Town: Sa̋tḩ Hēr Kēä

Sa̋tḩ Hēr Kēä

Sa̋tḩ Hēr Kēä
Example Goblin architecture.
StateConfederation of Goblin Tribes
ProvenceThḗpō̌yey Region
RegionLu̹zû Barâ Woodlands
Founded1513
Community LeaderHigh Chief Trêm Trgartë Brêrthepí
Area5 km2 (2 mi2)
Average Yearly Temp20°C (68°F)
Average Elevation2378 m (7801 ft)
Average Yearly Precipitation279 cm/y (109 in/y)
Population1238
Population Density247 people per km2 (619 people per mi2)
Town AuraSummoning
Naming
Native nameSa̋tḩ Hēr Kēä
Pronunciation/ndɒ̂/ /hīːɜː/
Direct Translation[even] [life (lifetime); life (soul)]
Translation[Not Yet Translated]

Sa̋tḩ Hēr Kēä (/ndɒ̂/ /hīːɜː/ [even] [life (lifetime); life (soul)]) is a subtropical Town located in the Thḗpō̌yey Region of the Confederation of Goblin Tribes.

The name Sa̋tḩ Hēr Kēä is derived from the Goblin language, as Sa̋tḩ Hēr Kēä was founded by Trêbmtco Trêgfepí Zlkesm, who was culturaly Goblin.

Climate

Sa̋tḩ Hēr Kēä has a yearly average temperature of 20°C (68°F), with its average temperature during the summer being a warm 29°C (84°F) and its average temperature during the winter being a cool 11°C (51°F). Sa̋tḩ Hēr Kēä receives an average of 279 cm/y (109 in/y) of precipitation, most of which comes in the form of rain during the summer. Sa̋tḩ Hēr Kēä covers an area of nearly 5 km2 (2 mi2), and an average elevation of 2378 m (7801 ft) above sea level.

Overview

Sa̋tḩ Hēr Kēä was founded durring the early 16th century in spring of the year 1513, by Trêbmtco Trêgfepí Zlkesm. The establishment of Sa̋tḩ Hēr Kēä was somewhat plagued by a lack of willing colonists, leading to Trêbmtco Trêgfepí Zlkesm electing to pay people to resettle in Sa̋tḩ Hēr Kēä.

Sa̋tḩ Hēr Kēä was built using the conventions of Goblin durring the early 16th century. Naturaly, all settlmentss have their own look to them, and Sa̋tḩ Hēr Kēä 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.

Sa̋tḩ Hēr Kēä is was constructed arround several restrictive cobblestone mainstreets which cross one another at certain axies, with smaller streets branching off of them to premit acess to the many buildings deeper into the road network. The overall fashion is remenessent of a circulatory system, or other organic construct, and is quite effishent in its design. The town lacks any defencive features, though certainly constructing even a simple fence or digging a ditch is at the forefront of the 's mind. At least, one would hope so.

Sa̋tḩ Hēr Kēä 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 Sa̋tḩ Hēr Kēä ’s existence has dried up and the town is drifting down the stream of history as it dries up. On top of this is an unmistakable feeling that Sa̋tḩ Hēr Kēä is in this condition because there is something terribly wrong with the town. Maybe it’s the way fog blankets the ground, but only in the connors of places. Maybe it’s the vermin scuttling 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 all of those things together, or perhaps it's the way these elements combine which makes you worry someone might stab you in a dark ally for your boots. It’s not filthy, or dark, but the smiles seem strained, the locals seem to glare daggers in eachothers backs a little too much, and everyone is armed at all times. You may want to keep an eye on your valuables, and make sure you don’t wind up in any position of power. Regardless, you do not feel it would be wise to remain in Sa̋tḩ Hēr Kēä long.

Civic Infrastructure

Sa̋tḩ Hēr Kēä possesses a city-wide Aethary Link which provides Aethary access anywhere within its metropolitan. This allows citizens who can afford the relevant devices access in their places of work, and rarely homes.

