Large City: Ondko̠nran Mad Med

Ondko̠nran Mad Med

Ondko̠nran Mad Med
Example Wood Elven architecture.
StateViceroyalty of Rosid
ProvenceUndraabethyr County
RegionLoyæqelà Rûko Meadows
Founded1261
Community LeaderChief Iovail Daelret Phomageet
Area333 km2 (133 mi2)
Average Yearly Temp18°C (64°F)
Average Elevation3244 m (10643 ft)
Average Yearly Precipitation152 cm/y (59 in/y)
Population78392
Population Density235 people per km2 (589 people per mi2)
Town AuraInvocation
Naming
Native nameOndko̠nran Mad Med
Pronunciation/ondˈko̠nran/ /mad/
Direct Translation[buxom] [fantasy]
Translation[Not Yet Translated]

Ondko̠nran Mad Med (/ondˈko̠nran/ /mad/ [buxom] [fantasy]) is a subtropical Large City located in the Undraabethyr County of the Viceroyalty of Rosid.

The name Ondko̠nran Mad Med is derived from the Wood Elvish language, as Ondko̠nran Mad Med was founded by Iovail Daelret, who was culturaly Wood Elven.

Climate

Ondko̠nran Mad Med has a yearly average temperature of 18°C (64°F), with its average temperature during the summer being a warm 27°C (80°F) and its average temperature during the winter being a cold 9°C (48°F). Ondko̠nran Mad Med receives an average of 152 cm/y (59 in/y) of precipitation, most of which comes in the form of rain during the fall. Ondko̠nran Mad Med covers an area of nearly 333 km2 (133 mi2), and an average elevation of 3244 m (10643 ft) above sea level.

Overview

Ondko̠nran Mad Med was founded durring the late 14th century in fall of the year 1261, by Iovail Daelret. The establishment of Ondko̠nran Mad Med was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Ondko̠nran Mad Med's construction back out of the project. Iovail Daelret pushed on reguardles, and Ondko̠nran Mad Med was finished, but starts off as a terible place to live.

Ondko̠nran Mad Med was built using the conventions of Wood Elven durring the late 14th century. Naturaly, all settlmentss have their own look to them, and Ondko̠nran Mad Med 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.

Ondko̠nran Mad Med is buildings are arranged arrounded highly ordered system of narrow paverstone streets which form octogonal 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 rests behind the absurdity that is a thick, timber braced, wall made of clay bricks. While visualy impressive and certainly an astetic, Ondko̠nran Mad Med's wall provides no actual defence against siege equipment due to the choice of its cosntruction materials. Even nonexperts can tell the town is trying to impress rather than defend with its walls, towers, and gatehouses. Though admittedly, they do look nice... To primitive tribals who have never seen fortifications before. Astonishigly, the political statment focused walls are in pristine condishion, as if they had just been finished before you laied eyes upon them.

A look around Ondko̠nran Mad Med has something terribly wrong with it. It’s impossible to put one’s finger on, but something is horribly wrong. Maybe it’s the way fog blankets the ground, but only in the connors of places. Maybe it’s the vermin scuttling between shadows in the corner of your eyes. Perhaps it’s the overcast sky which seemed to creep out of nowhere, or the distant howling of wolves. Maybe it’s all of those things together, or perhaps it's the way these elements combine which makes you worry someone might stab you in a dark ally for your boots. It’s not filthy, or dark, but the smiles seem strained, the locals seem to glare daggers in eachothers backs a little too much, and everyone is armed at all times. You may want to keep an eye on your valuables, and make sure you don’t wind up in any position of power. Regardless, you do not feel it would be wise to remain in Ondko̠nran Mad Med long.

Civic Infrastructure

Ondko̠nran Mad Med possesses a Aethary Link for its accademic, government, and financial institutions. Public Aethary access is available through one or more of these intitutions.

Ondko̠nran Mad Med has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

Ondko̠nran Mad Med 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 Ondko̠nran Mad Med. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Ondko̠nran Mad Med's parks.

Ondko̠nran Mad Med has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Ondko̠nran Mad Med.

Ondko̠nran Mad Med 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.

Ondko̠nran Mad Med 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.

Ondko̠nran Mad Med has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.

Ondko̠nran Mad Med has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Ondko̠nran Mad Med 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.

Ondko̠nran Mad Med 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.

