
O, Child of hubris, open your eye and find your place below.
-Placard of the Guiding Guild



Vizhouris are an entirely open species, and besides official content I do not plan on regulating what people do with their characters. I can't control what you do with your creations.Aside from this, I do have some things i'd prefer you not do with Vizhouri. Again, I can't stop you, no matter how much I wish I could, but I do not condone the following actions:Using Vizhouri or Vizhouri characters to spew bigotryCreating vizhouri characters with real life hate symbols as part of their design.Using Vizhouri and Vizhouri characters for the simulation or act of child exploitation. Dark topics are fine, as long as they are handled respectfully and are not depicted explicitly, and are not depicted for the purpose of self gratification.Falsely claiming you made the Vizhouri species.Using the Vizhouri species' name to limit the creativity of outside parties. Nothing is truly original. Do not harass someone for having a cyclops OC. This species is entirely open.Do not use AI.Do not claim the art or character of another as your own. You can take inspiration, but do not copy entirely.This is not an exhaustive list. It is only what I can think of at the moment.If there's any general rule to apply to the species if you're unsure about something, it should be this you refer to:The Vizhouri species should be a center for creativity, belonging and weirdo cyclops gremlin creatures. Do not turn this into a space of hate, exploitation and toxicity. And, importantly, remember to have fun.

This is where you can message me to ask a question. If I find your question common or interesting enough, it will be posted here with an answer! Otherwise, I'll try to reply to your question privately by email.

This is where you'll find any official Vizhouri fiction I've written.
Hmmm... it doesn't seem like anything's been posted here yet. Maybe come back later and you'll find something new?

This is where you can find any links to official Vizhouri Merchandise.

Vizhouri are a species of secretive and intelligent beings created through Vizhium-induced mutation or alchemy. Mutant Vizhouri are drawn to The Downward, the origin place of Vizhium and the home of Vizhouri. Alchemical Vizhouri do not feel this draw as keenly, but know they are drawn to something nonetheless and search for whatever that is for their whole lives.

Typically, the abilities of a Vizhouri vary greatly by their origins and physiology. For example, an alchemical Vizhouri created involving fire magic may have an affinity to the element of fire. Or, a mutant Vizhouri may be covered in oil they can ignite at will.
However, there are a few abilities all Vizhouri share. Their Sight, their venom and their resilience.
The singular, giant eye each Vizhouri has can see Vizhium, a substance invisible to all other species. It appears to them as a sickly green glowing gas, liquid or ore. The Downward is lit almost entirely through processed Vizhium, but to anyone who isn't a Vizhouri it would seem pitch black.
The hinged series of fangs in every Vizhouri's upper jaw connects to a special venom gland that can be sprayed or injected. What this venom does varies by Vizhouri. One might spit a healing salve, another could spray burning acid.
Finally, they all share a great resilience to many dangerous toxins, diseases and both magical and non-magical varieties of radiation. While exceptionally strong toxins, exceptionally deadly diseases and exceptionally high levels of radiation can harm them, they can still survive many pollutants that would kill anyone else. However, they lack resistance to the venom of their own species. They are also capable of living for a very long time.
One of the major downsides of the Vizhouri is their difficulty when it comes to conceiving children. Given each individual's often quite unique biology, and various origins from many different worlds with differing laws of reality, finding an individual compatible enough to have a kid with is extremely difficult. They have the most luck when matching up with someone also from their own world, but even then compatibility is far from guaranteed.

Vizhouri are highly varied, but they all share certain traits in common. Their large singular eyes, their fangs, their ears and their long arms and wrists.
Every Vizhouri has a large, singular eye dominating their heads, situated sideways. They have nictitating membranes, and their eyelids close in from the sides instead of the top and bottom.
In the mouth of every Vizhouri is a series of hinged fangs. Like a viper, their frontmost fang can swing out from just outside of their normal rows of teeth. Behind this fang is a series of other fangs that follow behind it, giving the appearance of a saw-like series of teeth. Like sharks, when they lose their main fang, the one next in line moves up to replace it. A never ending conveyor belt of needle sharp, venom-shooting fangs.
Upon the head of a Vizhouri are large ears, typically pointed at the tips, though not always. In a resting position, their ears appear pinned back, following the angle of the head.
Vizhouri have rather long arms, and they always have elongated 'wrists'. Sometimes these are actual really long wrists, and sometimes this is an extra joint entirely.Vizhouri tend to keep to the gendering systems of their pre-mutation lives, but overall their society doesn't care about gender.

Vizhouri Species Base

Here is a free to use Vizhouri character base! You don't have to stick to the outline. Remember, Vizhouris are full of variety and you can get quite creative with them! Here are some example designs of mine:








Vizhium is a strange substance. It is formed through the congealing of various pollutants from multiple worlds and universes which have gathered in The Downward. When a world or an area becomes polluted enough, holes to The Downward begin to open. No matter which universe or world, these holes all lead downward, all take the form of tunnels the whole way through, and all lead to The Downward. Through these holes, pollution from the worlds fall down and congeal and compress into Vizhium. Then, the gas form of Vizhium rises back up to these worlds and pollutes the area near a hole.Given its nature as a strange material formed from many substances from many universes with differing rules and systems of existence, Vizhium has strange properties. It induces mutation into a Vizhouri no matter the species, as long as the species was of human-like intelligence, can be used in the creation of alchemical Vizhouri and is a powerful source of energy.What energy it exudes can be changed by refining the Vizhium in specific ways. In The Downward, it's most often refined into a source of light, party drinks, electricity, different kinds of magic and The Downward's currency, known as Beetles. Outside of The Downward, it can only be refined to exude energies that the world it resides in includes. The funny rock/slime/gas does not exude necromancy on Earth, but it certainly can exude gamma radiation.No matter the location it still keeps the property of mutating people into Vizhouris.

The Undertow, as it is known to the Vizhouri and the few outsiders aware of them, is the mutation that occurs after exposure to Vizhium. Everyone's Undertow can happen differently. Some Undertows are fast, some are slow. Some are painless, some are excruciating. Most forget much of their past lives after the Undertow, a lucky few remember everything.The Undertow tends to be a pretty traumatizing experience. It is extremely disorienting, and always occurs with a desire to hide away, which strengthens as The Undertow progresses.The very end of The Undertow, when someone is almost or at full Vizhouri, is the most disorienting time of all. It is always only barely remembered, and involves the new Vizhouri frantically and instinctually trying to dig or crawl as deep into the earth as possible. If a hole into The Undertow is nearby, they will always take that route, but if they are not near such a hole, they will settle for the deepest, darkest place closest to them. Sewer systems are not an uncommon place for new Vizhouri to find themselves in.Vizhouri tend to celebrate each others' 'Undertow Day', the day in their original world's year or other time period they finished undergoing The Undertow. Newer arrivals may get condolences, and older Vizhouris may have come to terms with it and actually party about it. It's equivalent to a birthday.

The Downward is the realm connected to a multitude of worlds and universes with enough pollution to start getting holes to The Downward. It is the origin of Vizhium, and where most Vizhouris reside. It appears to be entirely subterranean, and is not fully mapped, but it is at least the size of a continent. It contains forests of glowing flora adapted to feeding on the Vizhium, toxic subterranean oceans, crystalline caves and more.However, the most prominent feature of The Downward is Downward City, the capital of the realm and is the seat of power for every major guild. It is a scrappy place, full of sickly green glow, scavenged materials and neon signs. Rising from its 'skyline' are giant elevators, built by The Waymaker's Guild to ensure easier and safer travel to other worlds. It sits on the coast of a giant ocean teeming with deep Vizhium deposits.The Downward is inhospitable to any non-native life.Also their money is little pressed nuggets of Vizhium and various metals called 'Beetles'.Perhaps you are interested in exploring Downward City's variety of districts.

Vizhouri society is controlled by Guilds, and lacks an entirely centralized government. These guilds hold control over different parts of life.They enact their rule through blacklisting non-members that upset them, and banning members that break their rules, among other actions that make access to their services more difficult.Only one guild enacts prison sentences as punishment, the rest rely on the threat of someone losing access to whole markets to keep citizens in line.Each guild has different methods of internal governance, but are typically each represented by a singular leader or figurehead.There are minor guilds, and guilds stationed outside of The Downward, but these do not hold nearly as much power as the major guilds of Downward City.But hey, at least guild members get discounts when buying from their own or allied guilds.

