The name Kèr Tmiēqidbàf is derived from the Tauric language, as Kèr Tmiēqidbàf was founded by Thugrer Fflur, who was culturaly Tauric.
Climate
Kèr Tmiēqidbàf has a yearly average temperature of 23°C (73°F), with its average temperature during the summer being a warm 27°C (80°F) and its average temperature during the winter being a cool 20°C (68°F). Kèr Tmiēqidbàf receives an average of 83 cm/y (32 in/y) of precipitation, most of which comes in the form of rain during the spring. Kèr Tmiēqidbàf covers an area of nearly 5 km2 (2 mi2), and an average elevation of 5700 m (18700 ft) above sea level.
Overview
Kèr Tmiēqidbàf was founded durring the early 17th century in early summer of the year 1616, by Thugrer Fflur. The establishment of the new community went well, with no major obsticles durring construction.
Kèr Tmiēqidbàf was built using the conventions of Tauric durring the early 17th century. Naturaly, all settlmentss have their own look to them, and Kèr Tmiēqidbàf 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 Tmiēqidbàf is buildings are located arround a single spacious baked earthen mainstreet which forms a clockwise spiral to give the town a over all circular shape. The town sits behind an impressive looking clay brick wall. The wall is notable for querried stone blocks being used to renforce the clay bricks in the expected manner and locations. While the wall was built to the exact specifications of modern fortifications, one has to wonder why the money invested into creating such a well fortified wall wasnt spent on a less impressive looking wall crated from sturdier materials. Kèr Tmiēqidbàf's walls would endure a brief bombardment, but only from light siege weapons. It seems more likly the town's walls were not designed with defence in mind but rather lending the town a certain air with visitors. The boondoggle-of-a-fortified wall 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 Tmiēqidbàf 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 Tmiēqidbàf’s streets. A look around Kèr Tmiēqidbàf has something terribly wrong with it. It’s impossible to put one’s finger on, but something is horribly wrong. Maybe it’s the way fog blankets the ground, but only in the connors of places. Maybe it’s the vermin scutteling between shadows in the corner of your eyes. Perhaps it’s the overcast sky which seemed to creep out of nowhere, or the distant howling of wolves. Maybe it’s everything together. Regardless, you do not feel it would be wise to remain in Kèr Tmiēqidbàf long.
Civic Infrastructure
Kèr Tmiēqidbàf has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kèr Tmiēqidbàf.
Kèr Tmiēqidbàf 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 Tmiēqidbàf 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 Tmiēqidbàf has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kèr Tmiēqidbàf's public wards, blessings, and other arcane systems.
Kèr Tmiēqidbàf possesses a Galvanic Power Grid, which brings galvanic current to most if not all buildings in town, and permits a great many consumer goods to function within the Town. Kèr Tmiēqidbàf's grid is powered by a god's will and kindness.
Kèr Tmiēqidbàf's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.
Kèr Tmiēqidbàf has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Kèr Tmiēqidbàf 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 Tmiēqidbàf is home to a distinct subculture, who are either the majority here or have the dominant positions in the community. Architecture, local laws, and social customs are all tuned to suit them, and they may not be particularly forgiving or friendly to the major culture of the region. Communities that are not outright independent usually make an arm's-length submission to a local lord.
Kèr Tmiēqidbàf's mayor's house was built using a different architectural style from the rest of the town. The style used is inspired by the natural world, characterized by sinuous, sculptural, organic shapes, arches, curving lines, and sensual ornamentation. Common motifs included stylized versions of leaves, flowers, vines, insects, animals, and other natural elements. Decorative elements found on the inside and outside of buildings include intricate mosaic work, curved windows, and decorative trim work. .
Due to the actions of local Kami, winter is long in Kèr Tmiēqidbàf.
The Chaneque near Kèr Tmiēqidbàf are known to be quite timid.
Kèr Tmiēqidbàf's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves bloodletting to channel Chronomancy energies of tier 3 via throat chanting.
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: 2
Farmland: 4977 m2
Cattle and Similar Creatures: 306
Poultry: 3678
Swine: 245
Sheep: 12
Goats: 2
Horses, Mounts, and Beasts of Burden: 122
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 3
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 2
Candlemakers: 4
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: 8
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: 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: 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: 3
Fishmongers: 3
Potion Sellers: 2
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: 4
Healers: 3
Housekeepers: 3
Housemaids: 9
House Stewards: 3
Inns: 1
Laundry maids: 2
Maidservants: 3
Nursery Maids: 2
Pastrycooks: 4
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: 3
Millers: 2
Miners: 3
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: 3
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: 2
Militia Officers: 10
Monks, Monastic: 3
Monks, Civic: 4
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: 5
Enchanters: 1
Herbalists: 1
Jaminators: 3
Needleworkers: 4
Potters: 2
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
Sculptors, Art: 1
Wood Carvers: 3
Writers: 3
Produce Industries
Butter Churners: 4
Canners: 3
Cheesmakers: 4
Millers: 2
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 1
Tallowmakers: 2
371 of Kèr Tmiēqidbàf's population work within a Foundational Occupation.
24 work in Agriculture
83 work as Craftsmen
29 work as Merchants
63 work as Service Workers
35 work as General Laborers
12 work as Skilled Laborers
53 work as Civil Servants
36 work in Cottage Industries
16 work as Artists
20 work in Produce Industries
770 of Kèr Tmiēqidbàf's population do not work in a formal occupation, but do contribute to the local economy. 85 (7%) are noncontributers.
Points of Interest
Kèr Tmiēqidbàf'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 Tmiēqidbàf suffering from potholes, cracking, and even sinkholes. The locals often repair the road by putting down wooden decking.
POI
History
The the a handaxe of Charm, an a handaxe imbued with great amounts of Charm energies was created near Kèr Tmeribebu by in time immemorial, reportedly some time during the early 2nd century.