Kèr Íhp Jàj̼zùw (/ɪ̞p jəj̼/ /zʊw/ [upper class] [right; correct; true; appropriate; valid; honest; pure; sincere; earnest; wholesome]) is a subtropical Large Town located in Jojikamomu Dutchy, Ftèwup Provence, within the Dalandic Empire.
The name Kèr Íhp Jàj̼zùw is derived from the Tauric language, as Kèr Íhp Jàj̼zùw was founded by Hylothida Willins Baines, who was culturaly Tauric.
Climate
Kèr Íhp Jàj̼zùw has a yearly average temperature of 26°C (78°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 23°C (73°F). Kèr Íhp Jàj̼zùw receives an average of 139 cm/y (54 in/y) of precipitation, most of which comes in the form of rain during the spring. Kèr Íhp Jàj̼zùw covers an area of nearly 6 km2 (2 mi2), and an average elevation of 5590 m (18339 ft) above sea level.
Overview
Kèr Íhp Jàj̼zùw was founded durring the late 14th century in fall of the year 1299, by Hylothida Willins Baines. The establishment of the new community went well, with no major obsticles durring construction.
Kèr Íhp Jàj̼zùw was built using the conventions of Tauric durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Kèr Íhp Jàj̼zùw 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 Íhp Jàj̼zùw is buildings folow an organic layout of premissive flagstone streets whihch gives the town a shape simmilar to a tree, if one views its streets from above. The town sits behind an impressive looking clay brick wall. The wall is notable for querried stone blocks being used to renforce the clay bricks in the expected manner and locations. While the wall was built to the exact specifications of modern fortifications, one has to wonder why the money invested into creating such a well fortified wall wasnt spent on a less impressive looking wall crated from sturdier materials. Kèr Íhp Jàj̼zùw's walls would endure a brief bombardment, but only from light siege weapons. It seems more likly the town's walls were not designed with defence in mind but rather lending the town a certain air with visitors. The town's boondoggle-of-a-fortified wall 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.
Right off the bat Kèr Íhp Jàj̼zùw hits you in the face with its success. Everyone, even the peasants, are dressed in well made clothing. Every tool and implement you can see is finely made, and people will boast to you as obvious strangers of the wonders which can be found in their markets. More interestingly is a total lack of beggars, and plenty of new buildings are going up even as you speak. Many of those buildings are schools, scriptoriums, and even one college. One can only wonder what knowledge the town has come into.
Civic Infrastructure
Kèr Íhp Jàj̼zùw 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 Íhp Jàj̼zùw. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Kèr Íhp Jàj̼zùw's parks.
Kèr Íhp Jàj̼zùw has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kèr Íhp Jàj̼zùw.
Kèr Íhp Jàj̼zùw 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 Íhp Jàj̼zùw 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 Íhp Jàj̼zùw has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kèr Íhp Jàj̼zùw's public wards, blessings, and other arcane systems.
Kèr Íhp Jàj̼zùw has an Theological Academy which trains clergy in various arcane and theological topics required for their occupations.
Kèr Íhp Jàj̼zùw 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 Íhp Jàj̼zùw's grid is powered by a god's will and kindness.
Kèr Íhp Jàj̼zùw's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.
Kèr Íhp Jàj̼zùw 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 Íhp Jàj̼zùw's natural decorations nor waterways.
Kèr Íhp Jàj̼zùw 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 Íhp Jàj̼zùw 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 Íhp Jàj̼zùw's bank 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.”.
Due to the actions of local Kami, autumn is short in Kèr Íhp Jàj̼zùw.
The Goldpebble near Kèr Íhp Jàj̼zùw are known to be almost tame, such that they can be put to domestic use.
Kèr Íhp Jàj̼zùw's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves creating small tokens to channel Chronomancy energies of tier 3 via throat singing.
