Town: Kèr Dāmùpíhgvàv

Kèr Dāmùpíhgvàv

Kèr Dāmùpíhgvàv
Example Tauric architecture.
StateDalandic Empire
ProvenceFidhi̊si Provence
Sub ProvenceColdmere Dutchy
RegionQusigej Shrublands
Founded1004
Community LeaderMaster Méoī Sē̌s 'Doll Aura' Rē̄ Yä̌shī̌s Bēboīy Pritchards
Area6 km2 (2 mi2)
Average Yearly Temp22°C (71°F)
Average Elevation6066 m (19901 ft)
Average Yearly Precipitation137 cm/y (53 in/y)
Population1418
Population Density236 people per km2 (709 people per mi2)
Town AuraNecromancy
Naming
Native nameKèr Dāmùpíhgvàv
Pronunciation/dəˑˈmʊpɪ̞g/ /vəv/
Direct Translation[reservation] [clothes; clothing; garment]
Translation[Not Yet Translated]

Kèr Dāmùpíhgvàv (/dəˑˈmʊpɪ̞g/ /vəv/ [reservation] [clothes; clothing; garment]) is a subtropical Town located in Coldmere Dutchy, Fidhi̊si Provence, within the Dalandic Empire.

The name Kèr Dāmùpíhgvàv is derived from the Tauric language, as Kèr Dāmùpíhgvàv was founded by Garí Allen Watkins Goiē̼ā, who was culturaly Tauric.

Climate

Kèr Dāmùpíhgvàv has a yearly average temperature of 22°C (71°F), with its average temperature during the summer being a pleasant 25°C (77°F) and its average temperature during the winter being a cool 20°C (68°F). Kèr Dāmùpíhgvàv receives an average of 137 cm/y (53 in/y) of precipitation, most of which comes in the form of rain during the spring. Kèr Dāmùpíhgvàv covers an area of nearly 6 km2 (2 mi2), and an average elevation of 6066 m (19901 ft) above sea level.

Overview

Kèr Dāmùpíhgvàv was founded durring the early 11th century, by Garí Allen Watkins Goiē̼ā. The establishment of Kèr Dāmùpíhgvàv 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.

Kèr Dāmùpíhgvàv was built using the conventions of Tauric durring the early 11th century. Naturaly, all settlmentss have their own look to them, and Kèr Dāmùpíhgvàv is no diffrent. The town's buildings feature plaster covered brick construction taking the shape of large simple gemometric shapes which ate then embelished with decorative features, but retain their simple shapes in spite of the added features such as pillars, faccaddes, and covered walkways. The blocky nature gives a general impression of extreem age, as if each structure has existed since time immemorial.

Kèr Dāmùpíhgvàv is buildings are located arround a single narrow cobblestone mainstreet which forms a clockwise spiral to give the town a over all circular shape. The town rests behind the absurdity that is a thick, timber braced, wall made of clay bricks. While visualy impressive and certainly an astetic, Kèr Dāmùpíhgvàv's wall provides no actual defence against siege equipment due to the choice of its cosntruction materials. Even nonexperts can tell the town is trying to impress rather than defend with its walls, towers, and gatehouses. Though admittedly, they do look nice... To primitive tribals who have never seen fortifications before. The town's political statment focused walls have recently undergone extensive repairs and renovations, such that the repairwork is imeadiently apparent and can be spotted due to the diffring ages of materials. One can't help but wonder what brought the need for those repairs to the town.

Right off the bat Kèr Dāmùpíhgvàv 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. It’s easy to see where their wealth comes from the more you look arround. Every aspect of the town has been developed with care and great thought. The people themselves act deliberately and with care in even the simplest of daily actions.

Civic Infrastructure

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

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

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

Kèr Dāmùpíhgvàv 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 Dāmùpíhgvàv's grid is powered by a direct leyline tap.

Kèr Dāmùpíhgvàv 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 Dāmùpíhgvàv's natural decorations nor waterways.

