The name Zě Khip Dǐkhda is derived from the Constructi language, as Zě Khip Dǐkhda was founded by Zlkdshe Trtêgartco, who was culturaly Constructi.
Climate
Zě Khip Dǐkhda has a yearly average temperature of 16°C (60°F), with its average temperature during the summer being a pleasant 24°C (75°F) and its average temperature during the winter being a cold 9°C (48°F). Zě Khip Dǐkhda receives an average of 215 cm/y (84 in/y) of precipitation, most of which comes in the form of rain during the fall. Zě Khip Dǐkhda covers an area of nearly 564 km2 (225 mi2), and an average elevation of 1526 m (5006 ft) above sea level.
Overview
Zě Khip Dǐkhda was founded durring the early 11th century, by Zlkdshe Trtêgartco. The establishment of Zě Khip Dǐkhda suffered from several major issues, resulting in the need to develop many solutions to basic problems. Problems such as a lack of fresh water, logistical support, poor quality tools, and the odd monster or two. Howeaver, these were overcome in time.
Zě Khip Dǐkhda was built using the conventions of Constructi durring the early 11th century. Naturaly, all settlmentss have their own look to them, and Zě Khip Dǐkhda is no diffrent. The city's buildings feature waddle and daub construction with good timber frames and a stone foundation protected by thatched or shingled rooves. Most buildings with second floors are built in such a way as to overhang into the streets on the upper floors for more space, as building size seems to be the primary indicator of wealth within the community. Most buildings are not decorated with any integral features, but instead use ivy, flowers, and other natural elements in planters of on trellices to breathe life into the structure they grow upon.
Zě Khip Dǐkhda is buildings are arranged arround a network of narrow worn bedrock streets which form a grid, where each square verries in size given the proximity of the paralell streets forming each section. The ocasional smaller square has been used to construct a park, plaza, and other communal structures. 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. Zě Khip Dǐkhda's wall wouldn't hinder a proper army, but it is more than sufishent for bandits and other small marauding groups. Zě Khip Dǐkhda's monster and outlaw focused fortifications are suffering from significent damage, so much so that examples can be pointed to no matter which section one might have within their line of site, and most of which render sections inoperable at present.
Looking around Zě Khip Dǐkhda you immediately realise that the locals are looking back at you. All of them. Everywhere you look somone is staring back at you analytically, looking over every inch of you, your gear, and your companions. As you get close to people, their hands move closer to their belt knife, or dagger. You may want to watch where you go and what you say...
Civic Infrastructure
Zě Khip Dǐkhda possesses a Aethary Link for its accademic, government, and financial institutions. Public Aethary access is available through one or more of these intitutions.
Zě Khip Dǐkhda has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Zě Khip Dǐkhda 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 Zě Khip Dǐkhda. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Zě Khip Dǐkhda's parks.
Zě Khip Dǐkhda has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Zě Khip Dǐkhda.
Zě Khip Dǐkhda 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.
Zě Khip Dǐkhda 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.
Zě Khip Dǐkhda has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.
Zě Khip Dǐkhda has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.
Zě Khip Dǐkhda 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.
Zě Khip Dǐkhda has a Hall of Slayers, which is tasked with maintaining the roads and highways leading into town as well as keeping them safe for travelers.
Zě Khip Dǐkhda has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Zě Khip Dǐkhda's public wards, blessings, and other arcane systems.
Zě Khip Dǐkhda has an Arts Academy which provides higher education in many fields including math, language arts, philosophy, engineering, and other such disciplines.
Zě Khip Dǐkhda possesses a Galvanic Power Grid, which brings galvanic current to most if not all buildings in town, and permits a great many consumer goods to function within the Large City. Zě Khip Dǐkhda's grid is powered by mana accumulators.
Zě Khip Dǐkhda's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.
Zě Khip Dǐkhda has a first rate hospital which caters to anyone in need of long term medical care.
