Large Town: Kèr Heqzuw

Kèr Heqzuw

Kèr Heqzuw
Example Tauric architecture.
StateDalandic Empire
ProvenceNiylili Provence
Sub ProvenceIz̄omukhumu Dutchy
RegionPu-62h Rèl Heath
Founded650
Community LeaderMaster Rhiana Tudor
Area6 km2 (2 mi2)
Average Yearly Temp17°C (62°F)
Average Elevation1440 m (4724 ft)
Average Yearly Precipitation250 cm/y (98 in/y)
Population1594
Population Density265 people per km2 (797 people per mi2)
Town AuraChronomancy
Naming
Native nameKèr Heqzuw
Pronunciation/heq/ /zuw/
Direct Translation[strap] [stubborn]
Translation[Not Yet Translated]

Kèr Heqzuw (/heq/ /zuw/ [strap] [stubborn]) is a subtropical Large Town located in Iz̄omukhumu Dutchy, Niylili Provence, within the Dalandic Empire.

The name Kèr Heqzuw is derived from the Tauric language, as Kèr Heqzuw was founded by Tshonhonkdo Foulkes Foulkes, who was culturaly Tauric.

Climate

Kèr Heqzuw has a yearly average temperature of 17°C (62°F), with its average temperature during the summer being a pleasant 25°C (77°F) and its average temperature during the winter being a cold 10°C (50°F). Kèr Heqzuw receives an average of 250 cm/y (98 in/y) of precipitation, most of which comes in the form of rain during the summer. Kèr Heqzuw covers an area of nearly 6 km2 (2 mi2), and an average elevation of 1440 m (4724 ft) above sea level.

Overview

Kèr Heqzuw was founded in time immemorial, reportedly some time durring the early 8th century, by Tshonhonkdo Foulkes Foulkes. The establishment of Kèr Heqzuw was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Kèr Heqzuw's construction back out of the project. Tshonhonkdo Foulkes Foulkes pushed on reguardles, and Kèr Heqzuw was finished, but starts off as a terible place to live.

Kèr Heqzuw was built using the conventions of Tauric durring the early 8th century. Naturaly, all settlmentss have their own look to them, and Kèr Heqzuw is no diffrent. The town's buildings feature delicute timber framework hidden behind layer upon layer of finly ground plaster bleached to an almost glossy white sheen, with green clay tiled roofs and decorative brass-leafed trim. Even the smallest, poorest looking structures appear to be expencive thanks to the extreem elegence of the organic shapes and paterns going into their lofty, spire-y, vagly gothic designs. The more well off folks live in identicle homes, save for even shiner trim and a more whimsical appearance to their structures flowing forms.

Kèr Heqzuw is buildings are built arround a single crampt canals mainstreet which forms a counterclockwise spiral to give the town a over all circular shape. The town has a defencive wall made from querried stone. The wall is equipped with a full set of battlments but the nature of its construction methodology leaves it somewhat vulnerable to siege equipment. That said, the town is well defended against anything short of an army. The cost-cutting-focused defences 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.

Kèr Heqzuw is, in a word, disorder. 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. Yet there are small elements here and there which show the underlying structure of the community. It’s just so complex, organic, and flowing one can only understand what is a piece of the puzzle, but not what its neighbors are.

Civic Infrastructure

Kèr Heqzuw possesses a city-wide Aethary Link which provides Aethary access anywhere within its metropolitan. This allows citizens who can afford the relevant devices access in their places of work, and rarely homes.

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

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

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

Kèr Heqzuw 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 Large Town. Kèr Heqzuw's grid is powered by mana accumulators.

Kèr Heqzuw's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.

Kèr Heqzuw 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 Heqzuw's natural decorations nor waterways.

Kèr Heqzuw has a Guild of Roadworkers, who are responsible for maintaining the roadways and public paths within town. They also have the duty of enforcing all civil laws relating to the roadways.

Kèr Heqzuw 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 Heqzuw 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 Heqzuw's town hall was built using a different architectural style from the rest of the town. The style used embraces individualism and experimentation. It emerged as a movement against traditional, classical styles and sought to make buildings dynamic and fun while breaking the rules. The style incorporated elements of previous architectural styles in exaggerated and whimsical ways. Traditional, conservative leanings were void in this era, with most scholars of architecture agreeing it was a time of “anything goes.”.

