The name Kèr Futjash is derived from the Tauric language, as Kèr Futjash was founded by Shêlë Nanne Fardd, who was culturaly Tauric.
Climate
Kèr Futjash has a yearly average temperature of 30°C (86°F), with its average temperature during the summer being a blistering 34°C (93°F) and its average temperature during the winter being a warm 27°C (80°F). Kèr Futjash receives an average of 298 cm/y (117 in/y) of precipitation, most of which comes in the form of rain during the summer. Kèr Futjash covers an area of nearly 4 km2 (1 mi2), and an average elevation of 2024 m (6640 ft) above sea level.
Overview
Kèr Futjash was founded durring the early 15th century in winter of the year 1408, by Shêlë Nanne Fardd. The establishment of Kèr Futjash was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Shêlë Nanne Fardd struck deals with nearby nations and communities to establish Kèr Futjash as a prison colony.
Kèr Futjash was built using the conventions of Tauric durring the early 15th century. Naturaly, all settlmentss have their own look to them, and Kèr Futjash 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 Futjash is buildings are arranged arround a network of crampt cobblestone streets which form a grid, where each square verries in size given the proximity of the paralell streets forming each section. The ocasional smaller square has been used to construct a park, plaza, and other communal structures. The town is protected by a series of wooden fences ringing the town's parimiter, which are likly intended to keep varrious beasts out of town rather than protect it from attack by any intelegent agents. The town's bare minimum 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.
Before you’ve even set foot into the heart of Kèr Futjash, 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 performing the same rituals to bless and anoint buildings, streets, people, animals, you name it they are or have blessed it. The same holy symbol is everywhere too. Its on buildings, on people, and even branded into livestock. This certainly loves its god. More than it loves wealth. The town is very clearly poor. Buildings are run down in ways that are not imeadiatly obvious. The people are a bit too thin. The market is very eager to sell to newcomers, but not so eager to buy from them. There’s also a general lack of the hum and buzz of healthy industry in Kèr Futjash.
Civic Infrastructure
Kèr Futjash has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kèr Futjash.
Kèr Futjash 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 Futjash 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 Futjash has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kèr Futjash's public wards, blessings, and other arcane systems.
Kèr Futjash 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 Futjash's grid is powered by mana accumulators.
Kèr Futjash has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Kèr Futjash 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
Kèr Futjash's locals are divided into several castes. They may be organized by social role, by imputed nobility of birth, by ethnic origins, or any other dividing principle, but they cannot imagine any other way of organizing themselves. A hierarchy of castes is not inevitable, but there will be social and legal limits applied to ensure that each caste remains fixed in its function. The outside world may or may not respect these distinctions when dealing with the locals.
Kèr Futjash's bank was built using a different architectural style from the rest of the town. The style used is characterized by their massive, monolithic and 'blocky' appearance with a rigid geometric style. It was best known for its rough, unfinished surfaces, unusual shapes, heavy-looking materials, straight lines, and small windows. Modular elements were often used to form masses representing specific functional zones, grouped into a unified whole.
Due to the actions of local Kami, autumn is skipped in Kèr Futjash.
The Ice Elemental, Medium near Kèr Futjash are known to be almost tame, such that they can be put to domestic use.
Kèr Futjash's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves destroying a prepared ritual vessel to channel Summoning energies of tier 2 via oratory performances.
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: 1
Farmers: 2
Farm Laborer: 8
Hunters: 3
Milk Maids: 2
Ranchers: 1
Ranch Hands: 2
Shepherds: 2
Farmland: 4204 m2
Cattle and Similar Creatures: 258
Poultry: 3099
Swine: 206
Sheep: 10
Goats: 2
Horses, Mounts, and Beasts of Burden: 103
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 2
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 2
Candlemakers: 3
Carpenters: 3
Clothmakers: 2
Coach and Harness Makers: 1
Coopers: 2
Copper, Brass, Tin, Zinc, and Lead Workers: 1
Fabricworkers: 2
Farrier: 5
Glassworkers: 3
Gunsmiths: 2
Hatters: 2
Jewelers: 1
Leatherwrights: 2
Matchstick makers: 1
Musical Instrument Makers: 1
Painters, Structures and Fixtures: 1
Paper Workers: 1
Plasterers: 1
Pursemakers: 1
Roofers: 1
Ropemakers: 1
Saddlers: 1
Scabbardmakers: 2
Scalemakers: 1
Shoemakers: 1
Soap and Tallow Workers: 3
Tailors: 7
Tanners: 1
Upholsterers: 1
Watchmakers: 1
Weavers: 2
Merchants
Beer-Sellers: 1
Booksellers: 1
Butchers: 2
Chandlers: 2
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: 5
Barbers: 4
Coachmen: 1
Cooks: 4
Doctors: 2
Gamekeepers: 1
Hairdressers: 3
Healers: 2
Housekeepers: 2
Housemaids: 4
House Stewards: 3
Inns: 1
Laundry maids: 1
Maidservants: 3
Nursery Maids: 1
Pastrycooks: 3
Restaurateur: 3
Tavern Keepers: 5
Specialized Laborer
Ashworkers: 1
Coal Heavers: 2
In-Town Couriers: 2
Long Haul Couriers: 2
Dockyard Workers: 2
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: 2
Engineers: 1
Gardeners: 1
Plumbers: 1
Pharmacist: 1
Civil Servants
Bankers: 1
Civil Clerks: 2
Civic Iudex: 1
Exorcist: 2
Fixers: 1
Kami Clerk: 1
Landlords: 2
Lawyers: 1
Legend Keepers: 1
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: 1
Storytellers: 3
Military Officers: 3
Cottage Industries
Brewers: 2
Comfort Services: 4
Enchanters: 1
Herbalists: 1
Jaminators: 3
Needleworkers: 3
Potters: 1
Preserve Makers: 3
Quilters: 1
Seamsters: 5
Spinners: 2
Tinker: 1
Weaver: 2
Artists
Actors: 1
Bards: 1
Dancers: 1
Glaziers: 1
Musicians: 2
Playwrights: 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
303 of Kèr Futjash's population work within a Foundational Occupation.
20 work in Agriculture
65 work as Craftsmen
23 work as Merchants
48 work as Service Workers
32 work as General Laborers
11 work as Skilled Laborers
45 work as Civil Servants
29 work in Cottage Industries
13 work as Artists
17 work in Produce Industries
648 of Kèr Futjash's population do not work in a formal occupation, but do contribute to the local economy. 82 (8%) are noncontributers.
Points of Interest
Kèr Futjash 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 late 2nd century heavy spring rains following an uncharacteristically dry year and a minor earthquake resulted in the collapse of the south side of Damnation Hill. the landslide struck Kèr Futjash, and devastated the community. 226 people, 275 livestock, and 20 buildings were lost to the calamity. The disaster is recorded in history as Damnation's Fall.