Zě Khip Dǐkhda has a library, which keeps a large collection of books, scrolls, and archives all manner of physical items. While not open to the public, the librarians and scholars employed by the library will assist anyone with their research needs, and wealthy individuals can purchase membership to access the library's materials themselves. In spite of being generally closed to the public, the library has a room with several Aether Linked devices available to the public during business hours.
Zě Khip Dǐkhda 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 Zě Khip Dǐkhda's natural decorations nor waterways.
Zě Khip Dǐkhda 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.
Zě Khip Dǐkhda 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.
Zě Khip Dǐkhda 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.
Zě Khip Dǐkhda is home to a University which provides higher education in a variety of fields, and also serves as a research institute for those same fields.
Cultural Notes
Zě Khip Dǐkhda's town hall was built using a different architectural style from the rest of the town. The style used is based upon new and innovative technologies of construction and the idea that form should follow function. It was an embrace of minimalism and a rejection of ornament. The style became characterized by an emphasis on volume, asymmetrical compositions, and minimal ornamentation..
Due to the actions of local Kami, autumn is recurring in Zě Khip Dǐkhda.
The Spider, Skull (Tiny) near Zě Khip Dǐkhda are known to be almost tame, such that they can be put to domestic use.
Zě Khip Dǐkhda's citizens partake in a curious ritual relating to their local kami. It takes place in winter and involves reenactments to channel Illusion energies of tier 2 via mimery.
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: 239
Farmers: 391
Farm Laborer: 665
Hunters: 415
Milk Maids: 332
Ranchers: 178
Ranch Hands: 364
Shepherds: 350
Farmland: 540414 m2
Cattle and Similar Creatures: 33276
Poultry: 399321
Swine: 26621
Sheep: 1331
Goats: 266
Horses, Mounts, and Beasts of Burden: 13310
Craftsmen
Arms and Toolmakers: 255
Blacksmiths: 309
Bookbinders: 164
Buckle-makers: 177
Cabinetmakers: 316
Candlemakers: 492
Carpenters: 451
Clothmakers: 350
Coach and Harness Makers: 141
Coopers: 341
Copper, Brass, Tin, Zinc, and Lead Workers: 194
Copyists: 123
Cutlers: 113
Fabricworkers: 295
Farrier: 760
Furriers: 89
Glassworkers: 429
Gunsmiths: 286
Harness-Makers: 126
Hatters: 268
Hosiery Workers: 95
Jewelers: 151
Leatherwrights: 359
Locksmiths: 129
Matchstick makers: 198
Musical Instrument Makers: 190
Painters, Structures and Fixtures: 175
Paper Workers: 201
Plasterers: 175
Pursemakers: 211
Roofers: 149
Ropemakers: 134
Rugmakers: 127
Saddlers: 251
Scabbardmakers: 286
Scalemakers: 143
Scientific, Surgical, and Optical Instrument Makers: 85
Sculptors, Structures and Fixtures: 127
Shoemakers: 127
Soap and Tallow Workers: 467
Tailors: 985
Tanners: 160
Upholsterers: 201
Watchmakers: 182
Weavers: 443
Whitesmiths: 106
Merchants
Adventuring Goods Retellers: 90
Arcana Sellers: 93
Beer-Sellers: 170
Booksellers: 214
Butchers: 309
Chandlers: 341
Chicken Butchers: 409
Entrepreneurs: 139
Fine Clothiers: 350
Fishmongers: 350
Florists: 82
Potion Sellers: 229
Resellers: 578
Spice Merchants: 182
Wine-sellers: 266
Wheelwright: 211
Woodsellers: 130
Service workers
Bakers: 665
Barbers: 566
Coachmen: 207
Cooks: 532
Doctors: 292
