Kō Sja Gi̽t Hadfow (/koː/ /sja gi̽t/ [cream] [agony]) is a subtropical Small City located in the Gde̜ngwatyod Moot of the Rosid.
The name Kō Sja Gi̽t Hadfow is derived from the Sylvin language, as Kō Sja Gi̽t Hadfow was founded by Terabus, who was culturaly Wood Elf.
Climate
Kō Sja Gi̽t Hadfow has a yearly average temperature of 0°C (32°F), with its average temperature during the summer being an icy 20°C (68°F) and its average temperature during the winter being a cool -19°C (-2°F). Kō Sja Gi̽t Hadfow receives an average of 247 cm/y (97 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Kō Sja Gi̽t Hadfow covers an area of nearly 10 km2 (4 mi2), and an average elevation of 1998 m (6555 ft) above sea level.
Overview
Kō Sja Gi̽t Hadfow was founded durring the late 11th century, by Terabus. The establishment of the new community went well, though many minor issues had to be solved as time went on. This was enough to delay construction and push back the formal opening ceramony, leading to some embarisment for Terabus.
Kō Sja Gi̽t Hadfow was built using the conventions of Wood Elf durring the late 11th century. Naturaly, all settlmentss have their own look to them, and Kō Sja Gi̽t Hadfow 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.
Kō Sja Gi̽t Hadfow is buildings are grouped arround an odd layout of broad worn bedrock streets, which seems to be based on an overlapping squair patern such that there are small squares at the cornor of every bigger square. Sometimes buildings exist in the smaller squaires, other times they are open spaces, or occupied by temporary structures. The city emploies a series of defencive earthworks, spikes, and fences to provide some protection against wild beasts and smaller groups of intelegent foes. The city's minimaly adiquite 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.
Kō Sja Gi̽t Hadfow has the unmistakable air of a city on its last legs. Everything is a bit slipshod and ramshackle. Everyone is at work, or drinking. No one has anything in their eyes other than fear and despair. Whatever industry once fueled Kō Sja Gi̽t Hadfow ’s existence has dried up and the city is drifting down the stream of history as it dries up. The people are clearly worried about something, and everyone is either wearing a weapon or has one close at hand. Your gut tells you it’s not mere fate which has caused this town to begin failing...
Civic Infrastructure
Kō Sja Gi̽t Hadfow has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Kō Sja Gi̽t 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 Kō Sja Gi̽t Hadfow. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Kō Sja Gi̽t Hadfow's parks.
Kō Sja Gi̽t Hadfow has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kō Sja Gi̽t Hadfow.
Kō Sja Gi̽t 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.
Kō Sja Gi̽t 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.
Kō Sja Gi̽t 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.
Kō Sja Gi̽t Hadfow has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kō Sja Gi̽t Hadfow's public wards, blessings, and other arcane systems.
Kō Sja Gi̽t 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 Small City. Kō Sja Gi̽t Hadfow's grid is powered by a boiler and turbine based power plant.
Kō Sja Gi̽t Hadfow possesses an older civil lighting system consisting of street lamps. In spite of the Galvanic Grid, these lights continue to use their old fule sources to provide nighttime illumination to all city streets.
Kō Sja Gi̽t 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 Kō Sja Gi̽t Hadfow's natural decorations nor waterways.
Kō Sja Gi̽t 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.
Kō Sja Gi̽t 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.
Kō Sja Gi̽t 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
One or more crime bosses have a powerful influence within Kō Sja Gi̽t Hadfow. They may control crime within the community itself, or they may use it simply as a safe haven from which to direct their minions elsewhere. Local law enforcement may know all about them, but lack the strength to confront them and their paid or intimidated henchmen.
Kō Sja Gi̽t Hadfow's chapel was built using a different architectural style from the rest of the town. The style used is characterized by towering round arches, massive stone and brickwork, small windows, thick walls, and a propensity for housing art and sculpture depicting mythological scenes. The building's general shape would be a clever and ascetic combination of geometric shapes, which would be blended together by joining elements. The style's decorative features were largely internal rather than external and incorporated semicircular arches for windows, doors, and arcades; barrel or groin vaults to support the roof of the nave; massive piers and walls, with few windows, to contain the outward thrust of the vaults; side aisles with galleries above them..
Due to the actions of local Kami, spring is skipped in Kō Sja Gi̽t Hadfow.
The Thorn Dog, Royal near Kō Sja Gi̽t Hadfow are known to be a mutant strain of the creature.
Kō Sja Gi̽t Hadfow's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves gestures to channel Chronomancy energies of tier 2 via mimery.
