Kad Vjänf-ne (/vjɑnf/ /ne/ [opposite] [cage; prison; jail]) is a subtropical Small City located in the Fididiäīurg Principality of the Olatkana.
The name Kad Vjänf-ne is derived from the Goblin language, as Kad Vjänf-ne was founded by Cary, who was culturaly Gnoll.
Climate
Kad Vjänf-ne has a yearly average temperature of -2°C (29°F), with its average temperature during the summer being an icy 25°C (77°F) and its average temperature during the winter being a freezing -30°C (-22°F). Kad Vjänf-ne receives an average of 182 cm/y (71 in/y) of precipitation, most of which comes in the form of snow during the brutaly long winter months. Kad Vjänf-ne covers an area of nearly 11 km2 (4 mi2), and an average elevation of 5106 m (16751 ft) above sea level.
Overview
Kad Vjänf-ne was founded durring the late 14th century in fall of the year 1260, by Cary. The establishment of Kad Vjänf-ne was somewhat plagued by a lack of willing colonists, leading to Cary electing to pay people to resettle in Kad Vjänf-ne.
Kad Vjänf-ne was built using the conventions of Gnoll durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Kad Vjänf-ne is no diffrent. The city'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.
Kad Vjänf-ne is buildings folow an organic layout of premissive packed earth streets whihch gives the city a shape simmilar to a tree, if one views its streets from above. The city has a defencive wall made from querried stone. The wall is equipped with a full set of battlments but the nature of its construction methodology leaves it somewhat vulnerable to siege equipment. That said, the city is well defended against anything short of an army. Kad Vjänf-ne's cost-cutting-focused 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 city as needed.
Right off the bat Kad Vjänf-ne hits you in the face with its success. Everyone, even the peasants, are dressed in well made clothing. Every tool and implement you can see is finely made, and people will boast to you as obvious strangers of the wonders which can be found in their markets. More interestingly is a total lack of beggars, and plenty of new buildings are going up even as you speak. Somehow this city has come into quite a lot of wealth, and recently from the looks of things. Precisely how it has gained its wealth is a mystery. Kad Vjänf-ne 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 place their homes. Yet there are small elements here and there which show the underlying structure of the community. It’s just so complex, organic, and flowing one can only understand what is a piece of the puzzle, but not what its neighbors are.
Civic Infrastructure
Kad Vjänf-ne has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Kad Vjänf-ne 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 Vjänf-ne. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Kad Vjänf-ne's parks.
Kad Vjänf-ne has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kad Vjänf-ne.
Kad Vjänf-ne 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 Vjänf-ne 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 Vjänf-ne 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 Vjänf-ne 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 Vjänf-ne has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kad Vjänf-ne's public wards, blessings, and other arcane systems.
Kad Vjänf-ne 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 Vjänf-ne's natural decorations nor waterways.
Kad Vjänf-ne 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 Vjänf-ne 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 Vjänf-ne 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 Vjänf-ne has a long tradition of martial expertise. This may be a crisply-organized history of skilled native levies, or it may be a natural belligerence in the people that leaves them familiar with bloodshed. While their neighbors and liege doubtless respect their talents, this very aptitude might make them more willing to turn to steel than prudence would advise.
Kad Vjänf-ne's garrison was built using a different architectural style from the rest of the town. The style used is best known for its striking sculptural forms and often dazzling ornamental detail that characterizes the buildings general shape. The radiant colors, rich patterns, and symmetrical silhouettes employed by this style were backed up by rich decorative features including gardens, courtyards, extruded arches, domes, pointed domes, vaulted ceilings, elaborate painted and inlaid designs, and decorative sculptures.
In Kad Vjänf-ne most nights are accompanied by colorful ribbons of light in the sky.
The Festrog near Kad Vjänf-ne are known to be a mutant strain of the creature.
Kad Vjänf-ne's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves consuming a local toxin to channel Augury energies of tier 2 via speaking in tongues.
