Kèr Iēi̊sàplùkēíh (/ˈji̘səp/ /ˈlʊcɪ̞/ [dinner] [empty]) is a subtropical Town located in the Iēibonjām Region of the Tetbur Commune.
The name Kèr Iēi̊sàplùkēíh is derived from the Tauric language, as Kèr Iēi̊sàplùkēíh was founded by Sphygalus Castell, who was culturaly Tauric.
Climate
Kèr Iēi̊sàplùkēíh has a yearly average temperature of 27°C (80°F), with its average temperature during the summer being a warm 30°C (86°F) and its average temperature during the winter being a pleasant 25°C (77°F). Kèr Iēi̊sàplùkēíh receives an average of 285 cm/y (112 in/y) of precipitation, most of which comes in the form of rain during the summer. Kèr Iēi̊sàplùkēíh covers an area of nearly 5 km2 (2 mi2), and an average elevation of 336 m (1102 ft) above sea level.
Overview
Kèr Iēi̊sàplùkēíh was founded durring the early 14th century in spring of the year 1324, by Sphygalus Castell. The establishment of Kèr Iēi̊sàplùkēíh suffered from many setbacks, delays, and obsticles, most notably a group of Kèr Iēi̊sàplùkēíh which required millitary assistance exterminate before the community could finish being built.
Kèr Iēi̊sàplùkēíh was built using the conventions of Tauric durring the early 14th century. Naturaly, all settlmentss have their own look to them, and Kèr Iēi̊sàplùkēíh 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 Iēi̊sàplùkēíh is buildings are built arround a single premissive cobblestone mainstreet which forms a counterclockwise spiral to give the town a over all circular shape. The town emploies a series of defencive earthworks, spikes, and fences to provide some protection against wild beasts and smaller groups of intelegent foes. The town's minimaly adiquite are visibly old, but also obviously maintained semi-regularly. Its likly the local malishia or garrison are tasked with ocasional mantance of the towns defences.
Before you’ve even set foot into the heart of Kèr Iēi̊sàplùkēíh, you can smell it. The incense. It hangs about the town like a cloud. Monks, priests, and clerics are everywhere, all dedicated to the same god, all performing the same rituals to bless and anoint buildings, streets, people, animals, you name it they are or have blessed it. The same holy symbol is everywhere too. Its on buildings, on people, and even branded into livestock. This certainly loves its god. More than it loves wealth. The town is very clearly poor. Buildings are run down in ways that are not imeadiatly obvious. The people are a bit too thin. The market is very eager to sell to newcomers, but not so eager to buy from them. There’s also a general lack of the hum and buzz of healthy industry in Kèr Iēi̊sàplùkēíh.
Civic Infrastructure
Kèr Iēi̊sàplùkēíh has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kèr Iēi̊sàplùkēíh.
Kèr Iēi̊sàplùkēíh 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 Iēi̊sàplùkēíh 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 Iēi̊sàplùkēíh 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.
Kèr Iēi̊sàplùkēíh has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kèr Iēi̊sàplùkēíh's public wards, blessings, and other arcane systems.
Kèr Iēi̊sàplùkēíh 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 Iēi̊sàplùkēíh's grid is powered by hydrogalvanic generators.
Kèr Iēi̊sàplùkēíh has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Kèr Iēi̊sàplùkēíh 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 Iēi̊sàplùkēíh's bank was built using a different architectural style from the rest of the town. The style used is characterized by vertical proportions, pointed arches, external buttressing, and asymmetry in the general shape of its buildings. The decorative features of the style were key, consisting of large arched windows, pointed arches, vaulted ceilings, flying buttresses, and sculptures integrated into the structure itself. Occasionally, for very important buildings, an array of sculptures or one colossal sculpture might replace the entirety of the entrance to said building.
Due to the actions of local Kami, autumn is recurring in Kèr Iēi̊sàplùkēíh.
The Bogwid near Kèr Iēi̊sàplùkēíh are known to be almost tame, such that they can be put to domestic use.
Kèr Iēi̊sàplùkēíh's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves square dance to channel Transmutation energies of tier 3 via recitation of scripture.
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: 5062 m2
Cattle and Similar Creatures: 311
Poultry: 3741
Swine: 249
Sheep: 12
Goats: 2
Horses, Mounts, and Beasts of Burden: 124
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 2
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 2
Candlemakers: 4
Carpenters: 3
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: 3
Gunsmiths: 2
Harness-Makers: 1
Hatters: 2
Jewelers: 1
Leatherwrights: 2
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: 7
Tanners: 1
Upholsterers: 1
Watchmakers: 1
Weavers: 3
Merchants
Beer-Sellers: 1
Booksellers: 2
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: 5
Barbers: 8
Coachmen: 1
Cooks: 5
Doctors: 3
Gamekeepers: 1
Grooms: 1
Hairdressers: 4
Healers: 3
Housekeepers: 3
Housemaids: 6
House Stewards: 3
Inns: 1
Laundry maids: 2
Maidservants: 3
Nursery Maids: 2
Pastrycooks: 4
Restaurateur: 4
Tavern Keepers: 4
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: 2
Miners: 2
Oilmen and Polishers: 1
Postmen: 2
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: 2
Civic Iudex: 1
Exorcist: 2
Fixers: 1
Kami Clerk: 2
Landlords: 2
Lawyers: 1
Legend Keepers: 2
Militia Officers: 9
Monks, Monastic: 3
Monks, Civic: 4
Historian, Oral: 2
Historian, Textual: 1
Policemen, Sheriffs, etc.: 3
Priests: 5
Rangers: 1
Rat Catchers: 1
Scholars: 2
Spiritualist: 2
Storytellers: 5
Military Officers: 4
Cottage Industries
Brewers: 3
Comfort Services: 4
Enchanters: 1
Herbalists: 1
Jaminators: 3
Needleworkers: 4
Potters: 2
Preserve Makers: 4
Quilters: 1
Seamsters: 5
Spinners: 4
Tinker: 1
Weaver: 3
Artists
Actors: 1
Bards: 1
Dancers: 1
Glaziers: 1
Inlayers: 1
Musicians: 3
Playwrights: 1
Sculptors, Art: 1
Wood Carvers: 4
Writers: 4
Produce Industries
Butter Churners: 4
Canners: 3
Cheesmakers: 4
Millers: 2
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 1
Tallowmakers: 2
378 of Kèr Iēi̊sàplùkēíh's population work within a Foundational Occupation.
26 work in Agriculture
80 work as Craftsmen
30 work as Merchants
63 work as Service Workers
36 work as General Laborers
12 work as Skilled Laborers
57 work as Civil Servants
36 work in Cottage Industries
18 work as Artists
20 work in Produce Industries
782 of Kèr Iēi̊sàplùkēíh's population do not work in a formal occupation, but do contribute to the local economy. 87 (7%) are noncontributers.
Points of Interest
Some important ruler or leading figure resides in the community. This may be the seat of a regional lord, or it could be the traditional residence of a high priest, great magus, merchant house, or other wielder of influence. The community itself may or may not be under their direct control, but the wishes of the august figure must be acknowledged by the locals.
Kèr Iēi̊sàplùkēíh'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 Iēi̊sàplùkēíh suffering from potholes, cracking, and even sinkholes. The locals often repair the road by putting down wooden decking.
POI
History
The the a set of sabatons of Charm, an a set of sabatons imbued with potent amounts of Charm energies was created near Kèr Iēi̊sàplùkēíh by in time immemorial, reportedly some time during the late 2nd century.