Kërǟd-fregmu Hadfow (/ˈkɛraːd/ /ˈfregmu/ [compass] [world; planet]) is a subtropical Large City located in Chyuwhë Kingdom, Moko̠ë Empire, within the Warren.
The name Kërǟd-fregmu Hadfow is derived from the Sylvin language, as Kërǟd-fregmu Hadfow was founded by Kira, who was culturaly Wood Elf.
Climate
Kërǟd-fregmu Hadfow has a yearly average temperature of 12°C (53°F), with its average temperature during the summer being a warm 26°C (78°F) and its average temperature during the winter being a freezing -1°C (31°F). Kërǟd-fregmu Hadfow receives an average of 243 cm/y (95 in/y) of precipitation, most of which comes in the form of snow during the brutaly long winter months. Kërǟd-fregmu Hadfow covers an area of nearly 134 km2 (53 mi2), and an average elevation of 3880 m (12729 ft) above sea level.
Overview
Kërǟd-fregmu Hadfow was founded durring the late 11th century, by Kira. The establishment of Kërǟd-fregmu Hadfow was somewhat plagued by a lack of willing colonists, leading to Kira electing to pay people to resettle in Kërǟd-fregmu Hadfow.
Kërǟd-fregmu Hadfow was built using the conventions of Wood Elf durring the late 11th century. Naturaly, all settlmentss have their own look to them, and Kërǟd-fregmu Hadfow is no diffrent. The city's buildings feature masoned stone construction which prominantly features pointed arches, pointed ribbed vault cielings, flying buttress', and window tracery all of which share a simmilar gemoetetic patern halfway between organic and inorganic in design formaing a very distinct aesthetically integrated style. BUildings tend to reach for the havens, and more expencive homes are easily identified by their floor count as well as the addition of decorative features intigrated into the building's design such as statues, gargoyals, and embelished joinery.
Kërǟd-fregmu Hadfow is buildings are arranged arrounded a highly ordered system of crampt split-log ties 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. Kërǟd-fregmu Hadfow's wall wouldn't hinder a proper army, but it is more than sufishent for bandits and other small marauding groups. The city's monster and outlaw focused fortifications have recently undergone extensive repairs and renovations, such that the repairwork is imeadiently apparent and can be spotted due to the diffring ages of materials. One can't help but wonder what brought the need for those repairs to the city.
Right off the bat Kërǟd-fregmu Hadfow 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. The city is very clearly a joyfull place as well as wealthy. Music can be heard often, as well as laughter. The smell of food and drink permiates the air. You can’t help but smile.
Civic Infrastructure
Kërǟd-fregmu Hadfow 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.
Kërǟd-fregmu Hadfow has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Kërǟd-fregmu Hadfow 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 Kërǟd-fregmu Hadfow. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Kërǟd-fregmu Hadfow's parks.
Kërǟd-fregmu Hadfow has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kërǟd-fregmu Hadfow.
Kërǟd-fregmu Hadfow 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.
Kërǟd-fregmu Hadfow 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.
Kërǟd-fregmu Hadfow has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.
Kërǟd-fregmu Hadfow has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.
Kërǟd-fregmu Hadfow 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.
Kërǟd-fregmu Hadfow 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.
Kërǟd-fregmu Hadfow has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kërǟd-fregmu Hadfow's public wards, blessings, and other arcane systems.
Kërǟd-fregmu Hadfow has an Administrative Academy which trains individuals in the administrative arts.
Kërǟd-fregmu Hadfow 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. Kërǟd-fregmu Hadfow's grid is powered by a god's will and kindness.
Kërǟd-fregmu Hadfow's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.
Kërǟd-fregmu Hadfow has a first rate hospital which caters to anyone in need of long term medical care.
Kërǟd-fregmu Hadfow 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.
Kërǟd-fregmu Hadfow 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 Kërǟd-fregmu Hadfow's natural decorations nor waterways.
Kërǟd-fregmu Hadfow 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.
Kërǟd-fregmu Hadfow 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.
Kërǟd-fregmu Hadfow 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
There’s a relatively new religion in Kërǟd-fregmu Hadfow which is rapidly gaining power. It might be a sectarian offshoot of a major faith, the unique product of a new prophet, or an outside faith backed by wealthy and powerful foreign supporters. Depending on the demands made on believers, the new faith may be a matter of concern only to the existing clergy, or it might be a major flashpoint for conflict in the community.
Kërǟd-fregmu Hadfow's bank was built using a different architectural style from the rest of the town. The style used which employed abundant symbolic geometry, using pure forms such as the circle and square, and plans are based on often symmetrical layouts featuring rectangular courtyards and halls. These structures were is decorated with carved stone or stucco reliefs and made use of colorful stone mosaics..
In Kërǟd-fregmu Hadfow rain occurs in reverse with water pooling up from the earth then falling into the skies to from clouds, this unsettles every visitor that sees it.
The Skin Stitcher near Kërǟd-fregmu Hadfow are known to be quite timid.
