The name Ådehlÿ Hÿlälz Cäd is derived from the Dwarven language, as Ådehlÿ Hÿlälz Cäd was founded by Vrigas Cetrÿnequg, who was culturaly Dwarvern.
Climate
Ådehlÿ Hÿlälz Cäd has a yearly average temperature of 28°C (82°F), with its average temperature during the summer being a hot 32°C (89°F) and its average temperature during the winter being a pleasant 25°C (77°F). Ådehlÿ Hÿlälz Cäd receives an average of 261 cm/y (102 in/y) of precipitation, most of which comes in the form of rain during the summer. Ådehlÿ Hÿlälz Cäd covers an area of nearly 6 km2 (2 mi2), and an average elevation of 3650 m (11975 ft) above sea level.
Overview
Ådehlÿ Hÿlälz Cäd was founded durring the late 13th century in spring of the year 1191, by Vrigas Cetrÿnequg. The establishment of Ådehlÿ Hÿlälz Cäd was somewhat plagued by a lack of willing colonists, leading to Vrigas Cetrÿnequg electing to pay people to resettle in Ådehlÿ Hÿlälz Cäd.
Ådehlÿ Hÿlälz Cäd was built using the conventions of Dwarvern durring the late 13th century. Naturaly, all settlmentss have their own look to them, and Ådehlÿ Hÿlälz Cäd 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 Hÿlälz Cäd is buildings are arranged arround a single restrictive baked earthen mainstreet with many smaller streets branching off of it which gives the town a over all rectangular shape, albit one warped and twisted by the nature of the curves of the main road. The town rests behind a thin stone wall. The wall's design was likly directly copied from a castle's parmiter defences. It's simply that the arcatect made Ådehlÿ Hÿlälz Cäd's wall substancialy thinner than a castle's walls. While the towers and gatehouses are adiquite, the obvious cost savings measure of making the walls drasticaly thinner reduces their ability to resist siege weapons greatly. The town's impressive-looking wall could fail at a critical moment in battle, and would likely not even resist a few bandits with improvised siege equipment. The budget oriented have not been wellmaintained over the years, and while functional are in dire need of some loving care and perhapse light renovation.
Ådehlÿ Hÿlälz Cäd has the unmistakable air of a town 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 Ådehlÿ Hÿlälz Cäd ’s existence has dried up and the town is drifting down the stream of history as it dries up. Likely due to this, Ådehlÿ Hÿlälz Cäd is, in a word, disorder. People seem to be allowed to do as they please with little harmoney to anything. It feels less like a town, and more like a spot people just happened to have homes. One cannot help but wonder what Ådehlÿ Hÿlälz Cäd was like during the glorydays.
Civic Infrastructure
Ådehlÿ Hÿlälz Cäd 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 Hÿlälz Cäd. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Ådehlÿ Hÿlälz Cäd's parks.
Ådehlÿ Hÿlälz Cäd has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Ådehlÿ Hÿlälz Cäd.
Ådehlÿ Hÿlälz Cäd 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 Hÿlälz Cäd 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 Hÿlälz Cäd has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Ådehlÿ Hÿlälz Cäd's public wards, blessings, and other arcane systems.
Ådehlÿ Hÿlälz Cäd 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 Hÿlälz Cäd's grid is powered by a boiler and turbine based power plant.
Ådehlÿ Hÿlälz Cäd 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 Hÿlälz Cäd's natural decorations nor waterways.
Ådehlÿ Hÿlälz Cäd 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 Hÿlälz Cäd 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 Hÿlälz Cäd 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
Ådehlÿ Hÿlälz Cäd has a long tradition of martial expertise. This may be a crisply-organized history of skilled native levies, or it may be a natural belligerence in the people that leaves them familiar with bloodshed. While their neighbors and liege doubtless respect their talents, this very aptitude might make them more willing to turn to steel than prudence would advise.
