Town: Kèr Zdiy̼ādra

Kèr Zdiy̼ādra

Kèr Zdiy̼ādra
Example Tauric architecture.
StateTetbur Commune
ProvenceFtiyāobāt Region
RegionRarǐ-no Heath
Founded1476
Community LeaderElder Tsîl Guynney Vaughes
Area5 km2 (2 mi2)
Average Yearly Temp28°C (82°F)
Average Elevation4692 m (15393 ft)
Average Yearly Precipitation277 cm/y (109 in/y)
Population1231
Population Density246 people per km2 (615 people per mi2)
Town AuraMysticism
Naming
Native nameKèr Zdiy̼ādra
PronunciationZdiy̼ /ˈəˑdra/
Direct Translation[image; appearance (looks)] [sword]
Translation[Not Yet Translated]

Kèr Zdiy̼ādra (Zdiy̼ /ˈəˑdra/ [image; appearance (looks)] [sword]) is a subtropical Town located in the Ftiyāobāt Region of the Tetbur Commune.

The name Kèr Zdiy̼ādra is derived from the Tauric language, as Kèr Zdiy̼ādra was founded by Tsîl Guynney, who was culturaly Tauric.

Climate

Kèr Zdiy̼ādra has a yearly average temperature of 28°C (82°F), with its average temperature during the summer being a hot 32°C (89°F) and its average temperature during the winter being a pleasant 25°C (77°F). Kèr Zdiy̼ādra receives an average of 277 cm/y (109 in/y) of precipitation, most of which comes in the form of rain during the summer. Kèr Zdiy̼ādra covers an area of nearly 5 km2 (2 mi2), and an average elevation of 4692 m (15393 ft) above sea level.

Overview

Kèr Zdiy̼ādra was founded durring the late 16th century in fall of the year 1476, by Tsîl Guynney. The establishment of the new community went well, though many minor issues had to be solved as time went on. This was enough to delay construction and push back the formal opening ceramony, leading to some embarisment for Tsîl Guynney.

Kèr Zdiy̼ādra was built using the conventions of Tauric durring the late 16th century. Naturaly, all settlmentss have their own look to them, and Kèr Zdiy̼ādra 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 Zdiy̼ādra is buildings are arranged within a network of crampt carved bedrock streets which form a rectangular grid, where each block verries in size given the proximity of the paralell streets forming each section. The ocasional smaller block has been used to construct a park, plaza, and other communal structures. The town is protected by a humble stone fence which is tall enough to provide adiquite cover for defenders to fire from, but no more than that. Kèr Zdiy̼ādra's peasent-grade has sufferd soem light damage, reducing its function a little in some spots, but could almsot certainly preform as expected... Though some of the worse spots could lead to the loss of defenders lives if attackers identified the weaknesses ahead of time.

Kèr Zdiy̼ādra 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 Zdiy̼ādra ’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 Zdiy̼ādra 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 Zdiy̼ādra long.

Civic Infrastructure

Kèr Zdiy̼ādra has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

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

Kèr Zdiy̼ādra has a government-funded child care program, overseen by the local Department of Nursemaids, which is responsible for providing childcare to working-class citizens according to local ordinances.

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

Kèr Zdiy̼ādra 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 Zdiy̼ādra's grid is powered by an arcane means.

Kèr Zdiy̼ādra has a first rate hospital which caters to anyone in need of long term medical care.

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

Kèr Zdiy̼ādra 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 Zdiy̼ādra has a long tradition of martial expertise. This may be a crisply-organized history of skilled native levies, or it may be a natural belligerence in the people that leaves them familiar with bloodshed. While their neighbors and liege doubtless respect their talents, this very aptitude might make them more willing to turn to steel than prudence would advise.

Kèr Zdiy̼ādra's bank was built using a different architectural style from the rest of the town. The style used is which made use of the classical orders and mathematically precise ratios of height and width combined with a desire for symmetry, proportion, and harmony. It used columns, pediments, arches and domes are imaginatively in buildings of all types. Decorative features were seen as largely unnecessary as the sheer beauty of the structure itself was often close to art. However, many buildings with large ceiling spaces had their ceilings decorated with elaborate paintings, simply because the large flat spaces could feel wasted.

In Kèr Zdiy̼ādra vermin leave small tokens in payment for food taken.

The Gallows Tree Zombie near Kèr Zdiy̼ādra are known to be a mutant strain of the creature.

Kèr Zdiy̼ādra's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves long periods of drunkenness to channel Wild Magic energies of tier 2 via moments of science.

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: 4985 m2
    • Cattle and Similar Creatures: 307
    • Poultry: 3693
    • Swine: 246
    • Sheep: 12
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 123

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: 1
  • Roofers: 1
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 2
  • Scabbardmakers: 2
  • Scalemakers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 4
  • Tailors: 7
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 4

Merchants

  • Beer-Sellers: 1
  • Booksellers: 1
  • 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: 1
  • Woodsellers: 1

Service workers

  • Bakers: 7
  • Barbers: 5
  • Coachmen: 1
  • Cooks: 5
  • Doctors: 2
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 4
  • Healers: 3
  • Housekeepers: 3
  • Housemaids: 5
  • House Stewards: 3
  • 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: 2
  • Dockyard Workers: 2
  • Hay Merchants: 1
  • Leech Collectors: 3
  • Millers: 2
  • Miners: 2
  • Oilmen and Polishers: 2
  • Postmen: 2
  • Pure Finder: 1
  • Skinners: 3
  • Tosher: 1
  • Warehousemen: 4
  • Watercarriers: 2
  • Watermen, Bargemen, etc.: 3

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: 12
  • Monks, Monastic: 4
  • Monks, Civic: 4
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 2
  • Priests: 5
  • Rangers: 1
  • Rat Catchers: 1
  • Scholars: 1
  • Spiritualist: 2
  • Storytellers: 4
  • Military Officers: 4

Cottage Industries

  • Brewers: 3
  • Comfort Services: 3
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 3
  • Needleworkers: 3
  • Potters: 2
  • Preserve Makers: 3
  • Quilters: 1
  • Seamsters: 5
  • 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: 4
  • Canners: 3
  • Cheesmakers: 3
  • Millers: 2
  • Picklers: 2
  • Smokers: 1
  • Stockmakers: 1
  • Tobacconists: 1
  • Tallowmakers: 2

375 of Kèr Zdiy̼ādra's population work within a Foundational Occupation.

832 of Kèr Zdiy̼ādra's population do not work in a formal occupation, but do contribute to the local economy. 24 (2%) are noncontributers.

Points of Interest

The roads leading into Kèr Zdiy̼ādra possess a great number of switchbacks. While designed for defense, they mostly wind up pissing everyone trying to take goods to town right the hell off.

POI

History

In time immemorial, reportedly some time during the late 2nd century, Kèr Zdiy̼ādra was attacked by savage tribes living nearby Kèr Zdiy̼ādra. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Kèr Zdiy̼ādra lost 109 people, 289 livestock, and 52 buildings. The conflict ended after roughly 36, when members of Kèr Zdiy̼ādra's militia enacted an operation to patrol a specific area to dissuade the enemy from their current activities. The operation was complicated by enemy spies who revealed the militia's plan. The conflict ended with the defense of the mine against a siege, which ended in victory for Kèr Zdiy̼ādra's forces. The war is remembered in legend by Kèr Zdiy̼ādra's bards, historians, and legend keepers.

History