Large City: Kad Pák-hunf

Kad Pák-hunf

Kad Pák-hunf
Example Gnoll architecture.
StateNika
ProvenceDigitznä Principality
RegionE̜k Se̜n Fields
Founded1134
Community LeaderLord Qoůch́
Area57 km2 (22 mi2)
Average Yearly Temp3°C (37°F)
Average Elevation2808 m (9212 ft)
Average Yearly Precipitation227 cm/y (89 in/y)
Population13728
Population Density240 people per km2 (624 people per mi2)
Town AuraEnchantment
Naming
Native nameKad Pák-hunf
Pronunciation/pə˞k/ /hunf/
Direct Translation[tie] [glass]
Translation[Not Yet Translated]

Kad Pák-hunf (/pə˞k/ /hunf/ [tie] [glass]) is a temperate Large City located in the Digitznä Principality of the Nika.

The name Kad Pák-hunf is derived from the Goblin language, as Kad Pák-hunf was founded by Gnanvaihn, who was culturaly Gnoll.

Climate

Kad Pák-hunf has a yearly average temperature of 3°C (37°F), with its average temperature during the summer being an icy 23°C (73°F) and its average temperature during the winter being a cool -16°C (4°F). Kad Pák-hunf receives an average of 227 cm/y (89 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Kad Pák-hunf covers an area of nearly 57 km2 (22 mi2), and an average elevation of 2808 m (9212 ft) above sea level.

Overview

Kad Pák-hunf was founded durring the early 12th century in summer of the year 1134, by Gnanvaihn. 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 Gnanvaihn.

Kad Pák-hunf was built using the conventions of Gnoll durring the early 12th century. Naturaly, all settlmentss have their own look to them, and Kad Pák-hunf 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.

Kad Pák-hunf is buildings are arranged arrounded a highly ordered system of crampt cobblestone streets which form triangular paterns, allowing the incides of the octagons to be common grounds for the buildings on the edges, be it for parkland, yardspace, plazas, or markets. 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. Kad Pák-hunf's wall wouldn't hinder a proper army, but it is more than sufishent for bandits and other small marauding groups. Kad Pák-hunf's monster and outlaw focused 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.

Kad Pák-hunf has the unmistakable air of a city 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 Kad Pák-hunf ’s existence has dried up and the city is drifting down the stream of history as it dries up. Likely due to this, Kad Pák-hunf is, in a word, disorder. People seem to be allowed to do as they please with little harmoney to anything. It feels less like a city, and more like a spot people just happened to have homes. One cannot help but wonder what Kad Pák-hunf was like during the glorydays.

Civic Infrastructure

Kad Pák-hunf has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

Kad Pák-hunf 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 Kad Pák-hunf. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Kad Pák-hunf's parks.

Kad Pák-hunf has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kad Pák-hunf.

Kad Pák-hunf 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.

Kad Pák-hunf 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.

Kad Pák-hunf has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.

Kad Pák-hunf has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Kad Pák-hunf 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.

Kad Pák-hunf 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.

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

Kad Pák-hunf has an Arcane Academy which provides higher education in the arcane sciences.

Kad Pák-hunf 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. Kad Pák-hunf's grid is powered by an arcane means.

Kad Pák-hunf's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.

Kad Pák-hunf has a first rate hospital which caters to anyone in need of long term medical care.

Kad Pák-hunf 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 Kad Pák-hunf's natural decorations nor waterways.

Kad Pák-hunf 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.

Kad Pák-hunf 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.

Kad Pák-hunf 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

Religious leaders are influential in almost any community, but in Kad Pák-hunf they make up the final authorities. It may be an explicit theocracy, with rule by the clerics of a particular faith, or a temple might be so important and powerful that the official leaders are helpless to resist its will. The locals can be expected to be loyal adherents to the faith, or else the less pious majority is deeply intimidated by the religion’s believers.

Kad Pák-hunf's mayor's house was built using a different architectural style from the rest of the town. The style used is characterized by towering round arches, massive stone and brickwork, small windows, thick walls, and a propensity for housing art and sculpture depicting mythological scenes. The building's general shape would be a clever and ascetic combination of geometric shapes, which would be blended together by joining elements. The style's decorative features were largely internal rather than external and incorporated semicircular arches for windows, doors, and arcades; barrel or groin vaults to support the roof of the nave; massive piers and walls, with few windows, to contain the outward thrust of the vaults; side aisles with galleries above them..

In Kad Pák-hunf most nights are accompanied by colorful ribbons of light in the sky.

The Slithering Pit near Kad Pák-hunf are known to be almost tame, such that they can be put to domestic use.

Kad Pák-hunf's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves ritual combat to channel Charm 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: 28
  • Farmers: 41
  • Farm Laborer: 72
  • Hunters: 40
  • Milk Maids: 33
  • Ranchers: 17
  • Ranch Hands: 37
  • Shepherds: 36
    • Farmland: 55323 m2
    • Cattle and Similar Creatures: 3432
    • Poultry: 41184
    • Swine: 2745
    • Sheep: 137
    • Goats: 27
    • Horses, Mounts, and Beasts of Burden: 1372

