Kèr J̼umfíhb (/j̼um/ /fɪ̞b/ [fury] [white; blank; clear]) is a subtropical Town located in the Kririsi̊mù Region of the Tetbur Commune.
The name Kèr J̼umfíhb is derived from the Tauric language, as Kèr J̼umfíhb was founded by Êyèdsm Glyn, who was culturaly Tauric.
Climate
Kèr J̼umfíhb has a yearly average temperature of 31°C (87°F), with its average temperature during the summer being a blistering 34°C (93°F) and its average temperature during the winter being a warm 28°C (82°F). Kèr J̼umfíhb receives an average of 273 cm/y (107 in/y) of precipitation, most of which comes in the form of rain during the summer. Kèr J̼umfíhb covers an area of nearly 5 km2 (2 mi2), and an average elevation of 2508 m (8228 ft) above sea level.
Overview
Kèr J̼umfíhb was founded durring the late 12th century in spring of the year 1051, by Êyèdsm Glyn. The establishment of the new community went well, though many minor issues had to be solved as time went on. This was enough to delay construction and push back the formal opening ceramony, leading to some embarisment for Êyèdsm Glyn.
Kèr J̼umfíhb was built using the conventions of Tauric durring the late 12th century. Naturaly, all settlmentss have their own look to them, and Kèr J̼umfíhb 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 J̼umfíhb is is constructed arround a series of premissive cobblestone mainstreets which form overlapping circles, with smaller strait roads linking the circiles to eachother at varrious points. The town is the proud owner of a thick set of fortified walls fashioned from querried stone blocks. While not up to snuff for a fort or castle wall, the town's walls are naturaly much larger than those of forts or castles. Therefore, the construction such a wall is most expencive. Kèr J̼umfíhb's buget focused wall would serve its community well in battle in spite of looking unimpressive compared to castles and fortresses. Kèr J̼umfíhb's top tier civilian fortifications are suffering from significent damage, so much so that examples can be pointed to no matter which section one might have within their line of site, and most of which render sections inoperable at present.
Kèr J̼umfíhb has the unmistakable air of a town on its last legs. Everything is a bit slipshod and ramshackle. Everyone is at work, or drinking. No one has anything in their eyes other than fear and despair. Whatever industry once fueled Kèr J̼umfíhb ’s existence has dried up and the town is drifting down the stream of history as it dries up.
Civic Infrastructure
Kèr J̼umfíhb possesses a city-wide Aethary Link which provides Aethary access anywhere within its metropolitan. This allows citizens who can afford the relevant devices access in their places of work, and rarely homes.
Kèr J̼umfíhb has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Kèr J̼umfíhb 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 J̼umfíhb. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Kèr J̼umfíhb's parks.
Kèr J̼umfíhb has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kèr J̼umfíhb.
Kèr J̼umfíhb 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 J̼umfíhb has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.
Kèr J̼umfíhb 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 J̼umfíhb 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 J̼umfíhb has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kèr J̼umfíhb's public wards, blessings, and other arcane systems.
Kèr J̼umfíhb 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 J̼umfíhb's grid is powered by hydrogalvanic generators.
Kèr J̼umfíhb possesses an older civil lighting system consisting of street lamps. In spite of the Galvanic Grid, these lights continue to use their old fule sources to provide nighttime illumination to all city streets.
Kèr J̼umfíhb 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 J̼umfíhb's natural decorations nor waterways.
Kèr J̼umfíhb 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 J̼umfíhb 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 J̼umfíhb's chapel was built using a different architectural style from the rest of the town. The style used is best known for the combined use of arcuated and trabeated construction, employing arches and constructed with post and lintel. The arch served as the style's chief structural element, with flanking columns serving as buttresses or decorations. While the general shape of their structures could be generously described as simplistic, the use of these arches and columns created a most distinct ascetic which is easily distinguishable on sight to armatures and experts alike.
In Kèr J̼umfíhb all of the cats speak in a dead language.
