Town: Kèr Tàskāf

Kèr Tàskāf

Kèr Tàskāf
Example Tauric architecture.
StateDalandic Empire
ProvenceGàdāwù Provence
Sub ProvenceWoodgold Dutchy
RegionSidlǐlăg Cæbijĭ Woods
Founded1239
Community LeaderMaster Ardhel Watkins
Area5 km2 (2 mi2)
Average Yearly Temp26°C (78°F)
Average Elevation5350 m (17552 ft)
Average Yearly Precipitation166 cm/y (65 in/y)
Population1228
Population Density245 people per km2 (614 people per mi2)
Town AuraMysticism
Naming
Native nameKèr Tàskāf
Pronunciation/təs/ /kəˑf/
Direct Translation[drama; story; fable] [selfish]
Translation[Not Yet Translated]

Kèr Tàskāf (/təs/ /kəˑf/ [drama; story; fable] [selfish]) is a subtropical Town located in Woodgold Dutchy, Gàdāwù Provence, within the Dalandic Empire.

The name Kèr Tàskāf is derived from the Tauric language, as Kèr Tàskāf was founded by Êyèdsm Prother, who was culturaly Tauric.

Climate

Kèr Tàskāf has a yearly average temperature of 26°C (78°F), with its average temperature during the summer being a warm 29°C (84°F) and its average temperature during the winter being a pleasant 23°C (73°F). Kèr Tàskāf receives an average of 166 cm/y (65 in/y) of precipitation, most of which comes in the form of rain during the fall. Kèr Tàskāf covers an area of nearly 5 km2 (2 mi2), and an average elevation of 5350 m (17552 ft) above sea level.

Overview

Kèr Tàskāf was founded durring the early 13th century in fall of the year 1239, by Êyèdsm Prother. The establishment of Kèr Tàskāf was somewhat plagued by a lack of willing colonists, leading to Êyèdsm Prother electing to pay people to resettle in Kèr Tàskāf.

Kèr Tàskāf was built using the conventions of Tauric durring the early 13th century. Naturaly, all settlmentss have their own look to them, and Kèr Tàskāf 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 Tàskāf is buildings are arranged arrounded highly ordered system of crampt paverstone streets which form octogonal paterns, allowing the incides of the octagons to be common grounds for the buildings on the edges, be it for parkland, yardspace, plazas, or markets. The town emploies a series of defencive earthworks, spikes, and fences to provide some protection against wild beasts and smaller groups of intelegent foes. Kèr Tàskāf's minimaly adiquite are in an unremarkable state. To some, this is the ideal sate for defences to be in. In need of absoutly nothing, and ready to serve the town as needed.

Kèr Tàskāf 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 Tàskāf ’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 Tàskāf 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 Tàskāf long.

Civic Infrastructure

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

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

Kèr Tàskāf 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 Town. Kèr Tàskāf's grid is powered by mana accumulators.

Kèr Tàskāf possesses an older civil lighting system consisting of street lamps. In spite of the Galvanic Grid, these lights continue to use their old fule sources to provide nighttime illumination to all city streets.

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

Kèr Tàskāf 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 Tàskāf 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

The locals are in a state of despair and dull apathy. They've lost the things that used to give them pride and hope, with the best among them carrying on out of habitual duty and the worst giving ready hands to shameful deeds and ignoble acts. No one really believes the future can be better, and most seek only to satisfy immediate appetites.

Kèr Tàskāf's mayor's house was built using a different architectural style from the rest of the town. The style used is characterized by towering round arches, massive stone and brickwork, small windows, thick walls, and a propensity for housing art and sculpture depicting mythological scenes. The building's general shape would be a clever and ascetic combination of geometric shapes, which would be blended together by joining elements. The style's decorative features were largely internal rather than external and incorporated semicircular arches for windows, doors, and arcades; barrel or groin vaults to support the roof of the nave; massive piers and walls, with few windows, to contain the outward thrust of the vaults; side aisles with galleries above them..

=In Kèr Tàskāf when drawing, it's impossible to draw an imperfect circle.

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

Kèr Tàskāf's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves drinking to channel Chronomancy energies of tier 1 via throat chanting.

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: 2
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 4997 m2
    • Cattle and Similar Creatures: 307
    • Poultry: 3684
    • Swine: 245
    • Sheep: 12
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 122

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 2
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 2
  • Candlemakers: 4
  • Carpenters: 4
  • Clothmakers: 3
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 2
  • Farrier: 7
  • Glassworkers: 4
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 2
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 1
  • Musical Instrument Makers: 1
  • Painters, Structures and Fixtures: 1
  • Paper Workers: 1
  • 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: 3
  • Tailors: 7
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 3
  • Whitesmiths: 1

Merchants

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

Service workers

  • Bakers: 8
  • Barbers: 5
  • Coachmen: 1
  • Cooks: 4
  • Doctors: 2
  • Gamekeepers: 1
  • 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: 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.: 4

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: 10
  • Monks, Monastic: 3
  • Monks, Civic: 4
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 4
  • Rangers: 1
  • Rat Catchers: 2
  • Scholars: 1
  • Spiritualist: 2
  • Storytellers: 4
  • Military Officers: 4

Cottage Industries

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

Artists

  • Actors: 1
  • Bards: 1
  • Dancers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 3
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 4
  • Writers: 4

Produce Industries

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

374 of Kèr Tàskāf's population work within a Foundational Occupation.

805 of Kèr Tàskāf's population do not work in a formal occupation, but do contribute to the local economy. 49 (4%) are noncontributers.

Points of Interest

POI

History

In time immemorial, reportedly some time during the late 2nd century, Kèr Tàskāf was attacked by soldiers from another nation, waging a greater campaign. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Kèr Tàskāf lost 256 people, 190 livestock, and 50 buildings. The conflict ended after roughly 85, when members of Kèr Tàskāf's militia enacted an operation to transport a specific artifact to a particular ruin unharmed. The operation was complicated by aggravated civilians, who cause problems for the militia for a host of reasons. The conflict ended with pitched battle between both forces, which ended in a stalemate for Kèr Tàskāf's forces. The war is remembered in legend by Kèr Tàskāf's bards, historians, and legend keepers.

History