City: Kad Zent-æ̈kæ̈vozd

Kad Zent-æ̈kæ̈vozd

Kad Zent-æ̈kæ̈vozd
Example Gnoll architecture.
StateTano
ProvenceTákzrá Principality
RegionQüeud-et Savannah
Founded1191
Community LeaderLord Coraguis
Area30 km2 (12 mi2)
Average Yearly Temp3°C (37°F)
Average Elevation1708 m (5603 ft)
Average Yearly Precipitation205 cm/y (80 in/y)
Population7181
Population Density239 people per km2 (598 people per mi2)
Town AuraChronomancy
Naming
Native nameKad Zent-æ̈kæ̈vozd
Pronunciation/zent/ /æ̝ˈkæ̝vozd/
Direct Translation[evil] [beauty]
Translation[Not Yet Translated]

Kad Zent-æ̈kæ̈vozd (/zent/ /æ̝ˈkæ̝vozd/ [evil] [beauty]) is a temperate City located in the Tákzrá Principality of the Tano.

The name Kad Zent-æ̈kæ̈vozd is derived from the Goblin language, as Kad Zent-æ̈kæ̈vozd was founded by Ditela, who was culturaly Gnoll.

Climate

Kad Zent-æ̈kæ̈vozd has a yearly average temperature of 3°C (37°F), with its average temperature during the summer being a cold 1°C (33°F) and its average temperature during the winter being a cold 6°C (42°F). Kad Zent-æ̈kæ̈vozd receives an average of 205 cm/y (80 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Kad Zent-æ̈kæ̈vozd covers an area of nearly 30 km2 (12 mi2), and an average elevation of 1708 m (5603 ft) above sea level.

Overview

Kad Zent-æ̈kæ̈vozd was founded durring the late 13th century in winter of the year 1191, by Ditela. The establishment of Kad Zent-æ̈kæ̈vozd 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.

Kad Zent-æ̈kæ̈vozd was built using the conventions of Gnoll durring the late 13th century. Naturaly, all settlmentss have their own look to them, and Kad Zent-æ̈kæ̈vozd is no diffrent. The city's buildings feature waddle and daub construction with good timber frames and a stone foundation protected by thatched or shingled rooves. Most buildings with second floors are built in such a way as to overhang into the streets on the upper floors for more space, as building size seems to be the primary indicator of wealth within the community. Most buildings are not decorated with any integral features, but instead use ivy, flowers, and other natural elements in planters of on trellices to breathe life into the structure they grow upon.

Kad Zent-æ̈kæ̈vozd is buildings are speckled and packed arround narrow paverstone streets with seemingly no patern to them. It appears as if the city's residents simply built streets as they pleased and squeazed buildings in wherever and howeave rpossible, creating an organic, frustrating to navigate, maze of a city. The city has a defencive wall made from large clay bricks. The wall is constructed to the exact specifications of millitary fortifications, but the nature of its clay brick construction leaves it vulnerable to even outdated siege equipment. That said, the city is well defended against anything short of an army. The city's brittle defences 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.

Right off the bat Kad Zent-æ̈kæ̈vozd 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. It’s easy to see where their wealth comes from the more you look arround. Every aspect of the city has been developed with care and great thought. The people themselves act deliberately and with care in even the simplest of daily actions.

Civic Infrastructure

Kad Zent-æ̈kæ̈vozd possesses a city-wide Aethary Link which provides Aethary access anywhere within its metropolitan. This allows citizens who can afford the relevant devices access in their places of work, and rarely homes.

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

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

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

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

Kad Zent-æ̈kæ̈vozd 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 City. Kad Zent-æ̈kæ̈vozd's grid is powered by mana accumulators.

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

Kad Zent-æ̈kæ̈vozd 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 Zent-æ̈kæ̈vozd's natural decorations nor waterways.

