Town: Kèr Zdirfi̊jedlèd

Kèr Zdirfi̊jedlèd

Kèr Zdirfi̊jedlèd
Example Tauric architecture.
StateDalandic Empire
ProvenceOsèsmā Provence
Sub ProvenceKíhshwíhhèdíhg County
RegionQåb Våneh Heathland
Founded1016
Community LeaderMaster Rucebus Āko
Area5 km2 (2 mi2)
Average Yearly Temp23°C (73°F)
Average Elevation7944 m (-16886 ft)
Average Yearly Precipitation219 cm/y (86 in/y)
Population1313
Population Density262 people per km2 (656 people per mi2)
Town AuraAugury
Naming
Native nameKèr Zdirfi̊jedlèd
PronunciationZdirfi̊ /ˈʤedlɛd/
Direct Translation[lens] [cigarette; cigar]
Translation[Not Yet Translated]

Kèr Zdirfi̊jedlèd (Zdirfi̊ /ˈʤedlɛd/ [lens] [cigarette; cigar]) is a subtropical Town located in Kíhshwíhhèdíhg County, Osèsmā Provence, within the Dalandic Empire.

The name Kèr Zdirfi̊jedlèd is derived from the Tauric language, as Kèr Zdirfi̊jedlèd was founded by Golys Williams, who was culturaly Tauric.

Climate

Kèr Zdirfi̊jedlèd has a yearly average temperature of 23°C (73°F), with its average temperature during the summer being a warm 27°C (80°F) and its average temperature during the winter being a cool 19°C (66°F). Kèr Zdirfi̊jedlèd receives an average of 219 cm/y (86 in/y) of precipitation, most of which comes in the form of rain during the fall. Kèr Zdirfi̊jedlèd covers an area of nearly 5 km2 (2 mi2), and an average elevation of 7944 m (-16886 ft) above sea level.

Overview

Kèr Zdirfi̊jedlèd was founded durring the early 11th century, by Golys Williams. The establishment of Kèr Zdirfi̊jedlèd suffered from many setbacks, delays, and obsticles, most notably a group of Kèr Zdirfi̊jedlèd which required millitary assistance exterminate before the community could finish being built.

Kèr Zdirfi̊jedlèd was built using the conventions of Tauric durring the early 11th century. Naturaly, all settlmentss have their own look to them, and Kèr Zdirfi̊jedlèd 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 Zdirfi̊jedlèd is buildings are built arround a single spacious cobblestone mainstreet which forms a counterclockwise spiral to give the town a over all circular shape. The town has a fortified albit thin brick wall. The wall has most of the feeatures of a typical castle wall, just on a much smaller scale and and budget. Notably brick isn't a particuarly soild choice for resisting siege weapons. Kèr Zdirfi̊jedlèd's wall wouldn't hinder a proper army, but it is more than sufishent for bandits and other small marauding groups. The town's monster and outlaw focused fortifications are visibly old, but also obviously well maintained. Its likly the local malishia or garrison are tasked with routine mantance of the town's defences.

A look around Kèr Zdirfi̊jedlèd makes it abundantly clear the town suffered something horrible some time ago. It's as if the town itself is depressed. Smiles are few, cheer is nowhere to be had. Everyone quietly goes about their daily business not looking anyone in the eye.

Civic Infrastructure

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

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

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

Kèr Zdirfi̊jedlèd 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 Zdirfi̊jedlèd's natural decorations nor waterways.

Kèr Zdirfi̊jedlèd 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 Zdirfi̊jedlèd 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 Zdirfi̊jedlèd's bank was built using a different architectural style from the rest of the town. The style used is known primarily for its use of abstraction and simplicity. Clean lines, right angles, and primary colors characterized this aesthetic and art movement expressed via architecture and paintings. Its design ethos allows only primary colors and non-colors, only squares and rectangles, only straight and horizontal or vertical lines. Vertical and horizontal lines are positioned in layers or planes that do not intersect, thereby allowing each element to exist independently and unobstructed by other elements. These seemingly impossible principals for an architectural style coalesces into structures which most experts find hard to put into words. It is not that their geometry is impossible, but rather the style's attempt at producing works only describable visually was most successful..

In Kèr Zdirfi̊jedlèd during thunderstorms, with each flash of lightning, everyone sees different monsters from the corner of their eyes.

The Snake, Venomous near Kèr Zdirfi̊jedlèd are known to be a mutant strain of the creature.

Kèr Zdirfi̊jedlèd's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves destroying a prepared ritual vessel to channel Mysticism energies of tier 1 via oath swearing.

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: 5330 m2
    • Cattle and Similar Creatures: 328
    • Poultry: 3939
    • Swine: 262
    • Sheep: 13
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 131

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 3
  • 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: 8
  • 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: 1
  • Plasterers: 1
  • Pursemakers: 2
  • Roofers: 1
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 2
  • Scabbardmakers: 3
  • Scalemakers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 4
  • Tailors: 8
  • Tanners: 1
  • Upholsterers: 1
  • 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: 4
  • Spice Merchants: 1
  • Wine-sellers: 2
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 8
  • Barbers: 5
  • Coachmen: 1
  • Cooks: 4
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 4
  • Healers: 3
  • Housekeepers: 4
  • Housemaids: 6
  • House Stewards: 4
  • 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: 2
  • Long Haul Couriers: 3
  • Dockyard Workers: 2
  • Hay Merchants: 1
  • Leech Collectors: 3
  • Millers: 2
  • Miners: 2
  • Oilmen and Polishers: 1
  • Postmen: 3
  • Pure Finder: 1
  • Skinners: 3
  • Tosher: 2
  • Warehousemen: 4
  • Watercarriers: 2
  • Watermen, Bargemen, etc.: 4

Skilled Laborers

  • Accountants: 1
  • Alchemist: 1
  • Clerk: 2
  • Dentists: 1
  • Educators: 4
  • Engineers: 1
  • Gardeners: 1
  • Plumbers: 1
  • Pharmacist: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 1
  • Civil Clerks: 2
  • Civic Iudex: 1
  • Exorcist: 3
  • 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.: 3
  • Priests: 5
  • Rangers: 1
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 5
  • 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: 3
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 4
  • Writers: 4

Produce Industries

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

404 of Kèr Zdirfi̊jedlèd's population work within a Foundational Occupation.

818 of Kèr Zdirfi̊jedlèd's population do not work in a formal occupation, but do contribute to the local economy. 91 (7%) are noncontributers.

Points of Interest

Kèr Zdirfi̊jedlèd is remarkably well-fortified for a site of its size and role. Tall, stout walls, strong points inside the community, concentric defenses, a strategic terrain location, or a large body of standing troops might be present. Some threat is thought to exist that makes maintaining this fortification worthwhile, though it may come at a dear cost to the locals. The community’s suzerain may be uncomfortable with these defenses, as they could just as easily be used to defy the ruler.

Kèr Zdirfi̊jedlèd is known for its odd use of round-a-bouts, small ring roads used in place of intersections.

POI

History

In time immemorial, reportedly some time during the early 2nd century, Kèr Zdirfi̊jedlèd 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 Zdirfi̊jedlèd lost 135 people, 315 livestock, and 87 buildings. The conflict ended after roughly 122, when members of Kèr Zdirfi̊jedlèd's militia enacted an operation to delay the operations of the enemy. The operation was complicated by enemy spies who revealed the militia's plan. The conflict ended with the defense of the vault against a siege, which ended in a crushing defeat for Kèr Zdirfi̊jedlèd's forces. The war is remembered in legend by Kèr Zdirfi̊jedlèd's bards, historians, and legend keepers.

History