Outposts are worlds connected to The Downward that currently lack a non-Vizhouri presence. These are used as settlements for research, storage space, trash dumping, resource collection and more. These outposts can vary from typical post-apocalyptic worlds to giant floating god heads in some sort of endless space.
Traversal to these places from The Downward isn't as heavily regulated by The Waymakers as worlds with a non-Vizhouri population.

The Central Intra-Ter Transport, named such because it is both intra and inter, is the center of The Downward's transportation systems. Whether it be to other parts of The Downward or other worlds entirely, it is a fast, somewhat reliable, and kinda safe way to get around.The Waymakers own and manage this part of Downward City.The primary method of officially supported travel to other worlds is through elevator shafts encased in glass. It looks a lot like hamster tubes. The Central Intra-Ter Transport is located in the middle of Downward City and is a giant 'tower' of elevator shafts all bunched together, like a bundle of roots. There are other, more solitary elevators poking up from other parts of the city, but the central ones are most noticeable.There are also smaller, non-enclosed elevators used to traverse within the city. Other methods of in-city transport are subways, trolleys, and upways, which are like if a subway and a gondola lift had a child that was very jarring to ride on the first few times.For transport outside of Downward City that still resides entirely within The Downward, there are also multiple options. Most commonly are airships and trains. Centi-Roaders, train-like offroad vehicles with legs, are also a popular option due to their ability to climb walls and haul goods to and from places without good transport infrastructure.Boats and submarines are also a thing.Aesthetics are; Subway stations, airships, dieselpunk, trains

When you've just mutated very painfully and have found yourself in an unfamiliar underground world surrounded by people speaking an entirely different language, it's at least a little comforting to have a spot dedicated to helping you out.The Guiding Guild owns and manages this part of Downward City.The Guidespot, partially surrounding The Central Intra-Ter Transport, is an area of temporary housing, language schools, map brochures and over-eager members of The Guiding Guild looking for newcomers to assist. Once somebody's learned the language well enough and a guild has decided to pick them up as a member or associate, they're moved out of The Guidespot's housing and are given some funds to either get themselves G'thilg guild housing or housing for members of their own guild.Aesthetics are; Infographics, town plazas, enthusiasm and brochers

The Barracks aren't welcoming. They're a giant complex in northern Downward City made up entirely of military barracks for I.G.E. members, prisons, enforcement offices and training grounds. It is highly reinforced, both inside and outside, making sure that nobody gets in or out without I.G.E. permission. Even I.G.E. members need permission from others of their guild to go in or out.The I.G.E. owns and manages this part of Downward City.Despite containing enforcement, military and prison services, The Barracks lack any open courts of law. All guilds, including The I.G.E., handle violations of their rules within their own personal guild courts. Only one guild works with court cases involving issues between guilds, and it's not The I.G.E.The Barracks does also extend to some posts outside of official city limits as a means of defense.Aesthetics are; spikes, military, bloody, discomfort, prison, sandalpunk

Storage & Accounting is as boring as the name suggests. While it has no section of the city on the surface, it takes up various large parts of the city's foundation. It's common to see cellars that are actually entrances to wider Storage & Accounting.The Beetlers own and manage this part of Downward City.This place is a massive labyrinth of storage units, vaults, beetle-printing rooms, cargo crates and stuffy custodians. It is barely lit at all, save for the Beetle printing rooms and the occasional oases that are the actual bank parts of Storage and Accounting. Vizhouri have probably perished here from getting lost or eaten by giant pest infestations.One can find their way by listening for the whirr and clanking of Beetle printing rooms, rooms wherein Vizhium and various precious metals are heated up and pressed together into little semi-melted blobby nuggets that are used for currency.Aesthetics are; Brutalism, Catacombs, Dungeons,

The Cramplines don't exist in one single section of the city. Rather, they exist along the lines and roads that divide them. Between any district and another, save for The Central Intra-Ter Transport and The Guidepoint, are cramped together apartments and homes that somehow stay intact despite the fact that many of them look like they'll fall apart at any minute. Such is the mystery of G'thilg architecture.The G'thilgs own and manage this part of Downward City.The Cramplines are used for housing that isn't provided by any particular guild. Any guild member, any Vizhouri, can reside in a home in The Cramplines, even if it is rather... cramped. These homes aren't made of the best materials Vizhouri society has to offer, but they're affordable and accessible. Many homes in The Cramplines are also used as storefronts by the residents.Aesthetics are; Shantytown, cramped apartment complexes, farmer's market

The Collection & Redistribution Point, or The C&R, in the south end of Downward City, is part port, part farm, and part truckyard. When workers under House Manuabor come back from long journeys mining under the ocean, or in trains or Centi-Roaders from extracting the land, or from the vast underground and underwater hydroponics farms, they come to The C&R.House Manuabor owns and manages this part of Downward City.Despite the large amounts of traffic, parking for vehicles used for transport and material extraction is scarce, because a vehicle left parked is a vehicle left unused when it could be out transporting workers and drilling at deposits. Vehicles and their crews are expected to make a quick stop, drop off their spoils, change work teams, and drive right off again to work. The Waymakers aren't too fond of their commissioned vehicles being used in such a rugged manner with such little time for maintenance, but it's hard to argue with the guild everybody's so dependent on. Most of the C&R is dedicated to the collection and, well, redistribution of resources.That is, that's what most of it would be dedicated to if you're not counting the farms.Far larger than the rest of C&R is the hydroponics section, sprawling caves dedicated to the growth and harvest of myriad crops and livestock. Some of these are 'exotic' breeds hailing from outside of The Downward kept in entirely sealed and climate controlled sections to ensure that they don't die from exposure to The Downward's environment. Collection, transport and the safekeeping of these exotic foods is quite expensive, so the vast majority of the hydroponics section isn't used to house them, and is for the farming of native, or acclimated, species.While it's rare, some crop and livestock species get exposed to the environment of The Downward, and it's soon found out that these species are actually intelligent as they undergo The Undertow. There are some Vizhouri who used to be intelligent plants or animals being kept in the hydroponics section, who were previously unrecognized as intelligent due to communication difficulties. It's very difficult to notice the trees and bug-cows are intelligent when they speak entirely in chemicals and express their intelligence in an alien manner.Aesthetics are; Mining equipment, heavy machinery, hazard stripes, large ports with big crates, sterile hydroponics

The Vizh-stacks, located just north to The Collection & Redistribution Point, is where many resources are sent. These are the factories, the refineries, the slaughterhouses and the food processing facilities. Named for the smoke-stacks spewing Vizhium-tainted glowing smoke, this place isn't pretty, but it's a vital organ of Downward City.R&P owns and manages this part of Downward City.Any resources brought into the city that need to be processed are run through The Vizh-Stacks. Raw metal into ingots, chemicals into more useful chemicals, lumber into planks, animals into meat and plants into ingredients for food or medicinals.That, and if anybody wants anything mass-produced, they take their request to The Vizh-stacks and R&P. Those commissioning such a service would still get a cut for their product, but R&P gets a larger one. Can't argue with R&P's practices when they're the only ones able to provide such a service.Aesthetics are; Oilpunk, glowing chemicals, smog, fire, industrial, factory lines, oil barons

If there's any structure more prominent than the giant bundle of elevators in the middle of Downward City, it's The Tower. A giant, steampunk-looking chemical power plant and clocktower all in one, it rises through the very middle of that bundle of elevators known as The Central Intra-Ter Transport. A giant fluid-filled lamp at the top sits at the center of where the elevators begin to diverge from their towering routes.The 4th Weavers own and manage this part of Downward City.Metal support structures run along The Central Intra-Ter Transport elevators like bones and scaffolding all at once. These structures double as veins for chemicals and electricity to run through. Bulging out from these structured, like galls on tree branches, are various offices and housing for the 4th Weavers.Power is generated through various chemical liquids infused with vizhium, pumped from The Vizh-Stacks. This is also set up in such a way that there is a constant, cyclic chemical reaction occuring from different chemical mixtures coming in at different rates and times. This cyclic reaction changes the color of the glowing liquid held in the lamp at the top of The Tower.Each phase of color lasts for the same amount of time, and each phase follows a set cycle. These phases each last about two hours, and cast the entire city in their hues, the colored glow of The Tower magnified and bent by the glass elevator tubes surrounding it.There are seven phases in whole, cycling through the ROY-G-BIV spectrum, from R to V. A full cycle in Downward City lasts fourteen hours.While this cycle is used to measure time and mark days, with two cycles per official twenty eight hour day, this doesn't tend to have any affect on the sleep schedules of the inhabitants. There is no daytime or nighttime at which everyone sleeps.The Downward City official calender consists of fourteen months, one month per officially recognized guild, with each month lasting twenty five days. As such, Downward City's years last for nine thousand and eight hundred hours, compared to Earth's eight thousand seven hundred and sixty hours per year. That's one thousand and forty more hours! In cycles, a year in Downward City lasts for four thousand and nine hundred cycles.Aesthetics are; Clockpunk, Steampunk, electricity