The Giant cockroach near Kèr J̼umfíhb are known to be a mutant strain of the creature.
Kèr J̼umfíhb's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves line dance to channel Mysticism energies of tier 2 via recitation of scripture.
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: 5720 m2
Cattle and Similar Creatures: 352
Poultry: 4227
Swine: 281
Sheep: 14
Goats: 2
Horses, Mounts, and Beasts of Burden: 140
Craftsmen
Arms and Toolmakers: 3
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: 1
Copyists: 1
Cutlers: 1
Fabricworkers: 3
Farrier: 8
Glassworkers: 5
Gunsmiths: 2
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: 6
Tanners: 1
Upholsterers: 2
Watchmakers: 1
Weavers: 3
Whitesmiths: 1
Merchants
Beer-Sellers: 1
Booksellers: 2
Butchers: 3
Chandlers: 3
Chicken Butchers: 3
Entrepreneurs: 1
Fine Clothiers: 3
Fishmongers: 3
Potion Sellers: 2
Resellers: 7
Spice Merchants: 1
Wine-sellers: 3
Wheelwright: 2
Woodsellers: 1
Service workers
Bakers: 6
Barbers: 8
Coachmen: 2
Cooks: 5
Doctors: 3
Gamekeepers: 2
Grooms: 1
Hairdressers: 4
Healers: 3
Housekeepers: 4
Housemaids: 7
House Stewards: 3
Inns: 1
Laundry maids: 2
Maidservants: 4
Nursery Maids: 2
Pastrycooks: 4
Restaurateur: 4
Tavern Keepers: 5
Specialized Laborer
Ashworkers: 1
Bleachers: 1
Coal Heavers: 2
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: 4
Tosher: 2
Warehousemen: 4
Watercarriers: 2
Watermen, Bargemen, etc.: 4
Skilled Laborers
Accountants: 1
Alchemist: 2
Clerk: 2
Dentists: 1
Educators: 4
Engineers: 2
Gardeners: 1
Mages: 1
Plumbers: 1
Pharmacist: 1
Scientists: 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: 4
Historian, Oral: 3
Historian, Textual: 1
Policemen, Sheriffs, etc.: 2
Priests: 6
Rangers: 2
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: 4
Potters: 2
Preserve Makers: 4
Quilters: 2
Seamsters: 6
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: 4
Canners: 4
Cheesmakers: 4
Millers: 2
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 2
Tallowmakers: 3
439 of Kèr J̼umfíhb's population work within a Foundational Occupation.
26 work in Agriculture
95 work as Craftsmen
35 work as Merchants
70 work as Service Workers
44 work as General Laborers
17 work as Skilled Laborers
65 work as Civil Servants
41 work in Cottage Industries
23 work as Artists
23 work in Produce Industries
886 of Kèr J̼umfíhb's population do not work in a formal occupation, but do contribute to the local economy. 84 (6%) are noncontributers.
Points of Interest
Some important ruler or leading figure resides in the community. This may be the seat of a regional lord, or it could be the traditional residence of a high priest, great magus, merchant house, or other wielder of influence. The community itself may or may not be under their direct control, but the wishes of the august figure must be acknowledged by the locals.
Kèr J̼umfíhb is known for its unusual rock formations.
POI
History
In time immemorial, reportedly some time during the early 2nd century, Kèr J̼umfíhb was attacked by savage ettins living nearby. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Kèr J̼umfíhb lost 168 people, 114 livestock, and 81 buildings. The conflict ended after roughly 167, when members of Kèr J̼umfíhb's militia enacted an operation to defend a particular religious figure, and ensure they remain out of enemy hands. The operation was complicated by a significant percentage of the militia choose to go abandon the operation and return home. The conflict ended with pitched battle between both forces, which ended in defeat for Kèr J̼umfíhb's forces. The war is remembered in legend by Kèr J̼umfíhb's bards, historians, and legend keepers.