Large City: Kad Fä-irr

Kad Fä-irr

Kad Fä-irr
Example Gnoll architecture.
StateNutheli
ProvenceMididïleghi Principality
RegionNëk-vluz Holt
Founded1790
Community LeaderLord Balcheth
Area119 km2 (47 mi2)
Average Yearly Temp0°C (32°F)
Average Elevation2380 m (7808 ft)
Average Yearly Precipitation254 cm/y (99 in/y)
Population28379
Population Density238 people per km2 (603 people per mi2)
Town AuraAugury
Naming
Native nameKad Fä-irr
Pronunciation/fɑ/ /irr/
Direct Translation[certain; sure] [fire]
Translation[Not Yet Translated]

Kad Fä-irr (/fɑ/ /irr/ [certain; sure] [fire]) is a subtropical Large City located in the Mididïleghi Principality of the Nutheli.

The name Kad Fä-irr is derived from the Goblin language, as Kad Fä-irr was founded by Knaathriz, who was culturaly Gnoll.

Climate

Kad Fä-irr has a yearly average temperature of 0°C (32°F), with its average temperature during the summer being an icy 26°C (78°F) and its average temperature during the winter being a cold -26°C (-14°F). Kad Fä-irr receives an average of 254 cm/y (99 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Kad Fä-irr covers an area of nearly 119 km2 (47 mi2), and an average elevation of 2380 m (7808 ft) above sea level.

Overview

Kad Fä-irr was founded durring the late 19th century in late spring of the year 1790, by Knaathriz. The establishment of Kad Fä-irr was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Knaathriz struck deals with nearby nations and communities to establish Kad Fä-irr as a prison colony.

Kad Fä-irr was built using the conventions of Gnoll durring the late 19th century. Naturaly, all settlmentss have their own look to them, and Kad Fä-irr is no diffrent. The city's buildings feature plaster covered brick construction taking the shape of large simple gemometric shapes which ate then embelished with decorative features, but retain their simple shapes in spite of the added features such as pillars, faccaddes, and covered walkways. The blocky nature gives a general impression of extreem age, as if each structure has existed since time immemorial.

Kad Fä-irr is buildings have been located at convienant points along the gorge Kad Fä-irr was built upon. Navigating the town is therefore a little chalanging as the distance between buildings verris greatly and the premissive cobblestone streets flow where they are able to be made rather than folowing the most convienant paths. The city rests behind a thick wall made from clay bricks. The wall has all of the proper fortifications and is well made. Unfortuantly the nature of clay brick leaves it quite vulnerable to siege equipment, though the thickness of the wall lends it simmilar resistnace to a thinner hardrock wall. Unfortuantly, these millitarily questionable fortifications are in extreem disrepair, so much so that one cannot tell if they are decaying from a lack of mantance or damage incured.

Something in your gut tells you that you may be unwelcome in Kad Fä-irr. The town seems like it’s not showing you the side of itself it would show to others. People mostly ignore your questions. Many folks ask you to leave their establishments, even before you’ve walked inside them. You should probably listen to them, as every time you’re asked to leave the person asking you to leave has referenced the town’s patron divine in some way. The little voice in the back of your mind that tells you when you’re in danger feels like it’s just glaring at you and muttering about how stupid you are for even remaining in town.

Civic Infrastructure

Kad Fä-irr possesses a Aethary Link for its accademic, government, and financial institutions. Public Aethary access is available through one or more of these intitutions.

Kad Fä-irr has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

Kad Fä-irr 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 Kad Fä-irr. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Kad Fä-irr's parks.

Kad Fä-irr has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kad Fä-irr.

Kad Fä-irr 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.

Kad Fä-irr 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.

Kad Fä-irr has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.

Kad Fä-irr has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.

Kad Fä-irr 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.

Kad Fä-irr 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.

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

Kad Fä-irr has an Arts Academy which provides higher education in many fields including math, language arts, philosophy, engineering, and other such disciplines.

