Biodata

Feature Value
Name Kurd City (库尔德) 21
Alias(es) Kurd; formerly Armory Camp; later renamed North Kurd City 21 336
Type Fortified city built from interconnected Nine-Grid districts 21 85
Location Southeastern Odyssey Region; later enclosed between the Wan River, Hengduan Mountains, and Winter Mountains 64 98
Founder / Ruler Medivh, the Necromancer Lord of Kurd and later Marquis Wrynn 21 85 336
Affiliation Wrynn Family; cooperates with the Gewalt Federation’s Noble Council 73 108 336
Role Residential stronghold, agricultural and manufacturing center, and base for archaeological expeditions 21 73 109
Guardian Dragon Sindasa, a Blue Dragon bound by a City-State Pact 179
Status Continues as North Kurd City following the establishment of South Kurd City 336
First Appearance Named Kurd in Chapter 21 21

Power Progression

  • These milestones describe Kurd’s military growth and defensive capabilities, rather than a personal cultivation rank.
Stage / Realm / Level Chapter Notes
Initial fortified district 21 Armory Camp’s outer walls are joined, creating a defensible district with four gated entrances and skeleton patrols.
Expanded skeleton foundation 29 Ordinary forces reach 1,197 Grey Bone, 947 White Bone, and 592 Green Bone Skeletons, accelerating Nine-Grid construction.
First-tier Blue Bone reinforcement 48 Adds 21 first-tier advanced ordinary Cobalt Blue Skeletons and nine first-tier intermediate Transcendental Sky Blue Skeletons with dual powers.
Regional military dominance 53 Gains 259 Blue Bone Skeletons, all at least first-tier intermediate, in just over three months; few local forces can rival Kurd.
Second-tier battlefield defenders 62 Deep Blue Skeleton Rangers help destroy the Storm Mercenary Group. The limited number of second-tier skeletons still forces Kurd to wear down highly magic-resistant opponents.
Four second-rank low-level skeletons 71 Confirmed forces include two Deep Blue Skeleton Assassins and two Deep Blue Skeleton Rangers.
Purple Bone production unlocked 74 Medivh’s advancement to Second-Rank Necromancer enables Purple Bone resurrection, including common skeletons, Dragonblood Warriors, and a Dragonblood Sorcerer.
680 second-rank Bone Spirits 85 Coordinated Bone Spirits can fight third-rank opponents; linked Mage Towers allow Kurd to contend with fourth-rank Transcendents within their coverage.
Third-tier Bone Spirits 103 Medivh creates two Tier 3 Bone Spirits while strengthening Kurd during the rainy season.
Tier 5 knight reinforcement 133 The Hobarton Second Elder remains in Kurd. His strength, combined with the Mage Tower Cluster, makes even a Tier 6 Transcendent wary of attacking.

History

Founding and Early Expansion

Kurd began as Armory Camp, a remote settlement repeatedly attacked by gangs and foreign tribes. After skeleton laborers completed its perimeter walls, Medivh officially renamed it Kurd and planned a self-sufficient fortress around the central district 21.

The first raiders to attack the newly named city pursued retreating skeletons through open gates. Medivh closed the gates behind them and destroyed the trapped force. Their bodies were processed and transferred to the Graveyard District, while construction resumed 22.

The Blood Crow Mercenary Group subsequently targeted Kurd under Wester’s commission, hoping to seize the fortress after killing Medivh. Kurd’s internal troop routes allowed its defenders to respond rapidly to attacks on the Workshop District. Wheat seeds recovered after the conflict supplied a crop Medivh had previously struggled to obtain 26 27 31 33.

Tribal Settlement and Public Exposure

Rescued Cat-men brought news of the Spirit Cat Tribe’s crisis. Medivh offered assistance on the condition that the tribe relocate to Kurd. By its arrival, five Nine-Grid zones enclosed approximately fifty square kilometers, exceeding the migrants’ expectations of a small village 42 44.

Kurd initially kept its outer walls low and used Skeleton Assassins to restrict discovery. Flood-displaced refugees eventually exposed its location, attracting the Storm Mercenary Group and numerous other attackers. After Kurd defeated a four-faction coalition and raised its outer walls from five to eight meters, nearby forces abandoned further assaults 34 51 60 61 64.

The Spirit Fox, Spirit Rabbit, and Tiger-Cat tribes later relocated after witnessing Medivh’s military strength. They were settled in districts twelve through sixteen of the second ring, adjacent to the Spirit Cat residential areas 77 78.

Federation Cooperation and the Expansion Wars

Medivh agreed to support the Gewalt Federation’s reconquest of Odyssey in exchange for noble recognition and access to historical intelligence. Federation maps and war records expanded Kurd’s archaeological operations, while the former slave-smuggling route through the Winter Mountains became a commercial route 69 73.

As war approached, Kurd expanded toward the Wan River and Hengduan Mountains. Medivh abandoned strictly ring-by-ring construction in favor of rapidly enclosing the intended territory, then strengthening its interior. Hobarton knights helped defend the city against orc raids and assassination squads 93 98 110.