The Postlines, in Downward City's western area with various small offices posted around the rest of the city, may seem like a combine of post offices and warehouses, but it contains more than just mail services. It also has courthouses and studios for news coverage.Touchblinx owns and manages this part of Downward City.When diplomacy needs managed, when inter-guild court cases need presided over, when scheduling for anything needs to be managed, when mail and packages need delivering, and when communication infrastructure and technology needs to be managed and distributed, The Postlines are where all of that happens. Presenting like humble post offices, warehouses, courtrooms, communication centers and news studios, this district, and Touchblinx overall, are far less humble than they actually present.Covering everything communication, mail, diplomacy, law and news makes for a very powerful part of the city and a very powerful guild.While Downward City residents don't tend to have personal televisions or equivalents, public televisions are used for broadcasting Touchblinx news coverage. Besides that, newspapers are commonplace. These newspapers are sent to buyers through a network of underground tubes connected to the heart of the Postlines and various connected offices, which are also used to transport mail.Every home, or at the least every neighborhood, is connected to this network and has a personal tube entrance for the sending and receiving of mail and news. Mail is labeled with the address it needs to go to, then reaches an office, and is sent down the proper tube to its destination. This journey can involve multiple offices, which act like junctions.For wealthier buyers, long-distance scrying devices can be bought, which act like phones, if phones looked like cut jewels that projected holograms.Aesthetics are; Old televisions, newspapers, those tubes at the bank, courtrooms, mailmen

FUNTERTAINMENT DESIGNATED FUN ZONES, as is obvious with the name, are FUN.FUNTERTAINMENT INCORPORATED owns and manages this part of Downward City.Like oases dotted all over Downward City, these practically glowing plazas and alleys are centers for recreation and amenities. The contents of these FUN ZONES also depends on where they are placed. FUN ZONES within The Barracks may involve arenas and shooting ranges. For the C&R Point, well, when any resource transport vehicles are too banged up for work, but not banged up enough for The Junkyards, large recreational tanks and explosives are provided. So on and so forth, FUNTERTAINMENT INCORPORATED is as adaptive towards local audiences as it is insistent towards anyone writing about them that FUNTERTAINMENT INCORPORATED must always be fully capitalized, lest consequences ensue.FUNTERTAINMENT DESIGNATED FUN ZONES also often intersect with the industries of other guilds to acquire products to sell. Products those other guilds don't find useful or 'on-brand' enough to use or sell themselves, but are still entertaining enough to draw in customers. Those FUN ZONES in The Barracks not only provide a violent way to blow off steam, but easy access to 'toy' weapons that are just safe enough to make any injury easily seen as the customer's fault. That, and The Barracks is where they may acquire some more volatile 'fireworks' to sell to eager customers waiting to celebrate with them. Or use them 'off-label'. All injury resulting from FUNTERTAINMENT INCORPORATED PRODUCTS will not be compensated for.Of course, there are still original FUNTERTAINMENT ARTISANS in the FUN ZONES who will sell goods and services no other guild will provide.FUNTERTAINMENT INCORPORATED IS NOT RESPONSIBLE FOR ANY GIANT NEON SIGN RELATED INJURIES IN FUN ZONES. FUNTERTAINMENT INCORPORATED IS ONLY RESPONSIBLE FOR ALL THE FUN THE OTHER GUILDS WILL ALLOW.Aesthetics are; Cyberpunk, faires, advertising, bright colors, parties, substances

The Gardens are like growing mycelium networks trying to sprout up in whatever space they can, and whatever space they are allowed. These lines and pockets of native Downward ecosystems, while great for calm recreation, are in no way affiliated with FUNTERTAINMENT DESIGNATED FUN ZONES, though they will often intersect.The Wardens own and manage this part of Downward City.The Wardens are growing tired of kicking drunk people out of their gardens for littering and being nuisances. The Wardens are tired of FUNTERTAINMENT INCORPORATED always setting up shop outside of their gardens because the 'atmosphere' the gardens provide draws more customers. The Wardens nonetheless appreciate the money they're able to make selling some of their plants and animals to FUNTERTAINMENT INCORPORATED.The Gardens function as natural sanctuaries, outdoor parks, and places to breed new kinds of plants and animals all at once.There are also Gardens outside of Downward City, within the jurisdiction of The Wardens, but with more room to grow with little interruption from other guilds.Downward ecosystems presented within The Gardens include;Glowing Root Forests, places of twisting, glowing wood, vines and leaves are dense and vibrant. They offer small oases of light within The Downward. They often have a 'Rootheart' at the center that the rest of the forest depends on.Vizhium Boils are networks of liquid Vizhium geysers, home to extremophilic microbes and specialized animals that feed on them. Swimming in these is the opposite of recommended.Stalactite Reefs are clusters of dripping Stalactites hosting colonies of creatures that both live within and build upon them.Stalagmite graveyards are swampy areas of decay, reliant on dead creatures falling from Stalactite reefs. They also rely on clumsy creatures falling and getting impaled on the stalagmites. Bioluminescent microorganisms feast on the dead in every stagnant pool of water, or other liquid.Crystalline Ovens are hot and dry regions filled to the brim with giant crystals, which occur from the combinations of chemicals beneath these areas which also cause the heat. Sometimes, the chemical reactions are strong enough and go on for long enough that they can lead to volcanism. Crystalline Ovens are often associated with Vizhium Boils. Besides strong endothermic chemical reactions, the tectonics of The Downward are often inconsistent and largely unknown.Black Freezers are parts of The Downward that are so distant from any chemical or Vizhium sources of light and heat that they are extremely cold and dark. Nonetheless, life exists here, slowly and steadily. This life is often quite fragile due to its isolation from the typical chemicals and Vizhium of The Downward, and explorers must be careful not to kill everything around them in these places. They must also be careful not to perish themselves from the cold.Pseudo-Surfaces are ecosystems formed around sources of light so bright that they mimic sunlight. These look like ecosystems seen outside of The Downward, with photosynthetic plants and animals that rely on them. As these giant light sources are often due to massive sources of Vizhium mixing with something else leading to typical visible light, these ecosystems are threatened by Vizhium extraction. Pseudo-Surfaces may be found subsisting off of the heat sources of Crystalline Ovens and Vizhium Boils.Vizhium Oversaturation Sites are ecosystems so suffused with pure Vizhium that it is even hazardous to Vizhouri to travel to these places. There are few Gardens based around these ecosystems, even less than Black Freezers. The only life here are extremophilic microorganisms, and rumored shifting monsters lurking deep within that feast, not on Vizhium, but a relative lack of it, from whatever outside of these places happen to wander too closely.Gentle Swamps, when Glowing Root Forests meet Stalagmite Graveyards, are great sources of life. Sustained by both the liquid and rot of Stalagmite Graveyards, and the concealing plantlife and sweet fruits of Glowing Root Forests. These, like the estuaries of Earth, hold much of The Downward's biodiversity.The Underwater ecosystems of The Downward, while so far largely unexplored, seem to often hold uncanny resemblances to the ecosystems on the land.Aesthetics are; bioluminescene, biopunk, plants, animals

Hospiversity Academias, located in the Northeast part of Downward City, or HA, is the primary educational and medical institute of Downward City. For general education, education relevant to Knowledge United, and medical attention, this is where anyone goes.Knowledge United owns and manages this part of Downward City.This place consists of cramped gothic colleges, strange hospitals, open plazas and housing for students and guild members... You'd almost thing there's be constant lightning around h- ah, right. Giant tesla coil. There IS constant lightning. Now all that's needed is a homonculus... on top of the hundreds we have already.There are also a lot of labs, both public and personal. These labs are not necessarily separate from medical facilities. When everybody's a weirdo mutant hailing from who-knows-where with who-knows-what laws of reality, every medical issue is a case study! Except for eye problems. Eye problems tend to stay oddly consistent across the board.The laboratories also range from being more mundane to maniacal, and from being more grounded to magical. The same campus housing laboratories for the engineering of new kinds of glasses also, of course, has the spell towers of eccentric alchemists.Each other guild also has their own Knowledge United sponsored colleges across the city for more specialized learning relevant to the guild's work.Aesthetics are; Dark academia, alchemy, sorcery, low lighting, campy sci-fi, mad science, raypunk

