The name Ådehlÿ Dähhäq Cub̄ is derived from the Dwarven language, as Ådehlÿ Dähhäq Cub̄ was founded by Derk Rebhal̄qug, who was culturaly Dwarvern.
Climate
Ådehlÿ Dähhäq Cub̄ has a yearly average temperature of 25°C (77°F), with its average temperature during the summer being a warm 29°C (84°F) and its average temperature during the winter being a pleasant 21°C (69°F). Ådehlÿ Dähhäq Cub̄ receives an average of 176 cm/y (69 in/y) of precipitation, most of which comes in the form of rain during the fall. Ådehlÿ Dähhäq Cub̄ covers an area of nearly 7 km2 (2 mi2), and an average elevation of 7676 m (-17765 ft) above sea level.
Overview
Ådehlÿ Dähhäq Cub̄ was founded durring the early 9th century, by Derk Rebhal̄qug. 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 Derk Rebhal̄qug.
Ådehlÿ Dähhäq Cub̄ was built using the conventions of Dwarvern durring the early 9th century. Naturaly, all settlmentss have their own look to them, and Ådehlÿ Dähhäq Cub̄ is no diffrent. The town'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.
Ådehlÿ Dähhäq Cub̄ is was constructed arround several crampt cobblestone mainstreets which cross one another at certain axies, with smaller streets branching off of them to premit acess to the many buildings deeper into the road network. The overall fashion is remenessent of a circulatory system, or other organic construct, and is quite effishent in its design. The town rests behind the absurdity that is a thick, timber braced, wall made of clay bricks. While visualy impressive and certainly an astetic, Ådehlÿ Dähhäq Cub̄'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. Unfortuantly, these political statment focused walls are in extreem disrepair, so much so that one cannot tell if they are decaying from a lack of mantance or damage incured.
A look around Ådehlÿ Dähhäq Cub̄ 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 with the simple fact that it is abundantly clear Ådehlÿ Dähhäq Cub̄ suffered something horrible some time ago. It's as if the town itself is depressed. Smiles are few, cheer is nowhere to be had. Everyone quietly goes about their daily business not looking anyone in the eye. Regardless, you do not feel it would be wise to remain in Ådehlÿ Dähhäq Cub̄ long.
Civic Infrastructure
Ådehlÿ Dähhäq Cub̄ 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 Ådehlÿ Dähhäq Cub̄. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Ådehlÿ Dähhäq Cub̄'s parks.
Ådehlÿ Dähhäq Cub̄ has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Ådehlÿ Dähhäq Cub̄.
Ådehlÿ Dähhäq Cub̄ 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.
Ådehlÿ Dähhäq Cub̄ 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.
Ådehlÿ Dähhäq Cub̄ has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Ådehlÿ Dähhäq Cub̄'s public wards, blessings, and other arcane systems.
Ådehlÿ Dähhäq Cub̄ 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 Town. Ådehlÿ Dähhäq Cub̄'s grid is powered by hydrogalvanic generators.
Ådehlÿ Dähhäq Cub̄ 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 Ådehlÿ Dähhäq Cub̄'s natural decorations nor waterways.
Ådehlÿ Dähhäq Cub̄ 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.
Ådehlÿ Dähhäq Cub̄ 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.
Ådehlÿ Dähhäq Cub̄ 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.
Ådehlÿ Dähhäq Cub̄ 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
Ådehlÿ Dähhäq Cub̄'s mayor's house was built using a different architectural style from the rest of the town. The style used is best known for its striking sculptural forms and often dazzling ornamental detail that characterizes the buildings general shape. The radiant colors, rich patterns, and symmetrical silhouettes employed by this style were backed up by rich decorative features including gardens, courtyards, extruded arches, domes, pointed domes, vaulted ceilings, elaborate painted and inlaid designs, and decorative sculptures.
In Ådehlÿ Dähhäq Cub̄ sometimes, near one of the seasonal solstices, the sun appears to split into three and it rains from a clear sky for several hours.
The Atomie near Ådehlÿ Dähhäq Cub̄ are known to be quite timid.
Ådehlÿ Dähhäq Cub̄'s citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves destroying a prepared ritual vessel to channel Abjuration energies of tier 3 via proclamations.