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: 5
Milk Maids: 3
Ranchers: 1
Ranch Hands: 3
Shepherds: 3
Farmland: 6203 m2
Cattle and Similar Creatures: 382
Poultry: 4584
Swine: 305
Sheep: 15
Goats: 3
Horses, Mounts, and Beasts of Burden: 152
Craftsmen
Arms and Toolmakers: 3
Blacksmiths: 3
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 3
Candlemakers: 6
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: 6
Glassworkers: 6
Gunsmiths: 3
Harness-Makers: 1
Hatters: 2
Hosiery Workers: 1
Jewelers: 1
Leatherwrights: 3
Locksmiths: 1
Matchstick makers: 2
Musical Instrument Makers: 2
Painters, Structures and Fixtures: 1
Paper Workers: 2
Plasterers: 2
Pursemakers: 2
Roofers: 1
Ropemakers: 1
Rugmakers: 1
Saddlers: 2
Scabbardmakers: 3
Scalemakers: 1
Sculptors, Structures and Fixtures: 1
Shoemakers: 1
Soap and Tallow Workers: 5
Tailors: 8
Tanners: 1
Upholsterers: 2
Watchmakers: 2
Weavers: 4
Whitesmiths: 1
Merchants
Adventuring Goods Retellers: 1
Arcana Sellers: 1
Beer-Sellers: 2
Booksellers: 2
Butchers: 3
Chandlers: 4
Chicken Butchers: 4
Entrepreneurs: 1
Fine Clothiers: 3
Fishmongers: 4
Potion Sellers: 2
Resellers: 6
Spice Merchants: 1
Wine-sellers: 3
Wheelwright: 2
Woodsellers: 1
Service workers
Bakers: 8
Barbers: 6
Coachmen: 2
Cooks: 6
Doctors: 3
Gamekeepers: 2
Grooms: 1
Hairdressers: 5
Healers: 4
Housekeepers: 4
Housemaids: 8
House Stewards: 4
Inns: 1
Laundry maids: 2
Maidservants: 5
Nursery Maids: 2
Pastrycooks: 5
Restaurateur: 6
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: 3
Millers: 3
Miners: 3
Oilmen and Polishers: 2
Postmen: 3
Pure Finder: 1
Skinners: 4
Tosher: 2
Warehousemen: 5
Watercarriers: 3
Watermen, Bargemen, etc.: 4
Skilled Laborers
Accountants: 1
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: 1
Civil Clerks: 3
Civic Iudex: 1
Exorcist: 3
Fixers: 1
Kami Clerk: 2
Landlords: 2
Lawyers: 1
Legend Keepers: 2
Militia Officers: 15
Monks, Monastic: 5
Monks, Civic: 4
Historian, Oral: 3
Historian, Textual: 1
Policemen, Sheriffs, etc.: 3
Priests: 5
Rangers: 2
Rat Catchers: 2
Scholars: 2
Spiritualist: 2
Storytellers: 5
Military Officers: 4
Cottage Industries
Brewers: 4
Comfort Services: 5
Enchanters: 1
Herbalists: 1
Jaminators: 4
Needleworkers: 5
Potters: 2
Preserve Makers: 4
Quilters: 2
Seamsters: 9
Spinners: 4
Tinker: 1
Weaver: 3
Artists
Actors: 1
Bards: 2
Dancers: 1
Drafters: 1
Engravers: 1
Glaziers: 1
Inlayers: 1
Musicians: 4
Playwrights: 1
Sculptors, Art: 1
Wood Carvers: 4
Writers: 5
Produce Industries
Butter Churners: 5
Canners: 4
Cheesmakers: 5
Millers: 3
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 2
Tallowmakers: 3
484 of Kèr Íhp Jàj̼zùw's population work within a Foundational Occupation.
27 work in Agriculture
106 work as Craftsmen
40 work as Merchants
80 work as Service Workers
49 work as General Laborers
18 work as Skilled Laborers
70 work as Civil Servants
45 work in Cottage Industries
23 work as Artists
26 work in Produce Industries
968 of Kèr Íhp Jàj̼zùw's population do not work in a formal occupation, but do contribute to the local economy. 76 (5%) are noncontributers.
Points of Interest
Kèr Íhp Jàj̼zùw makes use of canals for some of its streets. Locals often fish in the canals.
POI
History
Kèr Íhp Jàj̼zùw is still bloodied by a recent violent conflict. A crushing bandit raid, a lost siege, getting caught at the periphery of a major battle, or some other calamity has inflicted severe damage on the place. Some communities may suffer a longer-term version of this, their youths lost in a grinding, endless battle against some perpetual threat.
In time immemorial, reportedly some time during the late 2nd century a local hero by the name of slew a monster which had been terrorizing the streets of Kèr Íhp Jàj̼zùw. One of Kèr Íhp Jàj̼zùw's festivals remembers the hero.