Town: Kèr Iē̼arj̼àr

Kèr Iē̼arj̼àr

Kèr Iē̼arj̼àr
Example Tauric architecture.
StateDalandic Empire
ProvenceFtèwup Provence
Sub ProvenceChyilirtplikhi Parish
RegionWăkh Jĭìthu Forest
Founded1268
Community LeaderMaster Ursula Shankland
Area5 km2 (2 mi2)
Average Yearly Temp23°C (73°F)
Average Elevation6802 m (-20633 ft)
Average Yearly Precipitation236 cm/y (92 in/y)
Population1206
Population Density241 people per km2 (603 people per mi2)
Town AuraElven High Magic
Naming
Native nameKèr Iē̼arj̼àr
Pronunciation/j̼ar/ /j̼ər/
Direct Translation[idiot; fool] [crazy; insane]
Translation[Not Yet Translated]

Kèr Iē̼arj̼àr (/j̼ar/ /j̼ər/ [idiot; fool] [crazy; insane]) is a subtropical Town located in Chyilirtplikhi Parish, Ftèwup Provence, within the Dalandic Empire.

The name Kèr Iē̼arj̼àr is derived from the Tauric language, as Kèr Iē̼arj̼àr was founded by Hylothida Dyfodwg Abse Rheon Nanney, who was culturaly Tauric.

Climate

Kèr Iē̼arj̼àr has a yearly average temperature of 23°C (73°F), with its average temperature during the summer being a warm 27°C (80°F) and its average temperature during the winter being a cool 20°C (68°F). Kèr Iē̼arj̼àr receives an average of 236 cm/y (92 in/y) of precipitation, most of which comes in the form of rain during the summer. Kèr Iē̼arj̼àr covers an area of nearly 5 km2 (2 mi2), and an average elevation of 6802 m (-20633 ft) above sea level.

Overview

Kèr Iē̼arj̼àr was founded durring the late 14th century in summer of the year 1268, by Hylothida Dyfodwg Abse Rheon Nanney. The establishment of Kèr Iē̼arj̼àr was somewhat plagued by a lack of willing colonists, leading to Hylothida Dyfodwg Abse Rheon Nanney electing to pay people to resettle in Kèr Iē̼arj̼àr.

Kèr Iē̼arj̼àr was built using the conventions of Tauric durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Kèr Iē̼arj̼àr 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 Iē̼arj̼àr is buildings have been located at convienant points along the cliff Kèr Iē̼arj̼àr was built upon. Navigating the town is therefore a little chalanging as the distance between buildings verris greatly and the premissive cobblestone streets flow where they are able to be made rather than folowing the most convienant paths. The town has a fortified albit thin brick wall. The wall has most of the feeatures of a typical castle wall, just on a much smaller scale and and budget. Notably brick isn't a particuarly soild choice for resisting siege weapons. Kèr Iē̼arj̼àr's wall wouldn't hinder a proper army, but it is more than sufishent for bandits and other small marauding groups. The town's monster and outlaw focused fortifications 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.

A look around Kèr Iē̼arj̼àr makes it abundantly clear the town suffered something horrible some time ago. It's as if the town itself is depressed. Smiles are few, cheer is nowhere to be had. Everyone quietly goes about their daily business not looking anyone in the eye.

Civic Infrastructure

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

Kèr Iē̼arj̼àr 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 Iē̼arj̼àr has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.

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

Kèr Iē̼arj̼àr 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 Iē̼arj̼àr's grid is powered by mana accumulators.

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

Kèr Iē̼arj̼àr 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 Iē̼arj̼àr's mayor's house was built using a different architectural style from the rest of the town. The style used is known for its fluid and florid elaborate style, comprising ornate, asymmetric designs and pastel shades. It is often considered to be a playful, light style, which made exuberant use of curves and emphasized subtle asymmetry in the general shape of its structures. Walls, ceilings and moldings are decorated with numerous interlacing of curves and counter-curves based on the shapes of ‘C’ and ‘S’, along with shell forms and other naturalistic shapes.

In Kèr Iē̼arj̼àr the water is caffeinated.

The Domovoi near Kèr Iē̼arj̼àr are known to be quite timid.

Kèr Iē̼arj̼àr's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves sex to channel Enchantment energies of tier 1 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: 3
  • Farm Laborer: 8
  • Hunters: 4
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 2
    • Farmland: 4872 m2
    • Cattle and Similar Creatures: 301
    • Poultry: 3618
    • Swine: 241
    • Sheep: 12
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 120

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 2
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 2
  • Candlemakers: 4
  • Carpenters: 4
  • Clothmakers: 3
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Fabricworkers: 2
  • Farrier: 6
  • Glassworkers: 4
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 2
  • Jewelers: 1
  • Leatherwrights: 2
  • 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: 8
  • 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: 2
  • Potion Sellers: 2
  • Resellers: 4
  • Spice Merchants: 1
  • Wine-sellers: 2
  • Wheelwright: 1
  • Woodsellers: 1

Service workers

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

Specialized Laborer

  • Ashworkers: 1
  • Bleachers: 1
  • Coal Heavers: 2
  • In-Town Couriers: 2
  • Long Haul Couriers: 2
  • Dockyard Workers: 2
  • Leech Collectors: 3
  • Millers: 2
  • Miners: 2
  • Oilmen and Polishers: 1
  • Postmen: 2
  • Pure Finder: 1
  • Skinners: 3
  • Tosher: 1
  • Warehousemen: 3
  • 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: 1
  • Militia Officers: 8
  • Monks, Monastic: 3
  • Monks, Civic: 3
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 5
  • Rangers: 1
  • Rat Catchers: 1
  • Scholars: 1
  • Spiritualist: 2
  • Storytellers: 5
  • Military Officers: 4

Cottage Industries

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

Artists

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

Produce Industries

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

359 of Kèr Iē̼arj̼àr's population work within a Foundational Occupation.

763 of Kèr Iē̼arj̼àr's population do not work in a formal occupation, but do contribute to the local economy. 84 (7%) are noncontributers.

Points of Interest

Kèr Iē̼arj̼àr is cursed with recurrent spells of some troublesome disease. The affliction isn’t so fatal as to make living there impossible, but it adds suffering and expense to local lives. The plague might be the product of an ancient curse, the results of long lost toxic remains, or an unavoidable byproduct of whatever industry or purpose justifies the city. It’s probably not overly contagious, but visitors may be in some peril all the same.

POI

History

In time immemorial, reportedly some time during the early 2nd century a local hero by the name of slew a monster which had been terrorizing the streets of Kèr Iē̼arj̼àr. was immortalized in song for this deed.

History