Craftsmen

  • Arms and Toolmakers: 27
  • Blacksmiths: 28
  • Bookbinders: 17
  • Buckle-makers: 19
  • Cabinetmakers: 32
  • Candlemakers: 49
  • Carpenters: 46
  • Clothmakers: 39
  • Coach and Harness Makers: 14
  • Coopers: 32
  • Copper, Brass, Tin, Zinc, and Lead Workers: 18
  • Copyists: 13
  • Cutlers: 11
  • Fabricworkers: 30
  • Farrier: 94
  • Furriers: 8
  • Glassworkers: 44
  • Gunsmiths: 28
  • Harness-Makers: 12
  • Hatters: 26
  • Hosiery Workers: 9
  • Jewelers: 15
  • Leatherwrights: 37
  • Locksmiths: 13
  • Matchstick makers: 22
  • Musical Instrument Makers: 19
  • Painters, Structures and Fixtures: 17
  • Paper Workers: 19
  • Plasterers: 18
  • Pursemakers: 24
  • Roofers: 14
  • Ropemakers: 13
  • Rugmakers: 13
  • Saddlers: 26
  • Scabbardmakers: 32
  • Scalemakers: 14
  • Scientific, Surgical, and Optical Instrument Makers: 9
  • Sculptors, Structures and Fixtures: 13
  • Shoemakers: 13
  • Soap and Tallow Workers: 43
  • Tailors: 63
  • Tanners: 17
  • Upholsterers: 20
  • Watchmakers: 18
  • Weavers: 39
  • Whitesmiths: 10

Merchants

  • Adventuring Goods Retellers: 9
  • Arcana Sellers: 9
  • Beer-Sellers: 19
  • Booksellers: 20
  • Butchers: 35
  • Chandlers: 31
  • Chicken Butchers: 37
  • Entrepreneurs: 14
  • Fine Clothiers: 38
  • Fishmongers: 34
  • Florists: 8
  • Potion Sellers: 22
  • Resellers: 59
  • Spice Merchants: 18
  • Wine-sellers: 29
  • Wheelwright: 21
  • Woodsellers: 13

Service workers

  • Bakers: 85
  • Barbers: 74
  • Coachmen: 20
  • Cooks: 62
  • Doctors: 29
  • Gamekeepers: 22
  • Grooms: 12
  • Hairdressers: 44
  • Healers: 37
  • Housekeepers: 40
  • Housemaids: 65
  • House Stewards: 40
  • Inns: 13
  • Laundry maids: 24
  • Maidservants: 50
  • Nursery Maids: 25
  • Pastrycooks: 50
  • Restaurateur: 54
  • Tavern Keepers: 62

Specialized Laborer

  • Ashworkers: 19
  • Bleachers: 12
  • Chemical Workers: 7
  • Coal Heavers: 27
  • In-Town Couriers: 31
  • Long Haul Couriers: 30
  • Dockyard Workers: 27
  • Gas Workers: 6
  • Hay Merchants: 11
  • Leech Collectors: 33
  • Millers: 31
  • Miners: 29
  • Oilmen and Polishers: 21
  • Postmen: 28
  • Pure Finder: 17
  • Skinners: 44
  • Sugar Refiners: 7
  • Tosher: 21
  • Warehousemen: 52
  • Watercarriers: 28
  • Watermen, Bargemen, etc.: 37

Skilled Laborers

  • Accountants: 18
  • Alchemist: 20
  • Clerk: 28
  • Dentists: 14
  • Educators: 34
  • Engineers: 19
  • Gardeners: 13
  • Mages: 10
  • Plumbers: 14
  • Pharmacist: 16
  • Professors: 6
  • Scientists: 10
  • Wizards: 6

Civil Servants

  • Adventurers: 12
  • Bankers: 19
  • Civil Clerks: 31
  • Civic Iudex: 15
  • Consultants: 9
  • Exorcist: 29
  • Fixers: 15
  • Kami Clerk: 25
  • Landlords: 24
  • Lawyers: 17
  • Legend Keepers: 22
  • Militia Officers: 124
  • Monks, Monastic: 42
  • Monks, Civic: 40
  • Historian, Oral: 31
  • Historian, Textual: 16
  • Policemen, Sheriffs, etc.: 29
  • Priests: 52
  • Rangers: 19
  • Rat Catchers: 20
  • Scholars: 21
  • Spiritualist: 25
  • Slayers: 7
  • Storytellers: 48
  • Military Officers: 50

Cottage Industries

  • Brewers: 38
  • Comfort Services: 50
  • Enchanters: 15
  • Herbalists: 15
  • Jaminators: 49
  • Needleworkers: 45
  • Potters: 22
  • Preserve Makers: 38
  • Quilters: 19
  • Seamsters: 76
  • Spinners: 35
  • Tinker: 15
  • Weaver: 34

Artists

  • Actors: 14
  • Architects: 5
  • Bards: 20
  • Costumers: 8
  • Dancers: 15
  • Drafters: 9
  • Engravers: 10
  • Fine Furniture Carpenters: 6
  • Glaziers: 14
  • Inlayers: 12
  • Musicians: 40
  • Painters, Art: 7
  • Playwrights: 14
  • Sculptors, Art: 12
  • Wood Carvers: 54
  • Writers: 54

Produce Industries

  • Butter Churners: 41
  • Canners: 42
  • Cheesmakers: 49
  • Ice Merchants: 6
  • Millers: 28
  • Picklers: 22
  • Smokers: 16
  • Stockmakers: 14
  • Tobacconists: 22
  • Tallowmakers: 31

5121 of Kad Pák-hunf's population work within a Foundational Occupation.

8196 of Kad Pák-hunf's population do not work in a formal occupation, but do contribute to the local economy. 411 (3%) are noncontributers.

Points of Interest

The center of Kad Pák-hunf's town square was built around an ancient standing stone.

POI

History

The the a club of Truename Magic, an a club imbued with great amounts of Truename Magic energies was created in Kad Pák-hunf by in time immemorial, reportedly some time during the late 2nd century.

History