The city is organized in three tiers. One massive cathedral castle overlooks all of
Dim-Karcosa. This is where the ruling houses live. Large enough for all of them to
live within, with several gardens and biodomes. Beneath the Dim Cathedral, for that
is what they have come to call it. Are the highborn and the technocrats. Living in a
repurposed botanical garden. Separated from the cold and mist by elegant stained glass
and domes. And beneath that is the commoners realm. The architecture is mostly the same
as a typical dragomii city, yet with sable’sa influence and supporting extensive damage.
Though, there is an increase in biodomes and roofed streets. Whilst open air gardens are
significantly rarer.
Dim-Karcosa is not a major player on the world stage. But prepared for the world it is.
Given it is a technocracy, innovation is of high priority. And that innovation be military
focused come a failed coup. The people and TWWGTI are very uneasy post coup. While yes they
defended themselves well and continue to stand strong with proper production lines. War is
a frightening prospect. There's trouble all around and tensions around the world are
rising and rising fast.
The settlement is also known as, The Three Wyrms Chosen. After their lord, The Bleeding Three Wyrm. Flaunted proudly upon their flag and banner. But due to the city having its own culture separate from the chosen. The wyrm is absent from any architecture. And so do those of post ruination Dim-Karcosa hang banners and flags wherever they can. The Bleeding Three Wyrm is an enigma. Its presence can be felt to some, but it remains myth. Legend that is waiting to show up once more.
The Bleeding Three Wyrm; a long wyrm sporting three necks and lacking every head. Bleeding profusely through raw open artery. Wings sprout from the lower end of its body and its flippers are bladed by congealed blood. There are many stories and legends surrounding this deity. Though- it must be noted. Despite Dim-Karcosa’s inhabitants plastering the wyrm all over and proclaiming to be its chosen. They are not so dogmatic as one would expect. The Three Wyrm is seen as more of a national animal than a reigning god. Perhaps its the distance the divine keeps that enforces this view, or perhaps that is simply the will of the wyrm.
The main populace of the city is almost entirely Dobers, with few Shivuhound. And only a handful of others. The dobers that populate the whole of Dim-Karvosta are known as Dim Dobers. While the Shivuhound that live there are given the prefix of Dim they are not a recognized ethnicity. While Dim Dobers are. Anyone else, even if they were born within Dim-Karcosa, will not receive the Dim prefix. They are viewed as foreigners, and while not ostracized, they are not given the same due as Dobers or Shivuhound.
Ruled by one dominant highborn dober family, and yet with appointed tech and research specialists in places of minor government. Dim Karcosa exists as an Autocratic Technocracy. The current ruling family is Dim-Berugler, and are separated from the technocrats by their lineage and by their sheer influence. As are the majority of the Dim Houses. They appoint, the technocrates rule. And yet should they grow too bold as to think themselves truly in charge, down comes the autocrat's claw.
The main houses of Dim-Karcosa post ruination and revitalization are: Dim-Rotönig, Dim-Scweffet, Dim-Berugler, Dim-Falröt, and Dim-Ruimach. All are highborn and revered by the commoners and lowborn of the ancient settlement.
While some do try to instate new families/houses, none have ever been officialized and given a place among the autocratic houses. For their rule is old. Yes Dim-Karcosa was revitalized after its ruination, yes the current Dim society is “newish” in comparison to everything else. But the rule of the five is concrete and immovable. None shall be added none shall be again removed, for that is the wyrms decree. The wyrm struck down old houses of two so long ago.
Of House Dim-Ruimach, Ardabur,
Of House Dim-Rotönig, Thraustila,
Of House Dim-Scweffet, Candac,
Of House Dim-Falröt, Sigismund
Of House Dim-Berugler, Herrunner Hastur
The family structure of the highborn is simple. Each house has multiple families. And, c ommoners can be elevated by the highborn and assimilated into their ranks. Only with the Dimrunners okay however. The families average around 10-20 individuals and not all are related. Within each family, offspring when needed will be produced at the same time. This is to ensure each child when matured into a terracut, can compete for the title of Forerunner. This rule to only have children at one period is enforced with dogmatic zeal. Those guilty of having children outside of the chosen timeslot are subject to exile from the highborn families or from Dim-Karcosa entirely with their treacherous heir. As having a child outside the timeslot is seen as blasphemous to the will of the Bleeding Three Wyrm and to the greatest disrespect to the other children already had/to be had. The Dimrunners, and to the Herrunner. It threatens and or mocks already established power dynamics and is entirely unacceptable.
