Viz-lájf Xluwuf (/viz/ /lə˞jf/ [thin (narrow); narrow] [celebrity]) is a temperate Large City located in the Huzmä Principality of the Lallalo.
The name Viz-lájf Xluwuf is derived from the Goblin language, as Viz-lájf Xluwuf was founded by Tshê, who was culturaly Gnoll.
Climate
Viz-lájf Xluwuf has a yearly average temperature of -1°C (31°F), with its average temperature during the summer being an icy 8°C (46°F) and its average temperature during the winter being a freezing -10°C (14°F). Viz-lájf Xluwuf receives an average of 256 cm/y (100 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Viz-lájf Xluwuf covers an area of nearly 87 km2 (34 mi2), and an average elevation of 1526 m (5006 ft) above sea level.
Overview
Viz-lájf Xluwuf was founded durring the early 10th century, by Tshê. The establishment of Viz-lájf Xluwuf was only bairly constructed. The sheer number of problems with its founding were enough to make several of the backers funding Viz-lájf Xluwuf's construction back out of the project. Tshê pushed on reguardles, and Viz-lájf Xluwuf was finished, but starts off as a terible place to live.
Viz-lájf Xluwuf was built using the conventions of Gnoll durring the early 10th century. Naturaly, all settlmentss have their own look to them, and Viz-lájf Xluwuf 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.
Viz-lájf Xluwuf is buildings are arranged arrounded highly ordered system of spacious carved bedrock streets which form octogonal 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 is defended by arcane means. It's hard to spot at first, but there's a tell tell shimmer in the air arround Viz-lájf Xluwuf, and you can spot the ocasional warding glyph carved into a rock or tree all arround town. These mystical defences are ancient, unknowable, and unassailable by current means... Assuming everything is in working order. Otherwise, the wards are little more than a deathtrap. The city's Relic of the World That Was have recently undergone extensive repairs and renovations, such that the repairwork is imeadiently apparent and can be spotted due to the diffring ages of materials. One can't help but wonder what brought the need for those repairs to the city.
Something in your gut tells you that you may be unwelcome in Viz-lájf Xluwuf. The town seems like it’s not showing you the side of itself it would show to others. People mostly ignore your questions. Many folks ask you to leave their establishments, even before you’ve walked inside them. You should probably listen to them, as every time you’re asked to leave the person asking you to leave has referenced the town’s patron divine in some way. The little voice in the back of your mind that tells you when you’re in danger feels like it’s just glaring at you and muttering about how stupid you are for even remaining in town.
Civic Infrastructure
Viz-lájf Xluwuf possesses a Aethary Link for its accademic, government, and financial institutions. Public Aethary access is available through one or more of these intitutions.
Viz-lájf Xluwuf has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Viz-lájf Xluwuf 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 Viz-lájf Xluwuf. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Viz-lájf Xluwuf's parks.
Viz-lájf Xluwuf has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Viz-lájf Xluwuf.
Viz-lájf Xluwuf 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.
Viz-lájf Xluwuf 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.
Viz-lájf Xluwuf has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.
Viz-lájf Xluwuf has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.
Viz-lájf Xluwuf 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.
Viz-lájf Xluwuf 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.
Viz-lájf Xluwuf has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Viz-lájf Xluwuf's public wards, blessings, and other arcane systems.
Viz-lájf Xluwuf has an Millitary Academy which trains military officers and specilists.
Viz-lájf Xluwuf 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. Viz-lájf Xluwuf's grid is powered by hydrogalvanic generators.
Viz-lájf Xluwuf's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.
Viz-lájf Xluwuf has a first rate hospital which caters to anyone in need of long term medical care.
Viz-lájf Xluwuf 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.
Viz-lájf Xluwuf 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 Viz-lájf Xluwuf's natural decorations nor waterways.
Viz-lájf Xluwuf 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.
Viz-lájf Xluwuf 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.
Viz-lájf Xluwuf 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
Life is hard in Viz-lájf Xluwuf. Its people are impoverished compared to their peers elsewhere. Something is making the locals stay, however, whether fear of the alternative, hope for a better future, or a stubborn attachment to their ancestral lands. Whatver the reason, living in this harsh area for generations has made the people of Viz-lájf Xluwuf a notably resourceful and hearty people.
Viz-lájf Xluwuf's chapel 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 Viz-lájf Xluwuf most nights are accompanied by colorful ribbons of light in the sky.
The Festrog near Viz-lájf Xluwuf are known to be a mutant strain of the creature.
Viz-lájf Xluwuf's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves line dance to channel Wild Magic energies of tier 3 via singing.
