Small City: Wǟf Sō Hadfow

Wǟf Sō Hadfow

Wǟf Sō Hadfow
Example Wood Elf architecture.
StateAlveria
ProvenceJaz̄omaka District
Sub ProvenceNasurobose Zone
RegionLetî-bîrîfî Forest
Founded1566
Community LeaderLord Glëgfêv
Area13 km2 (5 mi2)
Average Yearly Temp22°C (71°F)
Average Elevation5486 m (17998 ft)
Average Yearly Precipitation135 cm/y (53 in/y)
Population3206
Population Density246 people per km2 (641 people per mi2)
Town AuraNecromancy
Naming
Native nameWǟf Sō Hadfow
Pronunciation/waːf/ /soː/
Direct Translation[classic] [gas lamp]
Translation[Not Yet Translated]

Wǟf Sō Hadfow (/waːf/ /soː/ [classic] [gas lamp]) is a subtropical Small City located in Nasurobose Zone, Jaz̄omaka District, within the Alveria.

The name Wǟf Sō Hadfow is derived from the Goblin language, as Wǟf Sō Hadfow was founded by Dyèbrthë, who was culturaly Wood Elf.

Climate

Wǟf Sō Hadfow has a yearly average temperature of 22°C (71°F), with its average temperature during the summer being a warm 27°C (80°F) and its average temperature during the winter being a cool 17°C (62°F). Wǟf Sō Hadfow receives an average of 135 cm/y (53 in/y) of precipitation, most of which comes in the form of rain during the spring. Wǟf Sō Hadfow covers an area of nearly 13 km2 (5 mi2), and an average elevation of 5486 m (17998 ft) above sea level.

Overview

Wǟf Sō Hadfow was founded durring the late 17th century in early winter of the year 1566, by Dyèbrthë. The establishment of the new community went well, though many minor issues had to be solved as time went on. This was enough to delay construction and push back the formal opening ceramony, leading to some embarisment for Dyèbrthë.

Wǟf Sō Hadfow was built using the conventions of Wood Elf durring the late 17th century. Naturaly, all settlmentss have their own look to them, and Wǟf Sō Hadfow is no diffrent. The city's buildings feature plaster covered brickwork used to form structures with an emphasis on symmetry, proportion, geometry and the regularity of parts. Orderly arrangements of columns, pilasters and lintels, as well as the use of semicircular arches, hemispherical domes, niches and aediculae can be found everywhere such that only size of building and yard can be used to measure the general prosparity of a given building's owners due to a general wealthy feeling the style gives off.

Wǟf Sō Hadfow is was constructed arround several broad packed earth mainstreets which cross one another at certain axies, with smaller streets branching off of them to premit acess to the many buildings deeper into the road network. The overall fashion is remenessent of a circulatory system, or other organic construct, and is quite effishent in its design. 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. Wǟf Sō Hadfow's wall wouldn't hinder a proper army, but it is more than sufishent for bandits and other small marauding groups. Wǟf Sō Hadfow'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 Wǟf Sō 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. 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 Wǟf Sō Hadfow long.

Civic Infrastructure

Wǟf Sō Hadfow 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.

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

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

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

Wǟf Sō 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.

Wǟf Sō 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.

Wǟf Sō 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.

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

Wǟf Sō 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 Small City. Wǟf Sō Hadfow's grid is powered by a direct leyline tap.

Wǟf Sō 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.

Wǟf Sō 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 Wǟf Sō Hadfow's natural decorations nor waterways.

Wǟf Sō 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.

Wǟf Sō 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.

Wǟf Sō 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

Wǟf Sō Hadfow's town hall was built using a different architectural style from the rest of the town. The style used is characterized by grandeur of scale, simplicity of geometric forms, dramatic use of columns, and a preference for blank walls. This design ethos extended to re-imagining earlier styles of structure to create them anew, with a similar overall look and feel to one another..

Due to the actions of local Kami, spring is short in Wǟf Sō Hadfow.

The Crawling Hand near Wǟf Sō Hadfow are known to be quite timid.

Wǟf Sō Hadfow's citizens partake in a curious ritual relating to their local kami. It takes place in summer and involves sacrificing an animal to channel Invocation energies of tier 3 via throat 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: 5
  • Farmers: 9
  • Farm Laborer: 17
  • Hunters: 11
  • Milk Maids: 7
  • Ranchers: 4
  • Ranch Hands: 9
  • Shepherds: 7
    • Farmland: 12888 m2
    • Cattle and Similar Creatures: 801
    • Poultry: 9618
    • Swine: 641
    • Sheep: 32
    • Goats: 6
    • Horses, Mounts, and Beasts of Burden: 320

Craftsmen

  • Arms and Toolmakers: 6
  • Blacksmiths: 6
  • Bookbinders: 4
  • Buckle-makers: 4
  • Cabinetmakers: 6
  • Candlemakers: 11
  • Carpenters: 10
  • Clothmakers: 8
  • Coach and Harness Makers: 3
  • Coopers: 7
  • Copper, Brass, Tin, Zinc, and Lead Workers: 4
  • Copyists: 3
  • Cutlers: 2
  • Fabricworkers: 7
  • Farrier: 22
  • Furriers: 2
  • Glassworkers: 13
  • Gunsmiths: 6
  • Harness-Makers: 3
  • Hatters: 6
  • Hosiery Workers: 2
  • Jewelers: 3
  • Leatherwrights: 8
  • Locksmiths: 3
  • Matchstick makers: 5
  • Musical Instrument Makers: 4
  • Painters, Structures and Fixtures: 3
  • Paper Workers: 4
  • Plasterers: 4
  • Pursemakers: 5
  • Roofers: 3
  • Ropemakers: 3
  • Rugmakers: 3
  • Saddlers: 5
  • Scabbardmakers: 6
  • Scalemakers: 3
  • Scientific, Surgical, and Optical Instrument Makers: 2
  • Sculptors, Structures and Fixtures: 3
  • Shoemakers: 3
  • Soap and Tallow Workers: 9
  • Tailors: 19
  • Tanners: 3
  • Upholsterers: 4
  • Watchmakers: 4
  • Weavers: 9
  • Whitesmiths: 2

