City: Vo̠v Fe̜w Hadfow

Vo̠v Fe̜w Hadfow

Vo̠v Fe̜w Hadfow
Example Wood Elf architecture.
StateIrus
ProvenceKsiwhu Diocese
Sub ProvenceKo̠tflöchyhy Parish
RegionThèhês-kêhê Heath
Founded1739
Community LeaderLord Esgarbes
Area24 km2 (9 mi2)
Average Yearly Temp18°C (64°F)
Average Elevation5812 m (19068 ft)
Average Yearly Precipitation146 cm/y (57 in/y)
Population5688
Population Density237 people per km2 (632 people per mi2)
Town AuraAugury
Naming
Native nameVo̠v Fe̜w Hadfow
Pronunciation/vo̠v/ /fe̜w/
Direct Translation[tired (needing sleep); tired (needing rest)] [volume]
Translation[Not Yet Translated]

Vo̠v Fe̜w Hadfow (/vo̠v/ /fe̜w/ [tired (needing sleep); tired (needing rest)] [volume]) is a subtropical City located in Ko̠tflöchyhy Parish, Ksiwhu Diocese, within the Irus.

The name Vo̠v Fe̜w Hadfow is derived from the Goblin language, as Vo̠v Fe̜w Hadfow was founded by Shonm, who was culturaly Wood Elf.

Climate

Vo̠v Fe̜w Hadfow has a yearly average temperature of 18°C (64°F), with its average temperature during the summer being a warm 27°C (80°F) and its average temperature during the winter being a cold 9°C (48°F). Vo̠v Fe̜w Hadfow receives an average of 146 cm/y (57 in/y) of precipitation, most of which comes in the form of rain during the spring. Vo̠v Fe̜w Hadfow covers an area of nearly 24 km2 (9 mi2), and an average elevation of 5812 m (19068 ft) above sea level.

Overview

Vo̠v Fe̜w Hadfow was founded durring the early 18th century in early winter of the year 1739, by Shonm. The establishment of Vo̠v Fe̜w Hadfow was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Shonm struck deals with nearby nations and communities to establish Vo̠v Fe̜w Hadfow as a prison colony.

Vo̠v Fe̜w Hadfow was built using the conventions of Wood Elf durring the early 18th century. Naturaly, all settlmentss have their own look to them, and Vo̠v Fe̜w 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.

Vo̠v Fe̜w Hadfow is buildings are arranged arround a network of broad split-log ties streets which form a diamond shaped grid, where each diamond verries in size given the proximity of the paralell streets forming each section. The ocasional smaller diamond has been used to construct a park, plaza, and other communal structures. The city is protected by a humble stone fence which is tall enough to provide adiquite cover for defenders to fire from, but no more than that. The city's peasent-grade 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.

Vo̠v Fe̜w Hadfow has the unmistakable air of a city on its last legs. Everything is a bit slipshod and ramshackle. Everyone is at work, or drinking. No one has anything in their eyes other than fear and despair. Whatever industry once fueled Vo̠v Fe̜w Hadfow ’s existence has dried up and the city is drifting down the stream of history as it dries up. On top of this is an unmistakable feeling that Vo̠v Fe̜w Hadfow is in this condition because there is something terribly wrong with the city. 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. Maybe it’s all of those things together, or perhaps it's the way these elements combine which makes you worry someone might stab you in a dark ally for your boots. It’s not filthy, or dark, but the smiles seem strained, the locals seem to glare daggers in eachothers backs a little too much, and everyone is armed at all times. You may want to keep an eye on your valuables, and make sure you don’t wind up in any position of power. Regardless, you do not feel it would be wise to remain in Vo̠v Fe̜w Hadfow long.

Civic Infrastructure

Vo̠v Fe̜w Hadfow has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.

Vo̠v Fe̜w 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 Vo̠v Fe̜w Hadfow. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Vo̠v Fe̜w Hadfow's parks.

Vo̠v Fe̜w Hadfow has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Vo̠v Fe̜w Hadfow.

