Large City: Kad Kïl-duyf

Kad Kïl-duyf

Kad Kïl-duyf
Example Gnoll architecture.
StateNasdi
ProvenceGïtarejé Principality
RegionMazebepa Woodlands
Founded1349
Community LeaderLord Whuldrotir
Area77 km2 (30 mi2)
Average Yearly Temp2°C (35°F)
Average Elevation2478 m (8129 ft)
Average Yearly Precipitation259 cm/y (101 in/y)
Population18149
Population Density235 people per km2 (604 people per mi2)
Town AuraChronomancy
Naming
Native nameKad Kïl-duyf
Pronunciation/kɪl/ /dujf/
Direct Translation[serious; sober] [sauce]
Translation[Not Yet Translated]

Kad Kïl-duyf (/kɪl/ /dujf/ [serious; sober] [sauce]) is a subtropical Large City located in the Gïtarejé Principality of the Nasdi.

The name Kad Kïl-duyf is derived from the Goblin language, as Kad Kïl-duyf was founded by Dhu, who was culturaly Gnoll.

Climate

Kad Kïl-duyf has a yearly average temperature of 2°C (35°F), with its average temperature during the summer being a cold 4°C (39°F) and its average temperature during the winter being a cold 1°C (33°F). Kad Kïl-duyf receives an average of 259 cm/y (101 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Kad Kïl-duyf covers an area of nearly 77 km2 (30 mi2), and an average elevation of 2478 m (8129 ft) above sea level.

Overview

Kad Kïl-duyf was founded durring the early 14th century in winter of the year 1349, by Dhu. The establishment of the new community went well, with no major obsticles durring construction.

Kad Kïl-duyf was built using the conventions of Gnoll durring the early 14th century. Naturaly, all settlmentss have their own look to them, and Kad Kïl-duyf is no diffrent. The city's buildings feature plaster covered brickwork used to form structures with an emphasis on symmetry, proportion, geometry and the regularity of parts. Orderly arrangements of columns, pilasters and lintels, as well as the use of semicircular arches, hemispherical domes, niches and aediculae can be found everywhere such that only size of building and yard can be used to measure the general prosparity of a given building's owners due to a general wealthy feeling the style gives off.

Kad Kïl-duyf is buildings are arranged arround a network of spacious baked earthen streets which form a diagonal shaped grid, where each square verries in size given the proximity of the paralell streets forming each section. The ocasional smaller square has been used to construct a park, plaza, and other communal structures. The city rests behind the absurdity that is a thick, timber braced, wall made of clay bricks. While visualy impressive and certainly an astetic, Kad Kïl-duyf'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. Kad Kïl-duyf's political statment focused walls are in an unremarkable state. To some, this is the ideal sate for defences to be in. In need of absoutly nothing, and ready to serve the city as needed.

A look around Kad Kïl-duyf 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. Everything is just a little too worn down, a little too dirty, or both. No one makes eye contact. Kids play quietly, but happily. Occasionally a passerby glances at you out of the corner of their eye, staring just long enough for it to be uncomfortable. People seem to be allowed to do as they please with little harmoney to anything. It feels less like a city, and more like a spot people just happened to place their homes. Regardless, you do not feel it would be wise to remain in Kad Kïl-duyf long.

Civic Infrastructure

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

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

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

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

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

Kad Kïl-duyf has an Theological Academy which trains clergy in various arcane and theological topics required for their occupations.

Kad Kïl-duyf 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 Kïl-duyf's grid is powered by hydrogalvanic generators.

Kad Kïl-duyf's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.

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

Kad Kïl-duyf has a library, which keeps a large collection of books, scrolls, and archives all manner of physical items. While not open to the public, the librarians and scholars employed by the library will assist anyone with their research needs, and wealthy individuals can purchase membership to access the library's materials themselves. In spite of being generally closed to the public, the library has a room with several Aether Linked devices available to the public during business hours.

Kad Kïl-duyf 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 Kïl-duyf's natural decorations nor waterways.

Kad Kïl-duyf 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 Kïl-duyf 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 Kïl-duyf 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

Kad Kïl-duyf's mayor's house was built using a different architectural style from the rest of the town. The style used is best known for the combined use of arcuated and trabeated construction, employing arches and constructed with post and lintel. The arch served as the style's chief structural element, with flanking columns serving as buttresses or decorations. While the general shape of their structures could be generously described as simplistic, the use of these arches and columns created a most distinct ascetic which is easily distinguishable on sight to armatures and experts alike.

In Kad Kïl-duyf birds speak prophesy.

The Elawah near Kad Kïl-duyf are known to be more aggressive than normal.

Kad Kïl-duyf's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves destroying a prepared ritual vessel to channel Conjuration energies of tier 1 via speaking in tongues.

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: 37
  • Farmers: 56
  • Farm Laborer: 95
  • Hunters: 56
  • Milk Maids: 49
  • Ranchers: 23
  • Ranch Hands: 48
  • Shepherds: 42
    • Farmland: 73503 m2
    • Cattle and Similar Creatures: 4537
    • Poultry: 54447
    • Swine: 3629
    • Sheep: 181
    • Goats: 36
    • Horses, Mounts, and Beasts of Burden: 1814

