I ǟf Kok Gri (/i/ /aːf kok/ [off white] [layout]) is a subtropical Large City located in the Krëchysnǟ Moot of the Rosid.
The name I ǟf Kok Gri is derived from the Goblin language, as I ǟf Kok Gri was founded by Klehl, who was culturaly Wood Elf.
Climate
I ǟf Kok Gri has a yearly average temperature of 8°C (46°F), with its average temperature during the summer being a warm 26°C (78°F) and its average temperature during the winter being a freezing -9°C (16°F). I ǟf Kok Gri receives an average of 153 cm/y (60 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. I ǟf Kok Gri covers an area of nearly 189 km2 (75 mi2), and an average elevation of 3520 m (11548 ft) above sea level.
Overview
I ǟf Kok Gri was founded durring the early 11th century, by Klehl. The establishment of I ǟf Kok Gri suffered from several major issues, resulting in the need to develop many solutions to basic problems. Problems such as a lack of fresh water, logistical support, poor quality tools, and the odd monster or two. Howeaver, these were overcome in time.
I ǟf Kok Gri was built using the conventions of Wood Elf durring the early 11th century. Naturaly, all settlmentss have their own look to them, and I ǟf Kok Gri is no diffrent. The city'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.
I ǟf Kok Gri is buildings are arranged arround a single broad cobblestone mainstreet with many smaller streets branching off of it which gives the city a over all rectangular shape, albit one warped and twisted by the nature of the curves of the main road. The city has a fortified albit thin brick wall. The wall has most of the feeatures of a typical castle wall, just on a much smaller scale and and budget. Notably brick isn't a particuarly soild choice for resisting siege weapons. I ǟf Kok Gri's wall wouldn't hinder a proper army, but it is more than sufishent for bandits and other small marauding groups. The city's monster and outlaw focused fortifications are visibly old, but also obviously well maintained. Its likly the local malishia or garrison are tasked with routine mantance of the city's defences.
A look around I ǟf Kok Gri has something terribly wrong with it. It’s impossible to put one’s finger on, but something is horribly wrong. Maybe it’s the way fog blankets the ground, but only in the connors of places. Maybe it’s the vermin scuttling between shadows in the corner of your eyes. Perhaps it’s the overcast sky which seemed to creep out of nowhere, or the distant howling of wolves. Maybe it’s all of those things together, or perhaps it's the way these elements combine which makes you worry someone might stab you in a dark ally for your boots. It’s not filthy, or dark, but the smiles seem strained, the locals seem to glare daggers in eachothers backs a little too much, and everyone is armed at all times. You may want to keep an eye on your valuables, and make sure you don’t wind up in any position of power. Regardless, you do not feel it would be wise to remain in I ǟf Kok Gri long.
Civic Infrastructure
I ǟf Kok Gri possesses a Aethary Link for its accademic, government, and financial institutions. Public Aethary access is available through one or more of these intitutions.
I ǟf Kok Gri has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
I ǟf Kok Gri 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 I ǟf Kok Gri. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for I ǟf Kok Gri's parks.
I ǟf Kok Gri has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within I ǟf Kok Gri.
I ǟf Kok Gri has a government-funded child care program, overseen by the local Department of Nursemaids, which is responsible for providing childcare to working-class citizens according to local ordinances.
I ǟf Kok Gri 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.
I ǟf Kok Gri has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.
I ǟf Kok Gri has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.
I ǟf Kok Gri 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.
I ǟf Kok Gri 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.
I ǟf Kok Gri has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain I ǟf Kok Gri's public wards, blessings, and other arcane systems.
I ǟf Kok Gri has an Scientific Academy which provides higher education in the natural sciences.
I ǟf Kok Gri 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 Large City. I ǟf Kok Gri's grid is powered by a god's will and kindness.
I ǟf Kok Gri's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.
I ǟf Kok Gri has a first rate hospital which caters to anyone in need of long term medical care.