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: 4
Farmers: 6
Farm Laborer: 10
Hunters: 8
Milk Maids: 6
Ranchers: 3
Ranch Hands: 6
Shepherds: 5
Farmland: 9623 m2
Cattle and Similar Creatures: 595
Poultry: 7146
Swine: 476
Sheep: 23
Goats: 4
Horses, Mounts, and Beasts of Burden: 238
Craftsmen
Arms and Toolmakers: 4
Blacksmiths: 5
Bookbinders: 2
Buckle-makers: 3
Cabinetmakers: 5
Candlemakers: 7
Carpenters: 8
Clothmakers: 6
Coach and Harness Makers: 2
Coopers: 6
Copper, Brass, Tin, Zinc, and Lead Workers: 3
Copyists: 2
Cutlers: 1
Fabricworkers: 4
Farrier: 16
Furriers: 1
Glassworkers: 7
Gunsmiths: 5
Harness-Makers: 2
Hatters: 4
Hosiery Workers: 1
Jewelers: 2
Leatherwrights: 6
Locksmiths: 2
Matchstick makers: 3
Musical Instrument Makers: 3
Painters, Structures and Fixtures: 3
Paper Workers: 3
Plasterers: 3
Pursemakers: 4
Roofers: 2
Ropemakers: 2
Rugmakers: 2
Saddlers: 4
Scabbardmakers: 4
Scalemakers: 2
Scientific, Surgical, and Optical Instrument Makers: 1
Sculptors, Structures and Fixtures: 2
Shoemakers: 2
Soap and Tallow Workers: 8
Tailors: 13
Tanners: 2
Upholsterers: 3
Watchmakers: 3
Weavers: 7
Whitesmiths: 1
Merchants
Adventuring Goods Retellers: 1
Arcana Sellers: 1
Beer-Sellers: 3
Booksellers: 3
Butchers: 5
Chandlers: 6
Chicken Butchers: 6
Entrepreneurs: 2
Fine Clothiers: 5
Fishmongers: 5
Florists: 1
Potion Sellers: 3
Resellers: 10
Spice Merchants: 3
Wine-sellers: 4
Wheelwright: 3
Woodsellers: 2
Service workers
Bakers: 12
Barbers: 14
Coachmen: 3
Cooks: 10
Doctors: 5
Gamekeepers: 3
Grooms: 2
Hairdressers: 8
Healers: 6
Housekeepers: 7
Housemaids: 14
House Stewards: 6
Inns: 2
Laundry maids: 4
Maidservants: 8
Nursery Maids: 4
Pastrycooks: 7
Restaurateur: 8
Tavern Keepers: 8
Specialized Laborer
Ashworkers: 3
Bleachers: 2
Chemical Workers: 1
Coal Heavers: 4
In-Town Couriers: 5
Long Haul Couriers: 5
Dockyard Workers: 5
Gas Workers: 1
Hay Merchants: 2
Leech Collectors: 6
Millers: 5
Miners: 5
Oilmen and Polishers: 3
Postmen: 5
Pure Finder: 3
Skinners: 7
Sugar Refiners: 1
Tosher: 3
Warehousemen: 9
Watercarriers: 4
Watermen, Bargemen, etc.: 6
Skilled Laborers
Accountants: 3
Alchemist: 3
Clerk: 4
Dentists: 2
Educators: 6
Engineers: 3
Gardeners: 2
Mages: 1
Plumbers: 2
Pharmacist: 2
Professors: 1
Scientists: 1
Wizards: 1
Civil Servants
Adventurers: 2
Bankers: 3
Civil Clerks: 5
Civic Iudex: 2
Consultants: 1
Exorcist: 5
Fixers: 2
Kami Clerk: 4
Landlords: 4
Lawyers: 2
Legend Keepers: 3
Militia Officers: 18
Monks, Monastic: 7
Monks, Civic: 7
Historian, Oral: 5
Historian, Textual: 2
Policemen, Sheriffs, etc.: 5
Priests: 9
Rangers: 3
Rat Catchers: 3
Scholars: 3
Spiritualist: 4
Slayers: 1
Storytellers: 9
Military Officers: 8
Cottage Industries
Brewers: 6
Comfort Services: 9
Enchanters: 2
Herbalists: 2
Jaminators: 7
Needleworkers: 7
Potters: 3
Preserve Makers: 6
Quilters: 3
Seamsters: 10
Spinners: 6
Tinker: 2
Weaver: 5
Artists
Actors: 2
Bards: 3
Costumers: 1
Dancers: 2
Drafters: 1
Engravers: 2
Fine Furniture Carpenters: 1
Glaziers: 2
Inlayers: 2
Musicians: 7
Painters, Art: 1
Playwrights: 2
Sculptors, Art: 2
Wood Carvers: 9
Writers: 9
Produce Industries
Butter Churners: 7
Canners: 7
Cheesmakers: 7
Ice Merchants: 1
Millers: 4
Picklers: 4
Smokers: 3
Stockmakers: 2
Tobacconists: 3
Tallowmakers: 5
809 of Kō Sja Gi̽t Hadfow's population work within a Foundational Occupation.
44 work in Agriculture
181 work as Craftsmen
63 work as Merchants
131 work as Service Workers
85 work as General Laborers
31 work as Skilled Laborers
117 work as Civil Servants
68 work in Cottage Industries
46 work as Artists
43 work in Produce Industries
1478 of Kō Sja Gi̽t Hadfow's population do not work in a formal occupation, but do contribute to the local economy. 95 (4%) are noncontributers.
Points of Interest
Kō Sja Gi̽t Hadfow is known for its well built pedestrian paths, which include foot bridges to cross the main street at several high-traffic areas.
POI
History
In time immemorial, reportedly some time during the early 2nd century the Kami spared the town from an attack. One of Kō Sja Gi̽t Hadfow's local festivals commemorates this miracle.