The Forerunner is selected by the Dimrunner after proving their worth. Forerunners must have shown extreme proficiency in whatever they can get their hands on. Math, writing, reading, and politics being required. Whatever else they can learn is a bonus. Appointed Forerunners are 1 to each family, and are in charge of everyone else in their age bracket. To keep their title they must enforce order and proper decorum befitting of their respective house. And oft are simultaneously tasked with errands and requests from their Dimrunner or the Herrunner. But must also log who is good at what, who cannot do what, who can do what, and so forth. These logs are kept and added on for years. Mistakes in these logs are entirely unacceptable and subject to audience from the Herrunner if not their respective Dimrunner. Many Forerunner upon proper maturation try to gain the title of Dimrunner.
Dimrunner, leaders of their House. Not just the families within it. Appointed by the past Dimrunner they are to replace. This is a title and position reserved for the most competent and most equipped to run, organize, log, protect, and rule a massive group of dragomii. Dimrunners that were not always brutes quickly become brutes depending on how well they rule. And how well they can manage their house/how they look to the commoners and technocrats. Dimrunners work hard to keep their title. As others may seek to usurp them, or in extreme cases. Dimrunner from other houses may try to assassinate each other. To be Dimrunner is to constantly be fighting for ones position, constantly working to keep order in the house, and extreme pressure to not lose the commoners favor.
The Herrunner. The supreme autocrat above them all. The most competent and most fit to lead. Out of five houses, one will lead. Currently, that house is Dim-Berugler with Herrunner Hastur as leader. The Herrunner will as well decide what the technocrats focus on, the industry to support, and how to rally the people. Military production with a special interest in aerodynamics is the current focus of Dim-Karcosa under Hastur. The technocrats are invested in managing and seeing that air production and innovation goes smoothly. The people rallied behind the promise of the skies. And Hastur one of the best pilots serthas ever seen.
The Technocrats. Also known as The Wyrms Will and Guidance of Technology and Innovation, or TWWGTI. But are generally referred to as The Technocrats. A leg down from the Autocrats of Dim-Karcosa. Yet, they rule as the highborn frolic about and the runners manage what they choose. While leaving TWWGTI to govern and rule. This is a false sense of nobility. While yes TWWGTI issues laws, issues warnings, issues orders, and what not. While TWWGTI has immense power, they do not grow comfortable in that power. Always there is the Forerunners making demands about printing presses and digitizing software/hardware. Then there are the Dimrunners ordering their ilk about, critiquing orders, demanding laws be changed/adjusted, pushing their own agenda, and whatever else they deem important enough to force. And finally, the wrath of the Herrunner. The autocrat that is not scared to dispose of a technocrat who has grown too bold.
TWWGTI are organized in ranks of three. The lowest ranks manage paperwork, adjustments, and minor hassles. They
keep the The Wyrms Will and Guidance of Technology and Innovation working. Make sure things run as smoothly as
possible, and face little threat from the highborn. The middle rank deals with general projects, resource budget,
the Forerunners demands, and commissioning liaisons. While the highest rank faces direct threats from the Runners,
are burdened with the most important and oft most delicate tasks, commissioning labor, keeping order, and keeping
Dim Karcosa as innovative as possible.
TWWGT are currently honed in on aerodynamics. The lower of their ranks are tasked with securing metal from new military
productions. Given the orders of Herrunner Hastur, innovating aircraft is of high priority. This push has left TWWGT uneasy
as they know given the WASP coup, and growing world tension. This push is not just because of the autocrats fancy for flying
planes and seeing tanks blowing things up.