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

Ondko̠nran Mad Med has an Administrative Academy which trains individuals in the administrative arts.

Ondko̠nran Mad Med 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. Ondko̠nran Mad Med's grid is powered by a boiler and turbine based power plant.

Ondko̠nran Mad Med's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.

Ondko̠nran Mad Med has a first rate hospital which caters to anyone in need of long term medical care.

Ondko̠nran Mad Med has a library, which keeps a large collection of books, scrolls, and archives all manner of physical items. The library is open to the public, including the Aether Link.

Ondko̠nran Mad Med 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 Ondko̠nran Mad Med's natural decorations nor waterways.

Ondko̠nran Mad Med 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.

Ondko̠nran Mad Med 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.

Ondko̠nran Mad Med 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.

Ondko̠nran Mad Med 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

Ondko̠nran Mad Med is led by one or more incompetents. While they must have been very good at something to have acquired the position, they are fundamentally incapable of leading. Uncontrolled passions or lusts, commitment to a hopelessly impractical ideal, pigheaded obstinacy in the face of failure, a total lack of charisma or interpersonal skills, or profound laziness might all unfit them for their post.

Ondko̠nran Mad Med's mayor's house was built using a different architectural style from the rest of the town. The style used is admittedly strange and non-linear style rooted in defiance of symmetrical shapes. It championed the creation of buildings with a unique visual appearance. the structural norms of classic buildings and deforms or moves away from elementary architectural principles. By including non-linear designs processed into its buildings and favoring fragmentation, this style expressed a form of controlled chaos. Its buildings appear out-of-the-ordinary, draw the eye in immediately and sometimes create a feeling of strangeness. These distorted shapes and structure are not reserved to the building’s outer facade, they destabilize interior elements too, favoring minimalism and play on people’s perceptions by injecting a futuristic touch.

The Flea, Giant near Ondko̠nran Mad Med are known to be almost tame, such that they can be put to domestic use.

Ondko̠nran Mad Med's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves consuming a local narcotic to channel Illusion 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: 143
  • Farmers: 279
  • Farm Laborer: 412
  • Hunters: 326
  • Milk Maids: 195
  • Ranchers: 105
  • Ranch Hands: 227
  • Shepherds: 206
    • Farmland: 315135 m2
    • Cattle and Similar Creatures: 19598
    • Poultry: 235176
    • Swine: 15678
    • Sheep: 783
    • Goats: 156
    • Horses, Mounts, and Beasts of Burden: 7839

Craftsmen

  • Arms and Toolmakers: 145
  • Blacksmiths: 163
  • Bookbinders: 100
  • Buckle-makers: 110
  • Cabinetmakers: 195
  • Candlemakers: 270
  • Carpenters: 241
  • Clothmakers: 223
  • Coach and Harness Makers: 85
  • Coopers: 182
  • Copper, Brass, Tin, Zinc, and Lead Workers: 109
  • Copyists: 74
  • Cutlers: 65
  • Fabricworkers: 170
  • Farrier: 540
  • Furriers: 50
  • Glassworkers: 261
  • Gunsmiths: 176
  • Harness-Makers: 74
  • Hatters: 146
  • Hosiery Workers: 56
  • Jewelers: 87
  • Leatherwrights: 186
  • Locksmiths: 79
  • Matchstick makers: 122
  • Musical Instrument Makers: 113
  • Painters, Structures and Fixtures: 99
  • Paper Workers: 115
  • Plasterers: 103
  • Pursemakers: 132
  • Roofers: 85
  • Ropemakers: 80
  • Rugmakers: 75
  • Saddlers: 147
  • Scabbardmakers: 176
  • Scalemakers: 81
  • Scientific, Surgical, and Optical Instrument Makers: 51
  • Sculptors, Structures and Fixtures: 74
  • Shoemakers: 76
  • Soap and Tallow Workers: 285
  • Tailors: 447
  • Tanners: 101
  • Upholsterers: 108
  • Watchmakers: 104
  • Weavers: 223
  • Whitesmiths: 63

Merchants

  • Adventuring Goods Retellers: 54
  • Arcana Sellers: 55
  • Beer-Sellers: 105
  • Booksellers: 117
  • Butchers: 195
  • Chandlers: 230
  • Chicken Butchers: 214
  • Entrepreneurs: 82
  • Fine Clothiers: 211
  • Fishmongers: 195
  • Florists: 48
  • Potion Sellers: 132
  • Resellers: 313
  • Spice Merchants: 110
  • Wine-sellers: 159
  • Wheelwright: 128
  • Woodsellers: 76