Kad Zent-æ̈kæ̈vozd 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 Zent-æ̈kæ̈vozd 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 Zent-æ̈kæ̈vozd 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

The locals are in a state of despair and dull apathy. They've lost the things that used to give them pride and hope, with the best among them carrying on out of habitual duty and the worst giving ready hands to shameful deeds and ignoble acts. No one really believes the future can be better, and most seek only to satisfy immediate appetites.

Kad Zent-æ̈kæ̈vozd's mayor's house was built using a different architectural style from the rest of the town. The style used is characterized by order, symmetry, formal design, grandiosity, and elaborate ornamentation. Architectural characteristics include balustrades, balconies, columns, cornices, pilasters, and triangular pediments. Stone exteriors are massive and grandiose in their symmetry; interiors are typically polished and lavishly decorated with sculptures, swags, medallions, flowers, and shields. Interiors will often have a grand stairway and opulent ballroom..

In Kad Zent-æ̈kæ̈vozd all of the cats speak in a dead language.

The Trailgaunt near Kad Zent-æ̈kæ̈vozd are known to be a mutant strain of the creature.

Kad Zent-æ̈kæ̈vozd's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves sacrificing an animal to channel Illusion energies of tier 1 via moments of science.

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: 13
  • Farmers: 19
  • Farm Laborer: 34
  • Hunters: 24
  • Milk Maids: 18
  • Ranchers: 9
  • Ranch Hands: 20
  • Shepherds: 17
    • Farmland: 29154 m2
    • Cattle and Similar Creatures: 1795
    • Poultry: 21543
    • Swine: 1436
    • Sheep: 71
    • Goats: 14
    • Horses, Mounts, and Beasts of Burden: 718

Craftsmen

  • Arms and Toolmakers: 14
  • Blacksmiths: 16
  • Bookbinders: 8
  • Buckle-makers: 9
  • Cabinetmakers: 15
  • Candlemakers: 25
  • Carpenters: 21
  • Clothmakers: 18
  • Coach and Harness Makers: 7
  • Coopers: 18
  • Copper, Brass, Tin, Zinc, and Lead Workers: 9
  • Copyists: 7
  • Cutlers: 5
  • Fabricworkers: 15
  • Farrier: 33
  • Furriers: 4
  • Glassworkers: 21
  • Gunsmiths: 15
  • Harness-Makers: 6
  • Hatters: 13
  • Hosiery Workers: 5
  • Jewelers: 8
  • Leatherwrights: 18
  • Locksmiths: 7
  • Matchstick makers: 11
  • Musical Instrument Makers: 10
  • Painters, Structures and Fixtures: 9
  • Paper Workers: 10
  • Plasterers: 9
  • Pursemakers: 12
  • Roofers: 7
  • Ropemakers: 6
  • Rugmakers: 6
  • Saddlers: 12
  • Scabbardmakers: 15
  • Scalemakers: 7
  • Scientific, Surgical, and Optical Instrument Makers: 4
  • Sculptors, Structures and Fixtures: 6
  • Shoemakers: 6
  • Soap and Tallow Workers: 23
  • Tailors: 35
  • Tanners: 9
  • Upholsterers: 10
  • Watchmakers: 9
  • Weavers: 22
  • Whitesmiths: 5

Merchants

  • Adventuring Goods Retellers: 5
  • Arcana Sellers: 4
  • Beer-Sellers: 9
  • Booksellers: 12
  • Butchers: 16
  • Chandlers: 17
  • Chicken Butchers: 20
  • Entrepreneurs: 7
  • Fine Clothiers: 19
  • Fishmongers: 19
  • Florists: 4
  • Potion Sellers: 12
  • Resellers: 28
  • Spice Merchants: 9
  • Wine-sellers: 15
  • Wheelwright: 11
  • Woodsellers: 6

