Ko Azör Hadfow (/ko/ /ˈazo˞r/ [cyan] [tray]) is a subtropical Large City located in the Rúpoůj Aysh Moot of the Rosid.
The name Ko Azör Hadfow is derived from the Sylvin language, as Ko Azör Hadfow was founded by Glêlel, who was culturaly Wood Elf.
Climate
Ko Azör Hadfow has a yearly average temperature of 13°C (55°F), with its average temperature during the summer being a warm 26°C (78°F) and its average temperature during the winter being a freezing 0°C (32°F). Ko Azör Hadfow receives an average of 154 cm/y (60 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Ko Azör Hadfow covers an area of nearly 196 km2 (78 mi2), and an average elevation of 2506 m (8221 ft) above sea level.
Overview
Ko Azör Hadfow was founded durring the early 12th century in fall of the year 1049, by Glêlel. The establishment of Ko Azör Hadfow was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Glêlel struck deals with nearby nations and communities to establish Ko Azör Hadfow as a prison colony.
Ko Azör Hadfow was built using the conventions of Wood Elf durring the early 12th century. Naturaly, all settlmentss have their own look to them, and Ko Azör Hadfow 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.
Ko Azör Hadfow is is constructed arround a semi-circular narrow carved bedrock mainstreet, with smaller strait roads linking the circiles to eachother at varrious points. The city rests behind a set of well fortified walls, with gatehouses, watch towers, and battlments. Ko Azör Hadfow's walls are, howeaver, fashioned from stone and timber. While unorthadox, the design looks to be functional to a reasonable degree. With luck, the untested design will remain untested for years to come. Ko Azör Hadfow's unusual yet seemingly effective 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 Ko Azör Hadfow 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 Ko Azör Hadfow long.
Civic Infrastructure
Ko Azör Hadfow possesses a Aethary Link for its accademic, government, and financial institutions. Public Aethary access is available through one or more of these intitutions.
Ko Azör Hadfow has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Ko Azör Hadfow 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 Ko Azör Hadfow. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Ko Azör Hadfow's parks.
Ko Azör Hadfow has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Ko Azör Hadfow.
Ko Azör Hadfow 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.
Ko Azör Hadfow 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.
Ko Azör Hadfow has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.
Ko Azör Hadfow has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.
Ko Azör Hadfow 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.
Ko Azör Hadfow 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.
Ko Azör Hadfow has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Ko Azör Hadfow's public wards, blessings, and other arcane systems.
Ko Azör Hadfow has an Scientific Academy which provides higher education in the natural sciences.
Ko Azör Hadfow 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. Ko Azör Hadfow's grid is powered by a god's will and kindness.
Ko Azör Hadfow 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.
Ko Azör Hadfow has a first rate hospital which caters to anyone in need of long term medical care.
Ko Azör Hadfow 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.
Ko Azör Hadfow 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 Ko Azör Hadfow's natural decorations nor waterways.
Ko Azör Hadfow 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.
Ko Azör Hadfow 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.
Ko Azör Hadfow 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.
Ko Azör Hadfow is home to a University which provides higher education in a variety of fields, and also serves as a research institute for those same fields.
Cultural Notes
Ko Azör Hadfow's mayor's house was built using a different architectural style from the rest of the town. The style used is best known for its functional shapes, abstract shapes used sparingly for decor, simple color schemes, holistic design, and basic industrial materials. Its simple designs were created to be beautiful, functional, and mass-producible. The style used little to no embellishment or ornamentation, instead drawing attention to the streamlined design, such as flat roofs to create a simple, geometric look. The simplicity masks the style's nearly sinister functionality, as every last feature is designed to guide the people living in the building in how to make the most efficient use of the structure.
Due to the actions of local Kami, autumn is skipped in Ko Azör Hadfow.
The Crawling Hand near Ko Azör Hadfow are known to be a mutant strain of the creature.
Ko Azör Hadfow's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves creating small tokens to channel Chronomancy energies of tier 3 via proclamations.
