Kèr Dimqíh (/dim/ /qɪ̞/ [tail] [large; huge]) is a subtropical Town located in the Nijhobbub Region of the Tetbur Commune.
The name Kèr Dimqíh is derived from the Tauric language, as Kèr Dimqíh was founded by Trg̈mèqtho Upjohn, who was culturaly Tauric.
Climate
Kèr Dimqíh has a yearly average temperature of 31°C (87°F), with its average temperature during the summer being a blistering 34°C (93°F) and its average temperature during the winter being a warm 28°C (82°F). Kèr Dimqíh receives an average of 297 cm/y (116 in/y) of precipitation, most of which comes in the form of rain during the summer. Kèr Dimqíh covers an area of nearly 5 km2 (2 mi2), and an average elevation of 784 m (2572 ft) above sea level.
Overview
Kèr Dimqíh was founded durring the early 12th century in winter of the year 1106, by Trg̈mèqtho Upjohn. The establishment of the new community went well, with no major obsticles durring construction.
Kèr Dimqíh was built using the conventions of Tauric durring the early 12th century. Naturaly, all settlmentss have their own look to them, and Kèr Dimqíh is no diffrent. The town's buildings feature waddle and daub construction with good timber frames and a stone foundation protected by thatched or shingled rooves. Most buildings with second floors are built in such a way as to overhang into the streets on the upper floors for more space, as building size seems to be the primary indicator of wealth within the community. Most buildings are not decorated with any integral features, but instead use ivy, flowers, and other natural elements in planters of on trellices to breathe life into the structure they grow upon.
Kèr Dimqíh is buildings are arranged arrounded a highly ordered system of restrictive carved bedrock streets which form triangular paterns, allowing the incides of the octagons to be common grounds for the buildings on the edges, be it for parkland, yardspace, plazas, or markets. The town rests behind a thick wall made from clay bricks. The wall has all of the proper fortifications and is well made. Unfortuantly the nature of clay brick leaves it quite vulnerable to siege equipment, though the thickness of the wall lends it simmilar resistnace to a thinner hardrock wall. Unfortuantly, these millitarily questionable fortifications are in extreem disrepair, so much so that one cannot tell if they are decaying from a lack of mantance or damage incured.
A look around Kèr Dimqíh gives you a feeling of distrust and paranoia. Also greed. The locals seem to be very much into scholastic pursuits, based on the hushed, murmured conversations you hear at least. Everyone in Kèr Dimqíh acts like they have discovered something wondrous, and are worried they will endure some horrible fate so another can take what they’ve discovered for themselves.
Civic Infrastructure
Kèr Dimqíh has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kèr Dimqíh.
Kèr Dimqíh 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.
Kèr Dimqíh has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.
Kèr Dimqíh 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.
Kèr Dimqíh has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kèr Dimqíh's public wards, blessings, and other arcane systems.
Kèr Dimqíh has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.
Kèr Dimqíh 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.
Cultural Notes
Kèr Dimqíh's bank was built using a different architectural style from the rest of the town. The style used is known for its buildings being predominantly formed through the combination of basic geometric shapes. However, it shown in the detailing given to the structures such as its characteristic tall columns, intricate detail, symmetry, harmony, and balance in their designs to an astonishing degree of precision. Decorative elements for the buildings tended to be built into the structure itself, making great use of fluting, frescoes, inlays, and embossing.
Due to the actions of local Kami, spring is skipped in Kèr Dimqíh.
The Yothga near Kèr Dimqíh are known to be more aggressive than normal.
Kèr Dimqíh's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves bloodletting to channel Summoning energies of tier 1 via guttural bellowing.