When you've got new people coming in from a whole bunch of different realities, they're inevitably going to bring religion with them. Whether the religion is being brought from home or developed in The Downward, there is only one place for places of worship within the city. That being, the Belief Neutral Zone, patrolled by Z-Watch.Z-Watch owns and manages this part of Downward City.In the eastern side of Downward City lies a massive grouping of many, many different churches and other places of worship. All of these places of worship are both protected and contained by Z-Watch. Here, belief is protected, and others are protected from it. Of course, grouping a whole bunch of belief systems together who may or may not like eachother tends to be recipe for conflict and disaster, but at least it's all in one place, and more conflict means more work opportunities for Z-Watch to gain money from.Spiritual activities outside of the Belief Neutral Zone are tolerated, but once they get centralized into consistent groups and places, then they have to move that stuff to the Belief Neutral Zone. Believing their personal beliefs shouldn't be policed and forced into an unfamiliar area that may even be separate from a historically significant place of worship outside of the Belief Neutral Zone, many Vizhouri refuse orders to move their worship.That, and things get awkward when there's a known population of Vizhouri who, before they experienced the Undertow, were actual gods and other divine or spiritual beings.Most Vizhouri claim that forcing religions into one singular, oppressive area away from their original places of worship is callous and cruel, and does not put in any effort to separate cults from healthy belief systems and even oppressed belief systems.Z-Watch claims that such complaints come from those who do not remember its founding.Aesthetics are; Southern gothic, monster hunters, secret societies, G-men, chainlink fences

The Junkyards are absolutely vital organs within the body of Downward City, and everybody wishes they weren't. Anywhere where anything deemed 'trash' or scavenged from the surface is dumped off is deemed territory of the raucous, disorganized Scavvitallz Parties. As the name suggest, these are the various junkyards and dump sites scattered about and around Downward City.Scavvitallz Parties own and 'manage' this part of Downward City.They also act as recycling and sorting centers. Any trash is broken down to its absolute base materials or reused, and anything that's scavenged from outside of The Downward is sorted and either kept by the Scavvitallz, or 'thrown away' into Downward City for everyone else to use if it doesn't suit their fancy.The way things are recycled are through the 'Breakdowners', hodgepodge machines thrown together randomly that somehow are able to efficiently burn, refine and use chemicals to get the base stuff out of trash. These hodgepodge machines also act as 'headquarters' for their local Scavvitallz party. They're also noisy, somehow smell worse compared to the rest of The Downward, and beat the G'thilg's housing in terms of keeping together despite looking like a breeze would make them break down. These machines each look unique depending on which party owns them, and are even sometimes renovated into villages, housing built into their rusty shells.Mobile Breakdowners are possible, and there are documented cases, but they're generally seen as things to destroy on sight ever since the incident involving the 'rampaging runaway Breakdowner village'.Aesthetics are; post-apocalyptic dieselpunk, alt music, alt fashion, scrapped together things, urban fantasy (fantasy scavenging from the urban)

The Ratholes are the broken down bits of Downward City, the tight and winding tunnel networks that connect the organs of Downward City's criminal underbelly together. They're not owned by any of the main fourteen guilds.This tunnel network often leads into secret passages into unknowing buildings, secret sub-subterranean towns and villages, and passages into the buildings of residents who do happen to know about them. The headquarters of many criminal guilds are hidden within these tunnel networks.These aren't typical catacomb or sewer tunnels, either. These tunnels are wiry and thin, so small at certain points that one's breath must be held in order to pass through. There are also many dead ends to trap anyone who isn't 'in the know' or affiliated with the crime scene, so there are definitely a lot of corpses down there from those who got trapped or lost.The underground party and club scene is absolutely wild, though, if you manage to squeeze through all those tight cave systems to get to them.Aesthetics are; Caving, noir, underground clubs, rattle em boys

The Ceiling, like The Ratholes, is not officially affiliated with any particular guild. However, that's because these luxury suites, ballrooms, and more hanging from the cave ceiling of The Downward are entirely neutral to guild affiliation. All that matters here is if you're rich enough to get in. Literally above everything, these glowing chandeliers of living space made with wrought metals and stained glass are uniquely dominated by businesses and families not affiliated with any guild.These groups either originate from before the guild system, and thus had a very long amount of time to accumulate wealth outside of their control, or newer independent businesses that either got incredibly lucky in terms of finding a niche that's both successful and not currently sucked dry by the guilds. That, or they built their wealth outside of Downward City and managed to be of enough means when they moved into the city to support themselves without guild help.Or they gained their great wealth through sketchier or crueler means, but are so good at burying it that it is almost impossible to prosecute them.The only way to get to The Ceiling or off of The Ceiling are unique hovering vehicles. These are absolutely decked out in decorations, and belong to no guild. They only belong to those living in The Ceiling who have decided they can lend a few to those wanting to vacation there.The Ceiling and residents of it aren't very well liked. Pretentious chandelier towns...Aesthetics are; Decopunk, wrought metals, glowing behind stained glass, chandeliers

GUILD LEADER
Halthriy
SYSTEM OF GOVERNANCE
The Waymakers guild is led by a council of powerful guild members, surrounding the member they currently have voted in as their leader. If the current leader does something the council dislikes, they are demoted back down to the council and a different council member is elected in their place. Guild members typically gain a place in the council through social capital and a good record of work.
JURISDICTION
Central Intra-Ter Transport
LIKED GUILD
The I.G.E.
DISLIKED GUILD
4th Weavers
FOUNDING
Originally a monastic society from before Downward City's founding, The Waymakers took new Vizhouri into their monastaries to get them back on their feet in their new life. Once Downward City was founded, The Waymakers put great effort into establishing a presence there to help all the new Vizhouri that would inevitably show up.During the Outsider's Invasion, the Waymakers took up the mantle of leading and governing Downward City when House Manuabor was unable to.After the Outsider's Invasion of The Downward, The Waymakers used their new power and expanded their duties from simply welcoming, to also gatekeeping and preventing knowledge of the Vizhouri from making it out of The Downward. This monastic organization expanded into an overarching theocratic state in the chaos after the invasion to keep things under control and to prevent another invasion. In response to this tyranny, a rebellion group, 'Z-Watch' was founded, and overthrew the original Waymakers and killed their leadership.After their fall and the reorganization of Downward City's governance into the guild system, The Waymakers reformed themselves into the guild they are today with their remaining political power and members. While much more secular in nature these days, The Waymakers that remained after the original society's culling are still suspicious of the worlds outside of The Downward, and still retain some of their old power and infrastructure when it comes to transportation into and outside of The Downward.
DOMAIN
The Waymakers manage movement in and out of The Downward as well as customs. They guide the development of transportation networks, manage vehicles, and restrict the construction of outposts. They also make sure no information about The Downward and Vizhouri gets out into worlds with no previous knowledge of those.

GUILD LEADER
Eiituiik
SYSTEM OF GOVERNANCE
The Guiding Guild, on paper, chooses a new head of linguistics based on exceptional knowledge and empathy shown during a guild member's work. Currently, it has been having a nepotism problem, with Eiituiik planning on choosing one of her daughters or granddaughters to take her place.
JURISDICTION
Guidespot
LIKED GUILD
The G'thilgs
DISLIKED GUILD
Waymakers
FOUNDING
Originally a sect of the monastic Waymakers responsible for linguistics, after the Outsider's Invasion happened they were sidelined by the rest of the Waymakers in favor of focusing on gatekeeping instead of welcoming. Once the Waymakers had taken control of Downward City, what eventually became The Guiding Guild split off from them due to ideological disagreements and joined Z-Watch's rebellion, helping Z-Watch by giving them insider information on the Waymakers.Once the original Waymakers were toppled and Downward City became a guild system, Z-Watch provided what was now The Guiding Guild with extra resources to help them with their mission of welcoming in new Vizhouri into Downward City after much of the population was lost in the Z-Watch rebellion. Seeing what their brethren in the Waymakers had done last time, The Guiding Guild decided to become more secular, and more neutral towards different belief systems.
DOMAIN
The Guiding Guild's job is to welcome new Vizhouri into Downward City and get them situated into their new lives. They utilize services from other guilds to help with their job shadowing programs to help new Vizhouri find which guild they'd like to join later on in life. They also offer some housing for new Vizhouri, and teach them the common Vizhian language before sending them off with some money to get on their feet. They'll also offer some services to Vizhouri who aren't new, but are down on their luck and need some extra help.

