Small City: Kad Merä-mïsrip

Kad Merä-mïsrip

Kad Merä-mïsrip
Example Gnoll architecture.
StateNika
ProvenceDigitznä Principality
RegionNëk-vluz Holt
Founded1124
Community LeaderLord Shaihr
Area8 km2 (3 mi2)
Average Yearly Temp2°C (35°F)
Average Elevation2074 m (6804 ft)
Average Yearly Precipitation230 cm/y (90 in/y)
Population2018
Population Density252 people per km2 (672 people per mi2)
Town AuraInvocation
Naming
Native nameKad Merä-mïsrip
Pronunciation/meˈrɑ/ /mɪˈsrip/
Direct Translation[light (weight); easy] [giant]
Translation[Not Yet Translated]

Kad Merä-mïsrip (/meˈrɑ/ /mɪˈsrip/ [light (weight); easy] [giant]) is a temperate Small City located in the Digitznä Principality of the Nika.

The name Kad Merä-mïsrip is derived from the Goblin language, as Kad Merä-mïsrip was founded by Shëkê, who was culturaly Gnoll.

Climate

Kad Merä-mïsrip has a yearly average temperature of 2°C (35°F), with its average temperature during the summer being a cold 9°C (48°F) and its average temperature during the winter being a freezing -4°C (25°F). Kad Merä-mïsrip receives an average of 230 cm/y (90 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Kad Merä-mïsrip covers an area of nearly 8 km2 (3 mi2), and an average elevation of 2074 m (6804 ft) above sea level.

Overview

Kad Merä-mïsrip was founded durring the early 12th century in fall of the year 1124, by Shëkê. The establishment of the new community went well, with no major obsticles durring construction.

Kad Merä-mïsrip was built using the conventions of Gnoll durring the early 12th century. Naturaly, all settlmentss have their own look to them, and Kad Merä-mïsrip 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 Merä-mïsrip is buildings are arranged arrounded a highly ordered system of broad cobblestone streets which form triangular 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 emploies a series of defencive earthworks and fences to provide minimal protection against wild beasts and smaller groups of intelegent foes. Kad Merä-mïsrip's somewhat suffishent has sufferd soem light damage, reducing its function a little in some spots, but could almsot certainly preform as expected... Though some of the worse spots could lead to the loss of defenders lives if attackers identified the weaknesses ahead of time.

Right off the bat Kad Merä-mïsrip hits you in the face with its success. Everyone, even the peasants, are dressed in well made clothing. Every tool and implement you can see is finely made, and people will boast to you as obvious strangers of the wonders which can be found in their markets. More interestingly is a total lack of beggars, and plenty of new buildings are going up even as you speak. Somehow this city has come into quite a lot of wealth, and recently from the looks of things. The city is very clearly a joyfull place as well as wealthy. Music can be heard often, as well as laughter. The smell of food and drink permiates the air. You can’t help but smile.

Civic Infrastructure

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

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

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

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

Kad Merä-mïsrip possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.

Kad Merä-mïsrip 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 Merä-mïsrip's natural decorations nor waterways.

Kad Merä-mïsrip 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 Merä-mïsrip 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 Merä-mïsrip 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 Merä-mïsrip's garrison was built using a different architectural style from the rest of the town. The style used is characterized by vertical proportions, pointed arches, external buttressing, and asymmetry in the general shape of its buildings. The decorative features of the style were key, consisting of large arched windows, pointed arches, vaulted ceilings, flying buttresses, and sculptures integrated into the structure itself. Occasionally, for very important buildings, an array of sculptures or one colossal sculpture might replace the entirety of the entrance to said building.

Due to the actions of local Kami, autumn is recurring in Kad Merä-mïsrip.

The Donratty near Kad Merä-mïsrip are known to be a mutant strain of the creature.

Kad Merä-mïsrip's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves consuming a local toxin to channel Transmutation energies of tier 1 via oath swearing.

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: 5
  • Farm Laborer: 11
  • Hunters: 7
  • Milk Maids: 5
  • Ranchers: 2
  • Ranch Hands: 6
  • Shepherds: 5
    • Farmland: 8152 m2
    • Cattle and Similar Creatures: 504
    • Poultry: 6054
    • Swine: 403
    • Sheep: 20
    • Goats: 4
    • Horses, Mounts, and Beasts of Burden: 201

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 4
  • Bookbinders: 2
  • Buckle-makers: 2
  • Cabinetmakers: 4
  • Candlemakers: 6
  • Carpenters: 6
  • Clothmakers: 5
  • Coach and Harness Makers: 2
  • Coopers: 5
  • Copper, Brass, Tin, Zinc, and Lead Workers: 2
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 4
  • Farrier: 13
  • Furriers: 1
  • Glassworkers: 6
  • Gunsmiths: 4
  • Harness-Makers: 1
  • Hatters: 4
  • Hosiery Workers: 1
  • Jewelers: 2
  • Leatherwrights: 5
  • Locksmiths: 1
  • Matchstick makers: 3
  • Musical Instrument Makers: 2
  • Painters, Structures and Fixtures: 2
  • Paper Workers: 2
  • Plasterers: 2
  • Pursemakers: 3
  • Roofers: 2
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 3
  • Scabbardmakers: 4
  • Scalemakers: 2
  • Scientific, Surgical, and Optical Instrument Makers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 2
  • Soap and Tallow Workers: 7
  • Tailors: 12
  • Tanners: 2
  • Upholsterers: 2
  • Watchmakers: 2
  • Weavers: 5
  • Whitesmiths: 1