Craftsmen

  • Arms and Toolmakers: 38
  • Blacksmiths: 38
  • Bookbinders: 23
  • Buckle-makers: 24
  • Cabinetmakers: 40
  • Candlemakers: 62
  • Carpenters: 59
  • Clothmakers: 51
  • Coach and Harness Makers: 19
  • Coopers: 46
  • Copper, Brass, Tin, Zinc, and Lead Workers: 25
  • Copyists: 17
  • Cutlers: 14
  • Fabricworkers: 42
  • Farrier: 88
  • Furriers: 11
  • Glassworkers: 69
  • Gunsmiths: 38
  • Harness-Makers: 17
  • Hatters: 34
  • Hosiery Workers: 13
  • Jewelers: 20
  • Leatherwrights: 44
  • Locksmiths: 18
  • Matchstick makers: 27
  • Musical Instrument Makers: 28
  • Painters, Structures and Fixtures: 24
  • Paper Workers: 27
  • Plasterers: 24
  • Pursemakers: 29
  • Roofers: 19
  • Ropemakers: 18
  • Rugmakers: 17
  • Saddlers: 31
  • Scabbardmakers: 40
  • Scalemakers: 19
  • Scientific, Surgical, and Optical Instrument Makers: 11
  • Sculptors, Structures and Fixtures: 17
  • Shoemakers: 17
  • Soap and Tallow Workers: 55
  • Tailors: 98
  • Tanners: 23
  • Upholsterers: 25
  • Watchmakers: 24
  • Weavers: 56
  • Whitesmiths: 14

Merchants

  • Adventuring Goods Retellers: 12
  • Arcana Sellers: 12
  • Beer-Sellers: 24
  • Booksellers: 29
  • Butchers: 44
  • Chandlers: 44
  • Chicken Butchers: 47
  • Entrepreneurs: 19
  • Fine Clothiers: 45
  • Fishmongers: 45
  • Florists: 10
  • Potion Sellers: 31
  • Resellers: 82
  • Spice Merchants: 23
  • Wine-sellers: 37
  • Wheelwright: 27
  • Woodsellers: 17

Service workers

  • Bakers: 86
  • Barbers: 80
  • Coachmen: 25
  • Cooks: 78
  • Doctors: 39
  • Gamekeepers: 29
  • Grooms: 15
  • Hairdressers: 58
  • Healers: 49
  • Housekeepers: 53
  • Housemaids: 95
  • House Stewards: 53
  • Inns: 17
  • Laundry maids: 32
  • Maidservants: 53
  • Nursery Maids: 32
  • Pastrycooks: 64
  • Restaurateur: 78
  • Tavern Keepers: 78

Specialized Laborer

  • Ashworkers: 25
  • Bleachers: 17
  • Chemical Workers: 10
  • Coal Heavers: 37
  • In-Town Couriers: 42
  • Long Haul Couriers: 38
  • Dockyard Workers: 37
  • Gas Workers: 8
  • Hay Merchants: 15
  • Leech Collectors: 49
  • Millers: 39
  • Miners: 40
  • Oilmen and Polishers: 28
  • Postmen: 41
  • Pure Finder: 24
  • Skinners: 51
  • Sugar Refiners: 10
  • Tosher: 27
  • Warehousemen: 62
  • Watercarriers: 38
  • Watermen, Bargemen, etc.: 58

Skilled Laborers

  • Accountants: 23
  • Alchemist: 27
  • Clerk: 35
  • Dentists: 18
  • Educators: 47
  • Engineers: 25
  • Gardeners: 18
  • Mages: 13
  • Plumbers: 18
  • Pharmacist: 22
  • Professors: 8
  • Scientists: 13
  • Wizards: 7

Civil Servants

  • Adventurers: 17
  • Bankers: 26
  • Civil Clerks: 38
  • Civic Iudex: 20
  • Consultants: 11
  • Exorcist: 42
  • Fixers: 21
  • Kami Clerk: 38
  • Landlords: 35
  • Lawyers: 21
  • Legend Keepers: 29
  • Militia Officers: 129
  • Monks, Monastic: 58
  • Monks, Civic: 53
  • Historian, Oral: 42
  • Historian, Textual: 22
  • Policemen, Sheriffs, etc.: 42
  • Priests: 82
  • Rangers: 25
  • Rat Catchers: 28
  • Scholars: 28
  • Spiritualist: 31
  • Slayers: 10
  • Storytellers: 80
  • Military Officers: 60

Cottage Industries

  • Brewers: 58
  • Comfort Services: 75
  • Enchanters: 20
  • Herbalists: 20
  • Jaminators: 58
  • Needleworkers: 53
  • Potters: 30
  • Preserve Makers: 53
  • Quilters: 27
  • Seamsters: 100
  • Spinners: 51
  • Tinker: 20
  • Weaver: 43

Artists

  • Actors: 19
  • Architects: 7
  • Bards: 29
  • Costumers: 11
  • Dancers: 21
  • Drafters: 11
  • Engravers: 14
  • Fine Furniture Carpenters: 8
  • Glaziers: 20
  • Inlayers: 17
  • Musicians: 58
  • Painters, Art: 9
  • Playwrights: 19
  • Sculptors, Art: 15
  • Wood Carvers: 62
  • Writers: 62

Produce Industries

  • Butter Churners: 64
  • Canners: 54
  • Cheesmakers: 60
  • Ice Merchants: 8
  • Millers: 41
  • Picklers: 31
  • Smokers: 21
  • Stockmakers: 19
  • Tobacconists: 29
  • Tallowmakers: 39

6738 of Kad Kïl-duyf's population work within a Foundational Occupation.

10686 of Kad Kïl-duyf's population do not work in a formal occupation, but do contribute to the local economy. 725 (4%) are noncontributers.

Points of Interest

Kad Kïl-duyf is accessed from a nearby river via an intricate series of locks.

POI

History

The the a longspear of Truename Magic, an a longspear imbued with potent amounts of Truename Magic energies was created in Kad Kïl-duyf by in time immemorial, reportedly some time during the late 2nd century.

History