Town: Kèr J̼ej̼ Kēàmùkshàbkesh

Kèr J̼ej̼ Kēàmùkshàbkesh

Kèr J̼ej̼ Kēàmùkshàbkesh
Example Tauric architecture.
StateDalandic Empire
ProvenceTafogin Provence
Sub ProvenceUlî Bàs̺a Kingdom
RegionNx-27w Fækh Shrublands
Founded1355
Community LeaderMaster Kradous Daffey Qàjà
Area4 km2 (1 mi2)
Average Yearly Temp29°C (84°F)
Average Elevation2732 m (8963 ft)
Average Yearly Precipitation148 cm/y (58 in/y)
Population1167
Population Density291 people per km2 (1167 people per mi2)
Town AuraEnchantment
Naming
Native nameKèr J̼ej̼ Kēàmùkshàbkesh
Pronunciation/j̼ej̼ cəˈmʊkʃəb/ /keʃ/
Direct Translation[pubic hair] [straight; steep]
Translation[Not Yet Translated]

Kèr J̼ej̼ Kēàmùkshàbkesh (/j̼ej̼ cəˈmʊkʃəb/ /keʃ/ [pubic hair] [straight; steep]) is a subtropical Town located in Ulî Bàs̺a Kingdom, Tafogin Provence, within the Dalandic Empire.

The name Kèr J̼ej̼ Kēàmùkshàbkesh is derived from the Tauric language, as Kèr J̼ej̼ Kēàmùkshàbkesh was founded by Kradous Daffey, who was culturaly Tauric.

Climate

Kèr J̼ej̼ Kēàmùkshàbkesh has a yearly average temperature of 29°C (84°F), with its average temperature during the summer being a hot 33°C (91°F) and its average temperature during the winter being a warm 26°C (78°F). Kèr J̼ej̼ Kēàmùkshàbkesh receives an average of 148 cm/y (58 in/y) of precipitation, most of which comes in the form of rain during the spring. Kèr J̼ej̼ Kēàmùkshàbkesh covers an area of nearly 4 km2 (1 mi2), and an average elevation of 2732 m (8963 ft) above sea level.

Overview

Kèr J̼ej̼ Kēàmùkshàbkesh was founded durring the late 14th century in summer of the year 1355, by Kradous Daffey. The establishment of Kèr J̼ej̼ Kēàmùkshàbkesh was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Kèr J̼ej̼ Kēàmùkshàbkesh's construction back out of the project. Kradous Daffey pushed on reguardles, and Kèr J̼ej̼ Kēàmùkshàbkesh was finished, but starts off as a terible place to live.

Kèr J̼ej̼ Kēàmùkshàbkesh was built using the conventions of Tauric durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Kèr J̼ej̼ Kēàmùkshàbkesh 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 J̼ej̼ Kēàmùkshàbkesh is buildings have been located at convienant points along the lake Kèr J̼ej̼ Kēàmùkshàbkesh was built upon. Navigating the town is therefore a little chalanging as the distance between buildings verris greatly and the broad baked earthen streets flow where they are able to be made rather than folowing the most convienant paths. The town emploies a series of defencive earthworks, spikes, and fences to provide some protection against wild beasts and smaller groups of intelegent foes. Astonishigly, the minimaly adiquite are in pristine condishion, as if they had just been finished before you laied eyes upon them.

Right off the bat Kèr J̼ej̼ Kēàmùkshàbkesh 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. Somehow this town has come into quite a lot of wealth, and recently from the looks of things. The new wealth has created some worrying attitudes in many passers by, such that it’s clear new laws have recently been enacted and enforced with such extreme scrutiny the locals seem to be going about their day as if by clockwork.

Civic Infrastructure

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

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

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

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

Kèr J̼ej̼ Kēàmùkshàbkesh 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

One or more crime bosses have a powerful influence within Kèr J̼ej̼ Kēàmùkshàbkesh. They may control crime within the community itself, or they may use it simply as a safe haven from which to direct their minions elsewhere. Local law enforcement may know all about them, but lack the strength to confront them and their paid or intimidated henchmen.

Kèr J̼ej̼ Kēàmùkshàbkesh's town hall 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 J̼ej̼ Kēàmùkshàbkesh there is always just enough rain to be annoying.

The Leshy, Lichen near Kèr J̼ej̼ Kēàmùkshàbkesh are known to be almost tame, such that they can be put to domestic use.

Kèr J̼ej̼ Kēàmùkshàbkesh's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves square dance to channel Truename Magic energies of tier 1 via divine sermons.

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: 3
  • Milk Maids: 2
  • Ranchers: 1
  • Ranch Hands: 2
  • Shepherds: 2
    • Farmland: 4714 m2
    • Cattle and Similar Creatures: 291
    • Poultry: 3501
    • Swine: 233
    • Sheep: 11
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 116

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 2
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 2
  • Candlemakers: 3
  • Carpenters: 3
  • Clothmakers: 3
  • Coach and Harness Makers: 1
  • Coopers: 2
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Fabricworkers: 2
  • Farrier: 8
  • 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: 1
  • 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: 6
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 3

Merchants

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

Service workers

  • Bakers: 5
  • Barbers: 5
  • Coachmen: 1
  • Cooks: 4
  • Doctors: 2
  • Gamekeepers: 1
  • Hairdressers: 4
  • Healers: 2
  • 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: 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: 9
  • 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: 4
  • Military Officers: 4

Cottage Industries

  • Brewers: 4
  • Comfort Services: 4
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 3
  • Needleworkers: 4
  • Potters: 1
  • Preserve Makers: 3
  • Quilters: 1
  • Seamsters: 6
  • 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: 3
  • Writers: 4

Produce Industries

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

350 of Kèr J̼ej̼ Kēàmùkshàbkesh's population work within a Foundational Occupation.

794 of Kèr J̼ej̼ Kēàmùkshàbkesh's population do not work in a formal occupation, but do contribute to the local economy. 23 (2%) are noncontributers.

Points of Interest

Kèr J̼ej̼ Kēàmùkshàbkesh's is something of a geological and arcane anomaly, as neither physical nor magical law entirely explains its formation.

POI

History

In time immemorial, reportedly some time during the late 2nd century, Kèr J̼ej̼ Kēàmùkshàbkesh was attacked by members of a peasant revolt. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Kèr J̼ej̼ Kēàmùkshàbkesh lost 146 people, 255 livestock, and 58 buildings. The conflict ended after roughly 92, when members of Kèr J̼ej̼ Kēàmùkshàbkesh's militia enacted an operation to eliminate a specific group of the enemy's forces. The operation was complicated by the enemy forces had far more numbers than estimated. The conflict ended with pitched battle between both forces, which ended in a stalemate for Kèr J̼ej̼ Kēàmùkshàbkesh's forces. The war is remembered in legend by Kèr J̼ej̼ Kēàmùkshàbkesh's bards, historians, and legend keepers.

History