The name Kǟk Ne̜t Gri is derived from the Goblin language, as Kǟk Ne̜t Gri was founded by Khrizszih, who was culturaly Wood Elf.
Climate
Kǟk Ne̜t Gri has a yearly average temperature of 21°C (69°F), with its average temperature during the summer being a warm 26°C (78°F) and its average temperature during the winter being a cool 17°C (62°F). Kǟk Ne̜t Gri receives an average of 138 cm/y (54 in/y) of precipitation, most of which comes in the form of rain during the spring. Kǟk Ne̜t Gri covers an area of nearly 10 km2 (4 mi2), and an average elevation of 4210 m (13812 ft) above sea level.
Overview
Kǟk Ne̜t Gri was founded durring the early 14th century in winter of the year 1338, by Khrizszih. The establishment of Kǟk Ne̜t Gri was somewhat plagued by a lack of willing colonists, leading to Khrizszih electing to pay people to resettle in Kǟk Ne̜t Gri.
Kǟk Ne̜t Gri was built using the conventions of Wood Elf durring the early 14th century. Naturaly, all settlmentss have their own look to them, and Kǟk Ne̜t Gri is no diffrent. The city'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.
Kǟk Ne̜t Gri is buildings are arranged arround a network of spacious cobblestone streets which form a 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 has a fortified albit thin brick wall. The wall has most of the feeatures of a typical castle wall, just on a much smaller scale and and budget. Notably brick isn't a particuarly soild choice for resisting siege weapons. Kǟk Ne̜t Gri's wall wouldn't hinder a proper army, but it is more than sufishent for bandits and other small marauding groups. Kǟk Ne̜t Gri's monster and outlaw focused fortifications 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.
A look around Kǟk Ne̜t Gri gives the unmistakable impression the town is one of the strictest places imaginable. Everyone’s actions are clearly directed by laws they keep in heart and mind at all times. Orderly byond order is a phrase which Kǟk Ne̜t Gri brings to mind.
Civic Infrastructure
Kǟk Ne̜t Gri possesses a city-wide Aethary Link which provides Aethary access anywhere within its metropolitan. This allows citizens who can afford the relevant devices access in their places of work, and rarely homes.
Kǟk Ne̜t Gri has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Kǟk Ne̜t Gri 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 Kǟk Ne̜t Gri. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Kǟk Ne̜t Gri's parks.
Kǟk Ne̜t Gri has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kǟk Ne̜t Gri.
Kǟk Ne̜t Gri 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.
Kǟk Ne̜t Gri 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.
Kǟk Ne̜t Gri has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.
Kǟk Ne̜t Gri 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.
Kǟk Ne̜t Gri has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kǟk Ne̜t Gri's public wards, blessings, and other arcane systems.
Kǟk Ne̜t Gri 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 Kǟk Ne̜t Gri's natural decorations nor waterways.
Kǟk Ne̜t Gri 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.
Kǟk Ne̜t Gri 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.
Kǟk Ne̜t Gri 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
Religious leaders are influential in almost any community, but in Kǟk Ne̜t Gri they make up the final authorities. It may be an explicit theocracy, with rule by the clerics of a particular faith, or a temple might be so important and powerful that the official leaders are helpless to resist its will. The locals can be expected to be loyal adherents to the faith, or else the less pious majority is deeply intimidated by the religion’s believers.
Kǟk Ne̜t Gri's mayor's house was built using a different architectural style from the rest of the town. The style used has a sleek, linear appearance with stylized, often geometric ornamentation. The primary facade of its buildings often featured a series of set backs that create a stepped outline. Low-relief decorative panels can be found at entrances, around windows, along roof edges or as string courses. It was best known for its use of smooth finish building materials such as stucco, concrete block, glazed brick or mosaic tile. Decorative details can incorporate various artistic or exotic motifs to suit the building's function or the architect's whim. Chevrons, zigzags, and other geometrical motifs are common forms of ornament.
In Kǟk Ne̜t Gri snow is warm to the touch and does not melt within city limits. Also it only happens during summer.
The Howler near Kǟk Ne̜t Gri are known to be a mutant strain of the creature.
Kǟk Ne̜t Gri's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves bloodletting to channel Transmutation energies of tier 3 via moments of science.