I ǟf Kok Gri has a library, which keeps a large collection of books, scrolls, and archives all manner of physical items. While not open to the public, the librarians and scholars employed by the library will assist anyone with their research needs, and wealthy individuals can purchase membership to access the library's materials themselves. In spite of being generally closed to the public, the library has a room with several Aether Linked devices available to the public during business hours.
I ǟf Kok Gri 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 I ǟf Kok Gri's natural decorations nor waterways.
I ǟf Kok Gri has a Guild of Roadworkers, who are responsible for maintaining the roadways and public paths within town. They also have the duty of enforcing all civil laws relating to the roadways.
I ǟf Kok Gri 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.
I ǟf Kok Gri 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.
I ǟf Kok Gri is home to a University which provides higher education in a variety of fields, and also serves as a research institute for those same fields.
Cultural Notes
I ǟf Kok Gri's locals are divided into several castes. They may be organized by social role, by imputed nobility of birth, by ethnic origins, or any other dividing principle, but they cannot imagine any other way of organizing themselves. A hierarchy of castes is not inevitable, but there will be social and legal limits applied to ensure that each caste remains fixed in its function. The outside world may or may not respect these distinctions when dealing with the locals.
I ǟf Kok Gri's garrison was built using a different architectural style from the rest of the town. The style used has a sleek, linear appearance with stylized, often geometric ornamentation. The primary facade of its buildings often featured a series of set backs that create a stepped outline. Low-relief decorative panels can be found at entrances, around windows, along roof edges or as string courses. It was best known for its use of smooth finish building materials such as stucco, concrete block, glazed brick or mosaic tile. Decorative details can incorporate various artistic or exotic motifs to suit the building's function or the architect's whim. Chevrons, zigzags, and other geometrical motifs are common forms of ornament.
In I ǟf Kok Gri sometimes, near one of the seasonal solstices, the sun appears to split into three and it rains from a clear sky for several hours.
The Ahlinni near I ǟf Kok Gri are known to be almost tame, such that they can be put to domestic use.
I ǟf Kok Gri's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves line dance to channel Summoning energies of tier 2 via oratory performances.
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: 91
Farmers: 134
Farm Laborer: 296
Hunters: 164
Milk Maids: 108
Ranchers: 55
Ranch Hands: 125
Shepherds: 111
Farmland: 180079 m2
Cattle and Similar Creatures: 11116
Poultry: 133392
Swine: 8892
Sheep: 444
Goats: 88
Horses, Mounts, and Beasts of Burden: 4446
Craftsmen
Arms and Toolmakers: 90
Blacksmiths: 101
Bookbinders: 56
Buckle-makers: 60
Cabinetmakers: 92
Candlemakers: 158
Carpenters: 167
Clothmakers: 127
Coach and Harness Makers: 48
Coopers: 127
Copper, Brass, Tin, Zinc, and Lead Workers: 61
Copyists: 42
Cutlers: 36
Fabricworkers: 108
Farrier: 286
Furriers: 28
Glassworkers: 143
Gunsmiths: 104
Harness-Makers: 43
Hatters: 86
Hosiery Workers: 31
Jewelers: 51
Leatherwrights: 114
Locksmiths: 45
Matchstick makers: 70
Musical Instrument Makers: 68
