Large Town: Kèr Tmizbùm

Kèr Tmizbùm

Kèr Tmizbùm
Example Tauric architecture.
StateDalandic Empire
ProvenceOsèsmā Provence
Sub ProvenceHokhupunabu County
RegionQåb Våneh Heathland
Founded1551
Community LeaderMaster Gle Vaugh Abse
Area7 km2 (2 mi2)
Average Yearly Temp23°C (73°F)
Average Elevation9474 m (-11866 ft)
Average Yearly Precipitation154 cm/y (60 in/y)
Population1661
Population Density237 people per km2 (830 people per mi2)
Town AuraNecromancy
Naming
Native nameKèr Tmizbùm
PronunciationTmiz /bʊm/
Direct Translation[nerve] [scout]
Translation[Not Yet Translated]

Kèr Tmizbùm (Tmiz /bʊm/ [nerve] [scout]) is a subtropical Large Town located in Hokhupunabu County, Osèsmā Provence, within the Dalandic Empire.

The name Kèr Tmizbùm is derived from the Tauric language, as Kèr Tmizbùm was founded by Gle Vaugh, who was culturaly Tauric.

Climate

Kèr Tmizbùm 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 19°C (66°F). Kèr Tmizbùm receives an average of 154 cm/y (60 in/y) of precipitation, most of which comes in the form of rain during the fall. Kèr Tmizbùm covers an area of nearly 7 km2 (2 mi2), and an average elevation of 9474 m (-11866 ft) above sea level.

Overview

Kèr Tmizbùm was founded durring the late 16th century in fall of the year 1551, by Gle Vaugh. The establishment of Kèr Tmizbùm was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Gle Vaugh struck deals with nearby nations and communities to establish Kèr Tmizbùm as a prison colony.

Kèr Tmizbùm was built using the conventions of Tauric durring the late 16th century. Naturaly, all settlmentss have their own look to them, and Kèr Tmizbùm is no diffrent. The town's buildings feature masoned stone construction which prominantly features pointed arches, pointed ribbed vault cielings, flying buttress', and window tracery all of which share a simmilar gemoetetic patern halfway between organic and inorganic in design formaing a very distinct aesthetically integrated style. BUildings tend to reach for the havens, and more expencive homes are easily identified by their floor count as well as the addition of decorative features intigrated into the building's design such as statues, gargoyals, and embelished joinery.

Kèr Tmizbùm is was constructed arround several spacious cobblestone mainstreets which cross one another at certain axies, with smaller streets branching off of them to premit acess to the many buildings deeper into the road network. The overall fashion is remenessent of a circulatory system, or other organic construct, and is quite effishent in its design. 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. Kèr Tmizbùm's brittle defences has sufferd soem light damage, reducing its function a little in some spots, but could almsot certainly preform as expected... Though some of the worse spots could lead to the loss of defenders lives if attackers identified the weaknesses ahead of time.

Right off the bat Kèr Tmizbùm hits you in the face with its success. Everyone, even the peasants, are dressed in well made clothing. Every tool and implement you can see is finely made, and people will boast to you as obvious strangers of the wonders which can be found in their markets. More interestingly is a total lack of beggars, and plenty of new buildings are going up even as you speak. Somehow this town has come into quite a lot of wealth, and recently from the looks of things. The town is very clearly a joyfull place as well as wealthy. 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 Tmizbùm has an Office of Civil Groundskeeping, which works to enforce local ordinances relating to the construction and upkeep up of all plant life, water features, and other natural decorations within Kèr Tmizbùm. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Kèr Tmizbùm's parks.

Kèr Tmizbùm has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kèr Tmizbùm.

Kèr Tmizbùm 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 Tmizbùm 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 Tmizbùm has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kèr Tmizbùm's public wards, blessings, and other arcane systems.

Kèr Tmizbùm has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands. They are not to be confused with the Office of Civil Groundskeeping as they do not hold authority over nor responsibility for Kèr Tmizbùm's natural decorations nor waterways.

Kèr Tmizbùm 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 Tmizbùm 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.

Kèr Tmizbùm has a public septic system, which allows its citizens to have indoor bathrooms. The septic system is overseen by the League of Sewerkeepers, who posses the legal authority to enforce all laws relating to the septic system, and are also tasked with its maintenance and upkeep.

Cultural Notes

Kèr Tmizbùm's garrison 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 Tmizbùm most nights are accompanied by colorful ribbons of light in the sky.

The Snake, Venomous near Kèr Tmizbùm are known to be more aggressive than normal.

Kèr Tmizbùm's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves embarking on a group pilgrimage to channel Augury energies of tier 3 via recitation of poetic epics.

