Kèr Stíhmitāw (Stíhmi /təˑw/ [gossip] [trunk (of tree); stem]) is a subtropical Town located in the Tsvíhiow County of the Picham Community.
The name Kèr Stíhmitāw is derived from the Tauric language, as Kèr Stíhmitāw was founded by Cephalotilia Āko, who was culturaly Tauric.
Climate
Kèr Stíhmitāw has a yearly average temperature of 25°C (77°F), with its average temperature during the summer being a hot 32°C (89°F) and its average temperature during the winter being a cool 18°C (64°F). Kèr Stíhmitāw receives an average of 246 cm/y (96 in/y) of precipitation, most of which comes in the form of rain during the summer. Kèr Stíhmitāw covers an area of nearly 4 km2 (1 mi2), and an average elevation of 584 m (1916 ft) above sea level.
Overview
Kèr Stíhmitāw was founded durring the late 13th century in winter of the year 1161, by Cephalotilia Āko. The establishment of Kèr Stíhmitāw suffered from several major issues, resulting in the need to develop many solutions to basic problems. Problems such as a lack of fresh water, logistical support, poor quality tools, and the odd monster or two. Howeaver, these were overcome in time.
Kèr Stíhmitāw was built using the conventions of Tauric durring the late 13th century. Naturaly, all settlmentss have their own look to them, and Kèr Stíhmitāw 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 Stíhmitāw is buildings are arranged arrounded highly ordered system of narrow split-log ties streets which form octogonal 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 emploies a series of defencive earthworks and fences to provide minimal protection against wild beasts and smaller groups of intelegent foes. The somewhat suffishent 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.
Kèr Stíhmitāw has the unmistakable air of a town on its last legs. Everything is a bit slipshod and ramshackle. Everyone is at work, or drinking. No one has anything in their eyes other than fear and despair. Whatever industry once fueled Kèr Stíhmitāw ’s existence has dried up and the town is drifting down the stream of history as it dries up. Even with that as it is, everything is just a little too worn down, a little too dirty, or much of both. The town should be gone, not dying. No one makes eye contact. Kids play quietly, but happily. Occasionally a passerby glances at you out of the corner of their eye, staring just long enough for it to be uncomfortable.
Civic Infrastructure
Kèr Stíhmitāw has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kèr Stíhmitāw.
Kèr Stíhmitāw 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 Stíhmitāw 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 Stíhmitāw has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kèr Stíhmitāw's public wards, blessings, and other arcane systems.
Kèr Stíhmitāw has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Kèr Stíhmitāw has a Guild of Roadworkers, who are responsible for maintaining the roadways and public paths within town. They also have the duty of enforcing all civil laws relating to the roadways.
Kèr Stíhmitāw 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 Stíhmitāw's mayor's house was built using a different architectural style from the rest of the town. The style used is characterized by order, symmetry, formal design, grandiosity, and elaborate ornamentation. Architectural characteristics include balustrades, balconies, columns, cornices, pilasters, and triangular pediments. Stone exteriors are massive and grandiose in their symmetry; interiors are typically polished and lavishly decorated with sculptures, swags, medallions, flowers, and shields. Interiors will often have a grand stairway and opulent ballroom..
In Kèr Stíhmitāw rainbows form quite often above the Town.
The Sawleg Locust near Kèr Stíhmitāw are known to be quite timid.
Kèr Stíhmitāw's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves consuming a local narcotic to channel Necromancy energies of tier 2 via recitation of scripture.
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: 4478 m2
Cattle and Similar Creatures: 275
Poultry: 3309
Swine: 220
Sheep: 11
Goats: 2
Horses, Mounts, and Beasts of Burden: 110
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
Fabricworkers: 2
Farrier: 7
Glassworkers: 3
Gunsmiths: 2
Harness-Makers: 1
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
Rugmakers: 1
Saddlers: 2
Scabbardmakers: 2
Scalemakers: 1
Sculptors, Structures and Fixtures: 1
Shoemakers: 1
Soap and Tallow Workers: 3
Tailors: 6
Tanners: 1
Upholsterers: 1
Watchmakers: 1
Weavers: 3
Merchants
Beer-Sellers: 1
Booksellers: 1
Butchers: 3
Chandlers: 2
Chicken Butchers: 3
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: 4
Coachmen: 1
Cooks: 4
Doctors: 2
Gamekeepers: 1
Hairdressers: 3
Healers: 3
Housekeepers: 3
Housemaids: 5
House Stewards: 2
Inns: 1
Laundry maids: 2
Maidservants: 4
Nursery Maids: 1
Pastrycooks: 3
Restaurateur: 5
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: 2
Millers: 2
Miners: 2
Oilmen and Polishers: 1
Postmen: 2
Pure Finder: 1
Skinners: 3
Tosher: 1
Warehousemen: 4
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: 1
Storytellers: 4
Military Officers: 3
Cottage Industries
Brewers: 3
Comfort Services: 4
Enchanters: 1
Herbalists: 1
Jaminators: 3
Needleworkers: 3
Potters: 1
Preserve Makers: 3
Quilters: 1
Seamsters: 6
Spinners: 3
Tinker: 1
Weaver: 3
Artists
Actors: 1
Bards: 1
Dancers: 1
Glaziers: 1
Inlayers: 1
Musicians: 3
Playwrights: 1
Wood Carvers: 3
Writers: 3
Produce Industries
Butter Churners: 4
Canners: 3
Cheesmakers: 4
Millers: 2
Picklers: 1
Smokers: 1
Stockmakers: 1
Tobacconists: 1
Tallowmakers: 2
337 of Kèr Stíhmitāw's population work within a Foundational Occupation.
24 work in Agriculture
74 work as Craftsmen
25 work as Merchants
54 work as Service Workers
33 work as General Laborers
11 work as Skilled Laborers
49 work as Civil Servants
33 work in Cottage Industries
15 work as Artists
19 work in Produce Industries
733 of Kèr Stíhmitāw's population do not work in a formal occupation, but do contribute to the local economy. 33 (3%) are noncontributers.
Points of Interest
A great magical Working has been a critical part of Kèr Stíhmitāw since its creation, but now it's beginning to decay. It may function only intermittently, now, or its effects may have curdled into something double-edged. The locals have no idea how to fix it, and indeed, it may not be possible to repair it with modern science or sorcery.
Kèr Stíhmitāw is known for its odd use of round-a-bouts, small ring roads used in place of intersections.
POI
History
The the a suit of Jack chain armor of Transmutation, an a suit of Jack chain armor imbued with great amounts of Transmutation energies was created near Kèr Spùveviē̼od by in time immemorial, reportedly some time during the early 2nd century.