Kërǟd-fregmu Hadfow's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves sacrificing an animal to channel Transmutation energies of tier 3 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: 63
Farmers: 96
Farm Laborer: 151
Hunters: 93
Milk Maids: 88
Ranchers: 41
Ranch Hands: 82
Shepherds: 88
Farmland: 129548 m2
Cattle and Similar Creatures: 7957
Poultry: 95490
Swine: 6366
Sheep: 318
Goats: 63
Horses, Mounts, and Beasts of Burden: 3183
Craftsmen
Arms and Toolmakers: 66
Blacksmiths: 66
Bookbinders: 42
Buckle-makers: 40
Cabinetmakers: 70
Candlemakers: 102
Carpenters: 111
Clothmakers: 83
Coach and Harness Makers: 35
Coopers: 81
Copper, Brass, Tin, Zinc, and Lead Workers: 43
Copyists: 30
Cutlers: 26
Fabricworkers: 64
Farrier: 219
Furriers: 20
Glassworkers: 109
Gunsmiths: 68
Harness-Makers: 29
Hatters: 60
Hosiery Workers: 22
Jewelers: 35
Leatherwrights: 83
Locksmiths: 33
Matchstick makers: 46
Musical Instrument Makers: 46
Painters, Structures and Fixtures: 41
Paper Workers: 46
Plasterers: 43
Pursemakers: 53
Roofers: 33
Ropemakers: 32
Rugmakers: 30
Saddlers: 58
Scabbardmakers: 68
Scalemakers: 34
Scientific, Surgical, and Optical Instrument Makers: 20
Sculptors, Structures and Fixtures: 31
Shoemakers: 29
Soap and Tallow Workers: 111
Tailors: 172
Tanners: 38
Upholsterers: 46
Watchmakers: 41
Weavers: 90
Whitesmiths: 25
Merchants
Adventuring Goods Retellers: 21
Arcana Sellers: 22
Beer-Sellers: 43
Booksellers: 50
Butchers: 90
Chandlers: 83
Chicken Butchers: 82
Entrepreneurs: 31
Fine Clothiers: 77
Fishmongers: 79
Florists: 19
Potion Sellers: 55
Resellers: 122
Spice Merchants: 43
Wine-sellers: 62
Wheelwright: 49
Woodsellers: 31
Service workers
Bakers: 138
Barbers: 155
Coachmen: 44
Cooks: 132
Doctors: 65
Gamekeepers: 46
Grooms: 28
Hairdressers: 109
Healers: 84
Housekeepers: 99
Housemaids: 159
House Stewards: 93
Inns: 30
Laundry maids: 61
Maidservants: 106
Nursery Maids: 57
Pastrycooks: 109
Restaurateur: 138
Tavern Keepers: 122
Specialized Laborer
Ashworkers: 45
Bleachers: 29
Chemical Workers: 18
Coal Heavers: 63
In-Town Couriers: 70
Long Haul Couriers: 72
Dockyard Workers: 66
Gas Workers: 15
Hay Merchants: 26
Leech Collectors: 76
Millers: 70
Miners: 70
Oilmen and Polishers: 49
Postmen: 83
Pure Finder: 41
Skinners: 86
Sugar Refiners: 18
Tosher: 48
Warehousemen: 113
Watercarriers: 65
Watermen, Bargemen, etc.: 90
Skilled Laborers
Accountants: 41
Alchemist: 46
Clerk: 63
Dentists: 32
Educators: 76
Engineers: 44
Gardeners: 32
Mages: 24
Plumbers: 32
Pharmacist: 37
Professors: 13
Scientists: 23
Wizards: 13
Civil Servants
Adventurers: 30
Bankers: 43
Civil Clerks: 72
Civic Iudex: 37
Consultants: 20
Exorcist: 72
Fixers: 37
Kami Clerk: 60
Landlords: 67
Lawyers: 38
Legend Keepers: 52
Militia Officers: 198
Monks, Monastic: 96
Monks, Civic: 96
Historian, Oral: 75
Historian, Textual: 37
Policemen, Sheriffs, etc.: 77
Priests: 151
Rangers: 41
Rat Catchers: 46
Scholars: 50
Spiritualist: 58
Slayers: 17
Storytellers: 141
Military Officers: 109
Cottage Industries
Brewers: 96
Comfort Services: 122
Enchanters: 37
Herbalists: 35
Jaminators: 109
Needleworkers: 102
Potters: 54
Preserve Makers: 93
Quilters: 44
Seamsters: 167
Spinners: 96
Tinker: 34
Weaver: 77
Artists
Actors: 33
Architects: 12
Bards: 53
Costumers: 19
Dancers: 38
Drafters: 20
Engravers: 24
Fine Furniture Carpenters: 15
Glaziers: 34
Inlayers: 30
Musicians: 96
Painters, Art: 16
Playwrights: 32
Sculptors, Art: 27
Wood Carvers: 117
Writers: 106
Produce Industries
Butter Churners: 99
Canners: 96
Cheesmakers: 113
Ice Merchants: 14
Millers: 62
Picklers: 53
Smokers: 43
Stockmakers: 36
Tobacconists: 51
Tallowmakers: 66
11823 of Kërǟd-fregmu Hadfow's population work within a Foundational Occupation.
639 work in Agriculture
2670 work as Craftsmen
959 work as Merchants
1775 work as Service Workers
1213 work as General Laborers
476 work as Skilled Laborers
1720 work as Civil Servants
1066 work in Cottage Industries
672 work as Artists
633 work in Produce Industries
17461 of Kërǟd-fregmu Hadfow's population do not work in a formal occupation, but do contribute to the local economy. 2546 (8%) are noncontributers.
Points of Interest
Kërǟd-fregmu Hadfow's roads were poorly made when first laid. Rather than repairing them correctly, a series of new roads was laid atop the old, leading to the streets of modern Kërǟd-fregmu Hadfow suffering from potholes, cracking, and even sinkholes. The locals often repair the road by putting down wooden decking.
POI
History
The the a map of Elven High Magic, an a map imbued with potent amounts of Elven High Magic energies was created near Kemp Castle by in time immemorial, reportedly some time during the late 2nd century.