The name Kèr Ftiri̊duzma is derived from the Tauric language, as Kèr Ftiri̊duzma was founded by Dyegfê Llywelyn, who was culturaly Tauric.
Climate
Kèr Ftiri̊duzma has a yearly average temperature of 26°C (78°F), with its average temperature during the summer being a warm 29°C (84°F) and its average temperature during the winter being a pleasant 23°C (73°F). Kèr Ftiri̊duzma receives an average of 134 cm/y (52 in/y) of precipitation, most of which comes in the form of rain during the spring. Kèr Ftiri̊duzma covers an area of nearly 5 km2 (2 mi2), and an average elevation of 5562 m (18248 ft) above sea level.
Overview
Kèr Ftiri̊duzma was founded durring the early 13th century in summer of the year 1236, by Dyegfê Llywelyn. The establishment of Kèr Ftiri̊duzma was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Kèr Ftiri̊duzma's construction back out of the project. Dyegfê Llywelyn pushed on reguardles, and Kèr Ftiri̊duzma was finished, but starts off as a terible place to live.
Kèr Ftiri̊duzma was built using the conventions of Tauric durring the early 13th century. Naturaly, all settlmentss have their own look to them, and Kèr Ftiri̊duzma is no diffrent. The town's buildings feature delicute timber framework hidden behind layer upon layer of finly ground plaster bleached to an almost glossy white sheen, with green clay tiled roofs and decorative brass-leafed trim. Even the smallest, poorest looking structures appear to be expencive thanks to the extreem elegence of the organic shapes and paterns going into their lofty, spire-y, vagly gothic designs. The more well off folks live in identicle homes, save for even shiner trim and a more whimsical appearance to their structures flowing forms.
Kèr Ftiri̊duzma is buildings are located arround a single crampt cobblestone mainstreet which forms a clockwise spiral to give the town a over all circular shape. The town lacks any defencive features, though certainly constructing even a simple fence or digging a ditch is at the forefront of the 's mind. At least, one would hope so.
Before you’ve even set foot into the heart of Kèr Ftiri̊duzma, you can smell it. The incense. It hangs about the town like a cloud. Monks, priests, and clerics are everywhere, all dedicated to the same god, all preforming the same rituals to bless and anoint building,s streets, people, animals, you name it they are or have blessed it. The same holysymbols is everywhere too. Its on buildings, on people, and even branded into livestock. This town certainly loves its god.
Civic Infrastructure
Kèr Ftiri̊duzma has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kèr Ftiri̊duzma.
Kèr Ftiri̊duzma 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 Ftiri̊duzma 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 Ftiri̊duzma 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 Ftiri̊duzma has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kèr Ftiri̊duzma's public wards, blessings, and other arcane systems.
Kèr Ftiri̊duzma has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Kèr Ftiri̊duzma 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
The law within Kèr Ftiri̊duzma is highly corrupt, or does not apply to certain favored groups or castes. Strangers might be fleeced by local lawmen, evildoers can be absolved by a payment, and powerful gentry do as they please.
Kèr Ftiri̊duzma's chapel was built using a different architectural style from the rest of the town. The style used is known primarily for its use of abstraction and simplicity. Clean lines, right angles, and primary colors characterized this aesthetic and art movement expressed via architecture and paintings. Its design ethos allows only primary colors and non-colors, only squares and rectangles, only straight and horizontal or vertical lines. Vertical and horizontal lines are positioned in layers or planes that do not intersect, thereby allowing each element to exist independently and unobstructed by other elements. These seemingly impossible principals for an architectural style coalesces into structures which most experts find hard to put into words. It is not that their geometry is impossible, but rather the style's attempt at producing works only describable visually was most successful..
Due to the actions of local Kami, spring is skipped in Kèr Ftiri̊duzma.
The Sand Stalker near Kèr Ftiri̊duzma are known to be more aggressive than normal.
Kèr Ftiri̊duzma's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves ritual combat to channel Necromancy energies of tier 2 via recitation of poetic epics.
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: 3
Ranchers: 1
Ranch Hands: 3
Shepherds: 3
Farmland: 4811 m2
Cattle and Similar Creatures: 297
Poultry: 3573
Swine: 238
Sheep: 11
Goats: 2
Horses, Mounts, and Beasts of Burden: 119
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: 2
Copper, Brass, Tin, Zinc, and Lead Workers: 1
Copyists: 1
Cutlers: 1
Fabricworkers: 2
Farrier: 7
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: 4
Tailors: 6
Tanners: 1
Upholsterers: 1
Watchmakers: 1
Weavers: 3
Merchants
Beer-Sellers: 1
Booksellers: 1
Butchers: 3
Chandlers: 3
Chicken Butchers: 2
Entrepreneurs: 1
Fine Clothiers: 2
Fishmongers: 2
Potion Sellers: 1
Resellers: 4
Spice Merchants: 1
Wine-sellers: 2
Wheelwright: 1
Woodsellers: 1
Service workers
Bakers: 6
Barbers: 6
Coachmen: 1
Cooks: 5
Doctors: 2
Gamekeepers: 1
Grooms: 1
Hairdressers: 4
Healers: 3
Housekeepers: 3
Housemaids: 5
House Stewards: 3
Inns: 1
Laundry maids: 2
Maidservants: 3
Nursery Maids: 2
Pastrycooks: 3
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
Hay Merchants: 1
Leech Collectors: 3
Millers: 2
Miners: 2
Oilmen and Polishers: 1
Postmen: 2
Pure Finder: 1
Skinners: 3
Tosher: 1
Warehousemen: 3
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: 9
Monks, Monastic: 4
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: 4
Enchanters: 1
Herbalists: 1
Jaminators: 3
Needleworkers: 4
Potters: 1
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: 3
Writers: 4
Produce Industries
Butter Churners: 3
Canners: 3
Cheesmakers: 4
Millers: 2
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 2
Tallowmakers: 2
354 of Kèr Ftiri̊duzma's population work within a Foundational Occupation.
24 work in Agriculture
77 work as Craftsmen
25 work as Merchants
59 work as Service Workers
34 work as General Laborers
12 work as Skilled Laborers
53 work as Civil Servants
33 work in Cottage Industries
17 work as Artists
20 work in Produce Industries
790 of Kèr Ftiri̊duzma's population do not work in a formal occupation, but do contribute to the local economy. 47 (4%) are noncontributers.
Points of Interest
Kèr Ftiri̊duzma is known for its well built pedestrian paths, which include foot bridges to cross the main street at several high-traffic areas.
POI
History
In time immemorial, reportedly some time during the early 2nd century a local hero by the name of secured a clean water supply for . Kèr Ftiri̊duzma's militia's elite squad is named after .