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: 4
Farmers: 6
Farm Laborer: 12
Hunters: 8
Milk Maids: 5
Ranchers: 3
Ranch Hands: 6
Shepherds: 6
Farmland: 9683 m2
Cattle and Similar Creatures: 599
Poultry: 7191
Swine: 479
Sheep: 23
Goats: 4
Horses, Mounts, and Beasts of Burden: 239
Craftsmen
Arms and Toolmakers: 4
Blacksmiths: 5
Bookbinders: 2
Buckle-makers: 3
Cabinetmakers: 5
Candlemakers: 7
Carpenters: 6
Clothmakers: 6
Coach and Harness Makers: 2
Coopers: 5
Copper, Brass, Tin, Zinc, and Lead Workers: 3
Copyists: 2
Cutlers: 1
Fabricworkers: 5
Farrier: 12
Furriers: 1
Glassworkers: 9
Gunsmiths: 5
Harness-Makers: 2
Hatters: 4
Hosiery Workers: 1
Jewelers: 2
Leatherwrights: 6
Locksmiths: 2
Matchstick makers: 3
Musical Instrument Makers: 3
Painters, Structures and Fixtures: 2
Paper Workers: 3
Plasterers: 3
Pursemakers: 4
Roofers: 2
Ropemakers: 2
Rugmakers: 2
Saddlers: 4
Scabbardmakers: 5
Scalemakers: 2
Scientific, Surgical, and Optical Instrument Makers: 1
Sculptors, Structures and Fixtures: 2
Shoemakers: 2
Soap and Tallow Workers: 9
Tailors: 13
Tanners: 2
Upholsterers: 3
Watchmakers: 3
Weavers: 7
Whitesmiths: 1
Merchants
Adventuring Goods Retellers: 1
Arcana Sellers: 1
Beer-Sellers: 3
Booksellers: 3
Butchers: 6
Chandlers: 6
Chicken Butchers: 7
Entrepreneurs: 2
Fine Clothiers: 5
Fishmongers: 6
Florists: 1
Potion Sellers: 4
Resellers: 9
Spice Merchants: 3
Wine-sellers: 4
Wheelwright: 3
Woodsellers: 2
Service workers
Bakers: 15
Barbers: 10
Coachmen: 3
Cooks: 10
Doctors: 4
Gamekeepers: 3
Grooms: 2
Hairdressers: 9
Healers: 6
Housekeepers: 7
Housemaids: 13
House Stewards: 6
Inns: 2
Laundry maids: 4
Maidservants: 8
Nursery Maids: 4
Pastrycooks: 7
Restaurateur: 10
Tavern Keepers: 11
Specialized Laborer
Ashworkers: 3
Bleachers: 2
Chemical Workers: 1
Coal Heavers: 5
In-Town Couriers: 5
Long Haul Couriers: 5
Dockyard Workers: 5
Gas Workers: 1
Hay Merchants: 2
Leech Collectors: 6
Millers: 5
Miners: 5
Oilmen and Polishers: 3
Postmen: 5
Pure Finder: 3
Skinners: 6
Sugar Refiners: 1
Tosher: 3
Warehousemen: 7
Watercarriers: 4
Watermen, Bargemen, etc.: 7
Skilled Laborers
Accountants: 3
Alchemist: 3
Clerk: 5
Dentists: 2
Educators: 6
Engineers: 3
Gardeners: 2
Mages: 1
Plumbers: 2
Pharmacist: 2
Professors: 1
Scientists: 1
Wizards: 1
Civil Servants
Adventurers: 2
Bankers: 3
Civil Clerks: 6
Civic Iudex: 2
Consultants: 1
Exorcist: 5
Fixers: 2
Kami Clerk: 4
Landlords: 4
Lawyers: 2
Legend Keepers: 4
Militia Officers: 19
Monks, Monastic: 7
Monks, Civic: 7
Historian, Oral: 5
Historian, Textual: 2
Policemen, Sheriffs, etc.: 5
Priests: 10
Rangers: 3
Rat Catchers: 3
Scholars: 3
Spiritualist: 4
Slayers: 1
Storytellers: 9
Military Officers: 8
Cottage Industries
Brewers: 8
Comfort Services: 9
Enchanters: 2
Herbalists: 2
Jaminators: 7
Needleworkers: 7
Potters: 3
Preserve Makers: 7
Quilters: 3
Seamsters: 13
Spinners: 6
Tinker: 2
Weaver: 5
Artists
Actors: 2
Bards: 3
Costumers: 1
Dancers: 2
Drafters: 1
Engravers: 1
Fine Furniture Carpenters: 1
Glaziers: 2
Inlayers: 2
Musicians: 7
Painters, Art: 1
Playwrights: 2
Sculptors, Art: 2
Wood Carvers: 7
Writers: 7
Produce Industries
Butter Churners: 7
Canners: 7
Cheesmakers: 9
Ice Merchants: 1
Millers: 4
Picklers: 4
Smokers: 3
Stockmakers: 2
Tobacconists: 3
Tallowmakers: 4
820 of Kǟk Ne̜t Gri's population work within a Foundational Occupation.
46 work in Agriculture
178 work as Craftsmen
66 work as Merchants
134 work as Service Workers
84 work as General Laborers
32 work as Skilled Laborers
121 work as Civil Servants
74 work in Cottage Industries
41 work as Artists
44 work in Produce Industries
1530 of Kǟk Ne̜t Gri's population do not work in a formal occupation, but do contribute to the local economy. 47 (2%) are noncontributers.
Points of Interest
Due to a magical anomaly, Kǟk Ne̜t Gri is directly accessible from a nearby river, despite the lack of a physical connection between the town's pond and the river.
POI
History
In time immemorial, reportedly some time during the early 2nd century a local hero by the name of saved most of the town when a natural disaster struck Kǟk Ne̜t Gri. One of Kǟk Ne̜t Gri's festivals remembers the hero.