Large City: Kad Rjard-wo

Kad Rjard-wo

Kad Rjard-wo
Example Gnoll architecture.
StateCochi
ProvenceSlïrddáms Principality
RegionFrōk-vlök Woods
Founded964
Community LeaderLord Kthîv
Area81 km2 (32 mi2)
Average Yearly Temp5°C (41°F)
Average Elevation1708 m (5603 ft)
Average Yearly Precipitation205 cm/y (80 in/y)
Population19289
Population Density238 people per km2 (602 people per mi2)
Town AuraWild Magic
Naming
Native nameKad Rjard-wo
Pronunciation/rjard/ /wo/
Direct Translation[backward] [science]
Translation[Not Yet Translated]

Kad Rjard-wo (/rjard/ /wo/ [backward] [science]) is a temperate Large City located in the Slïrddáms Principality of the Cochi.

The name Kad Rjard-wo is derived from the Goblin language, as Kad Rjard-wo was founded by Brêbè, who was culturaly Gnoll.

Climate

Kad Rjard-wo has a yearly average temperature of 5°C (41°F), with its average temperature during the summer being a cold 2°C (35°F) and its average temperature during the winter being a cold 9°C (48°F). Kad Rjard-wo receives an average of 205 cm/y (80 in/y) of precipitation, most of which comes in the form of snow during the brutaly long winter months. Kad Rjard-wo covers an area of nearly 81 km2 (32 mi2), and an average elevation of 1708 m (5603 ft) above sea level.

Overview

Kad Rjard-wo was founded durring the late 11th century, by Brêbè. The establishment of Kad Rjard-wo was somewhat plagued by a lack of willing colonists, leading to Brêbè electing to pay people to resettle in Kad Rjard-wo.

Kad Rjard-wo was built using the conventions of Gnoll durring the late 11th century. Naturaly, all settlmentss have their own look to them, and Kad Rjard-wo is no diffrent. The city'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.

Kad Rjard-wo is buildings have been located at convienant points along the pond Kad Rjard-wo was built upon. Navigating the town is therefore a little chalanging as the distance between buildings verris greatly and the spacious cobblestone streets flow where they are able to be made rather than folowing the most convienant paths. The city posesses a fortified albit thin wall of querried stone. This wall posesses most of the features of a castle wall, though it is constructed from cheeper inferior stone. It would pose a minor chalange for an attacking army, though it's clear the wall's true purpose is to crush the hopes of bandits and marauders. Astonishigly, the failry decent fortifications are in pristine condishion, as if they had just been finished before you laied eyes upon them.

A look around Kad Rjard-wo 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 scutteling 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 with the abundance of schools, libraries, and other academic structures. Locals can be overheard having academic discussions, as well as talking about scholarly subjects in general. It’s quite clear the city places a lot of value on education and being a learned individual. Regardless, you do not feel it would be wise to remain in Kad Rjard-wo long.

Civic Infrastructure

Kad Rjard-wo possesses a Aethary Link for its accademic, government, and financial institutions. Public Aethary access is available through one or more of these intitutions.

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

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

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

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

Kad Rjard-wo has an Scientific Academy which provides higher education in the natural sciences.

Kad Rjard-wo 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 Rjard-wo's grid is powered by an arcane means.

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

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

Kad Rjard-wo 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.

Kad Rjard-wo 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 Rjard-wo's natural decorations nor waterways.

Kad Rjard-wo 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 Rjard-wo 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 Rjard-wo 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

Kad Rjard-wo's garrison was built using a different architectural style from the rest of the town. The style used is admittedly strange and non-linear style rooted in defiance of symmetrical shapes. It championed the creation of buildings with a unique visual appearance. the structural norms of classic buildings and deforms or moves away from elementary architectural principles. By including non-linear designs processed into its buildings and favoring fragmentation, this style expressed a form of controlled chaos. Its buildings appear out-of-the-ordinary, draw the eye in immediately and sometimes create a feeling of strangeness. These distorted shapes and structure are not reserved to the building’s outer facade, they destabilize interior elements too, favoring minimalism and play on people’s perceptions by injecting a futuristic touch.

In Kad Rjard-wo all of the cats speak in a dead language.

The Xtabay near Kad Rjard-wo are known to be more aggressive than normal.

Kad Rjard-wo's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves orgies to channel Wild Magic energies of tier 1 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: 38
  • Farmers: 56
  • Farm Laborer: 87
  • Hunters: 64
  • Milk Maids: 55
  • Ranchers: 25
  • Ranch Hands: 51
  • Shepherds: 50
    • Farmland: 77734 m2
    • Cattle and Similar Creatures: 4822
    • Poultry: 57867
    • Swine: 3857
    • Sheep: 192
    • Goats: 38
    • Horses, Mounts, and Beasts of Burden: 1928

Craftsmen

  • Arms and Toolmakers: 39
  • Blacksmiths: 47
  • Bookbinders: 24
  • Buckle-makers: 27
  • Cabinetmakers: 44
  • Candlemakers: 56
  • Carpenters: 57
  • Clothmakers: 56
  • Coach and Harness Makers: 20
  • Coopers: 44
  • Copper, Brass, Tin, Zinc, and Lead Workers: 25
  • Copyists: 19
  • Cutlers: 15
  • Fabricworkers: 40
  • Farrier: 116
  • Furriers: 12
  • Glassworkers: 62
  • Gunsmiths: 40
  • Harness-Makers: 18
  • Hatters: 39
  • Hosiery Workers: 13
  • Jewelers: 21
  • Leatherwrights: 48
  • Locksmiths: 19
  • Matchstick makers: 31
  • Musical Instrument Makers: 28
  • Painters, Structures and Fixtures: 25
  • Paper Workers: 29
  • Plasterers: 24
  • Pursemakers: 33
  • Roofers: 19
  • Ropemakers: 19
  • Rugmakers: 18
  • Saddlers: 38
  • Scabbardmakers: 44
  • Scalemakers: 19
  • Scientific, Surgical, and Optical Instrument Makers: 12
  • Sculptors, Structures and Fixtures: 18
  • Shoemakers: 18
  • Soap and Tallow Workers: 63
  • Tailors: 110
  • Tanners: 25
  • Upholsterers: 27
  • Watchmakers: 26
  • Weavers: 60
  • Whitesmiths: 15