Gamekeepers: 211
Grooms: 119
Hairdressers: 403
Healers: 336
Housekeepers: 350
Housemaids: 554
House Stewards: 415
Inns: 129
Laundry maids: 246
Maidservants: 458
Nursery Maids: 260
Pastrycooks: 458
Restaurateur: 605
Tavern Keepers: 665
Specialized Laborer
Ashworkers: 186
Bleachers: 122
Chemical Workers: 75
Coal Heavers: 283
In-Town Couriers: 283
Long Haul Couriers: 309
Dockyard Workers: 260
Gas Workers: 65
Hay Merchants: 110
Leech Collectors: 385
Millers: 302
Miners: 302
Oilmen and Polishers: 211
Postmen: 277
Pure Finder: 178
Skinners: 350
Sugar Refiners: 76
Tosher: 211
Warehousemen: 475
Watercarriers: 274
Watermen, Bargemen, etc.: 415
Skilled Laborers
Accountants: 173
Alchemist: 191
Clerk: 289
Dentists: 133
Educators: 397
Engineers: 190
Gardeners: 133
Mages: 97
Plumbers: 144
Pharmacist: 158
Professors: 58
Scientists: 97
Wizards: 57
Civil Servants
Adventurers: 129
Bankers: 183
Civil Clerks: 332
Civic Iudex: 151
Consultants: 86
Exorcist: 332
Fixers: 160
Kami Clerk: 248
Landlords: 263
Lawyers: 167
Legend Keepers: 229
Militia Officers: 1210
Monks, Monastic: 443
Monks, Civic: 415
Historian, Oral: 309
Historian, Textual: 164
Policemen, Sheriffs, etc.: 289
Priests: 554
Rangers: 184
Rat Catchers: 194
Scholars: 211
Spiritualist: 233
Slayers: 76
Storytellers: 484
Military Officers: 475
Cottage Industries
Brewers: 380
Comfort Services: 492
Enchanters: 152
Herbalists: 149
Jaminators: 443
Needleworkers: 415
Potters: 218
Preserve Makers: 350
Quilters: 190
Seamsters: 665
Spinners: 403
Tinker: 147
Weaver: 332
Artists
Actors: 138
Architects: 51
Bards: 204
Costumers: 83
Dancers: 154
Drafters: 85
Engravers: 104
Fine Furniture Carpenters: 64
Glaziers: 141
Inlayers: 131
Musicians: 380
Painters, Art: 68
Playwrights: 143
Sculptors, Art: 121
Wood Carvers: 415
Writers: 429
Produce Industries
Butter Churners: 511
Canners: 415
Cheesmakers: 403
Ice Merchants: 59
Millers: 260
Picklers: 229
Smokers: 164
Stockmakers: 154
Tobacconists: 204
Tallowmakers: 332
50410 of Zě Khip Dǐkhda's population work within a Foundational Occupation.
2695 work in Agriculture
11536 work as Craftsmen
4143 work as Merchants
7471 work as Service Workers
5149 work as General Laborers
2117 work as Skilled Laborers
7521 work as Civil Servants
4336 work in Cottage Industries
2711 work as Artists
2731 work in Produce Industries
72049 of Zě Khip Dǐkhda's population do not work in a formal occupation, but do contribute to the local economy. 10648 (8%) are noncontributers.
Points of Interest
A great magical Working has been a critical part of Zě Khip Dǐkhda 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.
The center of Zě Khip Dǐkhda's town square was built around an ancient standing stone.
POI
History
In time immemorial, reportedly some time during the early 2nd century, Zě Khip Dǐkhda was attacked by a renegade group of the army. The details of the conflict are hazy at best due to many conflicting accounts. What is known is Zě Khip Dǐkhda lost 291 people, 174 livestock, and 84 buildings. The conflict ended after roughly 158, when members of Zě Khip Dǐkhda's militia enacted an operation to gain control of a particular strategic location. The operation was complicated by extremely hostile wildlife which took many out of action. The conflict ended with needing to break through the enemy's lines, which ended in victory for Zě Khip Dǐkhda's forces. The war is remembered in legend by Zě Khip Dǐkhda's bards, historians, and legend keepers.