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: 3
  • Farmers: 5
  • Farm Laborer: 8
  • Hunters: 5
  • Milk Maids: 4
  • Ranchers: 2
  • Ranch Hands: 4
  • Shepherds: 4
    • Farmland: 6727 m2
    • Cattle and Similar Creatures: 415
    • Poultry: 4983
    • Swine: 332
    • Sheep: 16
    • Goats: 3
    • Horses, Mounts, and Beasts of Burden: 166

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 3
  • Bookbinders: 2
  • Buckle-makers: 2
  • Cabinetmakers: 3
  • Candlemakers: 5
  • Carpenters: 5
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 4
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 12
  • Furriers: 1
  • Glassworkers: 5
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 3
  • Hosiery Workers: 1
  • Jewelers: 1
  • Leatherwrights: 4
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 2
  • Painters, Structures and Fixtures: 2
  • Paper Workers: 2
  • Plasterers: 2
  • Pursemakers: 2
  • Roofers: 1
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 3
  • Scabbardmakers: 3
  • Scalemakers: 1
  • Scientific, Surgical, and Optical Instrument Makers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 5
  • Tailors: 10
  • Tanners: 2
  • Upholsterers: 2
  • Watchmakers: 2
  • Weavers: 4
  • Whitesmiths: 1

Merchants

  • Adventuring Goods Retellers: 1
  • Arcana Sellers: 1
  • Beer-Sellers: 2
  • Booksellers: 2
  • Butchers: 4
  • Chandlers: 4
  • Chicken Butchers: 4
  • Entrepreneurs: 1
  • Fine Clothiers: 4
  • Fishmongers: 4
  • Potion Sellers: 2
  • Resellers: 6
  • Spice Merchants: 2
  • Wine-sellers: 3
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 9
  • Barbers: 6
  • Coachmen: 2
  • Cooks: 7
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 6
  • Healers: 4
  • Housekeepers: 4
  • Housemaids: 8
  • House Stewards: 5
  • Inns: 1
  • Laundry maids: 3
  • Maidservants: 5
  • Nursery Maids: 3
  • Pastrycooks: 6
  • Restaurateur: 7
  • Tavern Keepers: 8

Specialized Laborer

  • Ashworkers: 2
  • Bleachers: 1
  • Coal Heavers: 3
  • In-Town Couriers: 3
  • Long Haul Couriers: 4
  • Dockyard Workers: 3
  • Hay Merchants: 1
  • Leech Collectors: 4
  • Millers: 3
  • Miners: 3
  • Oilmen and Polishers: 2
  • Postmen: 3
  • Pure Finder: 2
  • Skinners: 5
  • Tosher: 2
  • Warehousemen: 5
  • Watercarriers: 3
  • Watermen, Bargemen, etc.: 4

Skilled Laborers

  • Accountants: 2
  • Alchemist: 2
  • Clerk: 3
  • Dentists: 1
  • Educators: 4
  • Engineers: 2
  • Gardeners: 1
  • Mages: 1
  • Plumbers: 1
  • Pharmacist: 1
  • Scientists: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 2
  • Civil Clerks: 3
  • Civic Iudex: 1
  • Consultants: 1
  • Exorcist: 3
  • Fixers: 2
  • Kami Clerk: 3
  • Landlords: 3
  • Lawyers: 2
  • Legend Keepers: 2
  • Militia Officers: 12
  • Monks, Monastic: 5
  • Monks, Civic: 5
  • Historian, Oral: 3
  • Historian, Textual: 2
  • Policemen, Sheriffs, etc.: 3
  • Priests: 6
  • Rangers: 2
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 6
  • Military Officers: 6

Cottage Industries

  • Brewers: 5
  • Comfort Services: 6
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 5
  • Needleworkers: 5
  • Potters: 2
  • Preserve Makers: 4
  • Quilters: 2
  • Seamsters: 8
  • Spinners: 5
  • Tinker: 1
  • Weaver: 4

Artists

  • Actors: 1
  • Bards: 2
  • Costumers: 1
  • Dancers: 1
  • Drafters: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 4
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 6
  • Writers: 6

Produce Industries

  • Butter Churners: 5
  • Canners: 4
  • Cheesmakers: 5
  • Millers: 3
  • Picklers: 2
  • Smokers: 2
  • Stockmakers: 1
  • Tobacconists: 2
  • Tallowmakers: 3

541 of Kèr Tmizbùm's population work within a Foundational Occupation.

988 of Kèr Tmizbùm's population do not work in a formal occupation, but do contribute to the local economy. 132 (8%) are noncontributers.

Points of Interest

Kèr Tmizbùm's is something of a geological and arcane anomaly, as neither physical nor magical law entirely explains its formation.

POI

History

In time immemorial, reportedly some time during the early 2nd century an unusualy harsh winter spawned a deadly blizard to Kèr Tmizbùm. The ice, snow, and wind killed 183 people, 128 livestock, and destroyed 55. The event is remembered as Agony's Breath.

History