Kad Fä-irr 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. Kad Fä-irr's grid is powered by hydrogalvanic generators.

Kad Fä-irr 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.

Kad Fä-irr has a first rate hospital which caters to anyone in need of long term medical care.

Kad Fä-irr 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.

Kad Fä-irr 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 Kad Fä-irr's natural decorations nor waterways.

Kad Fä-irr 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.

Kad Fä-irr 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.

Kad Fä-irr 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

The locals are in a state of despair and dull apathy. They've lost the things that used to give them pride and hope, with the best among them carrying on out of habitual duty and the worst giving ready hands to shameful deeds and ignoble acts. No one really believes the future can be better, and most seek only to satisfy immediate appetites.

Kad Fä-irr's bank was built using a different architectural style from the rest of the town. The style used is inspired by the natural world, characterized by sinuous, sculptural, organic shapes, arches, curving lines, and sensual ornamentation. Common motifs included stylized versions of leaves, flowers, vines, insects, animals, and other natural elements. Decorative elements found on the inside and outside of buildings include intricate mosaic work, curved windows, and decorative trim work. .

Due to the actions of local Kami, spring is long in Kad Fä-irr.

The Donratty near Kad Fä-irr are known to be more aggressive than normal.

Kad Fä-irr's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves performance art to channel Abjuration energies of tier 1 via divine sermons.

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: 53
  • Farmers: 70
  • Farm Laborer: 135
  • Hunters: 94
  • Milk Maids: 76
  • Ranchers: 36
  • Ranch Hands: 79
  • Shepherds: 65
    • Farmland: 114651 m2
    • Cattle and Similar Creatures: 7094
    • Poultry: 85137
    • Swine: 5675
    • Sheep: 283
    • Goats: 56
    • Horses, Mounts, and Beasts of Burden: 2837

Craftsmen

  • Arms and Toolmakers: 59
  • Blacksmiths: 65
  • Bookbinders: 35
  • Buckle-makers: 37
  • Cabinetmakers: 65
  • Candlemakers: 105
  • Carpenters: 93
  • Clothmakers: 78
  • Coach and Harness Makers: 29
  • Coopers: 72
  • Copper, Brass, Tin, Zinc, and Lead Workers: 40
  • Copyists: 27
  • Cutlers: 24
  • Fabricworkers: 64
  • Farrier: 183
  • Furriers: 18
  • Glassworkers: 88
  • Gunsmiths: 59
  • Harness-Makers: 27
  • Hatters: 56
  • Hosiery Workers: 20
  • Jewelers: 31
  • Leatherwrights: 70
  • Locksmiths: 29
  • Matchstick makers: 42
  • Musical Instrument Makers: 39
  • Painters, Structures and Fixtures: 35
  • Paper Workers: 38
  • Plasterers: 39
  • Pursemakers: 46
  • Roofers: 29
  • Ropemakers: 29
  • Rugmakers: 27
  • Saddlers: 51
  • Scabbardmakers: 62
  • Scalemakers: 30
  • Scientific, Surgical, and Optical Instrument Makers: 18
  • Sculptors, Structures and Fixtures: 27
  • Shoemakers: 27
  • Soap and Tallow Workers: 93
  • Tailors: 153
  • Tanners: 35
  • Upholsterers: 42
  • Watchmakers: 37
  • Weavers: 91
  • Whitesmiths: 23

Merchants

  • Adventuring Goods Retellers: 19
  • Arcana Sellers: 20
  • Beer-Sellers: 38
  • Booksellers: 45
  • Butchers: 83
  • Chandlers: 76
  • Chicken Butchers: 71
  • Entrepreneurs: 29
  • Fine Clothiers: 70
  • Fishmongers: 76
  • Florists: 17
  • Potion Sellers: 51
  • Resellers: 118
  • Spice Merchants: 38
  • Wine-sellers: 55
  • Wheelwright: 43
  • Woodsellers: 27

