Town: Kèr J̼ej̼ù

Kèr J̼ej̼ù

Kèr J̼ej̼ù
Example Tauric architecture.
StateDalandic Empire
ProvenceGàdāwù Provence
Sub ProvenceÀnmíhshj̼umù County
RegionSidlǐlăg Cæbijĭ Woods
Founded1238
Community LeaderMaster Tshêth Davis
Area5 km2 (2 mi2)
Average Yearly Temp26°C (78°F)
Average Elevation5204 m (17073 ft)
Average Yearly Precipitation138 cm/y (54 in/y)
Population1384
Population Density276 people per km2 (692 people per mi2)
Town AuraConjuration
Naming
Native nameKèr J̼ej̼ù
Pronunciation/j̼e/ /j̼ʊ/
Direct Translation[person; human] [orange]
Translation[Not Yet Translated]

Kèr J̼ej̼ù (/j̼e/ /j̼ʊ/ [person; human] [orange]) is a subtropical Town located in Ànmíhshj̼umù County, Gàdāwù Provence, within the Dalandic Empire.

The name Kèr J̼ej̼ù is derived from the Tauric language, as Kèr J̼ej̼ù was founded by Limphiel Watkins, who was culturaly Tauric.

Climate

Kèr J̼ej̼ù 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 J̼ej̼ù receives an average of 138 cm/y (54 in/y) of precipitation, most of which comes in the form of rain during the spring. Kèr J̼ej̼ù covers an area of nearly 5 km2 (2 mi2), and an average elevation of 5204 m (17073 ft) above sea level.

Overview

Kèr J̼ej̼ù was founded durring the early 13th century in fall of the year 1238, by Limphiel Watkins. The establishment of Kèr J̼ej̼ù was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Kèr J̼ej̼ù's construction back out of the project. Limphiel Watkins pushed on reguardles, and Kèr J̼ej̼ù was finished, but starts off as a terible place to live.

Kèr J̼ej̼ù was built using the conventions of Tauric durring the early 13th century. Naturaly, all settlmentss have their own look to them, and Kèr J̼ej̼ù 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 J̼ej̼ù is buildings are arranged arround a single broad cobblestone mainstreet with many smaller streets branching off of it which gives the town a over all rectangular shape, albit one warped and twisted by the nature of the curves of the main road. The town is protected by a series of wooden fences ringing the town's parimiter, which are likly intended to keep varrious beasts out of town rather than protect it from attack by any intelegent agents. The bare minimum defences has suffered a visible ammount of structural damage, leaving them effectivly useless. One can't help but wonder why the has not yet effected repairs.

A look around Kèr J̼ej̼ù gives the unmistakable impression the town is 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 Kèr J̼ej̼ù brings to mind.

Civic Infrastructure

Kèr J̼ej̼ù possesses a city-wide Aethary Link which provides Aethary access anywhere within its metropolitan. This allows citizens who can afford the relevant devices access in their places of work, and rarely homes.

Kèr J̼ej̼ù 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 J̼ej̼ù. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Kèr J̼ej̼ù's parks.

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

Kèr J̼ej̼ù 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 J̼ej̼ù has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

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

Kèr J̼ej̼ù has an Arcane Academy which provides higher education in the arcane sciences.

Kèr J̼ej̼ù 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 J̼ej̼ù's natural decorations nor waterways.

Kèr J̼ej̼ù 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 J̼ej̼ù 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 J̼ej̼ù's chapel was built using a different architectural style from the rest of the town. The style used is characterized by order, symmetry, formal design, grandiosity, and elaborate ornamentation. Architectural characteristics include balustrades, balconies, columns, cornices, pilasters, and triangular pediments. Stone exteriors are massive and grandiose in their symmetry; interiors are typically polished and lavishly decorated with sculptures, swags, medallions, flowers, and shields. Interiors will often have a grand stairway and opulent ballroom..

In Kèr J̼ej̼ù tiny harmless tornadoes plague the town.

The Ronus near Kèr J̼ej̼ù are known to be almost tame, such that they can be put to domestic use.

Kèr J̼ej̼ù'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 2 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: 3
  • Farm Laborer: 8
  • Hunters: 4
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 5563 m2
    • Cattle and Similar Creatures: 346
    • Poultry: 4152
    • Swine: 276
    • Sheep: 13
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 138

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 2
  • Candlemakers: 4
  • Carpenters: 4
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 6
  • Glassworkers: 4
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 2
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 1
  • Painters, Structures and Fixtures: 1
  • Paper Workers: 2
  • 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: 6
  • Tanners: 1
  • Upholsterers: 2
  • Watchmakers: 1
  • Weavers: 3
  • Whitesmiths: 1

Merchants

  • Beer-Sellers: 1
  • Booksellers: 2
  • Butchers: 3
  • Chandlers: 3
  • Chicken Butchers: 3
  • Entrepreneurs: 1
  • Fine Clothiers: 3
  • Fishmongers: 3
  • Potion Sellers: 2
  • Resellers: 6
  • Spice Merchants: 1
  • Wine-sellers: 2
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 9
  • Barbers: 6
  • Coachmen: 2
  • Cooks: 5
  • Doctors: 2
  • Gamekeepers: 2
  • 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: 3
  • Long Haul Couriers: 3
  • Dockyard Workers: 2
  • Hay Merchants: 1
  • Leech Collectors: 3
  • Millers: 3
  • Miners: 3
  • Oilmen and Polishers: 2
  • Postmen: 3
  • Pure Finder: 1
  • Skinners: 3
  • Tosher: 2
  • Warehousemen: 5
  • Watercarriers: 2
  • Watermen, Bargemen, etc.: 4

Skilled Laborers

  • Accountants: 1
  • Alchemist: 1
  • Clerk: 3
  • Dentists: 1
  • Educators: 3
  • 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: 10
  • Monks, Monastic: 4
  • Monks, Civic: 4
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 5
  • Rangers: 1
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 6
  • Military Officers: 4

Cottage Industries

  • Brewers: 3
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 4
  • Potters: 2
  • Preserve Makers: 3
  • Quilters: 1
  • Seamsters: 6
  • Spinners: 3
  • Tinker: 1
  • Weaver: 3

Artists

  • Actors: 1
  • Bards: 2
  • Dancers: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 4
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 5
  • Writers: 5

Produce Industries

  • Butter Churners: 4
  • Canners: 4
  • Cheesmakers: 5
  • Millers: 2
  • Picklers: 2
  • Smokers: 1
  • Stockmakers: 1
  • Tobacconists: 2
  • Tallowmakers: 3

423 of Kèr J̼ej̼ù's population work within a Foundational Occupation.

906 of Kèr J̼ej̼ù's population do not work in a formal occupation, but do contribute to the local economy. 55 (4%) are noncontributers.

Points of Interest

Kèr J̼ej̼ù was unknowingly built atop something unstable, and now that substrate is crumbling. It may be swampy ground or a decaying coastline, or it could be an ancient buried city that’s now giving way. In the case of some antique habitation, the denizens that once lived there might be boiling upward as their home is collapsing, or new opportunities may be revealed even as the community’s present structure is ruined.

Kèr J̼ej̼ù is accessed from a nearby river via an intricate series of locks.

POI

History

In time immemorial, reportedly some time during the early 2nd century Kèr J̼ej̼ù was struck by a devistating earthquake. The quake brought ruin to Kèr J̼ej̼ù, which lost 134 people, 104 livestock, and 60 buildings in the earthquake. The day of the quake is remembered by many as Doom's Day.

History