Large Town: Kèr Nuiē̼ker

Kèr Nuiē̼ker

Kèr Nuiē̼ker
Example Tauric architecture.
StateTauranian United Provinces
ProvenceHācsāshu Provence
Sub ProvenceLenechuckewck Hold
RegionSkvukvurtmaqa Moor
Founded1442
Community LeaderMayor Ab Owen Collins
Area6 km2 (2 mi2)
Average Yearly Temp24°C (75°F)
Average Elevation2608 m (8556 ft)
Average Yearly Precipitation226 cm/y (88 in/y)
Population1601
Population Density266 people per km2 (800 people per mi2)
Town AuraWild Magic
Naming
Native nameKèr Nuiē̼ker
Pronunciation/nuj̼/ /cer/
Direct Translation[accident] [vacant]
Translation[Not Yet Translated]

Kèr Nuiē̼ker (/nuj̼/ /cer/ [accident] [vacant]) is a subtropical Large Town located in Lenechuckewck Hold, Hācsāshu Provence, within the Tauranian United Provinces.

The name Kèr Nuiē̼ker is derived from the Tauric language, as Kèr Nuiē̼ker was founded by Joīkī̌ Sé̄y 'Daze Anabelle' Joīkīkī Goī̄s Sērmpf̄y Cadward, who was culturaly Tauric.

Climate

Kèr Nuiē̼ker has a yearly average temperature of 24°C (75°F), with its average temperature during the summer being a warm 28°C (82°F) and its average temperature during the winter being a pleasant 21°C (69°F). Kèr Nuiē̼ker receives an average of 226 cm/y (88 in/y) of precipitation, most of which comes in the form of rain during the summer. Kèr Nuiē̼ker covers an area of nearly 6 km2 (2 mi2), and an average elevation of 2608 m (8556 ft) above sea level.

Overview

Kèr Nuiē̼ker was founded durring the early 15th century in winter of the year 1442, by Joīkī̌ Sé̄y 'Daze Anabelle' Joīkīkī Goī̄s Sērmpf̄y Cadward. The establishment of Kèr Nuiē̼ker was somewhat plagued by a lack of willing colonists, leading to Joīkī̌ Sé̄y 'Daze Anabelle' Joīkīkī Goī̄s Sērmpf̄y Cadward electing to pay people to resettle in Kèr Nuiē̼ker.

Kèr Nuiē̼ker was built using the conventions of Tauric durring the early 15th century. Naturaly, all settlmentss have their own look to them, and Kèr Nuiē̼ker 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 Nuiē̼ker is buildings are speckled and packed arround premissive paverstone streets with seemingly no patern to them. It appears as if the town's residents simply built streets as they pleased and squeazed buildings in wherever and howeave rpossible, creating an organic, frustrating to navigate, maze of a town. The town resides behind a palisade wall complete with battlments, a moat, and timber gatehouses with drawbridges. Astonishigly, the robustly designed timber walls are in pristine condishion, as if they had just been finished before you laied eyes upon them.

Kèr Nuiē̼ker has the unmistakable air of a town on its last legs. Everything is a bit slipshod and ramshackle. Everyone is at work, or drinking. No one has anything in their eyes other than fear and despair. Whatever industry once fueled Kèr Nuiē̼ker ’s existence has dried up and the town is drifting down the stream of history as it dries up. On top of this is an unmistakable feeling that Kèr Nuiē̼ker is in this condition because there is something terribly wrong with the town. Maybe it’s the way fog blankets the ground, but only in the connors of places. Maybe it’s the vermin scuttling between shadows in the corner of your eyes. Perhaps it’s the overcast sky which seemed to creep out of nowhere, or the distant howling of wolves. Maybe it’s all of those things together, or perhaps it's the way these elements combine which makes you worry someone might stab you in a dark ally for your boots. It’s not filthy, or dark, but the smiles seem strained, the locals seem to glare daggers in eachothers backs a little too much, and everyone is armed at all times. You may want to keep an eye on your valuables, and make sure you don’t wind up in any position of power. Regardless, you do not feel it would be wise to remain in Kèr Nuiē̼ker long.