Kèr Dāmùpíhgvàv 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 Dāmùpíhgvàv 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

Kèr Dāmùpíhgvàv's chapel was built using a different architectural style from the rest of the town. The style used is characterized by dynamic designs and complex architectural plan forms; intended to heighten feelings of motion and sensuality, and frequently based on the oval. It made extensive and extreme use of: Grandeur, Contrast, Curves and twists, Rich surface treatments, Gilded statuary, Bright colors, Vividly painted ceilings, Fragmented or deliberately incomplete elements, Large-scale frescoes, Dramatic central projections on an external facade, the use of plaster, stucco, or marble finishing, Illusory effects such as trompe l’oeil, and pear-shaped domes. While beloved by the nobility, the common folk tended to despise the style due to the massive consumption of resources required for even a small building constructed in this style.

In Kèr Dāmùpíhgvàv there is always just enough rain to be annoying.

The Cloud Dragon, Wyrmling near Kèr Dāmùpíhgvàv are known to be a mutant strain of the creature.

Kèr Dāmùpíhgvàv's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves orgies to channel Abjuration energies of tier 3 via recitation of poetic epics.

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: 5742 m2
    • Cattle and Similar Creatures: 354
    • Poultry: 4254
    • Swine: 283
    • Sheep: 14
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 141

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 3
  • Candlemakers: 4
  • Carpenters: 4
  • Clothmakers: 3
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 11
  • Glassworkers: 4
  • 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: 2
  • Pursemakers: 2
  • Roofers: 1
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 2
  • Scabbardmakers: 3
  • Scalemakers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 4
  • Tailors: 7
  • Tanners: 1
  • Upholsterers: 2
  • Watchmakers: 1
  • Weavers: 4
  • Whitesmiths: 1

Merchants

  • Arcana Sellers: 1
  • Beer-Sellers: 1
  • Booksellers: 2
  • Butchers: 3
  • Chandlers: 3
  • Chicken Butchers: 3
  • Entrepreneurs: 1
  • Fine Clothiers: 3
  • Fishmongers: 3
  • Potion Sellers: 2
  • Resellers: 6
  • Spice Merchants: 1
  • Wine-sellers: 2
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

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

Specialized Laborer

  • Ashworkers: 2
  • 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: 4
  • Tosher: 2
  • Warehousemen: 5
  • Watercarriers: 3
  • Watermen, Bargemen, etc.: 4

Skilled Laborers

  • Accountants: 1
  • Alchemist: 1
  • Clerk: 2
  • Dentists: 1
  • Educators: 3
  • Engineers: 2
  • Gardeners: 1
  • Mages: 1
  • Plumbers: 1
  • Pharmacist: 1
  • Scientists: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 1
  • 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: 4
  • Military Officers: 5

Cottage Industries

  • Brewers: 3
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 4
  • Potters: 2
  • Preserve Makers: 4
  • Quilters: 2
  • Seamsters: 7
  • Spinners: 4
  • 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: 4

Produce Industries

  • Butter Churners: 4
  • Canners: 4
  • Cheesmakers: 5
  • Millers: 3
  • Picklers: 2
  • Smokers: 1
  • Stockmakers: 1
  • Tobacconists: 2
  • Tallowmakers: 3

442 of Kèr Dāmùpíhgvàv's population work within a Foundational Occupation.

934 of Kèr Dāmùpíhgvàv's population do not work in a formal occupation, but do contribute to the local economy. 42 (3%) are noncontributers.

Points of Interest

The roads leading into Kèr Dāmùpíhgvàv possess a great number of switchbacks. While designed for defense, they mostly wind up pissing everyone trying to take goods to town right the hell off.

POI

History

Kèr Dāmùpíhgvàv used to be much richer, but something happened in the last (24568 % 6)+1 years to crush its source of prosperity. Different factions of the community might be trying to grasp at the remaining dregs of wealth, others might try to restart the failed industry, and some might look for a new livelihood. Any group or entity thought responsible for the collapse is likely to be treated very harshly, and some locals might find profit in shifting the blame to their enemies.

The the a suit of Kasten-brust armour of Conjuration, an a suit of Kasten-brust armour imbued with potent amounts of Conjuration energies was created in Kèr Dāmùpíhgvàv by in time immemorial, reportedly some time during the late 2nd century.

History