Merchants

  • Adventuring Goods Retellers: 2
  • Arcana Sellers: 2
  • Beer-Sellers: 4
  • Booksellers: 5
  • Butchers: 8
  • Chandlers: 8
  • Chicken Butchers: 9
  • Entrepreneurs: 3
  • Fine Clothiers: 8
  • Fishmongers: 7
  • Florists: 1
  • Potion Sellers: 5
  • Resellers: 12
  • Spice Merchants: 4
  • Wine-sellers: 6
  • Wheelwright: 4
  • Woodsellers: 3

Service workers

  • Bakers: 17
  • Barbers: 12
  • Coachmen: 4
  • Cooks: 13
  • Doctors: 7
  • Gamekeepers: 5
  • Grooms: 2
  • Hairdressers: 9
  • Healers: 9
  • Housekeepers: 9
  • Housemaids: 21
  • House Stewards: 10
  • Inns: 3
  • Laundry maids: 6
  • Maidservants: 10
  • Nursery Maids: 5
  • Pastrycooks: 10
  • Restaurateur: 15
  • Tavern Keepers: 16

Specialized Laborer

  • Ashworkers: 4
  • Bleachers: 2
  • Chemical Workers: 1
  • Coal Heavers: 6
  • In-Town Couriers: 7
  • Long Haul Couriers: 7
  • Dockyard Workers: 6
  • Gas Workers: 1
  • Hay Merchants: 2
  • Leech Collectors: 9
  • Millers: 7
  • Miners: 7
  • Oilmen and Polishers: 4
  • Postmen: 6
  • Pure Finder: 3
  • Skinners: 8
  • Sugar Refiners: 1
  • Tosher: 4
  • Warehousemen: 11
  • Watercarriers: 6
  • Watermen, Bargemen, etc.: 9

Skilled Laborers

  • Accountants: 4
  • Alchemist: 4
  • Clerk: 6
  • Dentists: 3
  • Educators: 8
  • Engineers: 4
  • Gardeners: 3
  • Mages: 2
  • Plumbers: 3
  • Pharmacist: 3
  • Professors: 1
  • Scientists: 2
  • Wizards: 1

Civil Servants

  • Adventurers: 3
  • Bankers: 4
  • Civil Clerks: 7
  • Civic Iudex: 3
  • Consultants: 2
  • Exorcist: 7
  • Fixers: 3
  • Kami Clerk: 6
  • Landlords: 5
  • Lawyers: 3
  • Legend Keepers: 5
  • Militia Officers: 26
  • Monks, Monastic: 10
  • Monks, Civic: 10
  • Historian, Oral: 6
  • Historian, Textual: 3
  • Policemen, Sheriffs, etc.: 6
  • Priests: 14
  • Rangers: 4
  • Rat Catchers: 4
  • Scholars: 4
  • Spiritualist: 5
  • Slayers: 1
  • Storytellers: 13
  • Military Officers: 10

Cottage Industries

  • Brewers: 8
  • Comfort Services: 13
  • Enchanters: 3
  • Herbalists: 3
  • Jaminators: 11
  • Needleworkers: 12
  • Potters: 5
  • Preserve Makers: 8
  • Quilters: 4
  • Seamsters: 16
  • Spinners: 8
  • Tinker: 3
  • Weaver: 7

Artists

  • Actors: 3
  • Architects: 1
  • Bards: 5
  • Costumers: 2
  • Dancers: 3
  • Drafters: 2
  • Engravers: 2
  • Fine Furniture Carpenters: 1
  • Glaziers: 3
  • Inlayers: 3
  • Musicians: 9
  • Painters, Art: 1
  • Playwrights: 3
  • Sculptors, Art: 2
  • Wood Carvers: 11
  • Writers: 11

Produce Industries

  • Butter Churners: 11
  • Canners: 9
  • Cheesmakers: 10
  • Ice Merchants: 1
  • Millers: 6
  • Picklers: 5
  • Smokers: 3
  • Stockmakers: 3
  • Tobacconists: 5
  • Tallowmakers: 7

1135 of Wǟf Sō Hadfow's population work within a Foundational Occupation.

1847 of Wǟf Sō Hadfow's population do not work in a formal occupation, but do contribute to the local economy. 224 (7%) are noncontributers.

Points of Interest

Wǟf Sō Hadfow is uncommonly rich, not only for the gentry but for the common citizens as well. They may produce a valuable good, oversee precious resource extraction, have special economic favors from the ruler, or simply have inherited a vast body of infrastructure. Their neighbors likely view them with envy, and outside raiders and exploiters find them an ideal target.

Wǟf Sō 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

The the a longboat of Augury, an a longboat imbued with potent amounts of Augury energies was created near Wǟf Sō Hadfow by in time immemorial, reportedly some time during the late 2nd century.

History