Kurd’s engineering workforce subsequently built fortifications for neighboring Pioneers and supplied the Noble Council’s Leap Operation. Its factories loaded construction bricks onto cargo airships for the new Tu River defensive line 108 113.

Dragon Pact and Later Renaming

A Blue Dragon approached Kurd during an early rainy season, prompting Medivh to activate the city’s air defenses. During the confrontation, Sindasa threatened a lightning detonation that could cause heavy civilian casualties. Oriana proposed a City-State Pact, through which Sindasa became Kurd’s guardian dragon 178 179.

Following the Zaun Catastrophe, the Wrynn Family rose to marquis status and gained territory south of the Winter Mountains. Medivh named the new southern Block Cities South Kurd City and renamed the original settlement North Kurd City. The two became administrative centers for the family’s holdings across the Odyssey and Zaun City-States 336.

Geography and City Layout

Nine-Grid Design

  • Basic unit: Each completed Nine-Grid zone covers ten square kilometers and combines residential, agricultural, industrial, and water-storage facilities 27 33 39.
  • Independent defenses: Every large square district has its own protective walls and can reinforce neighboring districts 21.
  • Main roads: Hundred-meter-wide roads separate districts; attackers entering them face fire from both sides 21.
  • Underground corridors: Concealed routes allow wartime troop movement between districts 21.
  • Ring connections: Sky Corridors and gates connect neighboring zones into closed defensive rings 58.
Component Number per Nine-Grid Purpose
City District 1 Central settlement 21 33
Reservoir District 2 Drinking water, irrigation, and fish farming 21
Agricultural District 3 Crop production 21 33
Pastoral District 1 Livestock raising 21 33
Manufacturing / Workshop District 1 Brick kilns and other production facilities 21 33
Graveyard District 1 Burial and processed corpse storage; site of Medivh’s planned bone farm 22 26 33

Documented Expansion

Milestone Extent Chapter
Original Nine-Grid takes shape 10 square kilometers 27
Five protected Nine-Grid zones 50 square kilometers 44
Twenty-five Nine-Grid zones 250 square kilometers 51
Fifth ring completed 110 districts totaling 1,100 square kilometers 85
Accelerated perimeter enclosure 368 blocks within the Wan River–Hengduan Mountains–Winter Mountains boundary 98
Southern mountain development Surface forest districts conceal an expanding underground Shadow District connected to Black Furnace Fortress 140
Expansion beyond the Winter Mountains New southern Block Cities become South Kurd City 336

Ring Arrangement

Area Districts Number of Districts
Center 1 1
First ring 2–9 8
Second ring 10–25 16
Third ring 26–49 24
Fourth ring 50–81 32
Fifth ring 82–110 29
  • The fifth ring initially extended only east, west, and north because Medivh had halted expansion into the southern mountains 73 85.

Infrastructure and Economy

Water Management and Food

  • Reservoirs: Each original reservoir design contains sixteen deep square ponds, nearly two hundred meters across, separated by embankment roads 21.
  • Water coverage: Deep-water reservoirs occupy roughly one-fifth of Kurd’s area. Their management system protects the city from regional drought and flooding 82 99.
  • Seasonal preparation: Reservoir levels are lowered before the rainy season to accommodate incoming water 57.
  • Agriculture: Potatoes and wheat are early staples; later planting plans include corn. Medivh introduces iron plows and plans crop rotation and composting 33 39 46.
  • Supply priority: Following large-scale immigration, Medivh suspends external grain sales to feed Kurd and Dragon Gate Ferry’s new residents first 110.

Archaeology and Manufacturing

  • Bone supply: Archaeological teams excavate battlefields, city ruins, and tribal settlements, delivering bones to Kurd’s underground warehouses 54 73.
  • Bone trade: Outside factions exchange buried bones for grain, weapons, and armor. Deliveries eventually exceed Medivh’s smelting and resurrection capacity 86 108.
  • Skeleton workforce: Logistics Skeletons and Archaeology Skeletons make up much of the early population, supporting construction, transport, excavation, and production 51.
  • Assembly lines: Over one ten-month period, Bone Spirit Substitutes produce 201,600 Grey Bone, 100,800 White Bone, and 50,400 Green Bone Skeletons in Kurd 154.
  • Specialty exports: Dark Beer, White Liquor, Cola, and other products support profitable trade along the Wan River and in Loran City 108 110 136.
  • Alchemy research: Kurd’s Alchemical Mages develop Elemental Crystal Magic Cannons and Magic Guns using crystals supplied by Storm City 154.

Connected Facilities

  • Black Furnace Fortress: An underground industrial settlement supplying supernatural metals, iron armor, weapons, and arrowheads; connected to Kurd by an underground passage 74 85.
  • Dragon Gate Ferry: A Wan River crossing equipped with ferries and an aerial cableway, later expanded with wharves and shipyards into a major trade and immigration hub 103 108 133.
  • Skeleton Engineering Team: Hired by the Loran Family and other Pioneers to build Military Castles, outposts, and river defenses 99 103 108.

