fishmongers: 2
Potion Sellers: 2
Resellers: 5
Spice Merchants: 1
Wine-sellers: 2
Wheelwright: 1
Woodsellers: 1
Service workers
Bakers: 5
Barbers: 5
Coachmen: 1
Cooks: 5
Doctors: 2
Gamekeepers: 1
Grooms: 1
Hairdressers: 3
Healers: 3
Housekeepers: 3
Housemaids: 5
House Stewards: 3
Inns: 1
Laundry maids: 2
Maidservants: 3
Nursery Maids: 2
Pastrycooks: 3
Restaurateur: 5
Tavern Keepers: 4
Specialized Laborer
Ashworkers: 1
Bleachers: 1
Coal Heavers: 2
In-Town Couriers: 2
Long Haul Couriers: 2
Dockyard Workers: 2
Leech Collectors: 3
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: 3
Engineers: 1
Gardeners: 1
Plumbers: 1
Pharmacist: 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: 11
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: 2
Storytellers: 4
Military Officers: 4
Cottage Industries
Brewers: 3
Comfort Services: 4
Enchanters: 1
Herbalists: 1
Jaminators: 3
Needleworkers: 3
Potters: 1
Preserve Makers: 3
Quilters: 1
Seamsters: 6
Spinners: 3
Tinker: 1
Weaver: 2
Artists
Actors: 1
Bards: 1
Dancers: 1
Glaziers: 1
Inlayers: 1
Musicians: 3
Playwrights: 1
Sculptors, Art: 1
Wood Carvers: 4
Writers: 3
Produce Industries
Butter Churners: 4
Canners: 3
Cheesmakers: 3
Millers: 2
Picklers: 1
Smokers: 1
Stockmakers: 1
Tobacconists: 1
Tallowmakers: 2
352 of Nokǟk Kǟktfi Ner's population work within a Foundational Occupation.
23 work in Agriculture
81 work as Craftsmen
25 work as Merchants
57 work as Service Workers
33 work as General Laborers
12 work as Skilled Laborers
54 work as Civil Servants
32 work in Cottage Industries
17 work as Artists
18 work in Produce Industries
770 of Nokǟk Kǟktfi Ner's population do not work in a formal occupation, but do contribute to the local economy. 34 (3%) are noncontributers.
Points of Interest
Nokǟk Kǟktfi Ner is known for its unusual rock formations.
POI
History
Nokǟk Kǟktfi Ner used to be more prosperous, but something happened relatively long ago that left it a shrunken shadow of its former self. If the settlement is prosperous, the locals often lament how much more they could have had. If the settlement is not prosperous, the locals blame their ill fortunes on that event. Reminders of this better time can be found in many places within Nokǟk Kǟktfi Ner.
In time immemorial, reportedly some time during the early 2nd century Nokǟk Kǟktfi Ner was struck by unseasonably warm weather, causing a sweltering heat to smouther the land for 11 days. Nokǟk Kǟktfi Ner lost 244 people and 368 livestock in the disaster.. The deadly heat is remembered by most as the Mourning's Flame.