Painters, Structures and Fixtures: 54
Paper Workers: 61
Plasterers: 57
Pursemakers: 72
Roofers: 47
Ropemakers: 44
Rugmakers: 43
Saddlers: 80
Scabbardmakers: 99
Scalemakers: 45
Scientific, Surgical, and Optical Instrument Makers: 28
Sculptors, Structures and Fixtures: 41
Shoemakers: 44
Soap and Tallow Workers: 167
Tailors: 269
Tanners: 58
Upholsterers: 62
Watchmakers: 63
Weavers: 127
Whitesmiths: 35
Merchants
Adventuring Goods Retellers: 30
Arcana Sellers: 31
Beer-Sellers: 60
Booksellers: 75
Butchers: 117
Chandlers: 105
Chicken Butchers: 115
Entrepreneurs: 46
Fine Clothiers: 111
Fishmongers: 117
Florists: 27
Potion Sellers: 76
Resellers: 171
Spice Merchants: 60
Wine-sellers: 87
Wheelwright: 72
Woodsellers: 41
Service workers
Bakers: 296
Barbers: 181
Coachmen: 64
Cooks: 185
Doctors: 97
Gamekeepers: 69
Grooms: 38
Hairdressers: 158
Healers: 118
Housekeepers: 130
Housemaids: 211
House Stewards: 134
Inns: 43
Laundry maids: 79
Maidservants: 138
Nursery Maids: 82
Pastrycooks: 164
Restaurateur: 177
Tavern Keepers: 193
Specialized Laborer
Ashworkers: 63
Bleachers: 40
Chemical Workers: 26
Coal Heavers: 90
In-Town Couriers: 92
Long Haul Couriers: 98
Dockyard Workers: 87
Gas Workers: 21
Hay Merchants: 37
Leech Collectors: 121
Millers: 114
Miners: 101
Oilmen and Polishers: 72
Postmen: 98
Pure Finder: 58
Skinners: 127
Sugar Refiners: 25
Tosher: 68
Warehousemen: 138
Watercarriers: 97
Watermen, Bargemen, etc.: 138
Skilled Laborers
Accountants: 55
Alchemist: 64
Clerk: 90
Dentists: 43
Educators: 115
Engineers: 67
Gardeners: 45
Mages: 33
Plumbers: 47
Pharmacist: 53
Professors: 19
Scientists: 33
Wizards: 19
Civil Servants
Adventurers: 43
Bankers: 60
Civil Clerks: 96
Civic Iudex: 47
Consultants: 29
Exorcist: 98
Fixers: 52
Kami Clerk: 84
Landlords: 81
Lawyers: 54
Legend Keepers: 71
Militia Officers: 370
Monks, Monastic: 138
Monks, Civic: 143
Historian, Oral: 96
Historian, Textual: 54
Policemen, Sheriffs, etc.: 111
Priests: 185
Rangers: 59
Rat Catchers: 70
Scholars: 67
Spiritualist: 75
Slayers: 25
Storytellers: 167
Military Officers: 153
Cottage Industries
Brewers: 138
Comfort Services: 193
Enchanters: 48
Herbalists: 50
Jaminators: 153
Needleworkers: 138
Potters: 75
Preserve Makers: 134
Quilters: 66
Seamsters: 277
Spinners: 138
Tinker: 51
Weaver: 114
Artists
Actors: 47
Architects: 17
Bards: 65
Costumers: 27
Dancers: 52
Drafters: 28
Engravers: 35
Fine Furniture Carpenters: 21
Glaziers: 47
Inlayers: 44
Musicians: 138
Painters, Art: 23
Playwrights: 47
Sculptors, Art: 38
Wood Carvers: 148
Writers: 171
Produce Industries
Butter Churners: 148
Canners: 123
Cheesmakers: 158
Ice Merchants: 19
Millers: 90
Picklers: 76
Smokers: 56
Stockmakers: 50
Tobacconists: 67
Tallowmakers: 105
16966 of I ǟf Kok Gri's population work within a Foundational Occupation.
993 work in Agriculture
3838 work as Craftsmen
1341 work as Merchants
2557 work as Service Workers
1711 work as General Laborers
683 work as Skilled Laborers
2428 work as Civil Servants
1575 work in Cottage Industries
948 work as Artists
892 work in Produce Industries
24831 of I ǟf Kok Gri's population do not work in a formal occupation, but do contribute to the local economy. 2667 (6%) are noncontributers.
Points of Interest
I ǟf Kok Gri's is something of a geological and arcane anomaly, as neither physical nor magical law entirely explains its formation.
POI
History
The the a pair of goggles of Transmutation, an a pair of goggles imbued with great amounts of Transmutation energies was created in I ǟf Kok Gri by in time immemorial, reportedly some time during the early 2nd century.