Town: Kèr Zèiēshafi̊iē̼

Kèr Zèiēshafi̊iē̼

Kèr Zèiēshafi̊iē̼
Example Tauric architecture.
StateTetbur Commune
ProvenceTmíhiy̼gelfàf Region
RegionCævdǐ Qih Woodlands
Founded1228
Community LeaderElder Whudmuik Shankland
Area4 km2 (1 mi2)
Average Yearly Temp26°C (78°F)
Average Elevation1412 m (4632 ft)
Average Yearly Precipitation203 cm/y (79 in/y)
Population1172
Population Density293 people per km2 (1172 people per mi2)
Town AuraTruename Magic
Naming
Native nameKèr Zèiēshafi̊iē̼
Pronunciation/ˈzɛjʃa/ /fi̘j̼/
Direct Translation[interview] [acute]
Translation[Not Yet Translated]

Kèr Zèiēshafi̊iē̼ (/ˈzɛjʃa/ /fi̘j̼/ [interview] [acute]) is a subtropical Town located in the Tmíhiy̼gelfàf Region of the Tetbur Commune.

The name Kèr Zèiēshafi̊iē̼ is derived from the Tauric language, as Kèr Zèiēshafi̊iē̼ was founded by Naynůh Goiē̼ā, who was culturaly Tauric.

Climate

Kèr Zèiēshafi̊iē̼ has a yearly average temperature of 26°C (78°F), with its average temperature during the summer being a blistering 34°C (93°F) and its average temperature during the winter being a cool 19°C (66°F). Kèr Zèiēshafi̊iē̼ receives an average of 203 cm/y (79 in/y) of precipitation, most of which comes in the form of rain during the fall. Kèr Zèiēshafi̊iē̼ covers an area of nearly 4 km2 (1 mi2), and an average elevation of 1412 m (4632 ft) above sea level.

Overview

Kèr Zèiēshafi̊iē̼ was founded durring the early 13th century in spring of the year 1228, by Naynůh Goiē̼ā. The establishment of Kèr Zèiēshafi̊iē̼ suffered from many setbacks, delays, and obsticles, most notably a group of Kèr Zèiēshafi̊iē̼ which required millitary assistance exterminate before the community could finish being built.

Kèr Zèiēshafi̊iē̼ was built using the conventions of Tauric durring the early 13th century. Naturaly, all settlmentss have their own look to them, and Kèr Zèiēshafi̊iē̼ is no diffrent. The town's buildings feature timber framed wooden shiethed or brick construction, which gives form to a very formalized, rational, expence effishent arcatectural style based on strictly symmetrical designs which universaly feature pitched roofs, shutters, and the occasional column or pilaster for a decorative touch.

Kèr Zèiēshafi̊iē̼ is buildings have been located at convienant points along the rivers Kèr Zèiēshafi̊iē̼ was built upon. Navigating the town is therefore a little chalanging as the distance between buildings verris greatly and the broad paverstone streets flow where they are able to be made rather than folowing the most convienant paths. The town is protected by a well-crafted cobblestone fence tall enough to provide adiquite cover for defenders to fire from, but no more than that. The town's frontieer-style defences are visibly old, but also obviously maintained semi-regularly. Its likly the local malishia or garrison are tasked with ocasional mantance of the towns defences.

Kèr Zèiēshafi̊iē̼ seems to be abandoned at first. There are people present, working their trades and going about their business like any community, it’s just they are absurdly quiet. Just as you start to think there might be trouble, you see most of them are smiling, quietly exchanging words with a friend, or simply enjoying the day as they work. It reminds you of an evening at home as everyone dined, having run out of things to talk about and embraced the savory meal before them.

Civic Infrastructure

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

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

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

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

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

Kèr Zèiēshafi̊iē̼ 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

There’s a relatively new religion in Kèr Zèiēshafi̊iē̼ which is rapidly gaining power. It might be a sectarian offshoot of a major faith, the unique product of a new prophet, or an outside faith backed by wealthy and powerful foreign supporters. Depending on the demands made on believers, the new faith may be a matter of concern only to the existing clergy, or it might be a major flashpoint for conflict in the community.

Kèr Zèiēshafi̊iē̼'s garrison was built using a different architectural style from the rest of the town. The style used is admittedly strange and non-linear style rooted in defiance of symmetrical shapes. It championed the creation of buildings with a unique visual appearance. the structural norms of classic buildings and deforms or moves away from elementary architectural principles. By including non-linear designs processed into its buildings and favoring fragmentation, this style expressed a form of controlled chaos. Its buildings appear out-of-the-ordinary, draw the eye in immediately and sometimes create a feeling of strangeness. These distorted shapes and structure are not reserved to the building’s outer facade, they destabilize interior elements too, favoring minimalism and play on people’s perceptions by injecting a futuristic touch.

Due to the actions of local Kami, summer is skipped in Kèr Zèiēshafi̊iē̼.

The Necrocraft near Kèr Zèiēshafi̊iē̼ are known to be quite timid.

Kèr Zèiēshafi̊iē̼'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 Mysticism energies of tier 2 via divine sermons.

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: 3
  • Shepherds: 3
    • Farmland: 4723 m2
    • Cattle and Similar Creatures: 293
    • Poultry: 3516
    • Swine: 234
    • Sheep: 11
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 117

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 2
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 2
  • Candlemakers: 3
  • Carpenters: 3
  • Clothmakers: 3
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Fabricworkers: 2
  • Farrier: 8
  • Glassworkers: 3
  • 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: 3
  • Tailors: 9
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 3

Merchants

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

Service workers

  • Bakers: 5
  • Barbers: 5
  • Coachmen: 1
  • Cooks: 5
  • Doctors: 2
  • Gamekeepers: 1
  • Grooms: 1
  • Hairdressers: 3
  • Healers: 3
  • Housekeepers: 2
  • Housemaids: 6
  • House Stewards: 3
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 3
  • 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
  • Leech Collectors: 2
  • Millers: 2
  • Miners: 2
  • Oilmen and Polishers: 1
  • 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: 8
  • 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: 2
  • Storytellers: 4
  • Military Officers: 4

Cottage Industries

  • Brewers: 3
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 3
  • Needleworkers: 3
  • Potters: 1
  • Preserve Makers: 3
  • Quilters: 1
  • Seamsters: 4
  • 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: 3
  • Writers: 3

Produce Industries

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

348 of Kèr Zèiēshafi̊iē̼'s population work within a Foundational Occupation.

789 of Kèr Zèiēshafi̊iē̼'s population do not work in a formal occupation, but do contribute to the local economy. 35 (3%) are noncontributers.

Points of Interest

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

POI

History

The the a Plackart of Necromancy, an a Plackart imbued with great amounts of Necromancy energies was created in Kèr Zèiēshafi̊iē̼ by in time immemorial, reportedly some time during the late 2nd century.

History