The name Kèr Bij̼nàv is derived from the Tauric language, as Kèr Bij̼nàv was founded by Kninzeisk Davies, who was culturaly Tauric.
Climate
Kèr Bij̼nàv has a yearly average temperature of 25°C (77°F), with its average temperature during the summer being a warm 27°C (80°F) and its average temperature during the winter being a pleasant 23°C (73°F). Kèr Bij̼nàv receives an average of 282 cm/y (111 in/y) of precipitation, most of which comes in the form of rain during the summer. Kèr Bij̼nàv covers an area of nearly 5 km2 (2 mi2), and an average elevation of 3388 m (11115 ft) above sea level.
Overview
Kèr Bij̼nàv was founded durring the late 9th century, by Kninzeisk Davies. The establishment of Kèr Bij̼nàv suffered from several major issues, resulting in the need to develop many solutions to basic problems. Problems such as a lack of fresh water, logistical support, poor quality tools, and the odd monster or two. Howeaver, these were overcome in time.
Kèr Bij̼nàv was built using the conventions of Tauric durring the late 9th century. Naturaly, all settlmentss have their own look to them, and Kèr Bij̼nàv 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 Bij̼nàv is buildings folow an organic layout of narrow worn bedrock streets whihch gives the town a shape simmilar to a tree, if one views its streets from above. The town posesses a fortified albit thin wall of querried stone. This wall posesses most of the features of a castle wall, though it is constructed from cheeper inferior stone. It would pose a minor chalange for an attacking army, though it's clear the wall's true purpose is to crush the hopes of bandits and marauders. The failry decent fortifications have not been wellmaintained over the years, and while functional are in dire need of some loving care and perhapse light renovation.
The first thing you notice about Kèr Bij̼nàv is the large sign at the entrance welcoming you to their humble town. Children come up to you and say hi, some asking if you’ve fought any big monsters, and others just zipping away after their hello. The adults are much the same. By the time you’ve made it a significant way into the town you’ve been invited to a tavern for a pint to drink in exchange for news of the world. You’ve also had no less than three older women give you a sweetroll and direct your attention to their still unmarried children. It would be creepy if it wasn't so sincere.
Civic Infrastructure
Kèr Bij̼nàv 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 Bij̼nàv. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Kèr Bij̼nàv's parks.
Kèr Bij̼nàv has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kèr Bij̼nàv.
Kèr Bij̼nàv 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 Bij̼nàv has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.
Kèr Bij̼nàv 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 Bij̼nàv has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kèr Bij̼nàv's public wards, blessings, and other arcane systems.
Kèr Bij̼nàv 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 Bij̼nàv's grid is powered by a direct leyline tap.
Kèr Bij̼nàv 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 Bij̼nàv 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 Bij̼nàv's natural decorations nor waterways.
Kèr Bij̼nàv 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 Bij̼nàv 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 Bij̼nàv's bank was built using a different architectural style from the rest of the town. The style used is based upon new and innovative technologies of construction and the idea that form should follow function. It was an embrace of minimalism and a rejection of ornament. The style became characterized by an emphasis on volume, asymmetrical compositions, and minimal ornamentation..
In Kèr Bij̼nàv vermin leave small tokens in payment for food taken.
The Chitikin near Kèr Bij̼nàv are known to be almost tame, such that they can be put to domestic use.
Kèr Bij̼nàv's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves sacrificing an animal to channel Enchantment 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: 3
Farm Laborer: 8
Hunters: 4
Milk Maids: 3
Ranchers: 1
Ranch Hands: 3
Shepherds: 2
Farmland: 5360 m2
Cattle and Similar Creatures: 329
Poultry: 3951
Swine: 263
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: 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: 4
Tailors: 7
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: 5
Spice Merchants: 1
Wine-sellers: 2
Wheelwright: 2
Woodsellers: 1
Service workers
Bakers: 7
Barbers: 7
Coachmen: 1
Cooks: 5
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: 5
Tavern Keepers: 6
Specialized Laborer
Ashworkers: 1
Bleachers: 1
Coal Heavers: 2
In-Town Couriers: 3
Long Haul Couriers: 3
Dockyard Workers: 2
Hay Merchants: 1
Leech Collectors: 3
Millers: 3
Miners: 3
Oilmen and Polishers: 1
Postmen: 3
Pure Finder: 1
Skinners: 4
Tosher: 2
Warehousemen: 4
Watercarriers: 2
Watermen, Bargemen, etc.: 3
Skilled Laborers
Accountants: 1
Alchemist: 2
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: 11
Monks, Monastic: 4
Monks, Civic: 3
Historian, Oral: 2
Historian, Textual: 1
Policemen, Sheriffs, etc.: 2
Priests: 5
Rangers: 1
Rat Catchers: 1
Scholars: 2
Spiritualist: 2
Storytellers: 4
Military Officers: 4
Cottage Industries
Brewers: 4
Comfort Services: 5
Enchanters: 1
Herbalists: 1
Jaminators: 4
Needleworkers: 4
Potters: 2
Preserve Makers: 3
Quilters: 1
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: 4
Writers: 4
Produce Industries
Butter Churners: 4
Canners: 4
Cheesmakers: 4
Millers: 2
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 2
Tallowmakers: 2
401 of Kèr Bij̼nàv's population work within a Foundational Occupation.
24 work in Agriculture
85 work as Craftsmen
32 work as Merchants
67 work as Service Workers
42 work as General Laborers
13 work as Skilled Laborers
57 work as Civil Servants
39 work in Cottage Industries
20 work as Artists
22 work in Produce Industries
837 of Kèr Bij̼nàv's population do not work in a formal occupation, but do contribute to the local economy. 79 (6%) are noncontributers.
Points of Interest
Kèr Bij̼nàv is cursed with recurrent spells of some troublesome disease. The affliction isn’t so fatal as to make living there impossible, but it adds suffering and expense to local lives. The plague might be the product of an ancient curse, the results of long lost toxic remains, or an unavoidable byproduct of whatever industry or purpose justifies the city. It’s probably not overly contagious, but visitors may be in some peril all the same.
POI
History
In time immemorial, reportedly some time during the early 2nd century the Kami blessed the town with wealth for a year and a day. One of Kèr Bij̼nàv's local festivals commemorates this miracle.