Vo̠v Fe̜w 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.

Vo̠v Fe̜w 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.

Vo̠v Fe̜w 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.

Vo̠v Fe̜w 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.

Vo̠v Fe̜w 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.

Vo̠v Fe̜w 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.

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

Vo̠v Fe̜w Hadfow possesses an older civil lighting system consisting of street lamps. These lights provide nighttime illumination to most city streets.

Vo̠v Fe̜w 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 Vo̠v Fe̜w Hadfow's natural decorations nor waterways.

Vo̠v Fe̜w 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.

Vo̠v Fe̜w 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.

Vo̠v Fe̜w 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.

Cultural Notes

Vo̠v Fe̜w Hadfow's locals are divided into several castes. They may be organized by social role, by imputed nobility of birth, by ethnic origins, or any other dividing principle, but they cannot imagine any other way of organizing themselves. A hierarchy of castes is not inevitable, but there will be social and legal limits applied to ensure that each caste remains fixed in its function. The outside world may or may not respect these distinctions when dealing with the locals.

Vo̠v Fe̜w Hadfow's bank 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 Vo̠v Fe̜w Hadfow.

The Drake, Flame near Vo̠v Fe̜w Hadfow are known to be almost tame, such that they can be put to domestic use.

Vo̠v Fe̜w Hadfow's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves square dance to channel Transmutation energies of tier 1 via recitation of scripture.

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: 10
  • Farmers: 15
  • Farm Laborer: 29
  • Hunters: 17
  • Milk Maids: 14
  • Ranchers: 7
  • Ranch Hands: 16
  • Shepherds: 14
    • Farmland: 22979 m2
    • Cattle and Similar Creatures: 1422
    • Poultry: 17064
    • Swine: 1137
    • Sheep: 56
    • Goats: 11
    • Horses, Mounts, and Beasts of Burden: 568

Craftsmen

  • Arms and Toolmakers: 11
  • Blacksmiths: 12
  • Bookbinders: 7
  • Buckle-makers: 7
  • Cabinetmakers: 11
  • Candlemakers: 20
  • Carpenters: 19
  • Clothmakers: 13
  • Coach and Harness Makers: 5
  • Coopers: 12
  • Copper, Brass, Tin, Zinc, and Lead Workers: 7
  • Copyists: 5
  • Cutlers: 4
  • Fabricworkers: 12
  • Farrier: 34
  • Furriers: 3
  • Glassworkers: 21
  • Gunsmiths: 11
  • Harness-Makers: 5
  • Hatters: 10
  • Hosiery Workers: 4
  • Jewelers: 6
  • Leatherwrights: 13
  • Locksmiths: 5
  • Matchstick makers: 8
  • Musical Instrument Makers: 8
  • Painters, Structures and Fixtures: 7
  • Paper Workers: 8
  • Plasterers: 7
  • Pursemakers: 9
  • Roofers: 5
  • Ropemakers: 5
  • Rugmakers: 5
  • Saddlers: 10
  • Scabbardmakers: 13
  • Scalemakers: 5
  • Scientific, Surgical, and Optical Instrument Makers: 3
  • Sculptors, Structures and Fixtures: 5
  • Shoemakers: 5
  • Soap and Tallow Workers: 24
  • Tailors: 42
  • Tanners: 7
  • Upholsterers: 8
  • Watchmakers: 7
  • Weavers: 16
  • Whitesmiths: 4

Merchants

  • Adventuring Goods Retellers: 3
  • Arcana Sellers: 3
  • Beer-Sellers: 7
  • Booksellers: 9
  • Butchers: 14
  • Chandlers: 14
  • Chicken Butchers: 15
  • Entrepreneurs: 5
  • Fine Clothiers: 13
  • Fishmongers: 15
  • Florists: 3
  • Potion Sellers: 10
  • Resellers: 23
  • Spice Merchants: 7
  • Wine-sellers: 12
  • Wheelwright: 9
  • Woodsellers: 5

