Town: Kèr I̊pmecùt

Kèr I̊pmecùt

Kèr I̊pmecùt
Example Tauric architecture.
StateTetbur Commune
ProvenceUtièkíhf Noiē Region
RegionÅwy Vog Woodlands
Founded1284
Community LeaderElder Chith́ Williams
Area6 km2 (2 mi2)
Average Yearly Temp32°C (89°F)
Average Elevation668 m (2191 ft)
Average Yearly Precipitation204 cm/y (80 in/y)
Population1491
Population Density248 people per km2 (745 people per mi2)
Town AuraWild Magic
Naming
Native nameKèr I̊pmecùt
Pronunciation/i̘p/ /ˈmecʊt/
Direct Translation[hay] [canned (food)]
Translation[Not Yet Translated]

Kèr I̊pmecùt (/i̘p/ /ˈmecʊt/ [hay] [canned (food)]) is a subtropical Town located in the Utièkíhf Noiē Region of the Tetbur Commune.

The name Kèr I̊pmecùt is derived from the Tauric language, as Kèr I̊pmecùt was founded by Mbōb Mp̪fēb 'Crystal Sophie' Mēbōsh Mp̪f̄y Dā̌ Every Làkocà, who was culturaly Tauric.

Climate

Kèr I̊pmecùt has a yearly average temperature of 32°C (89°F), with its average temperature during the summer being a blistering 36°C (96°F) and its average temperature during the winter being a warm 29°C (84°F). Kèr I̊pmecùt receives an average of 204 cm/y (80 in/y) of precipitation, most of which comes in the form of rain during the fall. Kèr I̊pmecùt covers an area of nearly 6 km2 (2 mi2), and an average elevation of 668 m (2191 ft) above sea level.

Overview

Kèr I̊pmecùt was founded durring the late 14th century in fall of the year 1284, by Mbōb Mp̪fēb 'Crystal Sophie' Mēbōsh Mp̪f̄y Dā̌ Every Làkocà. The establishment of Kèr I̊pmecùt was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Mbōb Mp̪fēb 'Crystal Sophie' Mēbōsh Mp̪f̄y Dā̌ Every Làkocà struck deals with nearby nations and communities to establish Kèr I̊pmecùt as a prison colony.

Kèr I̊pmecùt was built using the conventions of Tauric durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Kèr I̊pmecùt is no diffrent. The town's buildings feature timber framed wooden shiethed or brick construction, which gives form to a very formalized, rational, expence effishent arcatectural style based on strictly symmetrical designs which universaly feature pitched roofs, shutters, and the occasional column or pilaster for a decorative touch.

Kèr I̊pmecùt is is constructed arround a series of spacious paverstone mainstreets which form overlapping circles, with smaller strait roads linking the circiles to eachother at varrious points. 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. The brittle defences 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.

A look around Kèr I̊pmecùt gives you an uneasy feeling. Everything is just a little too worn down, a little too dirty, or both. No one makes eye contact. Kids play quietly, but happily. Occasionally a passerby glances at you out of the corner of their eye, staring jsut long enough for it to be uncomfortable.

Civic Infrastructure

Kèr I̊pmecùt 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 I̊pmecùt. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Kèr I̊pmecùt's parks.

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

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

Kèr I̊pmecùt 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 I̊pmecùt's natural decorations nor waterways.

Kèr I̊pmecùt 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 I̊pmecùt 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

While Kèr I̊pmecùt has a public leader, the real authority is hidden from outsiders. This ruler may draw their authority from rationales unacceptable to outsiders, they may have cowed the public authority into obedience, or they may have a mutually beneficial private arrangement with the official ruler.

Kèr I̊pmecùt's garrison was built using a different architectural style from the rest of the town. The style used is admittedly strange and non-linear style rooted in defiance of symmetrical shapes. It championed the creation of buildings with a unique visual appearance. the structural norms of classic buildings and deforms or moves away from elementary architectural principles. By including non-linear designs processed into its buildings and favoring fragmentation, this style expressed a form of controlled chaos. Its buildings appear out-of-the-ordinary, draw the eye in immediately and sometimes create a feeling of strangeness. These distorted shapes and structure are not reserved to the building’s outer facade, they destabilize interior elements too, favoring minimalism and play on people’s perceptions by injecting a futuristic touch.

In Kèr I̊pmecùt rainbows form quite often above the Town.

The Shadow Fern near Kèr I̊pmecùt are known to be more aggressive than normal.

Kèr I̊pmecùt's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves sex to channel Charm energies of tier 1 via singing.

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: 4
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 6038 m2
    • Cattle and Similar Creatures: 372
    • Poultry: 4473
    • Swine: 298
    • Sheep: 14
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 149

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 2
  • 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: 8
  • Glassworkers: 4
  • 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: 5
  • Tailors: 6
  • Tanners: 1
  • Upholsterers: 2
  • Watchmakers: 2
  • Weavers: 3
  • Whitesmiths: 1

Merchants

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

Service workers

  • Bakers: 6
  • Barbers: 6
  • Coachmen: 2
  • Cooks: 5
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 4
  • 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: 4
  • Millers: 3
  • Miners: 3
  • Oilmen and Polishers: 2
  • Postmen: 3
  • Pure Finder: 1
  • Skinners: 4
  • Tosher: 2
  • Warehousemen: 6
  • 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
  • Exorcist: 3
  • Fixers: 1
  • Kami Clerk: 3
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 16
  • Monks, Monastic: 4
  • Monks, Civic: 5
  • 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: 5

Cottage Industries

  • Brewers: 4
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 5
  • Potters: 2
  • Preserve Makers: 4
  • Quilters: 2
  • Seamsters: 8
  • Spinners: 4
  • Tinker: 1
  • Weaver: 3

Artists

  • Actors: 1
  • Bards: 2
  • Dancers: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 4
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 5
  • Writers: 5

Produce Industries

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

471 of Kèr I̊pmecùt's population work within a Foundational Occupation.

976 of Kèr I̊pmecùt's population do not work in a formal occupation, but do contribute to the local economy. 44 (3%) are noncontributers.

Points of Interest

The center of Kèr I̊pmecùt's town square was built around an ancient standing stone.

POI

History

In time immemorial, reportedly some time during the late 2nd century, Kèr I̊pmecùt was attacked by soldiers from another nation, with orders to raid Kèr I̊pmecùt. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Kèr I̊pmecùt lost 195 people, 138 livestock, and 80 buildings. The conflict ended after roughly 62, when members of Kèr I̊pmecùt's militia enacted an operation to train a specific solgiers group for an upcoming operation. The operation was complicated by enemy spies who revealed the militia's plan. The conflict ended with needing to break through the enemy's lines, which ended in a stalemate for Kèr I̊pmecùt's forces. The war is remembered in legend by Kèr I̊pmecùt's bards, historians, and legend keepers.

History