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: 3
Farmers: 4
Farm Laborer: 9
Hunters: 5
Milk Maids: 4
Ranchers: 2
Ranch Hands: 4
Shepherds: 3
Farmland: 6690 m2
Cattle and Similar Creatures: 414
Poultry: 4968
Swine: 331
Sheep: 16
Goats: 3
Horses, Mounts, and Beasts of Burden: 165
Craftsmen
Arms and Toolmakers: 3
Blacksmiths: 3
Bookbinders: 2
Buckle-makers: 2
Cabinetmakers: 3
Candlemakers: 6
Carpenters: 5
Clothmakers: 4
Coach and Harness Makers: 1
Coopers: 4
Copper, Brass, Tin, Zinc, and Lead Workers: 2
Copyists: 1
Cutlers: 1
Fabricworkers: 3
Farrier: 10
Furriers: 1
Glassworkers: 6
Gunsmiths: 3
Harness-Makers: 1
Hatters: 3
Hosiery Workers: 1
Jewelers: 1
Leatherwrights: 4
Locksmiths: 1
Matchstick makers: 2
Musical Instrument Makers: 2
Painters, Structures and Fixtures: 2
Paper Workers: 2
Plasterers: 2
Pursemakers: 2
Roofers: 1
Ropemakers: 1
Rugmakers: 1
Saddlers: 3
Scabbardmakers: 3
Scalemakers: 1
Scientific, Surgical, and Optical Instrument Makers: 1
Sculptors, Structures and Fixtures: 1
Shoemakers: 1
Soap and Tallow Workers: 5
Tailors: 8
Tanners: 2
Upholsterers: 2
Watchmakers: 2
Weavers: 4
Whitesmiths: 1
Merchants
Adventuring Goods Retellers: 1
Arcana Sellers: 1
Beer-Sellers: 2
Booksellers: 2
Butchers: 4
Chandlers: 3
Chicken Butchers: 4
Entrepreneurs: 1
Fine Clothiers: 4
Fishmongers: 4
Florists: 1
Potion Sellers: 2
Resellers: 7
Spice Merchants: 2
Wine-sellers: 3
Wheelwright: 2
Woodsellers: 1
Service workers
Bakers: 9
Barbers: 8
Coachmen: 2
Cooks: 7
Doctors: 3
Gamekeepers: 2
Grooms: 1
Hairdressers: 6
Healers: 4
Housekeepers: 5
Housemaids: 9
House Stewards: 5
Inns: 1
Laundry maids: 3
Maidservants: 5
Nursery Maids: 3
Pastrycooks: 5
Restaurateur: 6
Tavern Keepers: 6
Specialized Laborer
Ashworkers: 2
Bleachers: 1
Coal Heavers: 3
In-Town Couriers: 3
Long Haul Couriers: 3
Dockyard Workers: 3
Hay Merchants: 1
Leech Collectors: 4
Millers: 3
Miners: 3
Oilmen and Polishers: 2
Postmen: 3
Pure Finder: 2
Skinners: 4
Tosher: 2
Warehousemen: 5
Watercarriers: 3
Watermen, Bargemen, etc.: 4
Skilled Laborers
Accountants: 2
Alchemist: 2
Clerk: 3
Dentists: 1
Educators: 4
Engineers: 2
Gardeners: 1
Mages: 1
Plumbers: 1
Pharmacist: 2
Scientists: 1
Civil Servants
Adventurers: 1
Bankers: 2
Civil Clerks: 3
Civic Iudex: 1
Consultants: 1
Exorcist: 3
Fixers: 1
Kami Clerk: 3
Landlords: 3
Lawyers: 1
Legend Keepers: 2
Militia Officers: 11
Monks, Monastic: 5
Monks, Civic: 5
Historian, Oral: 3
Historian, Textual: 2
Policemen, Sheriffs, etc.: 3
Priests: 7
Rangers: 2
Rat Catchers: 2
Scholars: 2
Spiritualist: 3
Storytellers: 6
Military Officers: 5
Cottage Industries
Brewers: 5
Comfort Services: 6
Enchanters: 1
Herbalists: 1
Jaminators: 5
Needleworkers: 6
Potters: 2
Preserve Makers: 5
Quilters: 2
Seamsters: 10
Spinners: 5
Tinker: 1
Weaver: 4
Artists
Actors: 1
Bards: 2
Dancers: 1
Drafters: 1
Engravers: 1
Glaziers: 1
Inlayers: 1
Musicians: 4
Playwrights: 1
Sculptors, Art: 1
Wood Carvers: 6
Writers: 5
Produce Industries
Butter Churners: 5
Canners: 5
Cheesmakers: 6
Millers: 3
Picklers: 2
Smokers: 2
Stockmakers: 1
Tobacconists: 2
Tallowmakers: 3
540 of Ådehlÿ Dähhäq Cub̄'s population work within a Foundational Occupation.
31 work in Agriculture
120 work as Craftsmen
44 work as Merchants
90 work as Service Workers
51 work as General Laborers
20 work as Skilled Laborers
77 work as Civil Servants
53 work in Cottage Industries
25 work as Artists
29 work in Produce Industries
1034 of Ådehlÿ Dähhäq Cub̄'s population do not work in a formal occupation, but do contribute to the local economy. 82 (5%) are noncontributers.
Points of Interest
The center of Ådehlÿ Dähhäq Cub̄'s town square was built around an ancient standing stone.
POI
History
Ådehlÿ Dähhäq Cub̄ used to be much richer, but something happened in the last (10908 % 6)+1 years to crush its source of prosperity. Different factions of the community might be trying to grasp at the remaining dregs of wealth, others might try to restart the failed industry, and some might look for a new livelihood. Any group or entity thought responsible for the collapse is likely to be treated very harshly, and some locals might find profit in shifting the blame to their enemies.
In time immemorial, reportedly some time during the early 2nd century a local hero by the name of spared the town from the rampage of a legendary monster. One of Ådehlÿ Dähhäq Cub̄'s festivals remembers the hero.