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: 43
Farmers: 63
Farm Laborer: 127
Hunters: 73
Milk Maids: 52
Ranchers: 26
Ranch Hands: 54
Shepherds: 49
Farmland: 82907 m2
Cattle and Similar Creatures: 5117
Poultry: 61413
Swine: 4094
Sheep: 204
Goats: 40
Horses, Mounts, and Beasts of Burden: 2047
Craftsmen
Arms and Toolmakers: 40
Blacksmiths: 42
Bookbinders: 26
Buckle-makers: 28
Cabinetmakers: 42
Candlemakers: 75
Carpenters: 61
Clothmakers: 66
Coach and Harness Makers: 22
Coopers: 52
Copper, Brass, Tin, Zinc, and Lead Workers: 30
Copyists: 19
Cutlers: 16
Fabricworkers: 48
Farrier: 116
Furriers: 13
Glassworkers: 81
Gunsmiths: 44
Harness-Makers: 18
Hatters: 42
Hosiery Workers: 14
Jewelers: 23
Leatherwrights: 58
Locksmiths: 21
Matchstick makers: 30
Musical Instrument Makers: 28
Painters, Structures and Fixtures: 26
Paper Workers: 28
Plasterers: 27
Pursemakers: 32
Roofers: 21
Ropemakers: 20
Rugmakers: 19
Saddlers: 38
Scabbardmakers: 44
Scalemakers: 22
Scientific, Surgical, and Optical Instrument Makers: 13
Sculptors, Structures and Fixtures: 19
Shoemakers: 19
Soap and Tallow Workers: 67
Tailors: 110
Tanners: 26
Upholsterers: 30
Watchmakers: 27
Weavers: 58
Whitesmiths: 16
Merchants
Adventuring Goods Retellers: 14
Arcana Sellers: 14
Beer-Sellers: 27
Booksellers: 31
Butchers: 51
Chandlers: 53
Chicken Butchers: 48
Entrepreneurs: 20
Fine Clothiers: 52
Fishmongers: 53
Florists: 12
Potion Sellers: 33
Resellers: 85
Spice Merchants: 27
Wine-sellers: 42
Wheelwright: 32
Woodsellers: 19
Service workers
Bakers: 146
Barbers: 90
Coachmen: 29
Cooks: 97
Doctors: 44
Gamekeepers: 32
Grooms: 17
Hairdressers: 63
Healers: 51
Housekeepers: 56
Housemaids: 113
House Stewards: 70
Inns: 19
Laundry maids: 40
Maidservants: 73
Nursery Maids: 37
Pastrycooks: 66
Restaurateur: 85
Tavern Keepers: 81
Specialized Laborer
Ashworkers: 28
Bleachers: 19
Chemical Workers: 11
Coal Heavers: 40
In-Town Couriers: 47
Long Haul Couriers: 46
Dockyard Workers: 40
Gas Workers: 10
Hay Merchants: 17
Leech Collectors: 50
Millers: 52
Miners: 47
Oilmen and Polishers: 34
Postmen: 44
Pure Finder: 25
Skinners: 60
Sugar Refiners: 11
Tosher: 31
Warehousemen: 73
Watercarriers: 41
Watermen, Bargemen, etc.: 66
Skilled Laborers
Accountants: 26
Alchemist: 31
Clerk: 44
Dentists: 20
Educators: 57
Engineers: 28
Gardeners: 20
Mages: 15
Plumbers: 22
Pharmacist: 24
Professors: 9
Scientists: 15
Wizards: 8
Civil Servants
Adventurers: 19
Bankers: 29
Civil Clerks: 41
Civic Iudex: 22
Consultants: 13
Exorcist: 40
Fixers: 23
Kami Clerk: 40
Landlords: 41
Lawyers: 24
Legend Keepers: 33
Militia Officers: 157
Monks, Monastic: 63
Monks, Civic: 60
Historian, Oral: 43
Historian, Textual: 24
Policemen, Sheriffs, etc.: 48
Priests: 78
Rangers: 26
Rat Catchers: 29
Scholars: 32
Spiritualist: 38
Slayers: 11
Storytellers: 74
Military Officers: 66
Cottage Industries
Brewers: 58
Comfort Services: 75
Enchanters: 23
Herbalists: 24
Jaminators: 73
Needleworkers: 70
Potters: 33
Preserve Makers: 60
Quilters: 29
Seamsters: 89
Spinners: 62
Tinker: 23
Weaver: 49
Artists
Actors: 21
Architects: 8
Bards: 31
Costumers: 12
Dancers: 24
Drafters: 13
Engravers: 16
Fine Furniture Carpenters: 9
Glaziers: 20
Inlayers: 20
Musicians: 63
Painters, Art: 10
Playwrights: 22
Sculptors, Art: 18
Wood Carvers: 81
Writers: 70
Produce Industries
Butter Churners: 66
Canners: 56
Cheesmakers: 63
Ice Merchants: 9
Millers: 40
Picklers: 33
Smokers: 26
Stockmakers: 23
Tobacconists: 33
Tallowmakers: 48
7671 of Viz-lájf Xluwuf's population work within a Foundational Occupation.
444 work in Agriculture
1717 work as Craftsmen
613 work as Merchants
1209 work as Service Workers
792 work as General Laborers
319 work as Skilled Laborers
1074 work as Civil Servants
668 work in Cottage Industries
438 work as Artists
397 work in Produce Industries
11572 of Viz-lájf Xluwuf's population do not work in a formal occupation, but do contribute to the local economy. 1228 (6%) are noncontributers.
Points of Interest
Due to a magical anomaly, Viz-lájf Xluwuf is directly accessible from a nearby river, despite the lack of a physical connection between the town's pond and the river.
POI
History
The the a longboat of Wild Magic, an a longboat imbued with potent amounts of Wild Magic energies was created near Viz-lájf Xluwuf by in time immemorial, reportedly some time during the late 2nd century.