The name Kèr Fliríhjaj is derived from the Tauric language, as Kèr Fliríhjaj was founded by Glèlkëm Wynner, who was culturaly Tauric.
Climate
Kèr Fliríhjaj 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 22°C (71°F). Kèr Fliríhjaj receives an average of 258 cm/y (101 in/y) of precipitation, most of which comes in the form of rain during the summer. Kèr Fliríhjaj covers an area of nearly 6 km2 (2 mi2), and an average elevation of 1822 m (5977 ft) above sea level.
Overview
Kèr Fliríhjaj was founded durring the early 14th century in spring of the year 1324, by Glèlkëm Wynner. The establishment of Kèr Fliríhjaj suffered from many setbacks, delays, and obsticles, most notably a group of Kèr Fliríhjaj which required millitary assistance exterminate before the community could finish being built.
Kèr Fliríhjaj was built using the conventions of Tauric durring the early 14th century. Naturaly, all settlmentss have their own look to them, and Kèr Fliríhjaj 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 Fliríhjaj is buildings are arranged arround a network of premissive worn bedrock streets which form a diamond shaped grid, where each diamond verries in size given the proximity of the paralell streets forming each section. The ocasional smaller diamond has been used to construct a park, plaza, and other communal structures. 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 Fliríhjaj'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. Kèr Fliríhjaj's boondoggle-of-a-fortified wall 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.
Looking around Kèr Fliríhjaj you immediately realise that the locals are looking back at you. All of them. Everywhere you look somone is staring back at you analytically, looking over every inch of you, your gear, and your companions. As you get close to people, their hands move closer to their belt knife, or dagger. You may want to watch where you go and what you say...
Civic Infrastructure
Kèr Fliríhjaj 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 Fliríhjaj. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Kèr Fliríhjaj's parks.
Kèr Fliríhjaj has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kèr Fliríhjaj.
Kèr Fliríhjaj 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 Fliríhjaj 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 Fliríhjaj has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kèr Fliríhjaj's public wards, blessings, and other arcane systems.
Kèr Fliríhjaj possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.
Kèr Fliríhjaj 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 Fliríhjaj's natural decorations nor waterways.
Kèr Fliríhjaj 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 Fliríhjaj 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 Fliríhjaj'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..
Due to the actions of local Kami, summer is skipped in Kèr Fliríhjaj.
The Wolf near Kèr Fliríhjaj are known to be quite timid.
Kèr Fliríhjaj's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves ritual combat to channel Abjuration energies of tier 1 via 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: 4
Farm Laborer: 8
Hunters: 5
Milk Maids: 3
Ranchers: 1
Ranch Hands: 4
Shepherds: 3
Farmland: 5882 m2
Cattle and Similar Creatures: 364
Poultry: 4368
Swine: 291
Sheep: 14
Goats: 2
Horses, Mounts, and Beasts of Burden: 145
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 3
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 3
Candlemakers: 4
Carpenters: 4
Clothmakers: 3
Coach and Harness Makers: 1
Coopers: 3
Copper, Brass, Tin, Zinc, and Lead Workers: 2
Copyists: 1
Cutlers: 1
Fabricworkers: 3
Farrier: 10
Glassworkers: 5
Gunsmiths: 3
Harness-Makers: 1
Hatters: 2
Hosiery Workers: 1
Jewelers: 1
Leatherwrights: 3
Locksmiths: 1
Matchstick makers: 2
Musical Instrument Makers: 2
Painters, Structures and Fixtures: 1
Paper Workers: 2
Plasterers: 1
Pursemakers: 2
Roofers: 1
Ropemakers: 1
Rugmakers: 1
Saddlers: 2
Scabbardmakers: 3
Scalemakers: 1
Sculptors, Structures and Fixtures: 1
Shoemakers: 1
Soap and Tallow Workers: 4
Tailors: 10
Tanners: 1
Upholsterers: 2
Watchmakers: 2
Weavers: 4
Whitesmiths: 1
Merchants
Adventuring Goods Retellers: 1
Arcana Sellers: 1
Beer-Sellers: 1
Booksellers: 2
Butchers: 3
Chandlers: 3
Chicken Butchers: 3
Entrepreneurs: 1
Fine Clothiers: 3
Fishmongers: 3
Potion Sellers: 2
Resellers: 6
Spice Merchants: 2
Wine-sellers: 2
Wheelwright: 2
Woodsellers: 1
Service workers
Bakers: 7
Barbers: 6
Coachmen: 2
Cooks: 5
Doctors: 3
Gamekeepers: 2
Grooms: 1
Hairdressers: 6
Healers: 3
Housekeepers: 4
Housemaids: 8
House Stewards: 4
Inns: 1
Laundry maids: 2
Maidservants: 4
Nursery Maids: 2
Pastrycooks: 5
Restaurateur: 6
Tavern Keepers: 6
Specialized Laborer
Ashworkers: 2
Bleachers: 1
Coal Heavers: 3
In-Town Couriers: 3
Long Haul Couriers: 3
Dockyard Workers: 2
Hay Merchants: 1
Leech Collectors: 3
Millers: 3
Miners: 3
Oilmen and Polishers: 2
Postmen: 3
Pure Finder: 1
Skinners: 3
Tosher: 2
Warehousemen: 4
Watercarriers: 2
Watermen, Bargemen, etc.: 4
Skilled Laborers
Accountants: 1
Alchemist: 2
Clerk: 2
Dentists: 1
Educators: 3
Engineers: 2
Gardeners: 1
Mages: 1
Plumbers: 1
Pharmacist: 1
Scientists: 1
Civil Servants
Adventurers: 1
Bankers: 2
Civil Clerks: 3
Civic Iudex: 1
Exorcist: 3
Fixers: 1
Kami Clerk: 2
Landlords: 2
Lawyers: 1
Legend Keepers: 2
Militia Officers: 16
Monks, Monastic: 4
Monks, Civic: 4
Historian, Oral: 3
Historian, Textual: 1
Policemen, Sheriffs, etc.: 3
Priests: 6
Rangers: 1
Rat Catchers: 2
Scholars: 2
Spiritualist: 2
Storytellers: 5
Military Officers: 6
Cottage Industries
Brewers: 4
Comfort Services: 5
Enchanters: 1
Herbalists: 1
Jaminators: 5
Needleworkers: 5
Potters: 2
Preserve Makers: 4
Quilters: 2
Seamsters: 9
Spinners: 4
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: 5
Writers: 5
Produce Industries
Butter Churners: 5
Canners: 4
Cheesmakers: 5
Millers: 3
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 2
Tallowmakers: 3
473 of Kèr Fliríhjaj's population work within a Foundational Occupation.
28 work in Agriculture
104 work as Craftsmen
36 work as Merchants
77 work as Service Workers
45 work as General Laborers
16 work as Skilled Laborers
73 work as Civil Servants
46 work in Cottage Industries
22 work as Artists
26 work in Produce Industries
911 of Kèr Fliríhjaj's population do not work in a formal occupation, but do contribute to the local economy. 72 (5%) are noncontributers.
Points of Interest
Kèr Fliríhjaj was unknowingly built atop something unstable, and now that substrate is crumbling. It may be swampy ground or a decaying coastline, or it could be an ancient buried city that’s now giving way. In the case of some antique habitation, the denizens that once lived there might be boiling upward as their home is collapsing, or new opportunities may be revealed even as the community’s present structure is ruined.
The roads leading into Kèr Fliríhjaj 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 Fliríhjaj 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 Fliríhjaj lost 279 people, and 343 livestock in the disaster.. The disaster is remembered as the Horror Screams, after the sounds of the winds.