The name Kèr Kverfíhup is derived from the Tauric language, as Kèr Kverfíhup was founded by Rhian Vaugh, who was culturaly Tauric.
Climate
Kèr Kverfíhup has a yearly average temperature of 25°C (77°F), with its average temperature during the summer being a warm 30°C (86°F) and its average temperature during the winter being a cool 20°C (68°F). Kèr Kverfíhup receives an average of 170 cm/y (66 in/y) of precipitation, most of which comes in the form of rain during the fall. Kèr Kverfíhup covers an area of nearly 5 km2 (2 mi2), and an average elevation of 1988 m (6522 ft) above sea level.
Overview
Kèr Kverfíhup was founded durring the late 12th century in summer of the year 1059, by Rhian Vaugh. The establishment of the new community went well, with no major obsticles durring construction.
Kèr Kverfíhup was built using the conventions of Tauric durring the late 12th century. Naturaly, all settlmentss have their own look to them, and Kèr Kverfíhup is no diffrent. The town's buildings feature plaster covered brickwork used to form structures with an emphasis on symmetry, proportion, geometry and the regularity of parts. Orderly arrangements of columns, pilasters and lintels, as well as the use of semicircular arches, hemispherical domes, niches and aediculae can be found everywhere such that only size of building and yard can be used to measure the general prosparity of a given building's owners due to a general wealthy feeling the style gives off.
Kèr Kverfíhup is buildings are grouped arround an odd layout of restrictive cobblestone streets, which seems to be based on an overlapping squair patern such that there are small squares at the cornor of every bigger square. Sometimes buildings exist in the smaller squaires, other times they are open spaces, or occupied by temporary structures. The town is protected by a well-crafted cobblestone fence tall enough to provide adiquite cover for defenders to fire from, but no more than that. Kèr Kverfíhup's frontieer-style defences are in an unremarkable state. To some, this is the ideal sate for defences to be in. In need of absoutly nothing, and ready to serve the town as needed.
Kèr Kverfíhup seems to be abandoned at first. There are people present, working their trades and going about their business like any community, it’s just they are absurdly quiet. Just as you start to think there might be trouble, you see most of them are reading. The entire town feels like a library, with those not reading remaining quite to not disturb those who have their nose in a book. The longer you remain in Kèr Kverfíhup the more you start to wonder if you’ve entered some strange open-concept University rather than a town, but you can’t quite say such with certainty.
Civic Infrastructure
Kèr Kverfíhup has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kèr Kverfíhup.
Kèr Kverfíhup 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 Kverfíhup 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 Kverfíhup 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 Kverfíhup has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kèr Kverfíhup's public wards, blessings, and other arcane systems.
Kèr Kverfíhup possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.
Kèr Kverfíhup has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Kèr Kverfíhup 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 Kverfíhup's bank was built using a different architectural style from the rest of the town. The style used is known primarily for its use of abstraction and simplicity. Clean lines, right angles, and primary colors characterized this aesthetic and art movement expressed via architecture and paintings. Its design ethos allows only primary colors and non-colors, only squares and rectangles, only straight and horizontal or vertical lines. Vertical and horizontal lines are positioned in layers or planes that do not intersect, thereby allowing each element to exist independently and unobstructed by other elements. These seemingly impossible principals for an architectural style coalesces into structures which most experts find hard to put into words. It is not that their geometry is impossible, but rather the style's attempt at producing works only describable visually was most successful..
In Kèr Kverfíhup rainbows form quite often above the Town.
The Cat, Common near Kèr Kverfíhup are known to be a mutant strain of the creature.