Ådehlÿ Hÿlälz Cäd's bank was built using a different architectural style from the rest of the town. The style used is characterized by dynamic designs and complex architectural plan forms; intended to heighten feelings of motion and sensuality, and frequently based on the oval. It made extensive and extreme use of: Grandeur, Contrast, Curves and twists, Rich surface treatments, Gilded statuary, Bright colors, Vividly painted ceilings, Fragmented or deliberately incomplete elements, Large-scale frescoes, Dramatic central projections on an external facade, the use of plaster, stucco, or marble finishing, Illusory effects such as trompe l’oeil, and pear-shaped domes. While beloved by the nobility, the common folk tended to despise the style due to the massive consumption of resources required for even a small building constructed in this style.
In Ådehlÿ Hÿlälz Cäd every night at precisely midnight every structure in town is engulfed by sailors fire until the end of the witching hour.
The Skunk near Ådehlÿ Hÿlälz Cäd are known to be more aggressive than normal.
Ådehlÿ Hÿlälz Cäd's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves long periods of drunkenness to channel Charm energies of tier 3 via guttural bellowing.
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: 8
Hunters: 4
Milk Maids: 3
Ranchers: 2
Ranch Hands: 4
Shepherds: 4
Farmland: 6585 m2
Cattle and Similar Creatures: 405
Poultry: 4866
Swine: 324
Sheep: 16
Goats: 3
Horses, Mounts, and Beasts of Burden: 162
Craftsmen
Arms and Toolmakers: 3
Blacksmiths: 3
Bookbinders: 2
Buckle-makers: 2
Cabinetmakers: 3
Candlemakers: 6
Carpenters: 4
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: 5
Gunsmiths: 3
Harness-Makers: 1
Hatters: 2
Hosiery Workers: 1
Jewelers: 1
Leatherwrights: 3
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: 6
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: 3
Chandlers: 4
Chicken Butchers: 4
Entrepreneurs: 1
Fine Clothiers: 4
Fishmongers: 3
Potion Sellers: 2
Resellers: 6
Spice Merchants: 2
Wine-sellers: 3
Wheelwright: 2
Woodsellers: 1
Service workers
Bakers: 8
Barbers: 7
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: 2
Maidservants: 5
Nursery Maids: 3
Pastrycooks: 5
Restaurateur: 5
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: 1
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: 3
Militia Officers: 20
Monks, Monastic: 4
Monks, Civic: 4
Historian, Oral: 4
Historian, Textual: 1
Policemen, Sheriffs, etc.: 3
Priests: 6
Rangers: 2
Rat Catchers: 2
Scholars: 2
Spiritualist: 3
Storytellers: 5
Military Officers: 5
Cottage Industries
Brewers: 4
Comfort Services: 6
Enchanters: 1
Herbalists: 1
Jaminators: 5
Needleworkers: 5
Potters: 2
Preserve Makers: 4
Quilters: 2
Seamsters: 8
Spinners: 4
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: 4
Writers: 6
Produce Industries
Butter Churners: 5
Canners: 5
Cheesmakers: 5
Millers: 3
Picklers: 2
Smokers: 2
Stockmakers: 1
Tobacconists: 2
Tallowmakers: 3
525 of Ådehlÿ Hÿlälz Cäd's population work within a Foundational Occupation.
29 work in Agriculture
117 work as Craftsmen
41 work as Merchants
86 work as Service Workers
51 work as General Laborers
19 work as Skilled Laborers
83 work as Civil Servants
47 work in Cottage Industries
24 work as Artists
28 work in Produce Industries
1033 of Ådehlÿ Hÿlälz Cäd's population do not work in a formal occupation, but do contribute to the local economy. 64 (4%) are noncontributers.
Points of Interest
Ådehlÿ Hÿlälz Cäd'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 Ådehlÿ Hÿlälz Cäd suffering from potholes, cracking, and even sinkholes. The locals often repair the road by putting down wooden decking.
POI
History
The the a small bag of Necromancy, an a small bag imbued with notable amounts of Necromancy energies was created in Ådehlÿ Hyeha Elz by in time immemorial, reportedly some time during the early 2nd century.