Defenses

Walls and Ground Forces

  • Original walls: Sixteen meters high and six meters thick, with skeleton guards stationed above them 21.
  • Wall Districts: Planned as hundred-meter-wide defensive belts containing outer walls and inner accommodation towers 21.
  • Later construction: Double rows of double-layered walls, each sixteen meters wide, leave a barbican between them 58.
  • Magical reinforcement: Earth Skeleton Mages strengthen the walls after completing the Black Furnace Fortress passage 74.
  • Garrison: Skeleton front lines operate with tribal archers in Arrow Towers; mobile units reinforce threatened border blocks 64 106.
  • Combat standard: Even Kurd’s lowest-grade Skeleton Warriors demonstrate veteran Apprentice Knight-level skill during sparring with the Hobarton Legion 96.
  • Defensive limits: Outer districts are intended to delay and exhaust attackers. Medivh concentrates scarce Mage Tower resources around the central district rather than distributing them evenly 98 99.

Mage Towers and Air Defense

  • Tower placement: Early Mage Towers follow a diagonal arrangement around No. 1 Mage Tower, with additional towers planned at successive rings’ corners 81.
  • Tower count: Kurd reaches thirteen Mage Towers during the immigration-driven expansion 109.
  • Anti-Air Ballista: A mobile weapon introduced to address high-altitude threats beyond the city’s existing ground and low-altitude defenses 104.
  • Dark Tower energy network: Wrynn Dark Towers No. 4 and No. 5 supply the city walls through Elemental Energy Pools 140.
  • Concealed armament: Every wall Arrow Tower hides an Elemental Ballista capable of engaging flying intruders 140.

Population and Institutions

Recorded Population

Group Recorded Number Chapter
Spirit Cat Tribe 93,132 85
Spirit Rabbit Tribe 129,514 85
Spirit Fox Tribe 52,168 85
Tiger-Cat Tribe 8,777 85
Skeletons 91,540 85
Skeletons, later estimate Approximately 150,000, including roughly 65,000 combat-type skeletons 106
Four tribes’ combatants Approximately 150,000 106
Noble Council freeholders 62,148 relocated to Kurd 109
Hobarton-supplied subjects 1.12 million sent to Kurd and Dragon Gate Ferry combined 109
  • Later expansion adds Spirit Cat, White-Horned Goat-man, Lynx-man, Leopard-Cat Man, and Fire-Fox communities 111.
  • Skilled human immigrants work in workshops; others are assigned to farmland, pastures, and orchards 109.

Education and Religion

  • Knight and Mage Academies: Founded with admission based on loyalty and potential 111.
  • Kurd Magic Academy: Uses Skeleton Mage instructors; its initial recruitment identifies 112 mage prospects 113.
  • Advanced mage training: After eight years, talented students reach Tier 1 and study within the Mage Tower Cluster. Battlefield service begins only after Tier 2 196.
  • Specialized inheritances: Tribal Inheritance Towers and transcendent academies provide advancement paths for nonhuman subjects 196.
  • Kurd Legion: Established by Hilda and Audrey, with Audrey teaching soldiers the Qi Guiding Technique 113.
  • Church of Light: Hosts resident priests and reassures human immigrants concerned about living under a necromancer. Medivh supports it through regular donations and later proposes additional churches 71 73 109.
  • Church neutrality: Light Priests treat civilians during wartime rather than soldiers engaged in the conflict 93.

Key Relationships

  • Medivh — Founder and ruler; his survival is treated as essential because his skeleton workforce can rebuild Kurd even after its destruction 21 93 98.
  • Audrey — Patrol guard, intelligence gatherer, and co-founder of the Kurd Legion 21 54 113.
  • Spirit Cat Tribe — Early settlers whose battlefield knowledge substantially expands Kurd’s bone supply; their warriors serve alongside skeletons as patrols and Arrow Tower Guards 46 50 51 155.
  • Hobarton Family — Provides knights, elders, subjects, and military support. The Second Elder remains as a permanent high-tier defender 93 109 133.
  • Gewalt Federation’s Noble Council — Supplies historical intelligence, coordinates immigration, and employs Kurd’s engineering capacity during the Odyssey expansion 73 108 113.
  • Loran and Egret Families — Neighboring allies purchasing construction services and supplies; marriage alliances further strengthen their ties to the Wrynn Family 99 103 167.
  • Sindasa — Guardian Blue Dragon under the City-State Pact; Medivh agrees to build an underground route between Kurd and his nest 179.
  • Other dragon clans — Repeated dragon visits lead outside factions to believe the Wrynn Family has powerful draconic backing, discouraging potential enemies 229.

Appearances

943
Total Mentions
209
Chapters Appeared
4.51
Avg. per Chapter