Service workers

  • Bakers: 141
  • Barbers: 126
  • Coachmen: 41
  • Cooks: 123
  • Doctors: 59
  • Gamekeepers: 43
  • Grooms: 24
  • Hairdressers: 109
  • Healers: 77
  • Housekeepers: 83
  • Housemaids: 128
  • House Stewards: 94
  • Inns: 27
  • Laundry maids: 50
  • Maidservants: 105
  • Nursery Maids: 54
  • Pastrycooks: 105
  • Restaurateur: 109
  • Tavern Keepers: 113

Specialized Laborer

  • Ashworkers: 39
  • Bleachers: 25
  • Chemical Workers: 16
  • Coal Heavers: 57
  • In-Town Couriers: 61
  • Long Haul Couriers: 64
  • Dockyard Workers: 59
  • Gas Workers: 13
  • Hay Merchants: 23
  • Leech Collectors: 68
  • Millers: 67
  • Miners: 65
  • Oilmen and Polishers: 40
  • Postmen: 60
  • Pure Finder: 38
  • Skinners: 88
  • Sugar Refiners: 16
  • Tosher: 45
  • Warehousemen: 97
  • Watercarriers: 62
  • Watermen, Bargemen, etc.: 85

Skilled Laborers

  • Accountants: 38
  • Alchemist: 44
  • Clerk: 53
  • Dentists: 28
  • Educators: 82
  • Engineers: 41
  • Gardeners: 27
  • Mages: 21
  • Plumbers: 29
  • Pharmacist: 32
  • Professors: 12
  • Scientists: 20
  • Wizards: 12

Civil Servants

  • Adventurers: 27
  • Bankers: 40
  • Civil Clerks: 65
  • Civic Iudex: 31
  • Consultants: 19
  • Exorcist: 60
  • Fixers: 33
  • Kami Clerk: 53
  • Landlords: 53
  • Lawyers: 33
  • Legend Keepers: 46
  • Militia Officers: 236
  • Monks, Monastic: 88
  • Monks, Civic: 85
  • Historian, Oral: 67
  • Historian, Textual: 33
  • Policemen, Sheriffs, etc.: 67
  • Priests: 135
  • Rangers: 37
  • Rat Catchers: 42
  • Scholars: 43
  • Spiritualist: 51
  • Slayers: 16
  • Storytellers: 107
  • Military Officers: 101

Cottage Industries

  • Brewers: 76
  • Comfort Services: 105
  • Enchanters: 32
  • Herbalists: 31
  • Jaminators: 101
  • Needleworkers: 101
  • Potters: 48
  • Preserve Makers: 78
  • Quilters: 41
  • Seamsters: 149
  • Spinners: 85
  • Tinker: 32
  • Weaver: 74

Artists

  • Actors: 29
  • Architects: 11
  • Bards: 42
  • Costumers: 17
  • Dancers: 34
  • Drafters: 18
  • Engravers: 23
  • Fine Furniture Carpenters: 13
  • Glaziers: 30
  • Inlayers: 27
  • Musicians: 81
  • Painters, Art: 14
  • Playwrights: 30
  • Sculptors, Art: 24
  • Wood Carvers: 105
  • Writers: 101

Produce Industries

  • Butter Churners: 101
  • Canners: 91
  • Cheesmakers: 85
  • Ice Merchants: 12
  • Millers: 61
  • Picklers: 51
  • Smokers: 35
  • Stockmakers: 31
  • Tobacconists: 44
  • Tallowmakers: 61

10648 of Kad Fä-irr's population work within a Foundational Occupation.

16880 of Kad Fä-irr's population do not work in a formal occupation, but do contribute to the local economy. 851 (3%) are noncontributers.

Points of Interest

Kad Fä-irr's is something of a geological and arcane anomaly, as neither physical nor magical law entirely explains its formation.

POI

History

The the a katar of Chronomancy, an a katar imbued with great amounts of Chronomancy energies was created near Kad Fä-irr by in time immemorial, reportedly some time during the early 2nd century.

History