The name Kèr Fliewdimkè is derived from the Tauric language, as Kèr Fliewdimkè was founded by Glith Carew, who was culturaly Tauric.
Climate
Kèr Fliewdimkè has a yearly average temperature of 15°C (59°F), with its average temperature during the summer being a pleasant 22°C (71°F) and its average temperature during the winter being a cold 8°C (46°F). Kèr Fliewdimkè receives an average of 247 cm/y (97 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Kèr Fliewdimkè covers an area of nearly 5 km2 (2 mi2), and an average elevation of 1864 m (6115 ft) above sea level.
Overview
Kèr Fliewdimkè was founded durring the early 17th century in early winter of the year 1632, by Glith Carew. The establishment of Kèr Fliewdimkè was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Glith Carew struck deals with nearby nations and communities to establish Kèr Fliewdimkè as a prison colony.
Kèr Fliewdimkè was built using the conventions of Tauric durring the early 17th century. Naturaly, all settlmentss have their own look to them, and Kèr Fliewdimkè 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 Fliewdimkè is buildings are located arround a single narrow canals mainstreet which forms a clockwise spiral to give the town a over all circular shape. The town sits comfortably behind a palisade wall complete with a timber gatehouse and battlments. The town's timber-based walls 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 Fliewdimkè has something terribly wrong with it. It’s impossible to put one’s finger on, but something is horribly wrong. 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 with the simple fact that it is abundantly clear Kèr Fliewdimkè 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. Regardless, you do not feel it would be wise to remain in Kèr Fliewdimkè long.
Civic Infrastructure
Kèr Fliewdimkè possesses a city-wide Aethary Link which provides Aethary access anywhere within its metropolitan. This allows citizens who can afford the relevant devices access in their places of work, and rarely homes.
Kèr Fliewdimkè has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kèr Fliewdimkè.
Kèr Fliewdimkè 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 Fliewdimkè 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 Fliewdimkè 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 Fliewdimkè has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kèr Fliewdimkè's public wards, blessings, and other arcane systems.
Kèr Fliewdimkè 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 Fliewdimkè's grid is powered by a boiler and turbine based power plant.
Kèr Fliewdimkè has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Kèr Fliewdimkè 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 Fliewdimkè 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 Fliewdimkè 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 Fliewdimkè's bank was built using a different architectural style from the rest of the town. The style used is characterized by grandeur of scale, simplicity of geometric forms, dramatic use of columns, and a preference for blank walls. This design ethos extended to re-imagining earlier styles of structure to create them anew, with a similar overall look and feel to one another..
The Fox, Fading near Kèr Fliewdimkè are known to be more aggressive than normal.
Kèr Fliewdimkè's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves line dance to channel Truename Magic energies of tier 1 via throat 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: 3
Farmland: 5156 m2
Cattle and Similar Creatures: 317
Poultry: 3810
Swine: 254
Sheep: 12
Goats: 2
Horses, Mounts, and Beasts of Burden: 127
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 3
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 2
Candlemakers: 4
Carpenters: 3
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: 9
Tanners: 1
Upholsterers: 1
Watchmakers: 1
Weavers: 3
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: 2
Woodsellers: 1
Service workers
Bakers: 5
Barbers: 5
Coachmen: 1
Cooks: 5
Doctors: 2
Gamekeepers: 1
Grooms: 1
Hairdressers: 4
Healers: 3
Housekeepers: 3
Housemaids: 7
House Stewards: 3
Inns: 1
Laundry maids: 2
Maidservants: 3
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: 1
Postmen: 3
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: 3
Fixers: 1
Kami Clerk: 2
Landlords: 2
Lawyers: 1
Legend Keepers: 2
Militia Officers: 10
Monks, Monastic: 4
Monks, Civic: 4
Historian, Oral: 2
Historian, Textual: 1
Policemen, Sheriffs, etc.: 3
Priests: 4
Rangers: 1
Rat Catchers: 1
Scholars: 1
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: 4
Quilters: 1
Seamsters: 6
Spinners: 3
Tinker: 1
Weaver: 2
Artists
Actors: 1
Bards: 1
Dancers: 1
Engravers: 1
Glaziers: 1
Inlayers: 1
Musicians: 3
Playwrights: 1
Sculptors, Art: 1
Wood Carvers: 4
Writers: 3
Produce Industries
Butter Churners: 5
Canners: 3
Cheesmakers: 3
Millers: 2
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 1
Tallowmakers: 3
384 of Kèr Fliewdimkè's population work within a Foundational Occupation.
25 work in Agriculture
85 work as Craftsmen
30 work as Merchants
62 work as Service Workers
36 work as General Laborers
12 work as Skilled Laborers
57 work as Civil Servants
38 work in Cottage Industries
18 work as Artists
21 work in Produce Industries
848 of Kèr Fliewdimkè's population do not work in a formal occupation, but do contribute to the local economy. 38 (3%) are noncontributers.
Points of Interest
Kèr Fliewdimkè has a conflict with a neighboring community. This usually isn't part of a larger war, but is instead a personal animosity between them. It may be the community has suffered at their enemy's hands, or they may have been the ones applying the suffering. Constant low-level skirmishes and trouble making go on between the two.
The center of Kèr Fliewdimkè's town square was built around an ancient standing stone.
POI
History
The the a halbard of Necromancy, an a halbard imbued with notable amounts of Necromancy energies was created in Kèr Fliewdimkè by in time immemorial, reportedly some time during the early 2nd century.