The name Kèr Ini̊māf is derived from the Tauric language, as Kèr Ini̊māf was founded by Carandoliel Iwan, who was culturaly Tauric.
Climate
Kèr Ini̊māf has a yearly average temperature of 22°C (71°F), with its average temperature during the summer being a warm 26°C (78°F) and its average temperature during the winter being a cool 19°C (66°F). Kèr Ini̊māf receives an average of 169 cm/y (66 in/y) of precipitation, most of which comes in the form of rain during the fall. Kèr Ini̊māf covers an area of nearly 4 km2 (1 mi2), and an average elevation of 8362 m (-15515 ft) above sea level.
Overview
Kèr Ini̊māf was founded durring the late 15th century in winter of the year 1389, by Carandoliel Iwan. The establishment of Kèr Ini̊māf was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Kèr Ini̊māf's construction back out of the project. Carandoliel Iwan pushed on reguardles, and Kèr Ini̊māf was finished, but starts off as a terible place to live.
Kèr Ini̊māf was built using the conventions of Tauric durring the late 15th century. Naturaly, all settlmentss have their own look to them, and Kèr Ini̊māf 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 Ini̊māf is is constructed arround a series of narrow baked earthen mainstreets which form overlapping circles, with smaller strait roads linking the circiles to eachother at varrious points. The town has a defencive wall made from large clay bricks. The wall is constructed to the exact specifications of millitary fortifications, but the nature of its clay brick construction leaves it vulnerable to even outdated siege equipment. That said, the town is well defended against anything short of an army. The town's brittle defences have recently undergone extensive repairs and renovations, such that the repairwork is imeadiently apparent and can be spotted due to the diffring ages of materials. One can't help but wonder what brought the need for those repairs to the town.
Kèr Ini̊māf has a very calm atmosphere. People can be seen relaxing, scocilizing, and going about all manner of business other than the daily grind. Men, women, children, all can be seen enjoying life in a laid-back way in the many parks which line Kèr Ini̊māf’s streets. The town is very clearly a joyfull place as well as relaxing. Music can be heard often, as well as laughter. The smell of food and drink permiates the air. You can’t help but smile.
Civic Infrastructure
Kèr Ini̊māf has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kèr Ini̊māf.
Kèr Ini̊māf 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 Ini̊māf 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 Ini̊māf 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 Ini̊māf has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kèr Ini̊māf's public wards, blessings, and other arcane systems.
Kèr Ini̊māf has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Kèr Ini̊māf 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 Ini̊māf's garrison was built using a different architectural style from the rest of the town. The style used is characterized by towering round arches, massive stone and brickwork, small windows, thick walls, and a propensity for housing art and sculpture depicting mythological scenes. The building's general shape would be a clever and ascetic combination of geometric shapes, which would be blended together by joining elements. The style's decorative features were largely internal rather than external and incorporated semicircular arches for windows, doors, and arcades; barrel or groin vaults to support the roof of the nave; massive piers and walls, with few windows, to contain the outward thrust of the vaults; side aisles with galleries above them..
In Kèr Ini̊māf during thunderstorms, with each flash of lightning, everyone sees different monsters from the corner of their eyes.
The Udaeus near Kèr Ini̊māf are known to be quite timid.
Kèr Ini̊māf's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves bloodletting to channel Transmutation energies of tier 2 via guttural bellowing.
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: 2
Ranchers: 1
Ranch Hands: 3
Shepherds: 2
Farmland: 4822 m2
Cattle and Similar Creatures: 296
Poultry: 3555
Swine: 237
Sheep: 11
Goats: 2
Horses, Mounts, and Beasts of Burden: 118
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 2
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 2
Candlemakers: 3
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: 6
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: 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: 5
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: 2
Fishmongers: 3
Potion Sellers: 1
Resellers: 4
Spice Merchants: 1
Wine-sellers: 2
Wheelwright: 1
Woodsellers: 1
Service workers
Bakers: 5
Barbers: 5
Coachmen: 1
Cooks: 5
Doctors: 2
Gamekeepers: 1
Grooms: 1
Hairdressers: 3
Healers: 3
Housekeepers: 3
Housemaids: 5
House Stewards: 3
Inns: 1
Laundry maids: 2
Maidservants: 4
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
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
Adventurers: 1
Bankers: 1
Civil Clerks: 2
Civic Iudex: 1
Exorcist: 2
Fixers: 1
Kami Clerk: 2
Landlords: 2
Lawyers: 1
Legend Keepers: 1
Militia Officers: 9
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: 2
Storytellers: 4
Military Officers: 3
Cottage Industries
Brewers: 3
Comfort Services: 4
Enchanters: 1
Herbalists: 1
Jaminators: 3
Needleworkers: 3
Potters: 2
Preserve Makers: 3
Quilters: 1
Seamsters: 7
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: 3
Produce Industries
Butter Churners: 4
Canners: 3
Cheesmakers: 3
Millers: 2
Picklers: 1
Smokers: 1
Stockmakers: 1
Tobacconists: 1
Tallowmakers: 2
347 of Kèr Ini̊māf's population work within a Foundational Occupation.
22 work in Agriculture
78 work as Craftsmen
27 work as Merchants
57 work as Service Workers
33 work as General Laborers
11 work as Skilled Laborers
50 work as Civil Servants
35 work in Cottage Industries
16 work as Artists
18 work in Produce Industries
803 of Kèr Ini̊māf's population do not work in a formal occupation, but do contribute to the local economy. 35 (3%) are noncontributers.
Points of Interest
While private tutelage of worthy apprentices can be had even in most remote villages, Kèr Ini̊māf is home to a proper school dedicated to teaching magic. Such schools are usually small, with no more than a few dozen pupils, most of whom will fail for lack of talent or discipline. The instructors are rarely first-rate, usually serving only for the pay and status, but sometimes a genius sorcerer will find a reason to observe likely apprentices here. Given the unfortunate accident potential of the school, it’s probably isolated or well-fortified.
Kèr Ini̊māf has a substantial mill pond located a short distance from town.
POI
History
In time immemorial, reportedly some time during the late 2nd century a local hero by the name of saved most of the town when a natural disaster struck Kèr Ini̊māf. was immortalized in song for this deed.