Town: Kèr Spstàam

Kèr Spstàam

Kèr Spstàam
Example Tauric architecture.
StateDalandic Empire
ProvenceDrièfèkē Provence
Sub ProvenceBàrayû S̺is̺â Kingdom
RegionWhuf-mæ̈f Brushlands
Founded1378
Community LeaderMaster Trtesí Jenney
Area4 km2 (1 mi2)
Average Yearly Temp27°C (80°F)
Average Elevation4978 m (16332 ft)
Average Yearly Precipitation182 cm/y (71 in/y)
Population1035
Population Density258 people per km2 (1035 people per mi2)
Town AuraCharm
Naming
Native nameKèr Spstàam
PronunciationSpstà /am/
Direct Translation[apartment] [justice]
Translation[Not Yet Translated]

Kèr Spstàam (Spstà /am/ [apartment] [justice]) is a subtropical Town located in Bàrayû S̺is̺â Kingdom, Drièfèkē Provence, within the Dalandic Empire.

The name Kèr Spstàam is derived from the Tauric language, as Kèr Spstàam was founded by Slekkaa Qíhgā, who was culturaly Tauric.

Climate

Kèr Spstàam has a yearly average temperature of 27°C (80°F), with its average temperature during the summer being a hot 31°C (87°F) and its average temperature during the winter being a pleasant 23°C (73°F). Kèr Spstàam receives an average of 182 cm/y (71 in/y) of precipitation, most of which comes in the form of rain during the fall. Kèr Spstàam covers an area of nearly 4 km2 (1 mi2), and an average elevation of 4978 m (16332 ft) above sea level.

Overview

Kèr Spstàam was founded durring the late 15th century in summer of the year 1378, by Slekkaa Qíhgā. The establishment of Kèr Spstàam was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Slekkaa Qíhgā struck deals with nearby nations and communities to establish Kèr Spstàam as a prison colony.

Kèr Spstàam was built using the conventions of Tauric durring the late 15th century. Naturaly, all settlmentss have their own look to them, and Kèr Spstàam is no diffrent. The town's buildings feature delicute timber framework hidden behind layer upon layer of finly ground plaster bleached to an almost glossy white sheen, with green clay tiled roofs and decorative brass-leafed trim. Even the smallest, poorest looking structures appear to be expencive thanks to the extreem elegence of the organic shapes and paterns going into their lofty, spire-y, vagly gothic designs. The more well off folks live in identicle homes, save for even shiner trim and a more whimsical appearance to their structures flowing forms.

Kèr Spstàam is buildings are speckled and packed arround restrictive cobblestone 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 is the proud owner of a thick set of fortified walls fashioned from querried stone blocks. While not up to snuff for a fort or castle wall, the town's walls are naturaly much larger than those of forts or castles. Therefore, the construction such a wall is most expencive. Kèr Spstàam's buget focused wall would serve its community well in battle in spite of looking unimpressive compared to castles and fortresses. The town's top tier civilian fortifications have recently undergone extensive repairs and renovations, such that the repairwork is imeadiently apparent and can be spotted due to the diffring ages of materials. One can't help but wonder what brought the need for those repairs to the town.

A quick look in any direction shows Kèr Spstàam is filled with vices. There are many taverns, brothels are advertising their services on the streets, cardsharks are plying their illicit trade within public squairs, and every shop has at least three signs advertising various sales on goods. That alone wouldn’t be too noticeable, if it wasn’t just so omnipresent and overwhelmingly how the people of this town live. Or if the general public wasn’t so enthusiastically, openly, and merrily participating in these activities.

Civic Infrastructure

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

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

Kèr Spstàam has an Theological Academy which trains clergy in various arcane and theological topics required for their occupations.

Kèr Spstàam possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.

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

Kèr Spstàam 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

Kèr Spstàam's mayor's house 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.

Due to the actions of local Kami, spring is recurring in Kèr Spstàam.

The Mud Elemental, Large near Kèr Spstàam are known to be quite timid.

Kèr Spstàam's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves bloodletting to channel Abjuration energies of tier 1 via guttural bellowing.

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: 4160 m2
    • Cattle and Similar Creatures: 258
    • Poultry: 3105
    • Swine: 207
    • Sheep: 10
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 103

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 2
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 2
  • Candlemakers: 3
  • Carpenters: 2
  • Clothmakers: 3
  • Coach and Harness Makers: 1
  • Coopers: 2
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Fabricworkers: 2
  • Farrier: 7
  • Glassworkers: 3
  • Gunsmiths: 2
  • 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
  • Saddlers: 1
  • Scabbardmakers: 2
  • Scalemakers: 1
  • Sculptors, Structures and Fixtures: 1
  • Soap and Tallow Workers: 3
  • Tailors: 6
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 2

Merchants

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

Service workers

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

Specialized Laborer

  • Ashworkers: 1
  • Coal Heavers: 2
  • In-Town Couriers: 2
  • Long Haul Couriers: 2
  • Dockyard Workers: 1
  • Leech Collectors: 3
  • Millers: 2
  • Miners: 2
  • Oilmen and Polishers: 1
  • Postmen: 2
  • Pure Finder: 1
  • Skinners: 3
  • Tosher: 1
  • Warehousemen: 3
  • Watercarriers: 2
  • Watermen, Bargemen, etc.: 3

Skilled Laborers

  • Accountants: 1
  • Alchemist: 1
  • Clerk: 2
  • Dentists: 1
  • Educators: 2
  • Engineers: 1
  • Gardeners: 1
  • Plumbers: 1
  • Pharmacist: 1

Civil Servants

  • Bankers: 1
  • Civil Clerks: 2
  • Civic Iudex: 1
  • Exorcist: 2
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 1
  • Lawyers: 1
  • Legend Keepers: 1
  • Militia Officers: 7
  • Monks, Monastic: 3
  • Monks, Civic: 3
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 4
  • Rangers: 1
  • Rat Catchers: 1
  • Scholars: 1
  • Spiritualist: 1
  • Storytellers: 4
  • Military Officers: 3

Cottage Industries

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

Artists

  • Actors: 1
  • Bards: 1
  • Dancers: 1
  • Glaziers: 1
  • Musicians: 2
  • Playwrights: 1
  • Wood Carvers: 3
  • Writers: 3

Produce Industries

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

308 of Kèr Spstàam's population work within a Foundational Occupation.

707 of Kèr Spstàam's population do not work in a formal occupation, but do contribute to the local economy. 20 (2%) are noncontributers.

Points of Interest

Many of Kèr Spstàam’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 Spstàam’s streets.

Kèr Spstàam has a substantial mill pond located a short distance from town.

POI

History

The the a castle of Wild Magic, an a castle imbued with notable amounts of Wild Magic energies was created in Kèr Spstàam by in time immemorial, reportedly some time during the early 2nd century.

History