GUILD LEADER
Dhargtur
SYSTEM OF GOVERNANCE
Up until recently, this guild's system of governance involved whoever had been alive the longest, given how easy it is to die in their field. However, since Dhargtur's takeover, all that's known now is her reign.
JURISDICTION
The Barracks
LIKED GUILD
R&P
DISLIKED GUILD
Scavvitallz Parties
FOUNDING
Before Downward City, there were various different groups of bandits and raiders. When Downward City began construction, they often raided it for resources or fun. Multiple of these groups were then hired by the nascent city to protect it from other raiders, and these bands of hired protection eventually integrated into Downward City as various family legacies of military and law enforcement.During the Outsider's Invasion, these families united into a centralized front to fight back the invaders. After the invasion, they split again between Waymaker loyalists and Z-Watch rebels. After the Z-Watch's victory, the loyalists were executed, and the remaining rebels became two guilds in Downward City's reform. An enforcement guild, and a military guild. Though, these really functioned as one guild with two separate kinds of jobs the members could fall into.Then, Dhargtur arrived. At first, she rose in the ranks in a typical manner, becoming renowned for her fighting capabilities and fearlessness. She campaigned against the leadership of the twin guilds, and advocated for the combination of the two guilds. Given her charisma and renown, she got enough fellow guild members to back her up and oust the old leadership.Said old leadership died under "mysterious circumstances".Once Dhargtur gained leadership, she combined the guilds and ruled the new I.G.E. with an iron fist. Everything became strength and intimidation over all else. The hiring pool for the guild went from interested citizens to inmates deemed violent and loyal enough to be chosen by Dhargtur to be freed and serve under her.While this new change in leadership and practices is concerning, the other guilds appreciate the intimidation factor these new I.G.E. guild members carry with them. Even if they tend to be more violent than what's asked for.Plus, the new gladiatorial battles within the guild are entertaining to watch.
DOMAIN
The I.G.E. guild works as both military and enforcement. They protect the city, and can be hired by other guilds to enforce their banishments and blacklistings. They also enforce some universal Downward City laws, do bounty hunting, and manage prisons.
Mercenaries, cops and soldiers all in one.

GUILD LEADER
High Representative Bheatley Beelums
SYSTEM OF GOVERNANCE
Whoever is most willing to get their nose out of their files and printers to talk to other people is the de-facto representative of the Beetlers Guild. Their inner-guild communications are somehow so efficient that they pretty much all have access to, and know the same information, so nobody has to worry about the high representative lacking knowledge.
JURISDICTION
Storage & Accounting
LIKED GUILD
Touchblinx
DISLIKED GUILD
The Guiding Guild
FOUNDING
They're weird. As it turns out, during Downward City's construction, Storage & Accounting and the Beetlers had been underneath it the whole time to nobody's knowledge. Despite seemingly predating Downward City, Storage & Accounting's infrastructure seemed to perfectly match up with Downward City's as though they had been built together. Since they'd already been printing and hoarding Beetles at that point, Downward City just decided it was convenient enough to adopt Beetles as their currency and the Beetlers as an organization of accountants, money printers, treasurers, bankers and keepers of the very foundation the city sat on.During the Outsider's Invasion, Storage & Accounting was used as refuge and bunkers for civilians. Some of these civilians were drawn to this place, and became Beetlers themselves. To this day, the only Vizhouri who become Beetlers are the ones who feel that supernatural draw to it upon stepping foot in Storage & Accounting, abandoning the rest of their past life for their new work.The same thing happened during the Z-Watch rebellion.Overall, the Beetlers have been weirdly unaffected by things besides their numbers getting a boost when Storage & Accounting is used as a giant bunker. They didn't even have to really change anything when the guild system was introduced, besides needing a representative.
DOMAIN
The Beetlers are responsible for printing Beetles, banking, treasury, and storage of Beetles and various goods. They are impeccable at keeping track of all of this, and Beetlers who fail at this tend to either stop feeling the urge to be Beetlers and leave the guild, or just straight up die on the spot.

GUILD LEADER
G'Thilg
SYSTEM OF GOVERNANCE
It doesn't matter. All the orders come from the same guy and all the work is done by Vizhouri working under him. No, it's not one guy in charge. Just the same guy. Dozens of the same guy. If you're talking to one of them, you're talking to the leader.
JURISDICTION
The Cramplines
LIKED GUILD
House Manuabor
DISLIKED GUILD
Z-Watch
FOUNDING
A large amount of G'thilgs immediately underwent the Undertow and arrived in The Downward once Downward City was conceptualized and construction began. Multiple iterations of the same otherworldly godly being outside of linear time, self-described as 'a separate flavor from their god and self on the plate of time, but from the same plate and the same dinner table nonetheless'. Apparently a particular point of time in their world had been polluted by Vizhium by a time traveler.They immediately got to worshiping their simultaneously existing godly self who was still outside of The Downward and still a god, gaining information from their godly self that they would use to help build the city. The information was imperfect, but their knowledge still led them to building infrastructure that was weirdly resilient despite how, logically, a breeze should've tipped all of it over. After construction finished, they grew less active, but still worked on construction when asked from time to time.During the Outsider's Invasion, even more G'thilgs poured into The Downward like a 'bleeding wound of time pouring out from a scar ripped apart again the very second it healed and was made'... again, they have weird descriptors for things. These G'thilgs didn't fight, but they did work extremely hard to repair any infrastructural damage done to Downward City during the invasion.After the invasion, the G'thilgs laid down until the Z-Watch rebellion, where they fought against the Waymakers, since the Waymakers had blocked the G'thilgs from any further entry into The Downward. This was awkward, since Z-Watch was against religion, and the G'thilgs were repeated iterations of the same god from the same point of time in their original universe, who also worshiped that god, who still existed as an unchanged god in their original universe after the point of time that was their Undertow... look, 'god outside of time' stuff is weird and hard to explain. What matters is Z-Watch was confused by the assistance offered by the G'thilgs.After the Z-Watch rebellion and the establishment of the guild system, the G'thilgs were allowed to establish themselves as their own guild as long as they allowed non-G'thilg Vizhouri into their workforce. They did so, and a great number of them suddenly died as they had no use for those extra bodies anymore since the manual labor part of everything was now going to be done by Vizhouri who weren't themselves.
DOMAIN
Construction, maintenance, plumbing and disaster relief.

GUILD LEADER
Ritchisx Manuabor
SYSTEM OF GOVERNANCE
House Manuabor follows a lineage-based system of leadership. The eldest child of the current leader, which is typically their only child due to how difficult it is for Vizhouri to have children, will become the new leader of House Manuabor when the old one dies or becomes unable to manage the guild. Given how often it is that the current guild leader and their spouse find that they are unable to conceive, they'll adopt another Vizhouri as their heir. There are situations where they just adopt a family friend out of nepotism, as there is no age limit for adoption as an heir for House Manuabor.
JURISDICTION
Collection & Redistribution Point
LIKED GUILD
Waymakers
DISLIKED GUILD
Beetlers
FOUNDING
House Manuabor predates Downward City as its own independent group. Before Downward City, there was the Vizhine Commonwealth, a system of various noble houses and organizations under them collectively ruled and governed by the High Vizhine, of which House Manuabor was a part of. The High Vizhine was a leader elected from and by the noble houses upon the death of the previous High Vizhine. This commonwealth is where Downward City's common language of Vizhian originates, though modern Vizhian differs greatly from the Vizhian spoken during the time of the Vizhine Commonwealth.During a dispute between the noble houses on whether or not the Waymakers' vote counted for election of High Vizhine, an unfamiliar power intervened. Agents from a yet unknown state utilized House Manuabor's discontent with the commonwealth to convince them to secede from the commonwealth and join them.This unknown state was industrialized, and lended House Manuabor some firepower to back up their secession. The other houses, unable to contend against bombs and guns with their swords and steeds, quickly fell to the might of House Manuabor and their new friends.The agents of the unknown state, House Manuabor and other allies such as The G'thilgs then agreed to construct a new city upon the bones and ruins of the other houses. The agents and House Manuabor, prideful as they were, decided to name the city after the very world itself. Downward City. Good thing that Downward City turned out as influential as it did. It would be rather embarassing if a name such as that belonged to a less notable settlement.Eventually, the agents of the unknown state separated from their old state and became their own guild, known as R&P, notable in being a guild that called itself a guild even before the city wide guild system was implemented.During the Outsider's Invasion, House Manuabor managed the supply lines of Downward City. Typically, they led and governed the city. They had been so busy managing supply lines that the Waymakers took charge when it came to leading Downward City, and once the invasion ended, House Manuabor was unable to regain the power that the Waymakers had taken in their absence.House Manuabor, having followed the same belief system as the Waymakers and wanting to kiss up to them, took the side of the Waymakers in the Z-Watch rebellion. When they lost, they became a guild relegated exclusively to the collection and growth of resources. House Manuabor kept their familial system of governance in the move to the guild system. Everybody else tried to get them to change their system of governance, but they were incredibly tedious to argue with, and they'd already just spent a really long time getting House Manuabor to change a lot of other stuff about themselves, so they were too tired at that point to keep trying.
DOMAIN
Mining, farming, other forms of resource extraction.

