The name Kèr Hulùr is derived from the Tauric language, as Kèr Hulùr was founded by Dede Baines Nanne Hughan, who was culturaly Tauric.
Climate
Kèr Hulùr has a yearly average temperature of 28°C (82°F), with its average temperature during the summer being a hot 31°C (87°F) and its average temperature during the winter being a warm 26°C (78°F). Kèr Hulùr receives an average of 284 cm/y (111 in/y) of precipitation, most of which comes in the form of rain during the summer. Kèr Hulùr covers an area of nearly 6 km2 (2 mi2), and an average elevation of 2210 m (7250 ft) above sea level.
Overview
Kèr Hulùr was founded durring the early 14th century in fall of the year 1341, by Dede Baines Nanne Hughan. The establishment of Kèr Hulùr was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Dede Baines Nanne Hughan struck deals with nearby nations and communities to establish Kèr Hulùr as a prison colony.
Kèr Hulùr was built using the conventions of Tauric durring the early 14th century. Naturaly, all settlmentss have their own look to them, and Kèr Hulùr is no diffrent. The town's buildings feature plaster covered brickwork used to form structures with an emphasis on symmetry, proportion, geometry and the regularity of parts. Orderly arrangements of columns, pilasters and lintels, as well as the use of semicircular arches, hemispherical domes, niches and aediculae can be found everywhere such that only size of building and yard can be used to measure the general prosparity of a given building's owners due to a general wealthy feeling the style gives off.
Kèr Hulùr is buildings are arranged arrounded highly ordered system of narrow packed earth streets which form hexical paterns, allowing the incides of the octagons to be common grounds for the buildings on the edges, be it for parkland, yardspace, plazas, or markets. The town is protected by a humble stone fence which is tall enough to provide adiquite cover for defenders to fire from, but no more than that. Unfortuantly, these peasent-grade are in extreem disrepair, so much so that one cannot tell if they are decaying from a lack of mantance or damage incured.
A look around Kèr Hulùr is like looking into a university’s plaza on the day before an exam. People rush about to-and-fro. Discarded scrolls and quills are dotted around town. In spite of many locals discussing academic topics, there’s little sign of any organized groups for any of that talk. Infact, the town seems disordered in general with everything scattered helter skelter about.
Civic Infrastructure
Kèr Hulùr 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 Hulùr. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Kèr Hulùr's parks.
Kèr Hulùr has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kèr Hulùr.
Kèr Hulùr 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 Hulùr 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 Hulùr 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 Hulùr 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 Hulùr has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kèr Hulùr's public wards, blessings, and other arcane systems.
Kèr Hulùr possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.
Kèr Hulùr 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 Hulùr's natural decorations nor waterways.
Kèr Hulùr 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 Hulùr 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 Hulùr's bank was built using a different architectural style from the rest of the town. The style used is which made use of the classical orders and mathematically precise ratios of height and width combined with a desire for symmetry, proportion, and harmony. It used columns, pediments, arches and domes are imaginatively in buildings of all types. Decorative features were seen as largely unnecessary as the sheer beauty of the structure itself was often close to art. However, many buildings with large ceiling spaces had their ceilings decorated with elaborate paintings, simply because the large flat spaces could feel wasted.
In Kèr Hulùr hail is always enormous, yet harmlessly plinks off people, creatures, and structures.
The Festrog near Kèr Hulùr are known to be a mutant strain of the creature.
Kèr Hulùr's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves line dance to channel Chronomancy energies of tier 1 via moments of science.