Merchants

  • Adventuring Goods Retellers: 13
  • Arcana Sellers: 13
  • Beer-Sellers: 26
  • Booksellers: 31
  • Butchers: 47
  • Chandlers: 53
  • Chicken Butchers: 50
  • Entrepreneurs: 19
  • Fine Clothiers: 52
  • Fishmongers: 52
  • Florists: 11
  • Potion Sellers: 33
  • Resellers: 83
  • Spice Merchants: 26
  • Wine-sellers: 38
  • Wheelwright: 28
  • Woodsellers: 18

Service workers

  • Bakers: 107
  • Barbers: 94
  • Coachmen: 30
  • Cooks: 80
  • Doctors: 42
  • Gamekeepers: 32
  • Grooms: 17
  • Hairdressers: 68
  • Healers: 55
  • Housekeepers: 64
  • Housemaids: 91
  • House Stewards: 50
  • Inns: 19
  • Laundry maids: 36
  • Maidservants: 66
  • Nursery Maids: 33
  • Pastrycooks: 56
  • Restaurateur: 74
  • Tavern Keepers: 71

Specialized Laborer

  • Ashworkers: 26
  • Bleachers: 17
  • Chemical Workers: 11
  • Coal Heavers: 39
  • In-Town Couriers: 40
  • Long Haul Couriers: 45
  • Dockyard Workers: 40
  • Gas Workers: 9
  • Hay Merchants: 16
  • Leech Collectors: 52
  • Millers: 47
  • Miners: 45
  • Oilmen and Polishers: 30
  • Postmen: 42
  • Pure Finder: 25
  • Skinners: 53
  • Sugar Refiners: 11
  • Tosher: 29
  • Warehousemen: 62
  • Watercarriers: 41
  • Watermen, Bargemen, etc.: 53

Skilled Laborers

  • Accountants: 25
  • Alchemist: 29
  • Clerk: 41
  • Dentists: 19
  • Educators: 51
  • Engineers: 27
  • Gardeners: 18
  • Mages: 14
  • Plumbers: 20
  • Pharmacist: 22
  • Professors: 8
  • Scientists: 14
  • Wizards: 8

Civil Servants

  • Adventurers: 18
  • Bankers: 26
  • Civil Clerks: 47
  • Civic Iudex: 21
  • Consultants: 12
  • Exorcist: 41
  • Fixers: 22
  • Kami Clerk: 36
  • Landlords: 34
  • Lawyers: 23
  • Legend Keepers: 31
  • Militia Officers: 175
  • Monks, Monastic: 62
  • Monks, Civic: 58
  • Historian, Oral: 41
  • Historian, Textual: 22
  • Policemen, Sheriffs, etc.: 47
  • Priests: 91
  • Rangers: 26
  • Rat Catchers: 30
  • Scholars: 29
  • Spiritualist: 37
  • Slayers: 10
  • Storytellers: 65
  • Military Officers: 58

Cottage Industries

  • Brewers: 60
  • Comfort Services: 66
  • Enchanters: 21
  • Herbalists: 22
  • Jaminators: 64
  • Needleworkers: 64
  • Potters: 32
  • Preserve Makers: 52
  • Quilters: 28
  • Seamsters: 91
  • Spinners: 55
  • Tinker: 21
  • Weaver: 52

Artists

  • Actors: 21
  • Architects: 7
  • Bards: 29
  • Costumers: 11
  • Dancers: 21
  • Drafters: 12
  • Engravers: 15
  • Fine Furniture Carpenters: 9
  • Glaziers: 19
  • Inlayers: 18
  • Musicians: 56
  • Painters, Art: 9
  • Playwrights: 20
  • Sculptors, Art: 16
  • Wood Carvers: 64
  • Writers: 66

Produce Industries

  • Butter Churners: 66
  • Canners: 66
  • Cheesmakers: 60
  • Ice Merchants: 8
  • Millers: 38
  • Picklers: 32
  • Smokers: 25
  • Stockmakers: 20
  • Tobacconists: 31
  • Tallowmakers: 44

7170 of Kad Rjard-wo's population work within a Foundational Occupation.

10769 of Kad Rjard-wo's population do not work in a formal occupation, but do contribute to the local economy. 1350 (7%) are noncontributers.

Points of Interest

Kad Rjard-wo has been cursed with some blight that makes life difficult, albeit not impossible. An offended sorcerer's vengeful Working, an outraged god's wrath, a local distortion of the Legacy, or a simple history of bad feng shui in the area may have brought the curse about. I(devise not only the curse, but the reason why the locals haven't left for better lands).

POI

History

In time immemorial, reportedly some time during the early 2nd century a great storm brought so much rain to Kad Rjard-wo. The resulting flood was isolated to the area around Kad Rjard-wo, which was swallowed by the waters for several days. Kad Rjard-wo lost 243 people, 250 livestock, and 79 buildings in the disaster. The disaster is remembered as the Torment Drownings.

History