GUILD LEADER
Jeauxek Leurim
SYSTEM OF GOVERNANCE
Promotions. If the guy above you thinks you're good enough, you'll get promoted. Eventually, enough guys above you will think you're good enough that you'll be one promotion away from guild leader. If the guild leader happens to not be too stubborn, or just too tired to work anymore, they'll promote you as the new guild leader.
JURISDICTION
The Vizh-Stacks
LIKED GUILD
Scavvitallz Parties
DISLIKED GUILD
Wardens
FOUNDING
Long ago, before Downward City, there was a state. This state is now unknown in name, but it is now known in its purpose. It is now known in its violence.Long ago, before this state, there were the Outsiders. They were so advanced that when the first of them underwent the Undertow and came back, the Outsiders, always observant, had formulated a way to detect Vizhium using machinery. Then, they formulated a way to utilize Vizhium. Finally, they formulated a way to utilize Vizhium in such a way that they could find their way into The Downward, clad in armor that allowed them to safely traverse it without any ill effects or Undertow.They founded the unknown state as a singular colony in The Downward with the purpose of extracting Vizhium, and giving the Outsiders a base of operations within The Downward. The Downward, which they would use as a junction to travel to other realms connected to it. Other realms that they would conquer.From this unknown state, the Outsiders would send agents to unindustrialized Vizhouri peoples. These agents were to introduce them to just a little bit of the Outsiders' technology. They were to assist them in crushing their opposition and forming powerful, industrialized states. Industrialized states that would have the technology to have already extracted and stored many resources. Resources that the Outsiders wouldn't have to put much effort into mining by themselves. Nor would they have to put in effort when it came time to invade these societies, for these cattle-states primed for slaughter were always only provided with a taste of the power that the Outsiders wielded.Either these states would bow, and become part of the unknown state, increasing the foothold and Vizhium extraction abilities of the Outsiders... or they would not, and the Outsiders would make an example of them to the rest of their unknown state , razing them to the ground and taking the spoils they'd spent generations gathering.Agents were sent to House Manuabor to assist them in settling their discontent with their fellow noble houses. They gave them a taste of Outsider technology. They built a city with them.They stayed in that city for generations. They forgot their original purpose. They knew only that they were skilled in the forge and factory. They reformed into a guild. They reformed into R&P.The unknown state, the Outsiders, came to collect. Having seen their fallen agents no longer following their orders, they decided to collect with a great fury.Hence the Outsider's Invasion began.Bloodshed not yet known and not known after began.The invaders poured in from the hundreds of the realms they'd already invaded. From hundreds of holes in the cavernous walls, ceilings and floors.Hundreds of years of progress and growth, across hundreds of united realms which had quashed enemies hundreds of times before.It was one sided. Downward City, with all of its might, was only able to defend itself against the endless hordes of strange, armorclad beings with strange and deadly weapons.Even when it had gone on long enough that the entirety of the downtrodden unknown state believed it to be an opportunity to rebel and join Downward City in the fight, it seemed to be a futile effort.Until, in the middle of it all, when a particular energy weapon fired upon a particular hunk of solid Vizhium, and a member of R&P saw it.As it turned out, that was the exact recipe to make the antimatter to Vizhium's matter used by the Outsiders. While it couldn't reverse the Undertow, and didn't explode the second it touched Vizhium, this Anti-Vizhium COULD disrupt the properties of Vizhium nearby, and even close holes to other realms, which is what the Outsiders originally used it for.While the Outsiders had executed the particular soldier careless enough to make such a mistake as bad as the creation of Anti-Vizhium in the proximity of the people who could really use some, what had happened, happened.As much as the Outsiders tried to get the Anti-Vizhium away from the Vizhouri, any attempts rendered their armor useless and subjected whatever soldier was trying to retrieve the Anti-Vizhium to the Undertow.While the Outsiders worked fast to distribute some very expensive Anti-Vizhium resistant armor to their soldiers, the Vizhouri didn't have to work nearly as hard to make their ultimate counter to the Outsiders in an even faster time frame.Given that this counter was a simple set of jewelry with sparkly purple Anti-Vizhium gems, it's little surpise they were able to finish it so fast.Donning one piece of jewelry each, a group of highly trained Vizhouri, now known as the Insiders, were sent on the most important mission in the known history of The Downward.Their mission was to stand next to as many holes leading to Outsider realms as possible.Just as it seemed like the Outsiders would overpower the whole of The Downward, the last Outsider hole was closed. The hole that had led to the Outsiders' home realm. Once that happened, communications between the Outsider forces and their increasingly overstretched leaders had been permanently severed.Their last supply line, cut off.Their access to Vizhium, gone.The states of their old empire now left stranded across different realities with no chance of contacting each other.The Outsiders and their empire had been destroyed.After the Outsider's Invasion, R&P engaged in diplomacy with the scattered remnants of the unknown state. Some remnants resigned to dissolution, their remaining population moving into Downward City. Others went their own way, settling down over yonder and becoming various new Vizhouri cities and towns. Some of these new towns retained their relationship with Downward City, and would even engage in trade. Others stayed isolated.Once their work in cleaning up the corpse of what used to be the state they belonged to was done, R&P resumed their usual activities in working forges and factories. Other Vizhouri, now aware of what R&P's original purpose was as agents of the unknown state, retained some suspicion of them. This suspicion faded with time, as all scars do.Once the Z-Watch rebellion occurred against the growing tyranny of the Waymakers, R&P split into two parties, one rebellious, and one loyal to the Waymakers. Though, in all truth, they still shared the same leader, who profited from both sides in their shrewdness.Once the rebellion was over and the guild system was established, R&P counted the beetles they made off of it, and didn't change at all since they already were a guild.Currently, R&P has been led by a series of expansionist industrialists determined to spread Vizhium into new realms outside of The Downward to "ensure the growth of the Vizhouri species" (Translated: Expand industrial operations outside of The Downward, create more customers, make more moolah.)The Wardens, conservationsists that they are, absolutely hate that.
DOMAIN
Refine materials, operate forges and factories, create whatever anyone else needs that they can't make themselves, with whatever blueprints are provided.