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: 88
Farmers: 149
Farm Laborer: 201
Hunters: 140
Milk Maids: 125
Ranchers: 60
Ranch Hands: 114
Shepherds: 125
Farmland: 186906 m2
Cattle and Similar Creatures: 11566
Poultry: 138792
Swine: 9252
Sheep: 462
Goats: 92
Horses, Mounts, and Beasts of Burden: 4626
Craftsmen
Arms and Toolmakers: 98
Blacksmiths: 105
Bookbinders: 60
Buckle-makers: 62
Cabinetmakers: 112
Candlemakers: 149
Carpenters: 134
Clothmakers: 140
Coach and Harness Makers: 51
Coopers: 118
Copper, Brass, Tin, Zinc, and Lead Workers: 65
Copyists: 44
Cutlers: 39
Fabricworkers: 100
Farrier: 298
Furriers: 31
Glassworkers: 154
Gunsmiths: 101
Harness-Makers: 44
Hatters: 93
Hosiery Workers: 32
Jewelers: 53
Leatherwrights: 118
Locksmiths: 48
Matchstick makers: 78
Musical Instrument Makers: 67
Painters, Structures and Fixtures: 61
Paper Workers: 68
Plasterers: 66
Pursemakers: 75
Roofers: 49
Ropemakers: 45
Rugmakers: 44
Saddlers: 94
Scabbardmakers: 93
Scalemakers: 50
Scientific, Surgical, and Optical Instrument Makers: 30
Sculptors, Structures and Fixtures: 44
Shoemakers: 43
Soap and Tallow Workers: 162
Tailors: 298
Tanners: 58
Upholsterers: 69
Watchmakers: 61
Weavers: 140
Whitesmiths: 37
Merchants
Adventuring Goods Retellers: 31
Arcana Sellers: 32
Beer-Sellers: 63
Booksellers: 71
Butchers: 125
Chandlers: 128
Chicken Butchers: 138
Entrepreneurs: 47
Fine Clothiers: 128
Fishmongers: 115
Florists: 28
Potion Sellers: 75
Resellers: 171
Spice Merchants: 61
Wine-sellers: 96
Wheelwright: 75
Woodsellers: 45
Service workers
Bakers: 257
Barbers: 215
Coachmen: 71
Cooks: 192
Doctors: 103
Gamekeepers: 70
Grooms: 40
Hairdressers: 159
Healers: 126
Housekeepers: 144
Housemaids: 220
House Stewards: 144
Inns: 43
Laundry maids: 85
Maidservants: 149
Nursery Maids: 85
Pastrycooks: 159
Restaurateur: 185
Tavern Keepers: 201
Specialized Laborer
Ashworkers: 63
Bleachers: 42
Chemical Workers: 26
Coal Heavers: 98
In-Town Couriers: 100
Long Haul Couriers: 112
Dockyard Workers: 88
Gas Workers: 22
Hay Merchants: 38
Leech Collectors: 117
Millers: 102
Miners: 105
Oilmen and Polishers: 71
Postmen: 110
Pure Finder: 57
Skinners: 136
Sugar Refiners: 26
Tosher: 70
Warehousemen: 165
Watercarriers: 111
Watermen, Bargemen, etc.: 136
Skilled Laborers
Accountants: 60
Alchemist: 72
Clerk: 98
Dentists: 47
Educators: 108
Engineers: 65
Gardeners: 47
Mages: 34
Plumbers: 48
Pharmacist: 56
Professors: 20
Scientists: 33
Wizards: 20
Civil Servants
Adventurers: 42
Bankers: 64
Civil Clerks: 118
Civic Iudex: 51
Consultants: 30
Exorcist: 107
Fixers: 55
Kami Clerk: 97
Landlords: 89
Lawyers: 56
Legend Keepers: 71
Militia Officers: 355
Monks, Monastic: 125
Monks, Civic: 149
Historian, Oral: 100
Historian, Textual: 53
Policemen, Sheriffs, etc.: 96
Priests: 192
Rangers: 60
Rat Catchers: 74
Scholars: 71
Spiritualist: 85
Slayers: 25
Storytellers: 168
Military Officers: 149
Cottage Industries
Brewers: 149
Comfort Services: 201
Enchanters: 52
Herbalists: 50
Jaminators: 165
Needleworkers: 154
Potters: 74
Preserve Makers: 136
Quilters: 68
Seamsters: 201
Spinners: 121
Tinker: 52
Weaver: 118
Artists
Actors: 48
Architects: 18
Bards: 73
Costumers: 27
Dancers: 56
Drafters: 30
Engravers: 38
Fine Furniture Carpenters: 22
Glaziers: 49
Inlayers: 44
Musicians: 125
Painters, Art: 24
Playwrights: 48
Sculptors, Art: 40
Wood Carvers: 154
Writers: 159
Produce Industries
Butter Churners: 171
Canners: 149
Cheesmakers: 144
Ice Merchants: 21
Millers: 102
Picklers: 77
Smokers: 57
Stockmakers: 51
Tobacconists: 73
Tallowmakers: 115
17413 of Ko Azör Hadfow's population work within a Foundational Occupation.
914 work in Agriculture
3981 work as Craftsmen
1429 work as Merchants
2648 work as Service Workers
1795 work as General Laborers
708 work as Skilled Laborers
2482 work as Civil Servants
1541 work in Cottage Industries
955 work as Artists
960 work in Produce Industries
26076 of Ko Azör Hadfow's population do not work in a formal occupation, but do contribute to the local economy. 2775 (6%) are noncontributers.
Points of Interest
A great magical Working has been a critical part of Ko Azör Hadfow since its creation, but now it's beginning to decay. It may function only intermittently, now, or its effects may have curdled into something double-edged. The locals have no idea how to fix it, and indeed, it may not be possible to repair it with modern science or sorcery.
Ko Azör Hadfow is known for its well built pedestrian paths, which include foot bridges to cross the main street at several high-traffic areas.
POI
History
In time immemorial, reportedly some time during the early 2nd century, Ko Azör Hadfow was attacked by savage tribes living nearby Ko Azör Hadfow. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Ko Azör Hadfow lost 129 people, 161 livestock, and 46 buildings. The conflict ended after roughly 220, when members of Ko Azör Hadfow's militia enacted an operation to patrol a specific area to dissuade the enemy from their current activities. The operation was complicated by gale force winds which drowned out orders and hampered ranged combat. The conflict ended with the defense of the mine against a siege, which ended in defeat for Ko Azör Hadfow's forces. The war is remembered in legend by Ko Azör Hadfow's bards, historians, and legend keepers.