Town: Kèr Fùtiē̼àvdè

Kèr Fùtiē̼àvdè

Kèr Fùtiē̼àvdè
Example Tauric architecture.
StateTetbur Commune
ProvenceAldäbn Region
RegionIh-12m Till Holt
Founded1233
Community LeaderElder Shêlë Nanne
Area5 km2 (2 mi2)
Average Yearly Temp29°C (84°F)
Average Elevation5200 m (17060 ft)
Average Yearly Precipitation226 cm/y (88 in/y)
Population1287
Population Density257 people per km2 (643 people per mi2)
Town AuraCharm
Naming
Native nameKèr Fùtiē̼àvdè
Pronunciation/fʊt/ /ˈj̼əvdɛ/
Direct Translation[coffin] [reluctant]
Translation[Not Yet Translated]

Kèr Fùtiē̼àvdè (/fʊt/ /ˈj̼əvdɛ/ [coffin] [reluctant]) is a subtropical Town located in the Aldäbn Region of the Tetbur Commune.

The name Kèr Fùtiē̼àvdè is derived from the Tauric language, as Kèr Fùtiē̼àvdè was founded by Brêrthepí Crowther, who was culturaly Tauric.

Climate

Kèr Fùtiē̼àvdè has a yearly average temperature of 29°C (84°F), with its average temperature during the summer being a hot 33°C (91°F) and its average temperature during the winter being a warm 26°C (78°F). Kèr Fùtiē̼àvdè receives an average of 226 cm/y (88 in/y) of precipitation, most of which comes in the form of rain during the summer. Kèr Fùtiē̼àvdè covers an area of nearly 5 km2 (2 mi2), and an average elevation of 5200 m (17060 ft) above sea level.

Overview

Kèr Fùtiē̼àvdè was founded durring the early 13th century in winter of the year 1233, by Brêrthepí Crowther. The establishment of Kèr Fùtiē̼àvdè suffered from many setbacks, delays, and obsticles, most notably a group of Kèr Fùtiē̼àvdè which required millitary assistance exterminate before the community could finish being built.

Kèr Fùtiē̼àvdè was built using the conventions of Tauric durring the early 13th century. Naturaly, all settlmentss have their own look to them, and Kèr Fùtiē̼àvdè 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 Fùtiē̼àvdè is is constructed arround a semi-circular narrow flagstone mainstreet, with smaller strait roads linking the circiles to eachother at varrious points. 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 Fùtiē̼àvdè'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. Kèr Fùtiē̼àvdè's political statment focused walls are in an unremarkable state. To some, this is the ideal sate for defences to be in. In need of absoutly nothing, and ready to serve the town as needed.

A look around Kèr Fùtiē̼àvdè has something terribly wrong with it. It’s impossible to put one’s finger on, but something is horribly wrong. 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. Everything is just a little too worn down, a little too dirty, or both. No one makes eye contact. Kids play quietly, but happily. Occasionally a passerby glances at you out of the corner of their eye, staring just long enough for it to be uncomfortable. People seem to be allowed to do as they please with little harmoney to anything. It feels less like a town, and more like a spot people just happened to place their homes. Regardless, you do not feel it would be wise to remain in Kèr Fùtiē̼àvdè long.

Civic Infrastructure

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

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

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

Kèr Fùtiē̼àvdè 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

Kèr Fùtiē̼àvdè's mayor's house 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 Kèr Fùtiē̼àvdè rainbows form quite often above the Town.

The Dlurgraven near Kèr Fùtiē̼àvdè are known to be almost tame, such that they can be put to domestic use.

Kèr Fùtiē̼àvdè's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves sacrificing an animal 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: 4
  • Farm Laborer: 8
  • Hunters: 4
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 5238 m2
    • Cattle and Similar Creatures: 321
    • Poultry: 3861
    • Swine: 257
    • Sheep: 12
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 128

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 2
  • Candlemakers: 4
  • Carpenters: 4
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 2
  • Farrier: 8
  • Glassworkers: 4
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 2
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 2
  • 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: 3
  • 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: 4
  • Spice Merchants: 1
  • Wine-sellers: 2
  • Wheelwright: 1
  • Woodsellers: 1

Service workers

  • Bakers: 7
  • Barbers: 5
  • Coachmen: 1
  • Cooks: 5
  • Doctors: 2
  • Gamekeepers: 1
  • Grooms: 1
  • Hairdressers: 4
  • Healers: 3
  • Housekeepers: 3
  • Housemaids: 7
  • 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: 3
  • Millers: 3
  • Miners: 3
  • Oilmen and Polishers: 1
  • Postmen: 3
  • Pure Finder: 1
  • Skinners: 3
  • Tosher: 2
  • Warehousemen: 4
  • 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: 3
  • Civic Iudex: 1
  • Exorcist: 3
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 8
  • Monks, Monastic: 4
  • Monks, Civic: 3
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 5
  • Rangers: 1
  • Rat Catchers: 1
  • Scholars: 2
  • 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: 8
  • 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: 4

Produce Industries

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

394 of Kèr Fùtiē̼àvdè's population work within a Foundational Occupation.

791 of Kèr Fùtiē̼àvdè's population do not work in a formal occupation, but do contribute to the local economy. 102 (8%) are noncontributers.

Points of Interest

Kèr Fùtiē̼àvdè's roads were poorly made when first laid. Rather than repairing them correctly, a series of new roads was laid atop the old, leading to the streets of modern Kèr Fùtiē̼àvdè suffering from potholes, cracking, and even sinkholes. The locals often repair the road by putting down wooden decking.

POI

History

Almost every community has some problem with bandits and highwaymen, but Kèr Fùtiē̼àvdè is seriously plagued with raiders. One or more groups of persistent plunderers are hitting the community repeatedly, and they lack the necessary resources to fend them off or protect all their holdings.

In time immemorial, reportedly some time during the early 2nd century, Kèr Fùtiē̼àvdè was attacked by savage scorpionfolks living nearby. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Kèr Fùtiē̼àvdè lost 179 people, 370 livestock, and 25 buildings. The conflict ended after roughly 124, when members of Kèr Fùtiē̼àvdè's militia enacted an operation to transport a specific war machine to a particular fortification unharmed. The operation was complicated by thick blankets of fog, which hid friend and foe alike. The conflict ended with the defense of the fortification against a siege, which ended in defeat for Kèr Fùtiē̼àvdè's forces. The war is remembered in legend by Kèr Fùtiē̼àvdè's bards, historians, and legend keepers.

History