GUILD LEADER
Tommy Clockkentocker
SYSTEM OF GOVERNANCE
Whenever the old guild leader wishes to retire, they grab a hat with the names of the guild members deemed 'worker of the month' within the last fourteen months. They reach in, and randomly pull out a name. Whoever's name is chosen becomes the new guild leader. They then have a party that acts as both a retirement party, and a promotion party.
JURISDICTION
The Tower
LIKED GUILD
Knowledge United
DISLIKED GUILD
The G'thilgs
FOUNDING
During the Outsider's Invasion, a fourth dimensional being was caught in the intersection between an energy weapon blast and a chunk of solid Vizhium. Or were they created in that intersection? They did not know, for if they had any memories from before that point, they'd been erased as their instant exposure to a whole lot of Vizhium. That whole lot of Vizhium caused them to undergo a very extreme, horrible version of the Undertow. They had gone from being a fourth dimensional being to one of only three dimensions.After being severely injured due to coming into this plane existence in the middle of a battlefield, this new Vizhouri was dragged to Downward City, and with all the luck in The Downward, hadn't died along the way.They were interrogated on the nature of some purple "Anti-Vizhium' rock they apparently... came out of? Or appeared next to? Either way, they had no idea about any of it. That new Vizhouri didn't want anything to do with the horrific war going on.Instead, that Vizhouri was far more interested in working with the only thing that brought them some kind of déjà vu from their past life. Some way to find conversation with who they were before their dimensional downgrade.They only wanted to work with time.Cataloguing every way to measure time, every calendar and clock.Apparently, they got so good at keeping time that they suddenly had a use for that war they really didn't want anything to do with. Counting amounts of time since soldiers had food, intervals between waves of Outsider soldiers crashing upon the city.And, apparently, the city still wanted them after the war. They still felt they really needed someone to count time for them. Turns out, in all that horrific war, they'd lost all of their tools they originally used to measure time. Typically tools brought by Vizhouri from the realms they came from.This Vizhouri was tasked with inventing some kind of time system everyone could keep track of. So, through collaboration with what would become Knowledge United, they invented a type of chemical clock that also worked as personal power generators. These clocks, which looked like lava lamps, would cycle through different colors on a predictable, unwavering basis. The chemical reactions responsible for that could also generate some power.This Vizhouri thought they'd finally stop getting asked for things, but now the Waymakers wanted them to install these chemical clocks everywhere. The Vizhouri refused, but they kept getting nagged, so they finally decided to use all the money they'd gained for their feats of timekeeping in the invasion. They hired a team to install the clocks, and someone to replace themselves so they'd finally stop getting pestered.During the Z-Watch rebellion, this group of timekeepers was too busy keeping time and building clocks to involve themselves. Likewise, nobody else wanted to bother them. They had no reason to bother or be bothered.After the rebellion, this group had been designated to become the guild responsible for energy generation and timekeeping. They became the 4th Weavers. They figured the clear glass tubes that were the elevators of the planned Central Intra-Ter Transport would make really good magnifying glasses for the giant glowing chemical clock tower they wished to build. The Waymakers disapproved of this, but since they'd just been overthrown, they couldn't do much about it.The 4th Weavers also created a new calendar for Downward City, with one month for each guild so they'd all feel like they were getting their equal attention.
DOMAIN
Timekeeping, power generation, and power distribution.

GUILD LEADER
Firtiq Lixwit
SYSTEM OF GOVERNANCE
Guild vote, anybody can be voted in to be guild leader. It was never specified the person voted in has to be a member of the guild. It's also never been specified that the person getting voted for has to know about it.
JURISDICTION
Postlines
LIKED GUILD
Beetlers
DISLIKED GUILD
FUNTERTAINMENT INCORPORATED
FOUNDING
Touchblinx is named after a famous Vizhine Commonwealth courier who primarily worked for House Manuabor.Once Downward City was constructed, as House Manuabor managed the city, their old courier team was grandfathered into working for the city. They were a good team, if a bit suspicious of the unknown state's agents that had given House Manuabor some strange technology.Before the Outsider's Invasion, the courier team found out the original purpose of what had then become R&P.Even though R&P had forgotten what their original mission was, the courier team felt deeply betrayed by both these agents who had tricked their house into destroying the others, and House Manuabor, which they deemed extremely foolish for falling for the lies of the agents.These couriers decided to betray Downward City.Not only had the agents that became R&P forgotten about the unknown state, but the unknown state had forgotten about them as well.The couriers figured they'd ought to let someone know. They informed the unknown state about their rogue agents. In their foolishness, the couriers did not know they'd just whacked a hornet's nest with hives in hundreds of realms.Maybe, if they knew what they'd bring upon all of The Downward, they wouldn't have done what they did. Or, maybe they did know, hoping to be spared for the betrayal of their city.Either way, the result is the same.They were not spared from the Outsiders' executions, save for one, who had hidden from the gun meant to shoot them straight through the skull.This singular survivor, a direct descendant of Touchblinx, disliked the idea of betrayal the whole time, but went along with the plan anyways. Their similar hesitation for the dinner invitation given to them by the Outsiders had been what saved them.Wracked with guilt, this singular courier decided to redeem their act of betrayal. They rode as fast as they could back to Downward City. They rode for multiple days and nights without a break, and was on death's door when they prostrated themselves before the head of House Manuabor.They told the head of the betrayal, of the incoming invasion, of the hundreds of realms that would descend upon the city.Expecting a ceremonial axe through the neck, the lone courier was instead spared for their bravery in both their travels and decision to return even in the face of execution.Without this lone courier giving them the heads up, Downward City would not have survived the Outsider's Invasion.Throughout the invasion, this courier was deemed the head of a new team of couriers. This team grew into an army, supplying defenders and sending messages. Even through the bloodiest of battles, they showed relentless bravery to get their packages to their destination.Nearing the end of the invasion, the army of couriers had dwindled back to a lonesome team, battle-scarred and exhausted.This team was appointed with the most desperate and possibly final task of Downward CIty. Perhaps the entire Downward.This team was to don mysterious pieces of jewelry, and they were to find each hole that Outsider soldiers were pouring out of.In doing this, they were meant to close those holes.In doing this, they succeeded.After the invasion had ended, the team members were all deemed heroes.So, they rested and retired. In their name, a new company of couriers had been hired to resume their work.Then when the Z-Watch rebellion came around to depose the tyrannical Waymakers, these couriers took the side of House Manuabor and the Waymakers. For this act, everybody was disappointed.After the rebellion succeeded, these couriers were fired and sent off to work different jobs. New Vizhouri were hired to replace them, as well as to replace a lot of the functions the Waymakers and House Manuabor had in their rules. From now on, they wouldn't just deliver letters, news and packages. They would negotiate between guilds, manage scheduling, logistics, diplomacy and inter-guild law.Touchblinx has gone from a group of disloyal couriers, to a team of heroes, to a group of rather disappointing Waymaker loyalists, to what they are in the modern day. In the modern day, they're rather boring and don't deliver things by foot anymore. They just throw things into a series of tubes.
DOMAIN
Inter-guild law, scheduling, logistics, diplomacy between guilds and cities, and they deliver mail.

GUILD LEADER
Pirnial Popz
SYSTEM OF GOVERNANCE
Whoever throws that years most BANGING party (and lives!) gets to become the guild leader. It's pretty common for certain exceptional party hosts to win this contest multiple times in a row, getting to stay in their seat as guild leader for multiple years. Pirnial has been Party Champion for a whole decade.
JURISDICTION
FUNTERTAINMENT DESIGNATED FUN ZONES
LIKED GUILD
Touchblinx
DISLIKED GUILD
The I.G.E.
FOUNDING
During the Waymakers' tyranny after the Outsider's Invasion, unrest was growing within Downward City and criminality had risen to untenable levels. Tired of constantly having to quell gangs and drug trafficking rings, the Waymakers decided to strike a deal with a criminal organization known for drug trafficking and underground clubs.Not only would this massive criminal organization become legal, which technically meant less criminals, but the citizens would get something to distract themselves from their own sucky conditions.In the deal, the organization would be subsidized to create and maintain a partying scene. Some of their drugs were also legalized.While this was kind of fun, it didn't work well enough to distract the citizenry, and they rose up in the form of Z-Watch. Instead of aiding the Waymakers that legalized them, the organization just exploited the rebellion for money. One of the ways they did this was branded food, drink, drugs and merchandise. Specifically, branded as in they had a line for rebels and a line for loyalists to buy and show their loyalty. What better way to participate than to buy a rebel-branded bong and smoke it in public right next to a guy smoking a loyalist-branded bong?Once the rebellion ended, this organization benefitted from the implementation of the guild system. They were powerful enough that they could still stay as one organization and not be absorbed into anyone else, becoming their own guild. This guild was FUNTERTAINMENT INCORPORATED, and yes, they're still just as shady. Then again, nobody else is going to give you custom guild-themed hard drugs and t-shirts. Nobody else will sponsor your independent art career, either. Or let you drive a tank over a bunch of decomissioned vehicles.
DOMAIN
Leisure, art, spas, sports, drugs that are just legal enough, clothing, jewelry, performances, restaurants, rides, theme parks, bars, clubs, party catering, etc.