Civic Infrastructure

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

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

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

Kèr Nuiē̼ker 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 Nuiē̼ker's natural decorations nor waterways.

Kèr Nuiē̼ker 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 Nuiē̼ker 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 Nuiē̼ker 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 Nuiē̼ker's chapel was built using a different architectural style from the rest of the town. The style used has a sleek, linear appearance with stylized, often geometric ornamentation. The primary facade of its buildings often featured a series of set backs that create a stepped outline. Low-relief decorative panels can be found at entrances, around windows, along roof edges or as string courses. It was best known for its use of smooth finish building materials such as stucco, concrete block, glazed brick or mosaic tile. Decorative details can incorporate various artistic or exotic motifs to suit the building's function or the architect's whim. Chevrons, zigzags, and other geometrical motifs are common forms of ornament.

Due to the actions of local Kami, winter is long in Kèr Nuiē̼ker.

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

Kèr Nuiē̼ker's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves reenactments to channel Wild Magic energies of tier 2 via 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: 10
  • Hunters: 5
  • Milk Maids: 3
  • Ranchers: 2
  • Ranch Hands: 4
  • Shepherds: 4
    • Farmland: 6516 m2
    • Cattle and Similar Creatures: 400
    • Poultry: 4803
    • Swine: 320
    • Sheep: 16
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 160

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 3
  • Bookbinders: 1
  • 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: 2
  • Hosiery Workers: 1
  • Jewelers: 1
  • Leatherwrights: 4
  • 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: 2
  • Scabbardmakers: 3
  • Scalemakers: 1
  • Scientific, Surgical, and Optical Instrument Makers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 5
  • Tailors: 8
  • Tanners: 2
  • Upholsterers: 2
  • Watchmakers: 2
  • Weavers: 4
  • 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: 4
  • Fishmongers: 4
  • Potion Sellers: 2
  • Resellers: 6
  • Spice Merchants: 2
  • Wine-sellers: 3
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 8
  • Barbers: 6
  • Coachmen: 2
  • Cooks: 7
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 5
  • Healers: 4
  • Housekeepers: 4
  • Housemaids: 8
  • House Stewards: 5
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 5
  • Nursery Maids: 3
  • Pastrycooks: 5
  • Restaurateur: 6
  • Tavern Keepers: 8

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: 4
  • Millers: 3
  • Miners: 3
  • Oilmen and Polishers: 2
  • Postmen: 3
  • Pure Finder: 2
  • Skinners: 4
  • Tosher: 2
  • Warehousemen: 5
  • Watercarriers: 3
  • Watermen, Bargemen, etc.: 4

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: 2
  • Legend Keepers: 2
  • Militia Officers: 10
  • Monks, Monastic: 5
  • Monks, Civic: 5
  • Historian, Oral: 3
  • Historian, Textual: 2
  • Policemen, Sheriffs, etc.: 3
  • Priests: 6
  • Rangers: 2
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 3
  • Storytellers: 5
  • Military Officers: 5

Cottage Industries

  • Brewers: 4
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 5
  • Needleworkers: 6
  • Potters: 2
  • Preserve Makers: 4
  • Quilters: 2
  • Seamsters: 8
  • 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: 5

Produce Industries

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

518 of Kèr Nuiē̼ker's population work within a Foundational Occupation.

987 of Kèr Nuiē̼ker's population do not work in a formal occupation, but do contribute to the local economy. 96 (6%) are noncontributers.

Points of Interest

Kèr Nuiē̼ker produces something unique, a good or service that cannot be had anywhere else in the kingdom. This may be due to some unique resource found only there, or some carefully-guarded craft, or it may be a special service that can only be provided by the locals, who are somehow unique in their forms or abilities.

Kèr Nuiē̼ker'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 Nuiē̼ker suffering from potholes, cracking, and even sinkholes. The locals often repair the road by putting down wooden decking.

POI

History

In time immemorial, reportedly some time during the early 2nd century the Kami spared the town a natural disaster. One of Kèr Nuiē̼ker's local festivals commemorates this miracle.

History