Service workers

  • Bakers: 435
  • Barbers: 348
  • Coachmen: 117
  • Cooks: 313
  • Doctors: 152
  • Gamekeepers: 130
  • Grooms: 68
  • Hairdressers: 279
  • Healers: 209
  • Housekeepers: 223
  • Housemaids: 559
  • House Stewards: 230
  • Inns: 74
  • Laundry maids: 145
  • Maidservants: 237
  • Nursery Maids: 150
  • Pastrycooks: 301
  • Restaurateur: 340
  • Tavern Keepers: 326

Specialized Laborer

  • Ashworkers: 111
  • Bleachers: 70
  • Chemical Workers: 44
  • Coal Heavers: 153
  • In-Town Couriers: 178
  • Long Haul Couriers: 186
  • Dockyard Workers: 163
  • Gas Workers: 38
  • Hay Merchants: 66
  • Leech Collectors: 203
  • Millers: 182
  • Miners: 186
  • Oilmen and Polishers: 130
  • Postmen: 170
  • Pure Finder: 103
  • Skinners: 230
  • Sugar Refiners: 46
  • Tosher: 126
  • Warehousemen: 290
  • Watercarriers: 180
  • Watermen, Bargemen, etc.: 230

Skilled Laborers

  • Accountants: 101
  • Alchemist: 125
  • Clerk: 166
  • Dentists: 79
  • Educators: 220
  • Engineers: 113
  • Gardeners: 80
  • Mages: 59
  • Plumbers: 80
  • Pharmacist: 93
  • Professors: 34
  • Scientists: 58
  • Wizards: 33

Civil Servants

  • Adventurers: 76
  • Bankers: 109
  • Civil Clerks: 182
  • Civic Iudex: 89
  • Consultants: 50
  • Exorcist: 182
  • Fixers: 93
  • Kami Clerk: 143
  • Landlords: 155
  • Lawyers: 92
  • Legend Keepers: 130
  • Militia Officers: 559
  • Monks, Monastic: 252
  • Monks, Civic: 252
  • Historian, Oral: 178
  • Historian, Textual: 89
  • Policemen, Sheriffs, etc.: 174
  • Priests: 313
  • Rangers: 105
  • Rat Catchers: 125
  • Scholars: 117
  • Spiritualist: 137
  • Slayers: 45
  • Storytellers: 307
  • Military Officers: 270

Cottage Industries

  • Brewers: 252
  • Comfort Services: 290
  • Enchanters: 87
  • Herbalists: 88
  • Jaminators: 237
  • Needleworkers: 261
  • Potters: 122
  • Preserve Makers: 237
  • Quilters: 122
  • Seamsters: 373
  • Spinners: 237
  • Tinker: 89
  • Weaver: 206

Artists

  • Actors: 82
  • Architects: 30
  • Bards: 128
  • Costumers: 47
  • Dancers: 93
  • Drafters: 50
  • Engravers: 63
  • Fine Furniture Carpenters: 38
  • Glaziers: 80
  • Inlayers: 73
  • Musicians: 223
  • Painters, Art: 41
  • Playwrights: 86
  • Sculptors, Art: 69
  • Wood Carvers: 244
  • Writers: 290

Produce Industries

  • Butter Churners: 279
  • Canners: 230
  • Cheesmakers: 261
  • Ice Merchants: 35
  • Millers: 156
  • Picklers: 126
  • Smokers: 96
  • Stockmakers: 86
  • Tobacconists: 124
  • Tallowmakers: 191

29829 of Ondko̠nran Mad Med's population work within a Foundational Occupation.

46996 of Ondko̠nran Mad Med's population do not work in a formal occupation, but do contribute to the local economy. 1567 (2%) are noncontributers.

Points of Interest

Ondko̠nran Mad Med'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 Ondko̠nran Mad Med suffering from potholes, cracking, and even sinkholes. The locals often repair the road by putting down wooden decking.

POI

History

The the a mantle of Conjuration, an a mantle imbued with potent amounts of Conjuration energies was created near Ondko̠nran Mad Med by in time immemorial, reportedly some time during the late 2nd century.

History