Large Town: Kèr Krizkíhd

Kèr Krizkíhd

Kèr Krizkíhd
Example Tauric architecture.
StateTauranian United Provinces
ProvenceHíhksvtíhj Provence
Sub ProvenceFÿrvzehndtub Hold
RegionTunjiqthez̄ Woodlands
Founded1475
Community LeaderMayor Gêlê Colliams
Area6 km2 (2 mi2)
Average Yearly Temp28°C (82°F)
Average Elevation1954 m (6410 ft)
Average Yearly Precipitation296 cm/y (116 in/y)
Population1635
Population Density272 people per km2 (817 people per mi2)
Town AuraNecromancy
Naming
Native nameKèr Krizkíhd
PronunciationKriz /kɪ̞d/
Direct Translation[bone] [trailer]
Translation[Not Yet Translated]

Kèr Krizkíhd (Kriz /kɪ̞d/ [bone] [trailer]) is a subtropical Large Town located in Fÿrvzehndtub Hold, Híhksvtíhj Provence, within the Tauranian United Provinces.

The name Kèr Krizkíhd is derived from the Tauric language, as Kèr Krizkíhd was founded by Zrithrez Llywellen, who was culturaly Tauric.

Climate

Kèr Krizkíhd has a yearly average temperature of 28°C (82°F), with its average temperature during the summer being a hot 31°C (87°F) and its average temperature during the winter being a warm 26°C (78°F). Kèr Krizkíhd receives an average of 296 cm/y (116 in/y) of precipitation, most of which comes in the form of rain during the summer. Kèr Krizkíhd covers an area of nearly 6 km2 (2 mi2), and an average elevation of 1954 m (6410 ft) above sea level.

Overview

Kèr Krizkíhd was founded durring the late 16th century in spring of the year 1475, by Zrithrez Llywellen. The establishment of Kèr Krizkíhd was somewhat plagued by a lack of willing colonists, leading to Zrithrez Llywellen electing to pay people to resettle in Kèr Krizkíhd.

Kèr Krizkíhd was built using the conventions of Tauric durring the late 16th century. Naturaly, all settlmentss have their own look to them, and Kèr Krizkíhd is no diffrent. The town's buildings feature timber framed wooden shiethed or brick construction, which gives form to a very formalized, rational, expence effishent arcatectural style based on strictly symmetrical designs which universaly feature pitched roofs, shutters, and the occasional column or pilaster for a decorative touch.

Kèr Krizkíhd is is constructed arround a semi-circular restrictive paverstone mainstreet, with smaller strait roads linking the circiles to eachother at varrious points. The town sits comfortably behind a palisade wall complete with a timber gatehouse and battlments. Kèr Krizkíhd's timber-based walls are suffering from significent damage, so much so that examples can be pointed to no matter which section one might have within their line of site, and most of which render sections inoperable at present.

Before you’ve even set foot into the heart of Kèr Krizkíhd, you can smell it. The incense. It hangs about the town like a cloud. Monks, priests, and clerics are everywhere, all dedicated to the same divine, all performing the same rituals to bless and anoint buildings, streets, people, animals, you name it they are or have blessed it. The same holy symbol is everywhere too. Its on buildings, on people, and even branded into livestock. This certainly loves its divine. Asside form the revrent worship, you can see the citizens are preparing for something, and that something isn’t good. Weapons are worn openly. Defensive structures have been recently constructed to guard less used areas of the town. Merchants seem very eager to sell their wares at discount prices. Something is coming.

Civic Infrastructure

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

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

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

Kèr Krizkíhd 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 Krizkíhd's grid is powered by a god's will and kindness.

Kèr Krizkíhd's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.

Kèr Krizkíhd 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 Krizkíhd's natural decorations nor waterways.

Kèr Krizkíhd 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 Krizkíhd 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 Krizkíhd 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 Krizkíhd's garrison 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.”.

In Kèr Krizkíhd yeast remains dormant.