Service workers

  • Bakers: 32
  • Barbers: 31
  • Coachmen: 10
  • Cooks: 27
  • Doctors: 14
  • Gamekeepers: 11
  • Grooms: 6
  • Hairdressers: 24
  • Healers: 18
  • Housekeepers: 21
  • Housemaids: 39
  • House Stewards: 23
  • Inns: 6
  • Laundry maids: 13
  • Maidservants: 25
  • Nursery Maids: 12
  • Pastrycooks: 23
  • Restaurateur: 25
  • Tavern Keepers: 28

Specialized Laborer

  • Ashworkers: 10
  • Bleachers: 6
  • Chemical Workers: 4
  • Coal Heavers: 14
  • In-Town Couriers: 15
  • Long Haul Couriers: 14
  • Dockyard Workers: 14
  • Gas Workers: 3
  • Hay Merchants: 5
  • Leech Collectors: 19
  • Millers: 16
  • Miners: 16
  • Oilmen and Polishers: 11
  • Postmen: 14
  • Pure Finder: 9
  • Skinners: 20
  • Sugar Refiners: 4
  • Tosher: 10
  • Warehousemen: 25
  • Watercarriers: 15
  • Watermen, Bargemen, etc.: 19

Skilled Laborers

  • Accountants: 9
  • Alchemist: 10
  • Clerk: 14
  • Dentists: 7
  • Educators: 20
  • Engineers: 10
  • Gardeners: 7
  • Mages: 5
  • Plumbers: 7
  • Pharmacist: 8
  • Professors: 3
  • Scientists: 5
  • Wizards: 3

Civil Servants

  • Adventurers: 6
  • Bankers: 10
  • Civil Clerks: 16
  • Civic Iudex: 8
  • Consultants: 4
  • Exorcist: 17
  • Fixers: 8
  • Kami Clerk: 14
  • Landlords: 13
  • Lawyers: 8
  • Legend Keepers: 12
  • Militia Officers: 65
  • Monks, Monastic: 22
  • Monks, Civic: 21
  • Historian, Oral: 14
  • Historian, Textual: 8
  • Policemen, Sheriffs, etc.: 16
  • Priests: 28
  • Rangers: 9
  • Rat Catchers: 10
  • Scholars: 11
  • Spiritualist: 13
  • Slayers: 4
  • Storytellers: 33
  • Military Officers: 25

Cottage Industries

  • Brewers: 21
  • Comfort Services: 25
  • Enchanters: 7
  • Herbalists: 7
  • Jaminators: 23
  • Needleworkers: 22
  • Potters: 12
  • Preserve Makers: 20
  • Quilters: 10
  • Seamsters: 47
  • Spinners: 22
  • Tinker: 8
  • Weaver: 19

Artists

  • Actors: 7
  • Architects: 2
  • Bards: 11
  • Costumers: 4
  • Dancers: 8
  • Drafters: 4
  • Engravers: 5
  • Fine Furniture Carpenters: 3
  • Glaziers: 7
  • Inlayers: 6
  • Musicians: 18
  • Painters, Art: 3
  • Playwrights: 7
  • Sculptors, Art: 6
  • Wood Carvers: 23
  • Writers: 23

Produce Industries

  • Butter Churners: 23
  • Canners: 21
  • Cheesmakers: 24
  • Ice Merchants: 3
  • Millers: 14
  • Picklers: 11
  • Smokers: 9
  • Stockmakers: 8
  • Tobacconists: 11
  • Tallowmakers: 16

2588 of Kad Zent-æ̈kæ̈vozd's population work within a Foundational Occupation.

4306 of Kad Zent-æ̈kæ̈vozd's population do not work in a formal occupation, but do contribute to the local economy. 287 (4%) are noncontributers.

Points of Interest

Kad Zent-æ̈kæ̈vozd's is something of a geological and arcane anomaly, as neither physical nor magical law entirely explains its formation.

POI

History

The the a harp of Augury, an a harp imbued with notable amounts of Augury energies was created in Kad Zent-æ̈kæ̈vozd by in time immemorial, reportedly some time during the early 2nd century.

History