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: 5
Farmers: 9
Farm Laborer: 13
Hunters: 11
Milk Maids: 7
Ranchers: 3
Ranch Hands: 7
Shepherds: 6
Farmland: 11161 m2
Cattle and Similar Creatures: 689
Poultry: 8268
Swine: 551
Sheep: 27
Goats: 5
Horses, Mounts, and Beasts of Burden: 275
Craftsmen
Arms and Toolmakers: 5
Blacksmiths: 6
Bookbinders: 3
Buckle-makers: 3
Cabinetmakers: 6
Candlemakers: 8
Carpenters: 9
Clothmakers: 7
Coach and Harness Makers: 2
Coopers: 7
Copper, Brass, Tin, Zinc, and Lead Workers: 3
Copyists: 2
Cutlers: 2
Fabricworkers: 5
Farrier: 15
Furriers: 1
Glassworkers: 8
Gunsmiths: 5
Harness-Makers: 2
Hatters: 5
Hosiery Workers: 1
Jewelers: 3
Leatherwrights: 6
Locksmiths: 2
Matchstick makers: 4
Musical Instrument Makers: 3
Painters, Structures and Fixtures: 3
Paper Workers: 4
Plasterers: 3
Pursemakers: 4
Roofers: 2
Ropemakers: 2
Rugmakers: 2
Saddlers: 5
Scabbardmakers: 5
Scalemakers: 2
Scientific, Surgical, and Optical Instrument Makers: 1
Sculptors, Structures and Fixtures: 2
Shoemakers: 2
Soap and Tallow Workers: 9
Tailors: 17
Tanners: 3
Upholsterers: 3
Watchmakers: 3
Weavers: 8
Whitesmiths: 2
Merchants
Adventuring Goods Retellers: 1
Arcana Sellers: 1
Beer-Sellers: 3
Booksellers: 4
Butchers: 6
Chandlers: 7
Chicken Butchers: 7
Entrepreneurs: 2
Fine Clothiers: 6
Fishmongers: 7
Florists: 1
Potion Sellers: 4
Resellers: 10
Spice Merchants: 3
Wine-sellers: 5
Wheelwright: 4
Woodsellers: 2
Service workers
Bakers: 12
Barbers: 11
Coachmen: 4
Cooks: 10
Doctors: 5
Gamekeepers: 4
Grooms: 2
Hairdressers: 9
Healers: 7
Housekeepers: 8
Housemaids: 13
House Stewards: 7
Inns: 2
Laundry maids: 4
Maidservants: 10
Nursery Maids: 5
Pastrycooks: 10
Restaurateur: 9
Tavern Keepers: 10
Specialized Laborer
Ashworkers: 3
Bleachers: 2
Chemical Workers: 1
Coal Heavers: 5
In-Town Couriers: 6
Long Haul Couriers: 5
Dockyard Workers: 5
Gas Workers: 1
Hay Merchants: 2
Leech Collectors: 7
Millers: 6
Miners: 6
Oilmen and Polishers: 4
Postmen: 6
Pure Finder: 3
Skinners: 8
Sugar Refiners: 1
Tosher: 4
Warehousemen: 10
Watercarriers: 5
Watermen, Bargemen, etc.: 8
Skilled Laborers
Accountants: 3
Alchemist: 4
Clerk: 5
Dentists: 2
Educators: 7
Engineers: 3
Gardeners: 2
Mages: 2
Plumbers: 2
Pharmacist: 3
Professors: 1
Scientists: 2
Wizards: 1
Civil Servants
Adventurers: 2
Bankers: 3
Civil Clerks: 6
Civic Iudex: 3
Consultants: 1
Exorcist: 6
Fixers: 3
Kami Clerk: 5
Landlords: 5
Lawyers: 3
Legend Keepers: 4
Militia Officers: 27
Monks, Monastic: 7
Monks, Civic: 10
Historian, Oral: 6
Historian, Textual: 3
Policemen, Sheriffs, etc.: 6
Priests: 10
Rangers: 3
Rat Catchers: 4
Scholars: 4
Spiritualist: 5
Slayers: 1
Storytellers: 10
Military Officers: 11
Cottage Industries
Brewers: 7
Comfort Services: 9
Enchanters: 3
Herbalists: 3
Jaminators: 7
Needleworkers: 8
Potters: 4
Preserve Makers: 8
Quilters: 3
Seamsters: 14
Spinners: 8
Tinker: 2
Weaver: 6
Artists
Actors: 2
Architects: 1
Bards: 4
Costumers: 1
Dancers: 3
Drafters: 1
Engravers: 2
Fine Furniture Carpenters: 1
Glaziers: 2
Inlayers: 2
Musicians: 8
Painters, Art: 1
Playwrights: 2
Sculptors, Art: 2
Wood Carvers: 9
Writers: 10
Produce Industries
Butter Churners: 9
Canners: 7
Cheesmakers: 9
Ice Merchants: 1
Millers: 5
Picklers: 4
Smokers: 3
Stockmakers: 3
Tobacconists: 4
Tallowmakers: 6
943 of Kad Vjänf-ne's population work within a Foundational Occupation.
56 work in Agriculture
205 work as Craftsmen
73 work as Merchants
142 work as Service Workers
98 work as General Laborers
37 work as Skilled Laborers
148 work as Civil Servants
82 work in Cottage Industries
51 work as Artists
51 work in Produce Industries
1731 of Kad Vjänf-ne's population do not work in a formal occupation, but do contribute to the local economy. 82 (3%) are noncontributers.
Points of Interest
The center of Kad Vjänf-ne's town square was built around an ancient standing stone.
POI
History
In time immemorial, reportedly some time during the early 2nd century an unusualy harsh winter spawned a deadly blizard to Kad Vjänf-ne. The ice, snow, and wind killed 240 people, 251 livestock, and destroyed 86. The event is remembered as Ill Tides's Breath.