Kèr Kverfíhup's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves bloodletting to channel Summoning energies of tier 1 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: 3
Farm Laborer: 8
Hunters: 4
Milk Maids: 3
Ranchers: 1
Ranch Hands: 3
Shepherds: 2
Farmland: 4868 m2
Cattle and Similar Creatures: 301
Poultry: 3615
Swine: 241
Sheep: 12
Goats: 2
Horses, Mounts, and Beasts of Burden: 120
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 2
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 2
Candlemakers: 3
Carpenters: 3
Clothmakers: 3
Coach and Harness Makers: 1
Coopers: 2
Copper, Brass, Tin, Zinc, and Lead Workers: 1
Copyists: 1
Cutlers: 1
Fabricworkers: 2
Farrier: 7
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: 1
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: 8
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: 2
Potion Sellers: 2
Resellers: 5
Spice Merchants: 1
Wine-sellers: 2
Wheelwright: 1
Woodsellers: 1
Service workers
Bakers: 5
Barbers: 5
Coachmen: 1
Cooks: 6
Doctors: 2
Gamekeepers: 1
Grooms: 1
Hairdressers: 3
Healers: 3
Housekeepers: 3
Housemaids: 6
House Stewards: 3
Inns: 1
Laundry maids: 2
Maidservants: 4
Nursery Maids: 2
Pastrycooks: 4
Restaurateur: 5
Tavern Keepers: 5
Specialized Laborer
Ashworkers: 1
Bleachers: 1
Coal Heavers: 2
In-Town Couriers: 2
Long Haul Couriers: 3
Dockyard Workers: 2
Hay Merchants: 1
Leech Collectors: 3
Millers: 2
Miners: 2
Oilmen and Polishers: 1
Postmen: 2
Pure Finder: 1
Skinners: 3
Tosher: 2
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: 12
Monks, Monastic: 3
Monks, Civic: 4
Historian, Oral: 2
Historian, Textual: 1
Policemen, Sheriffs, etc.: 2
Priests: 5
Rangers: 1
Rat Catchers: 1
Scholars: 1
Spiritualist: 2
Storytellers: 4
Military Officers: 4
Cottage Industries
Brewers: 3
Comfort Services: 5
Enchanters: 1
Herbalists: 1
Jaminators: 4
Needleworkers: 3
Potters: 2
Preserve Makers: 3
Quilters: 1
Seamsters: 6
Spinners: 3
Tinker: 1
Weaver: 3
Artists
Actors: 1
Bards: 1
Dancers: 1
Engravers: 1
Glaziers: 1
Inlayers: 1
Musicians: 3
Playwrights: 1
Sculptors, Art: 1
Wood Carvers: 4
Writers: 4
Produce Industries
Butter Churners: 3
Canners: 3
Cheesmakers: 4
Millers: 2
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 1
Tallowmakers: 2
375 of Kèr Kverfíhup's population work within a Foundational Occupation.
24 work in Agriculture
80 work as Craftsmen
29 work as Merchants
62 work as Service Workers
37 work as General Laborers
12 work as Skilled Laborers
57 work as Civil Servants
36 work in Cottage Industries
19 work as Artists
19 work in Produce Industries
758 of Kèr Kverfíhup's population do not work in a formal occupation, but do contribute to the local economy. 72 (6%) are noncontributers.
Points of Interest
Kèr Kverfíhup's is something of a geological and arcane anomaly, as neither physical nor magical law entirely explains its formation.
POI
History
Kèr Kverfíhup's residents established a new industry (19014 % 6)+1 years ago, and it’s making them a great deal of profit. Old patterns of authority and wealth are being disrupted, and the old gentry are unlikely to be pleased about it. They may be trying to take over the industry, or they may have been the ones to enable it in the first place and are using it to crush the life out of any rival power bases. Outsiders might be playing a major role as well, and it could be they plot to siphon off the profits.
In time immemorial, reportedly some time during the early 2nd century, Kèr Kverfíhup was attacked by soldiers from another nation, waging a greater campaign. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Kèr Kverfíhup lost 231 people, 148 livestock, and 61 buildings. The conflict ended after roughly 186, when members of Kèr Kverfíhup's militia enacted an operation to assassinate an enemyreligious figure. The operation was complicated by one of the key objectives in the operation requiring sticking to a very strict and short time table. The conflict ended with needing to break through the enemy's lines, which ended in victory for Kèr Kverfíhup's forces. The war is remembered in legend by Kèr Kverfíhup's bards, historians, and legend keepers.