Kad Xelái-murk (/tmink/ /murk/ [small; little; short; low; miniature] [bully]) is a temperate Large City located in the Dnánman Principality of the Kakoray.
The name Kad Xelái-murk is derived from the Goblin language, as Kad Xelái-murk was founded by Ihzeh, who was culturaly Gnoll.
Climate
Kad Xelái-murk 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 Xelái-murk 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 Xelái-murk covers an area of nearly 58 km2 (23 mi2), and an average elevation of 2014 m (6607 ft) above sea level.
Overview
Kad Xelái-murk was founded durring the early 9th century, by Ihzeh. The establishment of Kad Xelái-murk was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Ihzeh struck deals with nearby nations and communities to establish Kad Xelái-murk as a prison colony.
Kad Xelái-murk was built using the conventions of Gnoll durring the early 9th century. Naturaly, all settlmentss have their own look to them, and Kad Xelái-murk 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 Xelái-murk is buildings are located arround a single restrictive cobblestone mainstreet which forms a clockwise spiral to give the city a over all circular shape. The city resides behind a palisade wall complete with battlments, a moat, and timber gatehouses with drawbridges. Astonishigly, the robustly designed timber walls are in pristine condishion, as if they had just been finished before you laied eyes upon them.
Your first impression of Kad Xelái-murk proves to be right on the money. This city is where the rebels chose to settle. Fashion trends are quite simply the opposite of what’s popular in the other nearby communities. THis trend extends everywhere. Things that should be black are white, what would normally be square is organically curved, and what is typically unthinkable for polite society is more than welcome in this public square. Up to the logical limits, of course. There’s no flaying someone alive to eat their skin going on, but the women are dressed a little immodestly, the men are a little more emotional, and the food is all overly complex and terrible.
Civic Infrastructure
Kad Xelái-murk possesses a Aethary Link for its accademic, government, and financial institutions. Public Aethary access is available through one or more of these intitutions.
Kad Xelái-murk has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Kad Xelái-murk 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 Xelái-murk. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Kad Xelái-murk's parks.
Kad Xelái-murk has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kad Xelái-murk.
Kad Xelái-murk 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 Xelái-murk 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 Xelái-murk 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 Xelái-murk 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 Xelái-murk 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 Xelái-murk 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 Xelái-murk has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kad Xelái-murk's public wards, blessings, and other arcane systems.
Kad Xelái-murk has an Arts Academy which provides higher education in many fields including math, language arts, philosophy, engineering, and other such disciplines.
Kad Xelái-murk 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 Xelái-murk's grid is powered by hydrogalvanic generators.
Kad Xelái-murk's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.
Kad Xelái-murk has a first rate hospital which caters to anyone in need of long term medical care.
Kad Xelái-murk 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 Xelái-murk 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 Xelái-murk's natural decorations nor waterways.
Kad Xelái-murk 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 Xelái-murk 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 Xelái-murk 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.
Kad Xelái-murk 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
Kad Xelái-murk's bank was built using a different architectural style from the rest of the town. The style used is which made use of the classical orders and mathematically precise ratios of height and width combined with a desire for symmetry, proportion, and harmony. It used columns, pediments, arches and domes are imaginatively in buildings of all types. Decorative features were seen as largely unnecessary as the sheer beauty of the structure itself was often close to art. However, many buildings with large ceiling spaces had their ceilings decorated with elaborate paintings, simply because the large flat spaces could feel wasted.
In Kad Xelái-murk the water is caffeinated.
The Devil Dog near Kad Xelái-murk are known to be more aggressive than normal.
Kad Xelái-murk's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves orgies to channel Elven High Magic energies of tier 2 via singing.