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: 2
Farmers: 3
Farm Laborer: 8
Hunters: 5
Milk Maids: 3
Ranchers: 1
Ranch Hands: 3
Shepherds: 3
Farmland: 5086 m2
Cattle and Similar Creatures: 314
Poultry: 3768
Swine: 251
Sheep: 12
Goats: 2
Horses, Mounts, and Beasts of Burden: 125
Craftsmen
Arms and Toolmakers: 2
Blacksmiths: 2
Bookbinders: 1
Buckle-makers: 1
Cabinetmakers: 2
Candlemakers: 4
Carpenters: 4
Clothmakers: 3
Coach and Harness Makers: 1
Coopers: 2
Copper, Brass, Tin, Zinc, and Lead Workers: 1
Copyists: 1
Cutlers: 1
Fabricworkers: 2
Farrier: 6
Glassworkers: 4
Gunsmiths: 2
Harness-Makers: 1
Hatters: 2
Jewelers: 1
Leatherwrights: 3
Locksmiths: 1
Matchstick makers: 1
Musical Instrument Makers: 1
Painters, Structures and Fixtures: 1
Paper Workers: 1
Plasterers: 1
Pursemakers: 1
Roofers: 1
Ropemakers: 1
Rugmakers: 1
Saddlers: 2
Scabbardmakers: 2
Scalemakers: 1
Sculptors, Structures and Fixtures: 1
Shoemakers: 1
Soap and Tallow Workers: 3
Tailors: 9
Tanners: 1
Upholsterers: 1
Watchmakers: 1
Weavers: 3
Whitesmiths: 1
Merchants
Beer-Sellers: 1
Booksellers: 1
Butchers: 3
Chandlers: 3
Chicken Butchers: 3
Entrepreneurs: 1
Fine Clothiers: 3
Fishmongers: 3
Potion Sellers: 2
Resellers: 5
Spice Merchants: 1
Wine-sellers: 2
Wheelwright: 2
Woodsellers: 1
Service workers
Bakers: 7
Barbers: 6
Coachmen: 1
Cooks: 4
Doctors: 2
Gamekeepers: 1
Grooms: 1
Hairdressers: 4
Healers: 3
Housekeepers: 3
Housemaids: 5
House Stewards: 4
Inns: 1
Laundry maids: 2
Maidservants: 4
Nursery Maids: 2
Pastrycooks: 4
Restaurateur: 5
Tavern Keepers: 5
Specialized Laborer
Ashworkers: 1
Bleachers: 1
Coal Heavers: 2
In-Town Couriers: 3
Long Haul Couriers: 2
Dockyard Workers: 2
Hay Merchants: 1
Leech Collectors: 3
Millers: 2
Miners: 2
Oilmen and Polishers: 1
Postmen: 2
Pure Finder: 1
Skinners: 3
Tosher: 1
Warehousemen: 4
Watercarriers: 2
Watermen, Bargemen, etc.: 3
Skilled Laborers
Accountants: 1
Alchemist: 1
Clerk: 2
Dentists: 1
Educators: 3
Engineers: 1
Gardeners: 1
Plumbers: 1
Pharmacist: 1
Civil Servants
Adventurers: 1
Bankers: 1
Civil Clerks: 2
Civic Iudex: 1
Exorcist: 2
Fixers: 1
Kami Clerk: 2
Landlords: 2
Lawyers: 1
Legend Keepers: 2
Militia Officers: 7
Monks, Monastic: 3
Monks, Civic: 4
Historian, Oral: 2
Historian, Textual: 1
Policemen, Sheriffs, etc.: 3
Priests: 5
Rangers: 1
Rat Catchers: 1
Scholars: 2
Spiritualist: 2
Storytellers: 4
Military Officers: 4
Cottage Industries
Brewers: 4
Comfort Services: 5
Enchanters: 1
Herbalists: 1
Jaminators: 4
Needleworkers: 3
Potters: 2
Preserve Makers: 3
Quilters: 1
Seamsters: 5
Spinners: 3
Tinker: 1
Weaver: 3
Artists
Actors: 1
Bards: 2
Dancers: 1
Engravers: 1
Glaziers: 1
Inlayers: 1
Musicians: 4
Playwrights: 1
Sculptors, Art: 1
Wood Carvers: 4
Writers: 3
Produce Industries
Butter Churners: 4
Canners: 3
Cheesmakers: 5
Millers: 2
Picklers: 2
Smokers: 1
Stockmakers: 1
Tobacconists: 1
Tallowmakers: 2
382 of Kèr Dimqíh's population work within a Foundational Occupation.
26 work in Agriculture
82 work as Craftsmen
31 work as Merchants
64 work as Service Workers
36 work as General Laborers
12 work as Skilled Laborers
54 work as Civil Servants
36 work in Cottage Industries
20 work as Artists
21 work in Produce Industries
799 of Kèr Dimqíh's population do not work in a formal occupation, but do contribute to the local economy. 75 (6%) are noncontributers.
Points of Interest
A great magical Working has been a critical part of Kèr Dimqíh since its creation, but now it's beginning to decay. It may function only intermittently, now, or its effects may have curdled into something double-edged. The locals have no idea how to fix it, and indeed, it may not be possible to repair it with modern science or sorcery.
Kèr Dimqíh is known for its odd use of round-a-bouts, small ring roads used in place of intersections.
POI
History
The the a handaxe of Invocation, an a handaxe imbued with potent amounts of Invocation energies was created in Kèr Dimqíh by in time immemorial, reportedly some time during the early 2nd century.