The Skinstitch near Kèr Krizkíhd are known to be more aggressive than normal.

Kèr Krizkíhd's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves ritual combat to channel Chronomancy energies of tier 1 via oratory performances.

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: 3
  • Farmers: 5
  • Farm Laborer: 8
  • Hunters: 5
  • Milk Maids: 4
  • Ranchers: 2
  • Ranch Hands: 4
  • Shepherds: 3
    • Farmland: 6572 m2
    • Cattle and Similar Creatures: 408
    • Poultry: 4905
    • Swine: 327
    • Sheep: 16
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 163

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 3
  • Bookbinders: 2
  • Buckle-makers: 2
  • Cabinetmakers: 3
  • Candlemakers: 5
  • Carpenters: 5
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 4
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 9
  • Furriers: 1
  • Glassworkers: 5
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 3
  • Hosiery Workers: 1
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 2
  • Painters, Structures and Fixtures: 2
  • Paper Workers: 2
  • Plasterers: 2
  • Pursemakers: 2
  • Roofers: 1
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 3
  • Scabbardmakers: 3
  • Scalemakers: 1
  • Scientific, Surgical, and Optical Instrument Makers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 5
  • Tailors: 9
  • Tanners: 2
  • Upholsterers: 2
  • Watchmakers: 2
  • Weavers: 5
  • Whitesmiths: 1

Merchants

  • Adventuring Goods Retellers: 1
  • Arcana Sellers: 1
  • Beer-Sellers: 2
  • Booksellers: 2
  • Butchers: 4
  • Chandlers: 4
  • Chicken Butchers: 4
  • Entrepreneurs: 1
  • Fine Clothiers: 3
  • Fishmongers: 4
  • Potion Sellers: 2
  • Resellers: 5
  • Spice Merchants: 2
  • Wine-sellers: 3
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 8
  • Barbers: 7
  • Coachmen: 2
  • Cooks: 7
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 5
  • Healers: 4
  • Housekeepers: 5
  • Housemaids: 9
  • House Stewards: 4
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 6
  • Nursery Maids: 2
  • Pastrycooks: 6
  • Restaurateur: 7
  • 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: 2
  • Skinners: 5
  • Tosher: 2
  • Warehousemen: 6
  • Watercarriers: 3
  • Watermen, Bargemen, etc.: 5

Skilled Laborers

  • Accountants: 2
  • 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: 2
  • Civil Clerks: 3
  • Civic Iudex: 1
  • Consultants: 1
  • Exorcist: 3
  • Fixers: 1
  • Kami Clerk: 3
  • Landlords: 3
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 13
  • Monks, Monastic: 4
  • Monks, Civic: 5
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 6
  • Rangers: 2
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 5
  • Military Officers: 5

Cottage Industries

  • Brewers: 4
  • Comfort Services: 6
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 5
  • Needleworkers: 5
  • Potters: 2
  • Preserve Makers: 4
  • Quilters: 2
  • Seamsters: 9
  • Spinners: 4
  • Tinker: 1
  • Weaver: 4

Artists

  • Actors: 1
  • Bards: 2
  • Dancers: 1
  • Drafters: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 4
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 5
  • Writers: 6

Produce Industries

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

524 of Kèr Krizkíhd's population work within a Foundational Occupation.

1079 of Kèr Krizkíhd's population do not work in a formal occupation, but do contribute to the local economy. 32 (2%) are noncontributers.

Points of Interest

Many of Kèr Krizkíhd’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 Krizkíhd’s streets.

Kèr Krizkíhd's roads were poorly made when first laid. Rather than repairing them correctly, a series of new roads was laid atop the old, leading to the streets of modern Kèr Krizkíhd suffering from potholes, cracking, and even sinkholes. The locals often repair the road by putting down wooden decking.

POI

History

The the a horn of Enchantment, an a horn imbued with potent amounts of Enchantment energies was created in Kèr Krizkíhd by in time immemorial, reportedly some time during the late 2nd century.

History