Town: I̽kra We̜z Ner

I̽kra We̜z Ner

I̽kra We̜z Ner
Example Wood Elven architecture.
StateViceroyalty of Rosid
ProvenceZbëkfenfyë Moot
RegionVrōqüe-moz Holt
Founded1674
Community LeaderChief Zêthepí Zulvarash
Area5 km2 (2 mi2)
Average Yearly Temp7°C (44°F)
Average Elevation3248 m (10656 ft)
Average Yearly Precipitation251 cm/y (98 in/y)
Population1278
Population Density255 people per km2 (639 people per mi2)
Town AuraIllusion
Naming
Native nameI̽kra We̜z Ner
Pronunciation/ˈi̽kra/ /we̜z/
Direct Translation[natural] [garment]
Translation[Not Yet Translated]

I̽kra We̜z Ner (/ˈi̽kra/ /we̜z/ [natural] [garment]) is a temperate Town located in the Zbëkfenfyë Moot of the Viceroyalty of Rosid.

The name I̽kra We̜z Ner is derived from the Wood Elvish language, as I̽kra We̜z Ner was founded by Cebukno Neerlush, who was culturaly Wood Elven.

Climate

I̽kra We̜z Ner has a yearly average temperature of 7°C (44°F), with its average temperature during the summer being an icy 26°C (78°F) and its average temperature during the winter being a cold -11°C (13°F). I̽kra We̜z Ner receives an average of 251 cm/y (98 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. I̽kra We̜z Ner covers an area of nearly 5 km2 (2 mi2), and an average elevation of 3248 m (10656 ft) above sea level.

Overview

I̽kra We̜z Ner was founded durring the late 18th century in early winter of the year 1674, by Cebukno Neerlush. The establishment of I̽kra We̜z Ner suffered from many setbacks, delays, and obsticles, most notably a group of I̽kra We̜z Ner which required millitary assistance exterminate before the community could finish being built.

I̽kra We̜z Ner was built using the conventions of Wood Elven durring the late 18th century. Naturaly, all settlmentss have their own look to them, and I̽kra We̜z Ner is no diffrent. The town's buildings feature timber framed wooden shiethed or brick construction, which gives form to a very formalized, rational, expence effishent arcatectural style based on strictly symmetrical designs which universaly feature pitched roofs, shutters, and the occasional column or pilaster for a decorative touch.

I̽kra We̜z Ner is is constructed arround a series of narrow gravel mainstreets which form overlapping circles, with smaller strait roads linking the circiles to eachother at varrious points. The town posesses a fortified albit thin wall of querried stone. This wall posesses most of the features of a castle wall, though it is constructed from cheeper inferior stone. It would pose a minor chalange for an attacking army, though it's clear the wall's true purpose is to crush the hopes of bandits and marauders. The town's failry decent fortifications are visibly old, but also obviously well maintained. Its likly the local malishia or garrison are tasked with routine mantance of the town's defences.

Right off the bat I̽kra We̜z Ner hits you in the face with its success. Everyone, even the peasants, are dressed in well made clothing. Every tool and implement you can see is finely made, and people will boast to you as obvious strangers of the wonders which can be found in their markets. More interestingly is a total lack of beggars, and plenty of new buildings are going up even as you speak. Somehow this town has come into quite a lot of wealth, and recently from the looks of things. The new wealth has created some worrying attitudes in many passers by, such that it’s clear new laws have recently been enacted and enforced with such extreme scrutiny the locals seem to be going about their day as if by clockwork.

Civic Infrastructure

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

I̽kra We̜z 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.

I̽kra We̜z 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.

I̽kra We̜z 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.

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

I̽kra We̜z Ner possesses a Galvanic Power Grid, which brings galvanic current to most if not all buildings in town, and permits a great many consumer goods to function within the Town. I̽kra We̜z Ner's grid is powered by a direct leyline tap.

I̽kra We̜z Ner has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.

I̽kra We̜z 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

I̽kra We̜z Ner's chapel was built using a different architectural style from the rest of the town. The style used is inspired by the natural world, characterized by sinuous, sculptural, organic shapes, arches, curving lines, and sensual ornamentation. Common motifs included stylized versions of leaves, flowers, vines, insects, animals, and other natural elements. Decorative elements found on the inside and outside of buildings include intricate mosaic work, curved windows, and decorative trim work. .

In I̽kra We̜z Ner birds speak prophesy.

The Gremlin near I̽kra We̜z Ner are known to be more aggressive than normal.

I̽kra We̜z Ner's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves performance art to channel Illusion energies of tier 1 via speaking in tongues.

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: 5137 m2
    • Cattle and Similar Creatures: 319
    • Poultry: 3834
    • Swine: 255
    • Sheep: 12
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 127

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 2
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 3
  • Candlemakers: 5
  • Carpenters: 4
  • Clothmakers: 3
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 2
  • Farrier: 6
  • 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: 4
  • Whitesmiths: 1

Merchants

  • Beer-Sellers: 1
  • Booksellers: 1
  • Butchers: 3
  • Chandlers: 3
  • Chicken Butchers: 3
  • Entrepreneurs: 1
  • Fine Clothiers: 3
  • Fishmongers: 3
  • Potion Sellers: 2
  • Resellers: 5
  • Spice Merchants: 1
  • Wine-sellers: 2
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 5
  • Barbers: 5
  • Coachmen: 1
  • Cooks: 5
  • 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: 6
  • Tavern Keepers: 6

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: 3
  • Millers: 3
  • Miners: 2
  • Oilmen and Polishers: 1
  • Postmen: 2
  • Pure Finder: 1
  • Skinners: 3
  • Tosher: 1
  • Warehousemen: 4
  • Watercarriers: 2
  • Watermen, Bargemen, etc.: 4

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: 3
  • 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: 6
  • Rangers: 1
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 5
  • Military Officers: 4

Cottage Industries

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

Artists

  • Actors: 1
  • Bards: 1
  • Dancers: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 4
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 4
  • Writers: 5

Produce Industries

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

393 of I̽kra We̜z Ner's population work within a Foundational Occupation.

834 of I̽kra We̜z Ner's population do not work in a formal occupation, but do contribute to the local economy. 51 (4%) are noncontributers.

Points of Interest

While private tutelage of worthy apprentices can be had even in most remote villages, I̽kra We̜z Ner is home to a proper school dedicated to teaching magic. Such schools are usually small, with no more than a few dozen pupils, most of whom will fail for lack of talent or discipline. The instructors are rarely first-rate, usually serving only for the pay and status, but sometimes a genius sorcerer will find a reason to observe likely apprentices here. Given the unfortunate accident potential of the school, it’s probably isolated or well-fortified.

I̽kra We̜z Ner 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 late 2nd century, I̽kra We̜z Ner was attacked by a group of notorious bandits. The details of the conflict are hazy at best due to many conflicting accounts. What is known is I̽kra We̜z Ner lost 174 people, 147 livestock, and 83 buildings. The conflict ended after roughly 77, when members of I̽kra We̜z Ner's militia enacted an operation to locate a particular port. The operation was complicated by the enemy setting up an ambush. The conflict ended with pitched battle between both forces, which ended in victory for I̽kra We̜z Ner's forces. The war is remembered in legend by I̽kra We̜z Ner's bards, historians, and legend keepers.

History