Sa̋tḩ Hēr Kēä has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Sa̋tḩ Hēr Kēä.

Sa̋tḩ Hēr Kēä 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.

Sa̋tḩ Hēr Kēä 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.

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

Sa̋tḩ Hēr Kēä possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.

Sa̋tḩ Hēr Kēä has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.

Sa̋tḩ Hēr Kēä 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

Sa̋tḩ Hēr Kēä's town hall was built using a different architectural style from the rest of the town. The style used is characterized by their massive, monolithic and 'blocky' appearance with a rigid geometric style. It was best known for its rough, unfinished surfaces, unusual shapes, heavy-looking materials, straight lines, and small windows. Modular elements were often used to form masses representing specific functional zones, grouped into a unified whole.

In Sa̋tḩ Hēr Kēä every night at precisely midnight every structure in town is engulfed by sailors fire until the end of the witching hour.

The Raven Swarm near Sa̋tḩ Hēr Kēä are known to be quite timid.

Sa̋tḩ Hēr Kēä's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves consuming a local narcotic to channel Mysticism energies of tier 1 via guttural bellowing.

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: 4
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 4964 m2
    • Cattle and Similar Creatures: 309
    • Poultry: 3714
    • Swine: 247
    • Sheep: 12
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 123

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 2
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 2
  • Candlemakers: 3
  • Carpenters: 3
  • Clothmakers: 3
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 2
  • Farrier: 8
  • Glassworkers: 3
  • 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: 7
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 4
  • Whitesmiths: 1

Merchants

  • Beer-Sellers: 1
  • Booksellers: 1
  • Butchers: 2
  • Chandlers: 3
  • Chicken Butchers: 3
  • Entrepreneurs: 1
  • Fine Clothiers: 3
  • Fishmongers: 3
  • Potion Sellers: 2
  • Resellers: 4
  • Spice Merchants: 1
  • Wine-sellers: 2
  • Wheelwright: 1
  • Woodsellers: 1

Service workers

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

Specialized Laborer

  • Ashworkers: 1
  • Bleachers: 1
  • Coal Heavers: 2
  • In-Town Couriers: 2
  • Long Haul Couriers: 2
  • Dockyard Workers: 2
  • Hay Merchants: 1
  • 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: 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: 12
  • Monks, Monastic: 4
  • Monks, Civic: 3
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 5
  • Rangers: 1
  • Rat Catchers: 1
  • Scholars: 1
  • Spiritualist: 2
  • Storytellers: 4
  • Military Officers: 4

Cottage Industries

  • Brewers: 4
  • Comfort Services: 4
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 4
  • Potters: 2
  • Preserve Makers: 3
  • Quilters: 1
  • Seamsters: 7
  • Spinners: 3
  • Tinker: 1
  • Weaver: 3

Artists

  • Actors: 1
  • Bards: 1
  • Dancers: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 3
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 4
  • Writers: 4

Produce Industries

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

378 of Sa̋tḩ Hēr Kēä's population work within a Foundational Occupation.

774 of Sa̋tḩ Hēr Kēä's population do not work in a formal occupation, but do contribute to the local economy. 86 (7%) are noncontributers.

Points of Interest

Sa̋tḩ Hēr Kēä is remarkably well-fortified for a site of its size and role. Tall, stout walls, strong points inside the community, concentric defenses, a strategic terrain location, or a large body of standing troops might be present. Some threat is thought to exist that makes maintaining this fortification worthwhile, though it may come at a dear cost to the locals. The community’s suzerain may be uncomfortable with these defenses, as they could just as easily be used to defy the ruler.

Sa̋tḩ Hēr Kēä is known for its odd use of round-a-bouts, small ring roads used in place of intersections.

POI

History

In time immemorial, reportedly some time during the early 2nd century the Kami solved a major long term problem plaguing the town. One of Sa̋tḩ Hēr Kēä's local festivals commemorates this miracle.

History