Town: Kèr Coj̼jirkik

Kèr Coj̼jirkik

Kèr Coj̼jirkik
Example Tauric architecture.
StateDalandic Empire
ProvenceTarnàg Provence
Sub ProvenceRayfall Dutchy
RegionXi-45d Qukhka Brush
Founded1319
Community LeaderMaster Êyèbëm Vaughan
Area6 km2 (2 mi2)
Average Yearly Temp30°C (86°F)
Average Elevation2116 m (6942 ft)
Average Yearly Precipitation172 cm/y (67 in/y)
Population1425
Population Density237 people per km2 (712 people per mi2)
Town AuraIllusion
Naming
Native nameKèr Coj̼jirkik
Pronunciation/coj̼/ /ˈjirkic/
Direct Translation[help] [obscure]
Translation[Not Yet Translated]

Kèr Coj̼jirkik (/coj̼/ /ˈjirkic/ [help] [obscure]) is a subtropical Town located in Rayfall Dutchy, Tarnàg Provence, within the Dalandic Empire.

The name Kèr Coj̼jirkik is derived from the Tauric language, as Kèr Coj̼jirkik was founded by Khêd Pugh, who was culturaly Tauric.

Climate

Kèr Coj̼jirkik has a yearly average temperature of 30°C (86°F), with its average temperature during the summer being a blistering 34°C (93°F) and its average temperature during the winter being a warm 27°C (80°F). Kèr Coj̼jirkik receives an average of 172 cm/y (67 in/y) of precipitation, most of which comes in the form of rain during the fall. Kèr Coj̼jirkik covers an area of nearly 6 km2 (2 mi2), and an average elevation of 2116 m (6942 ft) above sea level.

Overview

Kèr Coj̼jirkik was founded durring the early 14th century in summer of the year 1319, by Khêd Pugh. The establishment of Kèr Coj̼jirkik was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Kèr Coj̼jirkik's construction back out of the project. Khêd Pugh pushed on reguardles, and Kèr Coj̼jirkik was finished, but starts off as a terible place to live.

Kèr Coj̼jirkik was built using the conventions of Tauric durring the early 14th century. Naturaly, all settlmentss have their own look to them, and Kèr Coj̼jirkik 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.

Kèr Coj̼jirkik is buildings are arranged arrounded highly ordered system of spacious baked earthen streets which form octogonal 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 is protected by a renforced stone fence which sits atop earthwork defences, for some of the best inexpencive defences a town of Kèr Coj̼jirkik's size could have. The well-designed, yet cheep has suffered a visible ammount of structural damage, leaving them effectivly useless. One can't help but wonder why the has not yet effected repairs.

A look around Kèr Coj̼jirkik shows Kèr Coj̼jirkik is little more than a wretched hive of scum and villainy. Birbes can be seen changing hands openly, such that it must be customary to do so and must have been for a long time. The locals have no fear, no annoyance at the state of things, it simply is.

Civic Infrastructure

Kèr Coj̼jirkik 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 Kèr Coj̼jirkik. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Kèr Coj̼jirkik's parks.

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

Kèr Coj̼jirkik 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.

Kèr Coj̼jirkik 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.

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

Kèr Coj̼jirkik 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. Kèr Coj̼jirkik's grid is powered by an arcane means.

Kèr Coj̼jirkik 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 Kèr Coj̼jirkik's natural decorations nor waterways.

Kèr Coj̼jirkik 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.

Kèr Coj̼jirkik 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

A substantial minority of the locals are descended from foreigners alien to their local neighbors. They may have been religious exiles, economic migrants, indigenous locals surrounded by the existing polity, or a foreign settlement conquered within the relatively recent past. The locals may not be enthusiastic about being ruled by others not of their kind, and their neighbors may look askance at the way foreign customs or even laws may be maintained.

Kèr Coj̼jirkik's mayor's house was built using a different architectural style from the rest of the town. The style used is characterized by towering round arches, massive stone and brickwork, small windows, thick walls, and a propensity for housing art and sculpture depicting mythological scenes. The building's general shape would be a clever and ascetic combination of geometric shapes, which would be blended together by joining elements. The style's decorative features were largely internal rather than external and incorporated semicircular arches for windows, doors, and arcades; barrel or groin vaults to support the roof of the nave; massive piers and walls, with few windows, to contain the outward thrust of the vaults; side aisles with galleries above them..

In Kèr Coj̼jirkik rain occurs in reverse with water pooling up from the earth then falling into the skies to from clouds, this unsettles every visitor that sees it.

The Gallows Tree Zombie near Kèr Coj̼jirkik are known to be a mutant strain of the creature.

Kèr Coj̼jirkik's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves square dance to channel Wild Magic 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: 4
  • Farm Laborer: 8
  • Hunters: 4
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 4
  • Shepherds: 3
    • Farmland: 5771 m2
    • Cattle and Similar Creatures: 356
    • Poultry: 4275
    • Swine: 285
    • Sheep: 14
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 142

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 2
  • Cabinetmakers: 3
  • Candlemakers: 5
  • Carpenters: 4
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 9
  • Glassworkers: 5
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 2
  • Hosiery Workers: 1
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 2
  • Painters, Structures and Fixtures: 1
  • Paper Workers: 2
  • 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: 2
  • Booksellers: 2
  • Butchers: 3
  • Chandlers: 3
  • Chicken Butchers: 3
  • Entrepreneurs: 1
  • Fine Clothiers: 4
  • Fishmongers: 3
  • Potion Sellers: 2
  • Resellers: 5
  • Spice Merchants: 1
  • Wine-sellers: 2
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 7
  • Barbers: 6
  • Coachmen: 1
  • Cooks: 5
  • Doctors: 2
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 4
  • Healers: 4
  • Housekeepers: 3
  • Housemaids: 7
  • House Stewards: 4
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 4
  • Nursery Maids: 2
  • Pastrycooks: 5
  • Restaurateur: 6
  • Tavern Keepers: 5

Specialized Laborer

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

Skilled Laborers

  • Accountants: 1
  • Alchemist: 2
  • Clerk: 2
  • Dentists: 1
  • Educators: 4
  • Engineers: 2
  • Gardeners: 1
  • Mages: 1
  • Plumbers: 1
  • Pharmacist: 1
  • Scientists: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 2
  • Civil Clerks: 3
  • Civic Iudex: 1
  • Exorcist: 3
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 11
  • Monks, Monastic: 4
  • Monks, Civic: 4
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 5
  • Rangers: 1
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 5
  • Military Officers: 5

Cottage Industries

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

Artists

  • Actors: 1
  • Bards: 2
  • 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: 3

440 of Kèr Coj̼jirkik's population work within a Foundational Occupation.

914 of Kèr Coj̼jirkik's population do not work in a formal occupation, but do contribute to the local economy. 71 (5%) are noncontributers.

Points of Interest

Kèr Coj̼jirkik is accessed from a nearby river via an intricate series of locks.

POI

History

The the a mantle of Wild Magic, an a mantle imbued with potent amounts of Wild Magic energies was created in Kèr Coj̼jirkik by in time immemorial, reportedly some time during the late 2nd century.

History