In Kèr Heqzuw the milk never sours.

The Fox, Fading near Kèr Heqzuw are known to be more aggressive than normal.

Kèr Heqzuw's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves line dance to channel Invocation energies of tier 2 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: 3
  • Farmers: 5
  • Farm Laborer: 11
  • Hunters: 5
  • Milk Maids: 3
  • Ranchers: 2
  • Ranch Hands: 4
  • Shepherds: 4
    • Farmland: 6455 m2
    • Cattle and Similar Creatures: 398
    • Poultry: 4782
    • Swine: 318
    • Sheep: 15
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 159

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 3
  • Bookbinders: 2
  • Buckle-makers: 2
  • Cabinetmakers: 3
  • Candlemakers: 4
  • Carpenters: 5
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 9
  • Glassworkers: 5
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 3
  • Hosiery Workers: 1
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 2
  • Painters, Structures and Fixtures: 2
  • Paper Workers: 2
  • Plasterers: 2
  • Pursemakers: 2
  • Roofers: 1
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 3
  • Scabbardmakers: 3
  • Scalemakers: 1
  • Scientific, Surgical, and Optical Instrument Makers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 5
  • Tailors: 15
  • Tanners: 1
  • Upholsterers: 2
  • Watchmakers: 2
  • Weavers: 4
  • Whitesmiths: 1

Merchants

  • Adventuring Goods Retellers: 1
  • Arcana Sellers: 1
  • Beer-Sellers: 2
  • Booksellers: 2
  • Butchers: 4
  • Chandlers: 3
  • Chicken Butchers: 5
  • Entrepreneurs: 1
  • Fine Clothiers: 4
  • Fishmongers: 4
  • Potion Sellers: 2
  • Resellers: 6
  • Spice Merchants: 2
  • Wine-sellers: 3
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 8
  • Barbers: 6
  • Coachmen: 2
  • Cooks: 7
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 4
  • Healers: 3
  • Housekeepers: 5
  • Housemaids: 8
  • House Stewards: 4
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 5
  • Nursery Maids: 2
  • Pastrycooks: 6
  • Restaurateur: 7
  • Tavern Keepers: 6

Specialized Laborer

  • Ashworkers: 2
  • Bleachers: 1
  • Coal Heavers: 3
  • In-Town Couriers: 3
  • Long Haul Couriers: 3
  • Dockyard Workers: 3
  • Hay Merchants: 1
  • Leech Collectors: 4
  • Millers: 3
  • Miners: 3
  • Oilmen and Polishers: 2
  • Postmen: 3
  • Pure Finder: 2
  • Skinners: 4
  • Tosher: 2
  • Warehousemen: 6
  • Watercarriers: 3
  • Watermen, Bargemen, etc.: 4

Skilled Laborers

  • Accountants: 2
  • Alchemist: 2
  • Clerk: 3
  • 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
  • Consultants: 1
  • Exorcist: 3
  • Fixers: 1
  • Kami Clerk: 3
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 12
  • Monks, Monastic: 4
  • Monks, Civic: 4
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 7
  • Rangers: 2
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 3
  • Storytellers: 6
  • Military Officers: 5

Cottage Industries

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

Artists

  • Actors: 1
  • Bards: 2
  • Dancers: 1
  • Drafters: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 4
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 5
  • Writers: 6

Produce Industries

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

519 of Kèr Heqzuw's population work within a Foundational Occupation.

1044 of Kèr Heqzuw's population do not work in a formal occupation, but do contribute to the local economy. 31 (2%) are noncontributers.

Points of Interest

Many of Kèr Heqzuw’s structures date back to the ancient past and a long-vanished culture. They have unique architectural traits, perhaps being made of some strange substance or with uncanny qualities. The locals find them too useful or too durable to destroy, but the buildings often have unpleasant little surprises in their under-explored corners, and there may be greater structures still buried by long ages beneath Kèr Heqzuw’s streets.

POI

History

In time immemorial, reportedly some time during the early 2nd century a most peculiar disaster struck Kèr Heqzuw, causing great chunks of ice to fall from the sky. Kèr Heqzuw lost 275 people, 138 livestock, and 53 buildings in the disaster.. The ice rain is generally remembered as the Mourning Rain.

History