Kèr Tāqíhp (/təˑq/ /ɪ̞p/ [rifle] [high; loud; noisy; tall]) is a subtropical Town located in the Bombuqíh Region of the Tetbur Commune.
The name Kèr Tāqíhp is derived from the Tauric language, as Kèr Tāqíhp was founded by Brandwen Ab Owain, who was culturaly Tauric.
Climate
Kèr Tāqíhp has a yearly average temperature of 29°C (84°F), with its average temperature during the summer being a hot 33°C (91°F) and its average temperature during the winter being a warm 26°C (78°F). Kèr Tāqíhp receives an average of 133 cm/y (52 in/y) of precipitation, most of which comes in the form of rain during the spring. Kèr Tāqíhp covers an area of nearly 5 km2 (2 mi2), and an average elevation of 3078 m (10098 ft) above sea level.
Overview
Kèr Tāqíhp was founded durring the late 10th century, by Brandwen Ab Owain. The establishment of Kèr Tāqíhp was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Brandwen Ab Owain struck deals with nearby nations and communities to establish Kèr Tāqíhp as a prison colony.
Kèr Tāqíhp was built using the conventions of Tauric durring the late 10th century. Naturaly, all settlmentss have their own look to them, and Kèr Tāqíhp 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 Tāqíhp is buildings are located arround a single crampt gravel mainstreet which forms a clockwise spiral to give the town a over all circular shape. The town lacks any defencive features, though certainly constructing even a simple fence or digging a ditch is at the forefront of the 's mind. At least, one would hope so.
A look around Kèr Tāqíhp shows Kèr Tāqíhp is little more than a wretched hive of scum and villainy. Birbes can be seen changing hands openly, such that it must be customary to do so and must have been for a long time. The locals have no fear, no annoyance at the state of things, it simply is.
Civic Infrastructure
Kèr Tāqíhp has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kèr Tāqíhp.
Kèr Tāqíhp 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 Tāqíhp 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 Tāqíhp 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 Tāqíhp 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 Tāqíhp has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kèr Tāqíhp's public wards, blessings, and other arcane systems.
Kèr Tāqíhp has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Kèr Tāqíhp 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 Tāqíhp's town hall was built using a different architectural style from the rest of the town. The style used is best known for its functional shapes, abstract shapes used sparingly for decor, simple color schemes, holistic design, and basic industrial materials. Its simple designs were created to be beautiful, functional, and mass-producible. The style used little to no embellishment or ornamentation, instead drawing attention to the streamlined design, such as flat roofs to create a simple, geometric look. The simplicity masks the style's nearly sinister functionality, as every last feature is designed to guide the people living in the building in how to make the most efficient use of the structure.
In Kèr Tāqíhp most nights are accompanied by colorful ribbons of light in the sky.
The Skinwraith near Kèr Tāqíhp are known to be more aggressive than normal.
Kèr Tāqíhp's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves orgies to channel Wild Magic energies of tier 3 via mimery.