Merchants

  • Adventuring Goods Retellers: 1
  • Arcana Sellers: 1
  • Beer-Sellers: 2
  • Booksellers: 3
  • Butchers: 5
  • Chandlers: 5
  • Chicken Butchers: 5
  • Entrepreneurs: 2
  • Fine Clothiers: 5
  • Fishmongers: 5
  • Florists: 1
  • Potion Sellers: 3
  • Resellers: 9
  • Spice Merchants: 2
  • Wine-sellers: 3
  • Wheelwright: 3
  • Woodsellers: 1

Service workers

  • Bakers: 10
  • Barbers: 10
  • Coachmen: 2
  • Cooks: 9
  • Doctors: 4
  • Gamekeepers: 3
  • Grooms: 1
  • Hairdressers: 6
  • Healers: 5
  • Housekeepers: 5
  • Housemaids: 11
  • House Stewards: 6
  • Inns: 1
  • Laundry maids: 3
  • Maidservants: 7
  • Nursery Maids: 3
  • Pastrycooks: 6
  • Restaurateur: 8
  • Tavern Keepers: 8

Specialized Laborer

  • Ashworkers: 2
  • Bleachers: 1
  • Chemical Workers: 1
  • Coal Heavers: 4
  • In-Town Couriers: 4
  • Long Haul Couriers: 4
  • Dockyard Workers: 4
  • Hay Merchants: 1
  • Leech Collectors: 5
  • Millers: 4
  • Miners: 4
  • Oilmen and Polishers: 3
  • Postmen: 4
  • Pure Finder: 2
  • Skinners: 6
  • Sugar Refiners: 1
  • Tosher: 3
  • Warehousemen: 6
  • Watercarriers: 4
  • Watermen, Bargemen, etc.: 5

Skilled Laborers

  • Accountants: 2
  • Alchemist: 3
  • Clerk: 4
  • Dentists: 1
  • Educators: 5
  • Engineers: 2
  • Gardeners: 1
  • Mages: 1
  • Plumbers: 2
  • Pharmacist: 2
  • Scientists: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 2
  • Civil Clerks: 5
  • Civic Iudex: 2
  • Consultants: 1
  • Exorcist: 4
  • Fixers: 2
  • Kami Clerk: 3
  • Landlords: 3
  • Lawyers: 2
  • Legend Keepers: 3
  • Militia Officers: 16
  • Monks, Monastic: 6
  • Monks, Civic: 6
  • Historian, Oral: 4
  • Historian, Textual: 2
  • Policemen, Sheriffs, etc.: 4
  • Priests: 8
  • Rangers: 2
  • Rat Catchers: 3
  • Scholars: 3
  • Spiritualist: 3
  • Slayers: 1
  • Storytellers: 8
  • Military Officers: 6

Cottage Industries

  • Brewers: 5
  • Comfort Services: 7
  • Enchanters: 2
  • Herbalists: 2
  • Jaminators: 6
  • Needleworkers: 7
  • Potters: 3
  • Preserve Makers: 6
  • Quilters: 3
  • Seamsters: 12
  • Spinners: 5
  • Tinker: 2
  • Weaver: 4

Artists

  • Actors: 2
  • Bards: 3
  • Costumers: 1
  • Dancers: 2
  • Drafters: 1
  • Engravers: 1
  • Glaziers: 2
  • Inlayers: 1
  • Musicians: 5
  • Painters, Art: 1
  • Playwrights: 2
  • Sculptors, Art: 1
  • Wood Carvers: 6
  • Writers: 7

Produce Industries

  • Butter Churners: 6
  • Canners: 5
  • Cheesmakers: 6
  • Millers: 4
  • Picklers: 3
  • Smokers: 2
  • Stockmakers: 2
  • Tobacconists: 3
  • Tallowmakers: 4

678 of Kad Merä-mïsrip's population work within a Foundational Occupation.

1240 of Kad Merä-mïsrip's population do not work in a formal occupation, but do contribute to the local economy. 100 (5%) are noncontributers.

Points of Interest

Kad Merä-mïsrip is a major trade hub, connecting several important cities or resource production areas. It’s probably at an important river juncture, ancient crossroads, or occupying the only safe path through some perilous wilderness. Its position may be important enough that it can survive on trade alone, despite being unable to feed itself with the surrounding land. Such hubs are usually heavily garrisoned by the lord who profits from their tariffs and taxes.

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

POI

History

The the set of splint armour of Necromancy, an set of splint armour imbued with great amounts of Necromancy energies was created near Kad Lantun-zunk by in time immemorial, reportedly some time during the late 2nd century.

History