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: 9
Hunters: 4
Milk Maids: 4
Ranchers: 2
Ranch Hands: 4
Shepherds: 3
Farmland: 6190 m2
Cattle and Similar Creatures: 380
Poultry: 4563
Swine: 304
Sheep: 15
Goats: 3
Horses, Mounts, and Beasts of Burden: 152
Craftsmen
Arms and Toolmakers: 3
Blacksmiths: 3
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 3
Candlemakers: 6
Carpenters: 4
Clothmakers: 4
Coach and Harness Makers: 1
Coopers: 4
Copper, Brass, Tin, Zinc, and Lead Workers: 2
Copyists: 1
Cutlers: 1
Fabricworkers: 3
Farrier: 9
Furriers: 1
Glassworkers: 5
Gunsmiths: 3
Harness-Makers: 1
Hatters: 2
Hosiery Workers: 1
Jewelers: 1
Leatherwrights: 4
Locksmiths: 1
Matchstick makers: 2
Musical Instrument Makers: 2
Painters, Structures and Fixtures: 1
Paper Workers: 2
Plasterers: 2
Pursemakers: 2
Roofers: 1
Ropemakers: 1
Rugmakers: 1
Saddlers: 2
Scabbardmakers: 3
Scalemakers: 1
Sculptors, Structures and Fixtures: 1
Shoemakers: 1
Soap and Tallow Workers: 4
Tailors: 9
Tanners: 1
Upholsterers: 2
Watchmakers: 2
Weavers: 4
Whitesmiths: 1
Merchants
Adventuring Goods Retellers: 1
Arcana Sellers: 1
Beer-Sellers: 1
Booksellers: 2
Butchers: 3
Chandlers: 3
Chicken Butchers: 4
Entrepreneurs: 1
Fine Clothiers: 3
Fishmongers: 4
Potion Sellers: 2
Resellers: 7
Spice Merchants: 2
Wine-sellers: 3
Wheelwright: 2
Woodsellers: 1
Service workers
Bakers: 6
Barbers: 7
Coachmen: 2
Cooks: 6
Doctors: 3
Gamekeepers: 2
Grooms: 1
Hairdressers: 5
Healers: 4
Housekeepers: 4
Housemaids: 8
House Stewards: 5
Inns: 1
Laundry maids: 2
Maidservants: 5
Nursery Maids: 2
Pastrycooks: 5
Restaurateur: 6
Tavern Keepers: 6
Specialized Laborer
Ashworkers: 2
Bleachers: 1
Coal Heavers: 2
In-Town Couriers: 3
Long Haul Couriers: 3
Dockyard Workers: 2
Hay Merchants: 1
Leech Collectors: 4
Millers: 3
Miners: 3
Oilmen and Polishers: 2
Postmen: 3
Pure Finder: 2
Skinners: 4
Tosher: 2
Warehousemen: 5
Watercarriers: 3
Watermen, Bargemen, etc.: 4
Skilled Laborers
Accountants: 1
Alchemist: 2
Clerk: 3
Dentists: 1
Educators: 3
Engineers: 2
Gardeners: 1
Mages: 1
Plumbers: 1
Pharmacist: 1
Scientists: 1
Civil Servants
Adventurers: 1
Bankers: 2
Civil Clerks: 3
Civic Iudex: 1
Consultants: 1
Exorcist: 3
Fixers: 1
Kami Clerk: 3
Landlords: 3
Lawyers: 1
Legend Keepers: 2
Militia Officers: 10
Monks, Monastic: 4
Monks, Civic: 4
Historian, Oral: 3
Historian, Textual: 1
Policemen, Sheriffs, etc.: 3
Priests: 7
Rangers: 2
Rat Catchers: 2
Scholars: 2
Spiritualist: 2
Storytellers: 4
Military Officers: 4
Cottage Industries
Brewers: 4
Comfort Services: 6
Enchanters: 1
Herbalists: 1
Jaminators: 5
Needleworkers: 5
Potters: 2
Preserve Makers: 4
Quilters: 2
Seamsters: 8
Spinners: 4
Tinker: 1
Weaver: 3
Artists
Actors: 1
Bards: 2
Dancers: 1
Drafters: 1
Engravers: 1
Glaziers: 1
Inlayers: 1
Musicians: 4
Playwrights: 1
Sculptors, Art: 1
Wood Carvers: 5
Writers: 4
Produce Industries
Butter Churners: 5
Canners: 4
Cheesmakers: 5
Millers: 3
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 2
Tallowmakers: 3
490 of Kèr Hulùr's population work within a Foundational Occupation.
30 work in Agriculture
110 work as Craftsmen
40 work as Merchants
80 work as Service Workers
49 work as General Laborers
17 work as Skilled Laborers
69 work as Civil Servants
46 work in Cottage Industries
23 work as Artists
26 work in Produce Industries
925 of Kèr Hulùr's population do not work in a formal occupation, but do contribute to the local economy. 106 (7%) are noncontributers.
Points of Interest
Kèr Hulùr is known for its well built pedestrian paths, which include foot bridges to cross the main street at several high-traffic areas.
POI
History
Almost every community has some problem with bandits and highwaymen, but Kèr Hulùr is seriously plagued with raiders. One or more groups of persistent plunderers are hitting the community repeatedly, and they lack the necessary resources to fend them off or protect all their holdings.
The the an axe of Enchantment, an an axe imbued with great amounts of Enchantment energies was created near Kèr Hulùr by in time immemorial, reportedly some time during the late 2nd century.