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: 4
Milk Maids: 3
Ranchers: 1
Ranch Hands: 3
Shepherds: 3
Farmland: 5302 m2
Cattle and Similar Creatures: 326
Poultry: 3918
Swine: 261
Sheep: 13
Goats: 2
Horses, Mounts, and Beasts of Burden: 130
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 3
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 3
Candlemakers: 4
Carpenters: 3
Clothmakers: 3
Coach and Harness Makers: 1
Coopers: 3
Copper, Brass, Tin, Zinc, and Lead Workers: 1
Copyists: 1
Cutlers: 1
Fabricworkers: 2
Farrier: 7
Glassworkers: 4
Gunsmiths: 2
Harness-Makers: 1
Hatters: 2
Jewelers: 1
Leatherwrights: 3
Locksmiths: 1
Matchstick makers: 2
Musical Instrument Makers: 1
Painters, Structures and Fixtures: 1
Paper Workers: 1
Plasterers: 1
Pursemakers: 2
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: 9
Tanners: 1
Upholsterers: 1
Watchmakers: 1
Weavers: 4
Whitesmiths: 1
Merchants
Beer-Sellers: 1
Booksellers: 2
Butchers: 3
Chandlers: 3
Chicken Butchers: 4
Entrepreneurs: 1
Fine Clothiers: 3
Fishmongers: 3
Potion Sellers: 2
Resellers: 5
Spice Merchants: 1
Wine-sellers: 2
Wheelwright: 2
Woodsellers: 1
Service workers
Bakers: 7
Barbers: 6
Coachmen: 1
Cooks: 4
Doctors: 2
Gamekeepers: 2
Grooms: 1
Hairdressers: 4
Healers: 3
Housekeepers: 4
Housemaids: 5
House Stewards: 3
Inns: 1
Laundry maids: 2
Maidservants: 4
Nursery Maids: 2
Pastrycooks: 4
Restaurateur: 5
Tavern Keepers: 5
Specialized Laborer
Ashworkers: 1
Bleachers: 1
Coal Heavers: 2
In-Town Couriers: 2
Long Haul Couriers: 2
Dockyard Workers: 2
Hay Merchants: 1
Leech Collectors: 3
Millers: 2
Miners: 3
Oilmen and Polishers: 2
Postmen: 3
Pure Finder: 1
Skinners: 3
Tosher: 2
Warehousemen: 4
Watercarriers: 2
Watermen, Bargemen, etc.: 3
Skilled Laborers
Accountants: 1
Alchemist: 1
Clerk: 2
Dentists: 1
Educators: 3
Engineers: 1
Gardeners: 1
Plumbers: 1
Pharmacist: 1
Civil Servants
Adventurers: 1
Bankers: 1
Civil Clerks: 3
Civic Iudex: 1
Exorcist: 3
Fixers: 1
Kami Clerk: 2
Landlords: 2
Lawyers: 1
Legend Keepers: 2
Militia Officers: 10
Monks, Monastic: 4
Monks, Civic: 3
Historian, Oral: 3
Historian, Textual: 1
Policemen, Sheriffs, etc.: 2
Priests: 4
Rangers: 1
Rat Catchers: 2
Scholars: 2
Spiritualist: 2
Storytellers: 4
Military Officers: 4
Cottage Industries
Brewers: 4
Comfort Services: 5
Enchanters: 1
Herbalists: 1
Jaminators: 4
Needleworkers: 4
Potters: 2
Preserve Makers: 3
Quilters: 1
Seamsters: 6
Spinners: 3
Tinker: 1
Weaver: 3
Artists
Actors: 1
Bards: 2
Dancers: 1
Engravers: 1
Glaziers: 1
Inlayers: 1
Musicians: 3
Playwrights: 1
Sculptors, Art: 1
Wood Carvers: 4
Writers: 4
Produce Industries
Butter Churners: 4
Canners: 4
Cheesmakers: 5
Millers: 2
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 2
Tallowmakers: 2
403 of Kèr Tāqíhp's population work within a Foundational Occupation.
25 work in Agriculture
89 work as Craftsmen
33 work as Merchants
65 work as Service Workers
39 work as General Laborers
12 work as Skilled Laborers
59 work as Civil Servants
38 work in Cottage Industries
20 work as Artists
23 work in Produce Industries
812 of Kèr Tāqíhp's population do not work in a formal occupation, but do contribute to the local economy. 91 (7%) are noncontributers.
Points of Interest
The roads leading into Kèr Tāqíhp possess a great number of switchbacks. While designed for defense, they mostly wind up pissing everyone trying to take goods to town right the hell off.
POI
History
In time immemorial, reportedly some time during the early 2nd century Kèr Tāqíhp was rocked by a string of powerful winter storms. The worst of the disaster struck The storm coated everything in a thick layer of ice and freezing countless animals, plants, and people to death. Kèr Tāqíhp lost 105 people, and 277 livestock in the disaster.. The disaster is remembered as the Grieving Screams, after the sounds of the winds.