Town: Kèr Zùfwaj

Kèr Zùfwaj

Kèr Zùfwaj
Example Tauric architecture.
StateTauranian United Provinces
ProvenceÍhglopníhp Provence
Sub ProvenceThèhêskozeno County
RegionSekhrukizij Holt
Founded988
Community LeaderMayor Glëg̈ Goiē̼o Làkocà
Area5 km2 (2 mi2)
Average Yearly Temp22°C (71°F)
Average Elevation2074 m (6804 ft)
Average Yearly Precipitation208 cm/y (81 in/y)
Population1345
Population Density269 people per km2 (672 people per mi2)
Town AuraWild Magic
Naming
Native nameKèr Zùfwaj
Pronunciation/zʊf/ /waj/
Direct Translation[rake; fork] [evil]
Translation[Not Yet Translated]

Kèr Zùfwaj (/zʊf/ /waj/ [rake; fork] [evil]) is a subtropical Town located in Thèhêskozeno County, Íhglopníhp Provence, within the Tauranian United Provinces.

The name Kèr Zùfwaj is derived from the Tauric language, as Kèr Zùfwaj was founded by Glëg̈ Goiē̼o, who was culturaly Tauric.

Climate

Kèr Zùfwaj has a yearly average temperature of 22°C (71°F), with its average temperature during the summer being a warm 29°C (84°F) and its average temperature during the winter being a cool 15°C (59°F). Kèr Zùfwaj receives an average of 208 cm/y (81 in/y) of precipitation, most of which comes in the form of rain during the fall. Kèr Zùfwaj covers an area of nearly 5 km2 (2 mi2), and an average elevation of 2074 m (6804 ft) above sea level.

Overview

Kèr Zùfwaj was founded durring the late 11th century, by Glëg̈ Goiē̼o. The establishment of the new community went well, with no major obsticles durring construction.

Kèr Zùfwaj was built using the conventions of Tauric durring the late 11th century. Naturaly, all settlmentss have their own look to them, and Kèr Zùfwaj 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 Zùfwaj is is constructed arround a series of premissive packed earth mainstreets which form overlapping circles, with smaller strait roads linking the circiles to eachother at varrious points. 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 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.

Kèr Zùfwaj is not quite well. Something happened here, perhapse recently, perhapse long ago. Whatever it was, it settled into the very soul of the town like a festering wound. The people go about their day well enough, but there’s a tention in the air you can cut with a knife.

Civic Infrastructure

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

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

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

Kèr Zùfwaj has an Arcane Academy which provides higher education in the arcane sciences.

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

Kèr Zùfwaj 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 Zùfwaj's natural decorations nor waterways.

Kèr Zùfwaj 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 Zùfwaj 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 Zùfwaj 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 Zùfwaj 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 Zùfwaj's mayor's house was built using a different architectural style from the rest of the town. The style used is famous for its stately symmetry, classical elements, and grand appearance. Columns and pillars, such as Corinthian columns, are often seen supporting open structures or porticos. Symmetry is an important feature of this style, with each half of a building mirroring the other. Domed ceilings and windows grace these buildings, with everything placed in a mathematical arrangement.

Due to the actions of local Kami, spring is long in Kèr Zùfwaj.

The Spider, Skull (Tiny) near Kèr Zùfwaj are known to be a mutant strain of the creature.

Kèr Zùfwaj'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 Charm energies of tier 1 via singing.

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: 4
  • Farm Laborer: 8
  • Hunters: 4
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 4
  • Shepherds: 3
    • Farmland: 5420 m2
    • Cattle and Similar Creatures: 336
    • Poultry: 4035
    • Swine: 269
    • Sheep: 13
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 134

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 2
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 3
  • Candlemakers: 4
  • Carpenters: 4
  • Clothmakers: 4
  • 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: 2
  • Scalemakers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 4
  • Tailors: 9
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 3
  • Whitesmiths: 1

Merchants

  • Beer-Sellers: 1
  • Booksellers: 1
  • Butchers: 3
  • Chandlers: 3
  • Chicken Butchers: 3
  • Entrepreneurs: 1
  • Fine Clothiers: 3
  • Fishmongers: 3
  • Potion Sellers: 2
  • Resellers: 7
  • Spice Merchants: 1
  • Wine-sellers: 2
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 7
  • Barbers: 7
  • Coachmen: 1
  • Cooks: 6
  • Doctors: 2
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 4
  • Healers: 3
  • Housekeepers: 3
  • Housemaids: 7
  • House Stewards: 4
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 4
  • Nursery Maids: 2
  • Pastrycooks: 5
  • 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: 3
  • Miners: 3
  • Oilmen and Polishers: 2
  • Postmen: 3
  • Pure Finder: 1
  • Skinners: 4
  • Tosher: 2
  • Warehousemen: 4
  • Watercarriers: 3
  • Watermen, Bargemen, etc.: 3

Skilled Laborers

  • Accountants: 1
  • Alchemist: 1
  • Clerk: 2
  • Dentists: 1
  • Educators: 3
  • Engineers: 1
  • Gardeners: 1
  • Mages: 1
  • Plumbers: 1
  • Pharmacist: 1
  • Scientists: 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: 9
  • Monks, Monastic: 4
  • Monks, Civic: 3
  • Historian, Oral: 3
  • 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: 2
  • Seamsters: 6
  • Spinners: 4
  • 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: 5
  • Writers: 4

Produce Industries

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

420 of Kèr Zùfwaj's population work within a Foundational Occupation.

858 of Kèr Zùfwaj's population do not work in a formal occupation, but do contribute to the local economy. 67 (5%) are noncontributers.

Points of Interest

Kèr Zùfwaj is accessed from a nearby river via an intricate series of locks.

POI

History

The the a Poleyn of Conjuration, an a Poleyn imbued with notable amounts of Conjuration energies was created in Kèr Zèiēshafi̊iē̼ by in time immemorial, reportedly some time during the early 2nd century.

History