The name Ǟ Kō Ner is derived from the Wood Elvish language, as Ǟ Kō Ner was founded by Zulvarash, who was culturaly Wood Elven.
Climate
Ǟ Kō Ner has a yearly average temperature of 14°C (57°F), with its average temperature during the summer being a warm 27°C (80°F) and its average temperature during the winter being a cold 1°C (33°F). Ǟ Kō Ner receives an average of 154 cm/y (60 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Ǟ Kō Ner covers an area of nearly 5 km2 (2 mi2), and an average elevation of 2374 m (7788 ft) above sea level.
Overview
Ǟ Kō Ner was founded durring the early 16th century in fall of the year 1505, by Zulvarash. The establishment of Ǟ Kō Ner was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Zulvarash struck deals with nearby nations and communities to establish Ǟ Kō Ner as a prison colony.
Ǟ Kō Ner was built using the conventions of Wood Elven durring the early 16th century. Naturaly, all settlmentss have their own look to them, and Ǟ Kō 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.
Ǟ Kō Ner is is constructed arround a semi-circular spacious mainstreet, with smaller strait roads linking the circiles to eachother at varrious points. The town is protected by a humble stone fence which is tall enough to provide adiquite cover for defenders to fire from, but no more than that. Astonishigly, the peasent-grade are in pristine condishion, as if they had just been finished before you laied eyes upon them.
Ǟ Kō 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 Ǟ Kō Ner ’s existence has dried up and the town is drifting down the stream of history as it dries up. The people are clearly worried about something, and everyone is either wearing a weapon or has one close at hand. Your gut tells you it’s not mere fate which has caused this town to begin failing...
Civic Infrastructure
Ǟ Kō Ner has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Ǟ Kō Ner.
Ǟ Kō 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.
Ǟ Kō 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.
Ǟ Kō 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.
Ǟ Kō Ner has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Ǟ Kō Ner's public wards, blessings, and other arcane systems.
Ǟ Kō Ner has a first rate hospital which caters to anyone in need of long term medical care.
Ǟ Kō Ner has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Ǟ Kō 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
Two or more groups of citizens within Ǟ Kō Ner hate each other. Their neighbors or the local law have kept things from too-overt violence, but members of the groups will constantly interfere with their rivals and cause whatever misery they can get away with. This hate may spring from recent events, or it may be an inherited spite from old wrongs.
Ǟ Kō Ner's mayor's house was built using a different architectural style from the rest of the town. The style used is best known for the combined use of arcuated and trabeated construction, employing arches and constructed with post and lintel. The arch served as the style's chief structural element, with flanking columns serving as buttresses or decorations. While the general shape of their structures could be generously described as simplistic, the use of these arches and columns created a most distinct ascetic which is easily distinguishable on sight to armatures and experts alike.
In Ǟ Kō Ner every night at precisely midnight every structure in town is engulfed by sailors fire until the end of the witching hour.
The Ice Elemental, Large near Ǟ Kō Ner are known to be a mutant strain of the creature.
Ǟ Kō Ner's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves consuming a local toxin to channel Illusion energies of tier 3 via throat singing.
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: 2
Farmland: 4779 m2
Cattle and Similar Creatures: 296
Poultry: 3558
Swine: 237
Sheep: 11
Goats: 2
Horses, Mounts, and Beasts of Burden: 118
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: 3
Copper, Brass, Tin, Zinc, and Lead Workers: 1
Copyists: 1
Fabricworkers: 2
Farrier: 8
Glassworkers: 4
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: 2
Roofers: 1
Ropemakers: 1
Rugmakers: 1
Saddlers: 2
Scabbardmakers: 2
Scalemakers: 1
Sculptors, Structures and Fixtures: 1
Shoemakers: 1
Soap and Tallow Workers: 3
Tailors: 8
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: 3
Potion Sellers: 1
Resellers: 5
Spice Merchants: 1
Wine-sellers: 2
Wheelwright: 1
Woodsellers: 1
Service workers
Bakers: 5
Barbers: 6
Coachmen: 1
Cooks: 5
Doctors: 2
Gamekeepers: 1
Grooms: 1
Hairdressers: 4
Healers: 3
Housekeepers: 3
Housemaids: 5
House Stewards: 3
Inns: 1
Laundry maids: 2
Maidservants: 3
Nursery Maids: 2
Pastrycooks: 4
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: 10
Monks, Monastic: 3
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: 3
Comfort Services: 4
Enchanters: 1
Herbalists: 1
Jaminators: 4
Needleworkers: 3
Potters: 1
Preserve Makers: 3
Quilters: 1
Seamsters: 5
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: 4
Produce Industries
Butter Churners: 4
Canners: 3
Cheesmakers: 4
Millers: 2
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 1
Tallowmakers: 2
360 of Ǟ Kō Ner's population work within a Foundational Occupation.
24 work in Agriculture
81 work as Craftsmen
26 work as Merchants
60 work as Service Workers
33 work as General Laborers
12 work as Skilled Laborers
54 work as Civil Servants
32 work in Cottage Industries
18 work as Artists
20 work in Produce Industries
779 of Ǟ Kō Ner's population do not work in a formal occupation, but do contribute to the local economy. 47 (4%) are noncontributers.
Points of Interest
Ǟ Kō Ner 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, Ǟ Kō Ner was attacked by members of a peasant revolt. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Ǟ Kō Ner lost 101 people, 333 livestock, and 82 buildings. The conflict ended after roughly 129, when members of Ǟ Kō Ner's militia enacted an operation to destroy or capture a specific enemy mage. The operation was complicated by an outbreak of plague which struck the ranks, killing many and laying low many more. The conflict ended with needing to break through the enemy's lines, which ended in defeat for Ǟ Kō Ner's forces. The war is remembered in legend by Ǟ Kō Ner's bards, historians, and legend keepers.