The name Kèr Li̊shmíhsh is derived from the Tauric language, as Kèr Li̊shmíhsh was founded by Jordan Tudor, who was culturaly Tauric.
Climate
Kèr Li̊shmíhsh has a yearly average temperature of 26°C (78°F), with its average temperature during the summer being a warm 29°C (84°F) and its average temperature during the winter being a pleasant 24°C (75°F). Kèr Li̊shmíhsh receives an average of 256 cm/y (100 in/y) of precipitation, most of which comes in the form of rain during the summer. Kèr Li̊shmíhsh covers an area of nearly 5 km2 (2 mi2), and an average elevation of 2688 m (8818 ft) above sea level.
Overview
Kèr Li̊shmíhsh was founded durring the early 13th century in fall of the year 1236, by Jordan Tudor. The establishment of the new community went well, with no major obsticles durring construction.
Kèr Li̊shmíhsh was built using the conventions of Tauric durring the early 13th century. Naturaly, all settlmentss have their own look to them, and Kèr Li̊shmíhsh 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 Li̊shmíhsh is is constructed arround a semi-circular broad flagstone mainstreet, with smaller strait roads linking the circiles to eachother at varrious points. The town is the proud owner of a properly designed set of renforced walls made from mighty querried stone blocks. Their construction and material choices would make a dwarf weap with joy, for each and every part of the elaborate fortifications are purly functional and robust well byond reason. Even nonexperts can tell the walls are an excelent defencive structure. Kèr Li̊shmíhsh's exceptionaly well made fortifications 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.
A look around Kèr Li̊shmíhsh 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 just long enough for it to be uncomfortable. A second look around Kèr Li̊shmíhsh makes it abundantly clear the town suffered something horrible some time ago. It's as if the town itself is depressed. Smiles are few, cheer is nowhere to be had.
Civic Infrastructure
Kèr Li̊shmíhsh has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kèr Li̊shmíhsh.
Kèr Li̊shmíhsh 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 Li̊shmíhsh 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 Li̊shmíhsh has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kèr Li̊shmíhsh's public wards, blessings, and other arcane systems.
Kèr Li̊shmíhsh 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 Li̊shmíhsh's grid is powered by a direct leyline tap.
Kèr Li̊shmíhsh 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 Li̊shmíhsh has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Kèr Li̊shmíhsh 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 Li̊shmíhsh's chapel was built using a different architectural style from the rest of the town. The style used embraces individualism and experimentation. It emerged as a movement against traditional, classical styles and sought to make buildings dynamic and fun while breaking the rules. The style incorporated elements of previous architectural styles in exaggerated and whimsical ways. Traditional, conservative leanings were void in this era, with most scholars of architecture agreeing it was a time of “anything goes.”.
In Kèr Li̊shmíhsh yeast remains dormant.
The Skinwraith near Kèr Li̊shmíhsh are known to be more aggressive than normal.
Kèr Li̊shmíhsh's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves sacrificing an animal to channel Wild Magic 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: 2
Farmers: 3
Farm Laborer: 8
Hunters: 4
Milk Maids: 3
Ranchers: 1
Ranch Hands: 3
Shepherds: 3
Farmland: 5201 m2
Cattle and Similar Creatures: 323
Poultry: 3882
Swine: 258
Sheep: 12
Goats: 2
Horses, Mounts, and Beasts of Burden: 129
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: 2
Farrier: 7
Glassworkers: 4
Gunsmiths: 2
Harness-Makers: 1
Hatters: 2
Jewelers: 1
Leatherwrights: 2
Locksmiths: 1
Matchstick makers: 2
Musical Instrument Makers: 1
Painters, Structures and Fixtures: 1
Paper Workers: 1
Plasterers: 1
Pursemakers: 2
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: 6
Tanners: 1
Upholsterers: 1
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: 5
Spice Merchants: 1
Wine-sellers: 2
Wheelwright: 2
Woodsellers: 1
Service workers
Bakers: 7
Barbers: 5
Coachmen: 1
Cooks: 5
Doctors: 2
Gamekeepers: 2
Grooms: 1
Hairdressers: 4
Healers: 3
Housekeepers: 4
Housemaids: 6
House Stewards: 4
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: 3
Miners: 3
Oilmen and Polishers: 2
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: 3
Civic Iudex: 1
Exorcist: 2
Fixers: 1
Kami Clerk: 2
Landlords: 2
Lawyers: 1
Legend Keepers: 2
Militia Officers: 9
Monks, Monastic: 3
Monks, Civic: 3
Historian, Oral: 3
Historian, Textual: 1
Policemen, Sheriffs, etc.: 2
Priests: 4
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: 4
Potters: 2
Preserve Makers: 3
Quilters: 1
Seamsters: 5
Spinners: 4
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: 4
Canners: 4
Cheesmakers: 4
Millers: 2
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 2
Tallowmakers: 3
395 of Kèr Li̊shmíhsh's population work within a Foundational Occupation.
25 work in Agriculture
86 work as Craftsmen
32 work as Merchants
67 work as Service Workers
40 work as General Laborers
12 work as Skilled Laborers
54 work as Civil Servants
37 work in Cottage Industries
19 work as Artists
23 work in Produce Industries
835 of Kèr Li̊shmíhsh's population do not work in a formal occupation, but do contribute to the local economy. 64 (5%) are noncontributers.
Points of Interest
Kèr Li̊shmíhsh is accessed from a nearby river via an intricate series of locks.
POI
History
Kèr Li̊shmíhsh is in secret rebellion against their ostensible liege, having cut deals with his enemies, plotted to betray him for their own gain, or bridled under his tyranny and sought a better lord. The community’s leadership is all in on this plot, and outside viceroys or representatives are being kept carefully ignorant of the reality. The common folk may be oblivious to the truth, though they’ll doubtless have felt the same motivations and promptings that convinced their leaders to turn traitor.
In time immemorial, reportedly some time during the late 2nd century the Kami blessed the town with good fortune for a year and a day. One of Kèr Li̊shmíhsh's local festivals commemorates this miracle.