Service workers

  • Bakers: 31
  • Barbers: 27
  • Coachmen: 8
  • Cooks: 23
  • Doctors: 12
  • Gamekeepers: 9
  • Grooms: 5
  • Hairdressers: 19
  • Healers: 14
  • Housekeepers: 17
  • Housemaids: 29
  • House Stewards: 17
  • Inns: 5
  • Laundry maids: 10
  • Maidservants: 19
  • Nursery Maids: 10
  • Pastrycooks: 18
  • Restaurateur: 28
  • Tavern Keepers: 20

Specialized Laborer

  • Ashworkers: 8
  • Bleachers: 5
  • Chemical Workers: 3
  • Coal Heavers: 12
  • In-Town Couriers: 12
  • Long Haul Couriers: 12
  • Dockyard Workers: 12
  • Gas Workers: 2
  • Hay Merchants: 4
  • Leech Collectors: 15
  • Millers: 13
  • Miners: 12
  • Oilmen and Polishers: 9
  • Postmen: 12
  • Pure Finder: 7
  • Skinners: 16
  • Sugar Refiners: 3
  • Tosher: 9
  • Warehousemen: 20
  • Watercarriers: 11
  • Watermen, Bargemen, etc.: 16

Skilled Laborers

  • Accountants: 7
  • Alchemist: 8
  • Clerk: 11
  • Dentists: 5
  • Educators: 14
  • Engineers: 8
  • Gardeners: 5
  • Mages: 4
  • Plumbers: 5
  • Pharmacist: 6
  • Professors: 2
  • Scientists: 4
  • Wizards: 2

Civil Servants

  • Adventurers: 5
  • Bankers: 7
  • Civil Clerks: 12
  • Civic Iudex: 6
  • Consultants: 3
  • Exorcist: 12
  • Fixers: 6
  • Kami Clerk: 11
  • Landlords: 10
  • Lawyers: 6
  • Legend Keepers: 9
  • Militia Officers: 51
  • Monks, Monastic: 17
  • Monks, Civic: 18
  • Historian, Oral: 13
  • Historian, Textual: 6
  • Policemen, Sheriffs, etc.: 13
  • Priests: 24
  • Rangers: 7
  • Rat Catchers: 8
  • Scholars: 8
  • Spiritualist: 10
  • Slayers: 3
  • Storytellers: 20
  • Military Officers: 21

Cottage Industries

  • Brewers: 16
  • Comfort Services: 21
  • Enchanters: 6
  • Herbalists: 6
  • Jaminators: 21
  • Needleworkers: 18
  • Potters: 9
  • Preserve Makers: 17
  • Quilters: 8
  • Seamsters: 29
  • Spinners: 17
  • Tinker: 6
  • Weaver: 15

Artists

  • Actors: 5
  • Architects: 2
  • Bards: 8
  • Costumers: 3
  • Dancers: 6
  • Drafters: 3
  • Engravers: 4
  • Fine Furniture Carpenters: 2
  • Glaziers: 6
  • Inlayers: 5
  • Musicians: 16
  • Painters, Art: 2
  • Playwrights: 6
  • Sculptors, Art: 4
  • Wood Carvers: 18
  • Writers: 17

Produce Industries

  • Butter Churners: 22
  • Canners: 15
  • Cheesmakers: 18
  • Ice Merchants: 2
  • Millers: 12
  • Picklers: 9
  • Smokers: 7
  • Stockmakers: 6
  • Tobacconists: 9
  • Tallowmakers: 12

2076 of Vo̠v Fe̜w Hadfow's population work within a Foundational Occupation.

3499 of Vo̠v Fe̜w Hadfow's population do not work in a formal occupation, but do contribute to the local economy. 113 (2%) are noncontributers.

Points of Interest

Vo̠v Fe̜w Hadfow has a substantial mill pond located a short distance from town.

POI

History

The the a dagger of Mysticism, an a dagger imbued with notable amounts of Mysticism energies was created near Voīm Yaŵmb̪v Ni̋ēkēä by in time immemorial, reportedly some time during the late 2nd century.

History