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: 26
Farmers: 36
Farm Laborer: 72
Hunters: 54
Milk Maids: 37
Ranchers: 17
Ranch Hands: 35
Shepherds: 37
Farmland: 54605 m2
Cattle and Similar Creatures: 3430
Poultry: 41160
Swine: 2744
Sheep: 137
Goats: 27
Horses, Mounts, and Beasts of Burden: 1372
Craftsmen
Arms and Toolmakers: 28
Blacksmiths: 28
Bookbinders: 16
Buckle-makers: 17
Cabinetmakers: 29
Candlemakers: 50
Carpenters: 44
Clothmakers: 40
Coach and Harness Makers: 15
Coopers: 37
Copper, Brass, Tin, Zinc, and Lead Workers: 19
Copyists: 13
Cutlers: 11
Fabricworkers: 34
Farrier: 88
Furriers: 9
Glassworkers: 47
Gunsmiths: 30
Harness-Makers: 12
Hatters: 25
Hosiery Workers: 9
Jewelers: 16
Leatherwrights: 35
Locksmiths: 14
Matchstick makers: 20
Musical Instrument Makers: 19
Painters, Structures and Fixtures: 17
Paper Workers: 19
Plasterers: 18
Pursemakers: 24
Roofers: 15
Ropemakers: 14
Rugmakers: 13
Saddlers: 24
Scabbardmakers: 29
Scalemakers: 14
Scientific, Surgical, and Optical Instrument Makers: 8
Sculptors, Structures and Fixtures: 12
Shoemakers: 12
Soap and Tallow Workers: 43
Tailors: 101
Tanners: 17
Upholsterers: 21
Watchmakers: 18
Weavers: 42
Whitesmiths: 10
Merchants
Adventuring Goods Retellers: 9
Arcana Sellers: 9
Beer-Sellers: 19
Booksellers: 20
Butchers: 33
Chandlers: 35
Chicken Butchers: 42
Entrepreneurs: 13
Fine Clothiers: 32
Fishmongers: 32
Florists: 8
Potion Sellers: 22
Resellers: 57
Spice Merchants: 19
Wine-sellers: 28
Wheelwright: 23
Woodsellers: 13
Service workers
Bakers: 76
Barbers: 70
Coachmen: 21
Cooks: 59
Doctors: 31
Gamekeepers: 22
Grooms: 11
Hairdressers: 44
Healers: 42
Housekeepers: 40
Housemaids: 62
House Stewards: 44
Inns: 13
Laundry maids: 26
Maidservants: 50
Nursery Maids: 24
Pastrycooks: 49
Restaurateur: 57
Tavern Keepers: 57
Specialized Laborer
Ashworkers: 19
Bleachers: 12
Chemical Workers: 7
Coal Heavers: 27
In-Town Couriers: 31
Long Haul Couriers: 28
Dockyard Workers: 27
Gas Workers: 6
Hay Merchants: 11
Leech Collectors: 35
Millers: 29
Miners: 33
Oilmen and Polishers: 21
Postmen: 31
Pure Finder: 18
Skinners: 45
Sugar Refiners: 8
Tosher: 21
Warehousemen: 52
Watercarriers: 30
Watermen, Bargemen, etc.: 42
Skilled Laborers
Accountants: 17
Alchemist: 21
Clerk: 27
Dentists: 14
Educators: 33
Engineers: 19
Gardeners: 13
Mages: 9
Plumbers: 14
Pharmacist: 16
Professors: 5
Scientists: 10
Wizards: 6
Civil Servants
Adventurers: 12
Bankers: 19
Civil Clerks: 32
Civic Iudex: 15
Consultants: 8
Exorcist: 28
Fixers: 15
Kami Clerk: 28
Landlords: 26
Lawyers: 17
Legend Keepers: 22
Militia Officers: 105
Monks, Monastic: 41
Monks, Civic: 41
Historian, Oral: 31
Historian, Textual: 16
Policemen, Sheriffs, etc.: 32
Priests: 57
Rangers: 19
Rat Catchers: 21
Scholars: 21
Spiritualist: 25
Slayers: 7
Storytellers: 53
Military Officers: 50
Cottage Industries
Brewers: 38
Comfort Services: 57
Enchanters: 14
Herbalists: 15
Jaminators: 41
Needleworkers: 49
Potters: 22
Preserve Makers: 44
Quilters: 18
Seamsters: 76
Spinners: 44
Tinker: 14
Weaver: 35
Artists
Actors: 15
Architects: 5
Bards: 20
Costumers: 8
Dancers: 16
Drafters: 8
Engravers: 10
Fine Furniture Carpenters: 6
Glaziers: 14
Inlayers: 12
Musicians: 41
Painters, Art: 7
Playwrights: 14
Sculptors, Art: 11
Wood Carvers: 42
Writers: 42
Produce Industries
Butter Churners: 45
Canners: 39
Cheesmakers: 44
Ice Merchants: 6
Millers: 29
Picklers: 24
Smokers: 17
Stockmakers: 15
Tobacconists: 21
Tallowmakers: 29
5161 of Kad Xelái-murk's population work within a Foundational Occupation.
288 work in Agriculture
1176 work as Craftsmen
414 work as Merchants
798 work as Service Workers
533 work as General Laborers
204 work as Skilled Laborers
741 work as Civil Servants
467 work in Cottage Industries
271 work as Artists
269 work in Produce Industries
8285 of Kad Xelái-murk's population do not work in a formal occupation, but do contribute to the local economy. 274 (2%) are noncontributers.
Points of Interest
Kad Xelái-murk 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).
Kad Xelái-murk is known for its unusual rock formations.
POI
History
In time immemorial, reportedly some time during the late 2nd century, Kad Xelái-murk was attacked by soldiers from another nation, waging a greater campaign. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Kad Xelái-murk lost 195 people, 383 livestock, and 56 buildings. The conflict ended after roughly 172, when members of Kad Xelái-murk's militia enacted an operation to capture a particular enemy war supplies intact. The operation was complicated by a key segment of the operation that deepened entirely on a stealth mission going perfectly. The conflict ended with pitched battle between both forces, which ended in a crushing defeat for Kad Xelái-murk's forces. The war is remembered in legend by Kad Xelái-murk's bards, historians, and legend keepers.