GUILD LEADER
Gnarlscale
SYSTEM OF GOVERNANCE
The Wardens choose a new guild leader every decade through a ritual. The leader candidates are taken to the largest garden in the city, and they sit still for multiple days. Whoever leaves is disqualified. Whoever dies is disqualified. Whoever first has a flower bloom next to them, or a creature nest on them, wins.
JURISDICTION
The Gardens
LIKED GUILD
House Manuabor
DISLIKED GUILD
R&P
FOUNDING
The Wardens were founded after the Outsider's Invasion to restore the burnt down ecosystems and salted earth left after the invasion. As the land was restored, their duties were expanded to tending gardens within the city, maintaining healthy ecosystems, and breeding new varieties of plant and animal. Originally, they were disparate groups, with one for each type of ecosystem within The Downward. Eventually that was narrowed down to one team for each garden and any nearby ecosystems related to their own garden.During the Z-Watch rebellion, the Wardens recalled their support for any guild and retreated into the wilderness outside of Downward City. During their retreat, waiting for the rebellion to end, the Wardens... changed.They became more ritualistic in their practices, more isolationist and distrusting of outsiders. They built sanctums within places deemed 'very alive'. These 'very alive' sanctums, by the way, are located where they are regardless of how much life is actually in the location. A place can be 'very alive' while being a completely sterile and lifeless flat plain of concrete. Nobody knows what the wardens are talking about when it comes to these places. They do grow gardens in these places as a way to signal that the location is very alive.Nobody knows why they changed from typical park rangers to... that, but Z-Watch decided to allow them outside of the Belief Neutral Zone once the city reformed into the guild system due to how difficult it would be to contain the Wardens. They were also designated as their own guild. Upon this news, the Wardens returned to the city to manage The Gardens.
Domain
Ecosystem & Wildlife management, park rangers, gardeners,
breeding new breeds of animal and cultivars of plants, selling those breeds and cultivars. Nobody else is allowed to breed new breeds and cultivars from their stock.

GUILD LEADER
Council representative Xixxlp
SYSTEM OF GOVERNANCE
Knowledge United is governed by a council consisting of the heads of each college, including on-campus and the smaller colleges for each other guild. The council representative is whoever's best at talking. Xixxlp, the head of the college of necromancy, is the current council representative.
JURISDICTION
Hospiversity Academias
LIKED GUILD
4th Weavers
DISLIKED GUILD
FUNTERTAINMENT INCORPORATED
FOUNDING
After the Outsider's Invasion, the Waymakers sent off their most studious members to start a state-sponsored educational and medical institute. In part to start healing chronic sufferers of old war injuries, and in part to study what Outsider technology was left behind.This institute was also tasked with helping other Vizhouri with workshopping their ideas and inventions. They were ALSO tasked with revising their educational material according to the Waymakers' wishes.Upset by this revisionism and anti-intellectualism from the Waymakers, along with the restrictions on travel outside of The Downward preventing them from conducting research, some members of this institute left and began rallying civilians behind a common cause to overthrow the Waymakers. While their loyalist counterparts disagreed with their methods, they did not interfere.These rebellious scholars and the civilians backing them eventually grew into the Z-Watch rebellion.Their "loyalist" counterparts, meanwhile, refused to comment on the situation, especially to any Waymakers.After the Z-Watch rebellion, the scholars were favored by the Z-Watch as brethren, and their districts were placed next to one another. The scholars became their own guild, Knowledge United, dedicated to the pursuit of knowlede no matter what.... Yeah, they tend to go a bit far when it comes to pursuing that knowledge. Kind of inevitable when you have a bunch of maniacal wizards and mad doctors all working together on the same campus.
DOMAIN
Science, invention, education, pharmaceuticals, medicine, sometimes mutates the Wardens' plant and animal stock because they said no BREEDING and not no MUTATING, testing, libraries, museums, personalized body modification.

GUILD LEADER
Maglaz Lightbreacher
SYSTEM OF GOVERNANCE
The guild leader will choose a successor when they're ready to and when they feel there is someone worthy enough to succeed them. In their absence, a vote will be held amongst the guild to choose the successor.
JURISDICTION
Belief Neutral Zone
LIKED GUILD
Knowledge United
DISLIKED GUILD
Waymakers
FOUNDING
After the Outsider's Invasion, the Waymakers became zealous in their theocratic mission. They became overprotective, fearful of anything outside of their norms.The scholars they once called their own saw this in them in real time. They grew disgruntled, secular. They knew about gods, they just didn't worship any, or regarded them as something other than gods.Too many times they saw history get revised. Too many times were they denied fieldwork in other worlds. Too many times were they disregarded in favor of superstition.So they gathered the masses, gained the support of whole organizations as they marched and coalesced into a movement.The rebels, known as Z-Watch, warred with the Waymakers and their cowardly allies. In the process of this civil war, the city became mostly ruined, save for the ceiling, which didn't want anything to do with this anyways.Once everything was finished and the Waymakers had been toppled, their leadership executed, Z-Watch saw fit to reorganize the city into a more equally distributed system, with no centralized leadership.The guild system was born, and with it, the guild of Z-Watch, not content with letting a Waymaker incident happen again.
DOMAIN
The protection and regulation of religion. Keeping religions in check, preventing schisms, wars and terror attacks. Prevention of cults, dissolution of cults. The hunting of supernatural threats. The monitoring of gods.

GUILD LEADER
Trashlord Bucko
SYSTEM OF GOVERNANCE
What system of governance? It's a bunch of disparate bands of scavengers and garbage men acting like they're in mad max or something. Trashlord Bucko is just the guy with the biggest party at the moment and the most social capital amongst the Scavvitallz.
JURISDICTION
The Junkyards
LIKED GUILD
FUNTERTAINMENT INCORPORATED
DISLIKED GUILD
The I.G.E.
FOUNDING
After the Outsider's Invasion, the Outsiders didn't just disappear into thin air.Their soldiers, at the mercy of the Undertow, or about to be, didn't just teleport away.They were left behind. Unable to return to their home realities, forever. Stranded.Given the Undertow's effects on memory, not every soldier even remembered that they had a home before this. Unlike luckier Vizhouri, they weren't guided along after their transformations, either. All they had was the rubble and ruin of battle around themselves, and one another.The ones who lost their memories were deemed mad hermits or bandits due to their lack of socialization.The ones who kept their memories simply couldn't handle the reality of becoming their enemy, becoming the inferior mutants they were meat to stomp like insects. So, they rejected the world around them. They rejected society, and rejected themselves.As these bands of... eccentric... Vizhouri grew and accrued members, they would find themselves welcoming in fellow outsiders. They became small societies, strange to everyone else, revolving around scavenging and recycling.Years passed, and then they looked again at the house on the hill. The one their ancestors and predecessors tried to raze to the ground in the war they'd all forgotten about by then.They saw the family in that house fighting. A house patriarch, keeping all under an iron fist. A rebellious group of siblings wishing to overthrow their father, but still planning to live so miserably and structurally afterwards.Well, they were close enough to that house on the hill to pay a visit. Maybe teach them some lessons regarding conformity and REALLY sticking it to the man by throwing stuff in a fire because it's fun no matter who judges you.Those poor Vizhouri in that city, in their dreary lives numbed by some really boring drugs and battle.What they needed was some good old disruption.Someone to rummage in their bins.Someone to steal stuff from the snobs outside of their cavernous home.Someone to scream for no reason, bang two pieces of sheet metal together because it's cool, and then play some really, really loud music.So, they let themselves in. And partied. Specifically, by taking a bunch of trash and recycling it. Also, eating trash. Also by taking those elevators for a joyride to go nab some stuff from junkyards outside of The Downward.As it turns out, all that partying was found to be REALLY helpful by those 'Z-Watch' guys, because of something having to do with getting rid of 'Waymaker' weapons before they could reuse them and turning them into bars the rebels could use.As THAT turns out, that gets you a pretty little spot as a 'guild' after the rebellion. You and all your friends can come in at any time as long as you do your job of stealing surface dweller stuff, recycling trash, eating trash and making some noise. That, and you're really good at funerary services and they aren't.Apparently some other guys were doing the whole 'scavenging' thing beforehand, but they didn't like it for some reason. More for the Scavvitallz!
DOMAIN
Being loud, wrecking stuff, recycling, burning things, scavenging from other worlds, janitorial work, mortuary work, graveyard work, sorting scavenged goodies and trash, trash collection, welcoming in those rejected by the rest of society.

Criminal guilds are guilds that are either not recognized as legitimate by the rest of the city, guilds that encroach on a major guild's territory in terms of work, or guilds that provide illegal goods and services.