Town: Kèr Iēùshjíhg

Kèr Iēùshjíhg

Kèr Iēùshjíhg
Example Tauric architecture.
StateDalandic Empire
ProvenceGàdāwù Provence
Sub ProvenceCånlewch Hold
RegionBěyeǐppì Læs Forest
Founded1023
Community LeaderMaster Réchvé̄r Ha̋chv 'Kristy Daze' Yaw̄kīsh Hā̋ch Mé̄s Cox
Area5 km2 (2 mi2)
Average Yearly Temp25°C (77°F)
Average Elevation4536 m (14881 ft)
Average Yearly Precipitation273 cm/y (107 in/y)
Population1230
Population Density246 people per km2 (615 people per mi2)
Town AuraEnchantment
Naming
Native nameKèr Iēùshjíhg
Pronunciation/jʊʃ/ /jɪ̞g/
Direct Translation[desert] [loud; noisy]
Translation[Not Yet Translated]

Kèr Iēùshjíhg (/jʊʃ/ /jɪ̞g/ [desert] [loud; noisy]) is a subtropical Town located in Cånlewch Hold, Gàdāwù Provence, within the Dalandic Empire.

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

Climate

Kèr Iēùshjíhg has a yearly average temperature of 25°C (77°F), with its average temperature during the summer being a warm 28°C (82°F) and its average temperature during the winter being a pleasant 23°C (73°F). Kèr Iēùshjíhg receives an average of 273 cm/y (107 in/y) of precipitation, most of which comes in the form of rain during the summer. Kèr Iēùshjíhg covers an area of nearly 5 km2 (2 mi2), and an average elevation of 4536 m (14881 ft) above sea level.

Overview

Kèr Iēùshjíhg was founded durring the early 11th century, by Clezsi Foulkes. The establishment of Kèr Iēùshjíhg suffered from many setbacks, delays, and obsticles, most notably a group of Kèr Iēùshjíhg which required millitary assistance exterminate before the community could finish being built.

Kèr Iēùshjíhg was built using the conventions of Tauric durring the early 11th century. Naturaly, all settlmentss have their own look to them, and Kèr Iēùshjíhg is no diffrent. The town's buildings feature stone brick construction with most buildings posessing towers, turrets, dormers, and wide wrap-around porches. An extreem emphasis on decorative features and emblishments can be seen even on the poorest of homes and makes even the most humble of structures seem a bit regal.

Kèr Iēùshjíhg is buildings are arranged within a network of crampt cobblestone streets which form a rectangular grid, where each block verries in size given the proximity of the paralell streets forming each section. The ocasional smaller block has been used to construct a park, plaza, and other communal structures. 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 Iēùshjíhg'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 Iēùshjíhg'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.

Kèr Iēùshjíhg has the unmistakable air of a town on its last legs. Everything is a bit slipshod and ramshackle. Everyone is at work, or drinking. No one has anything in their eyes other than fear and despair. Whatever industry once fueled Kèr Iēùshjíhg ’s existence has dried up and the town is drifting down the stream of history as it dries up. The locals seem to have responded to their slow downfall by recreating Kèr Iēùshjíhg as one of the strictest places imaginable. Everyone’s actions are clearly directed by laws they keep in heart and mind at all times. Orderly byond order is a phrase which the town brings to mind.

Civic Infrastructure

Kèr Iēùshjíhg has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

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

Kèr Iēùshjíhg has a government-funded child care program, overseen by the local Department of Nursemaids, which is responsible for providing childcare to working-class citizens according to local ordinances.

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

Kèr Iēùshjíhg 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 Iēùshjíhg's grid is powered by hydrogalvanic generators.

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

Kèr Iēùshjíhg 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 Iēùshjíhg 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 Iēùshjíhg's chapel was built using a different architectural style from the rest of the town. The style used is admittedly strange and non-linear style rooted in defiance of symmetrical shapes. It championed the creation of buildings with a unique visual appearance. the structural norms of classic buildings and deforms or moves away from elementary architectural principles. By including non-linear designs processed into its buildings and favoring fragmentation, this style expressed a form of controlled chaos. Its buildings appear out-of-the-ordinary, draw the eye in immediately and sometimes create a feeling of strangeness. These distorted shapes and structure are not reserved to the building’s outer facade, they destabilize interior elements too, favoring minimalism and play on people’s perceptions by injecting a futuristic touch.

In Kèr Iēùshjíhg yeast remains dormant.

The Chitikin near Kèr Iēùshjíhg are known to be a mutant strain of the creature.

Kèr Iēùshjíhg's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves line dance to channel Conjuration energies of tier 2 via throat chanting.

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: 3
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 4981 m2
    • Cattle and Similar Creatures: 307
    • Poultry: 3690
    • Swine: 246
    • Sheep: 12
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 123

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: 8
  • Glassworkers: 4
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 2
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 1
  • 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: 1
  • Butchers: 2
  • Chandlers: 2
  • 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: 6
  • Barbers: 5
  • Coachmen: 1
  • Cooks: 5
  • Doctors: 2
  • Gamekeepers: 1
  • Grooms: 1
  • Hairdressers: 4
  • Healers: 3
  • Housekeepers: 3
  • Housemaids: 6
  • 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: 2
  • Miners: 2
  • Oilmen and Polishers: 1
  • Postmen: 2
  • Pure Finder: 1
  • Skinners: 3
  • Tosher: 1
  • 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: 11
  • Monks, Monastic: 4
  • Monks, Civic: 3
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 4
  • Rangers: 1
  • Rat Catchers: 1
  • Scholars: 1
  • Spiritualist: 2
  • Storytellers: 4
  • Military Officers: 3

Cottage Industries

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

Artists

  • Actors: 1
  • Bards: 1
  • Dancers: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 3
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 3
  • Writers: 4

Produce Industries

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

373 of Kèr Iēùshjíhg's population work within a Foundational Occupation.

759 of Kèr Iēùshjíhg's population do not work in a formal occupation, but do contribute to the local economy. 98 (8%) are noncontributers.

Points of Interest

Many of Kèr Iēùshjíhg’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 Iēùshjíhg’s streets.

Kèr Iēùshjíhg makes use of canals for some of its streets. Locals often fish in the canals.

POI

History

In time immemorial, reportedly some time during the early 2nd century a local hero by the name of saved most of the town when a natural disaster struck Kèr Iēùshjíhg. One of Kèr Iēùshjíhg's festivals remembers the hero.

History