The name Kèr Sèthíhp is derived from the Tauric language, as Kèr Sèthíhp was founded by Giant Isopods Gwilym, who was culturaly Tauric.
Climate
Kèr Sèthíhp has a yearly average temperature of 26°C (78°F), with its average temperature during the summer being a warm 30°C (86°F) and its average temperature during the winter being a pleasant 23°C (73°F). Kèr Sèthíhp receives an average of 202 cm/y (79 in/y) of precipitation, most of which comes in the form of rain during the fall. Kèr Sèthíhp covers an area of nearly 4 km2 (1 mi2), and an average elevation of 6176 m (20262 ft) above sea level.
Overview
Kèr Sèthíhp was founded durring the early 14th century in summer of the year 1334, by Giant Isopods Gwilym. The establishment of Kèr Sèthíhp was somewhat plagued by a lack of willing colonists, leading to Giant Isopods Gwilym electing to pay people to resettle in Kèr Sèthíhp.
Kèr Sèthíhp was built using the conventions of Tauric durring the early 14th century. Naturaly, all settlmentss have their own look to them, and Kèr Sèthíhp 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 Sèthíhp is buildings are built arround a single premissive paverstone mainstreet which forms a counterclockwise spiral to give the town a over all circular shape. The town has a fortified albit thin brick wall. The wall has most of the feeatures of a typical castle wall, just on a much smaller scale and and budget. Notably brick isn't a particuarly soild choice for resisting siege weapons. Kèr Sèthíhp's wall wouldn't hinder a proper army, but it is more than sufishent for bandits and other small marauding groups. The monster and outlaw focused fortifications has suffered a visible ammount of structural damage, leaving them effectivly useless. One can't help but wonder why the has not yet effected repairs.
The first thing you notice about Kèr Sèthíhp is the large sign at the entrance welcoming you to their humble town. Children come up to you and say hi, some asking if you’ve fought any big monsters, and others just zipping away after their hello. The adults are much the same. By the time you’ve made it a significant way into the town you’ve been invited to a tavern for a pint to drink in exchange for news of the world. You’ve also had no less than three older women give you a sweetroll and direct your attention to their still unmarried children. It would be creepy if it wasn't so sincere.
Civic Infrastructure
Kèr Sèthíhp has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kèr Sèthíhp.
Kèr Sèthíhp 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 Sèthíhp has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kèr Sèthíhp's public wards, blessings, and other arcane systems.
Kèr Sèthíhp possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.
Kèr Sèthíhp has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Kèr Sèthíhp 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
A substantial minority of the locals are descended from foreigners alien to their local neighbors. They may have been religious exiles, economic migrants, indigenous locals surrounded by the existing polity, or a foreign settlement conquered within the relatively recent past. The locals may not be enthusiastic about being ruled by others not of their kind, and their neighbors may look askance at the way foreign customs or even laws may be maintained.
Kèr Sèthíhp's garrison was built using a different architectural style from the rest of the town. The style used which employed abundant symbolic geometry, using pure forms such as the circle and square, and plans are based on often symmetrical layouts featuring rectangular courtyards and halls. These structures were is decorated with carved stone or stucco reliefs and made use of colorful stone mosaics..
=In Kèr Sèthíhp when drawing, it's impossible to draw an imperfect circle.
The Mud Elemental, Large near Kèr Sèthíhp are known to be a mutant strain of the creature.
Kèr Sèthíhp's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves sex to channel Conjuration energies of tier 2 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: 1
Farmers: 2
Farm Laborer: 8
Hunters: 3
Milk Maids: 2
Ranchers: 1
Ranch Hands: 2
Shepherds: 2
Farmland: 4019 m2
Cattle and Similar Creatures: 247
Poultry: 2970
Swine: 198
Sheep: 9
Goats: 1
Horses, Mounts, and Beasts of Burden: 99
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: 4
Glassworkers: 4
Gunsmiths: 2
Hatters: 2
Jewelers: 1
Leatherwrights: 2
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
Saddlers: 1
Scabbardmakers: 2
Scalemakers: 1
Soap and Tallow Workers: 3
Tailors: 5
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: 3
Spice Merchants: 1
Wine-sellers: 1
Wheelwright: 1
Service workers
Bakers: 4
Barbers: 5
Coachmen: 1
Cooks: 3
Doctors: 1
Gamekeepers: 1
Hairdressers: 3
Healers: 2
Housekeepers: 3
Housemaids: 5
House Stewards: 3
Laundry maids: 1
Maidservants: 3
Nursery Maids: 1
Pastrycooks: 2
Restaurateur: 4
Tavern Keepers: 4
Specialized Laborer
Ashworkers: 1
Coal Heavers: 2
In-Town Couriers: 2
Long Haul Couriers: 2
Dockyard Workers: 1
Leech Collectors: 2
Millers: 2
Miners: 1
Oilmen and Polishers: 1
Postmen: 2
Pure Finder: 1
Skinners: 2
Tosher: 1
Warehousemen: 3
Watercarriers: 2
Watermen, Bargemen, etc.: 3
Skilled Laborers
Accountants: 1
Alchemist: 1
Clerk: 1
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: 1
Lawyers: 1
Legend Keepers: 1
Militia Officers: 7
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: 4
Military Officers: 3
Cottage Industries
Brewers: 2
Comfort Services: 3
Enchanters: 1
Herbalists: 1
Jaminators: 3
Needleworkers: 3
Potters: 1
Preserve Makers: 3
Quilters: 1
Seamsters: 6
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: 2
Cheesmakers: 2
Millers: 2
Picklers: 1
Smokers: 1
Stockmakers: 1
Tobacconists: 1
Tallowmakers: 2
288 of Kèr Sèthíhp's population work within a Foundational Occupation.
20 work in Agriculture
63 work as Craftsmen
20 work as Merchants
46 work as Service Workers
28 work as General Laborers
10 work as Skilled Laborers
44 work as Civil Servants
29 work in Cottage Industries
13 work as Artists
15 work in Produce Industries
673 of Kèr Sèthíhp's population do not work in a formal occupation, but do contribute to the local economy. 29 (3%) are noncontributers.
Points of Interest
Kèr Sèthíhp's roads were poorly made when first laid. Rather than repairing them correctly, a series of new roads was laid atop the old, leading to the streets of modern Kèr Sèthíhp suffering from potholes, cracking, and even sinkholes. The locals often repair the road by putting down wooden decking.
POI
History
In time immemorial, reportedly some time during the late 2nd century, Kèr Sèthíhp was attacked by savage tribes living nearby Kèr Sèthíhp. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Kèr Sèthíhp lost 163 people, 346 livestock, and 52 buildings. The conflict ended after roughly 210, when members of Kèr Sèthíhp's militia enacted an operation to secure a particular production site to utilize it for a specific task. The operation was complicated by the army being put into a position where they could only choose between two terrible options. The conflict ended with needing to break through the enemy's lines, which ended in a stalemate for Kèr Sèthíhp's forces. The war is remembered in legend by Kèr Sèthíhp's bards, historians, and legend keepers.