BTWM or Bleeding Three Wyrms Military are a generalist branch of governance. They are notably only the wyrms to
command truly. Yes they listen to the autocrats, yes they obey orders from the Herrunner. But the wyrm is who
they take divine order from. BTWM are generalists- while they act as military, they are as church, are as trade
masters, are as couriers, middlemen, aggressors, and negotiators.
At the top is the Waiar-zwhaer'skezwet. Divine interpreter of the wyrm. Who reads the blood of the wyrm and who
consults the relics. Such as a few golden scales, gems of coagulated blood, feathers, and kills from the wyrm.
For the most part, the Waiar-zwhaer'skezwet is a passive influence. Stuck perpetually in prayer or ritual. The
wyrms orders come so infrequently that the current Waiar-zwhaer'skezwet, Aerzwer Hzwegen, lives a simple life of
devotion. Stuck among the incense, the candles, the ancient prayer books. Either in a dissociative fugue or
praying. But should the time come, should the blood quiver and rise, the candles bleed— Aerzwer Hzwegen shall
be dragged forth from its stupor, dragged back to undrugged reality. And when those orders come, BTWM will
obey bereft of complaint or question. A promise written in blood. Though, some argue the ecclesiastical
nature of the militray paralyzes it into inaction.
Then comes the Talikin of Dim-Karcosa, Vrschaz, he who leads the armies in the absence of the Waiar-zwhaer'skezwet. Militant come this Tailkin. Under Vrschz come Kaunztes, Wzeatzeim, and Diatas. These three together command the branches of the militant parts of BTWM, and answer together to Vrschaz to be commanded as one.
Kaunztes commands the land, her doctrine of mobile and armored fare. As well as those who walk to battle with nothing but their armor, weapon, and supplies. Being the land commander, (Arskløherrunzweha), she is the busiest of them all. The guards that patrol Dim answer to her, she even must deal with recon and scouting alone. Must know every detail of Dim-Karvosta (The area Dim-Karcosa is located in), and must always be prepared for invasion. Troupes are stationed all around Dim-Karvosta at all times. Footrunners or Arrhøt'heerisomarg will run between their stations to deliver supplies and orders should they not be spoken over radio.
Wzeatzeim works hand in hand with Herrunner Hastur to command and rule the skies. Owning only a few ground troupes alongside Kaunztes to man the anti aircraft artillery. These outposts are scattered around the city, the dim-cathedral, and Dim-Karvosta as a whole. Alongside these outcroppings, come the Dim-Skychasers. Not the fastest aircraft, but fast are they. Each one will patrol a vast area, linking up with other chasers at scheduled times to “change hands” and swap positions so that in case one pilot and chaser missed something, the other will see it. Like this does Wzeatzeim orchestrate their order of the skies. A dance, a fast paced yet meticulous dance. Should enemy or unauthorized aircraft draw near, the chasers shall lead them to the anti aircraft artillery, and the guns shred them to burning bits. Hastur manages the reserves and keeps them stocked with new toys for the army to play with and experiment with.
Diatas manages the Dim-Trainraiders. War austerity roaming trains, and their raiders. This branch of the militant division of BTWM lay dormant for the most part. Yes their trains and raiders patrol, as the roaming trains cannot stay still for long. But their teeth are not barred, not unless they come across pirates or enemies of the Dim. But when in action, they are a force to be reckoned with. Disrupting supply lines, raiding, intimidating, and fighting as they run deep into enemy territory. The trains are armored and weaponed to the teeth. Freighters and Maulers alike. Extremely hard to catch, and harder to kill given their posse. They can and will do extreme damage to an enemy entity. Often under the order to take no quarter, no mercy, to strive clean the land of enemy lives.
Due to its isolation from many other threats say the Scazel, many of the guards are equipped with polearms; the chosen flagship of the dragomii, trusty and loyal. Those who patrol the boarders and Dim-Karcosa itself carry these polearms of which they are trained to use. Other patrolling soldiers in the frontiers of Dim-Karvosta too will carry mainly polearms with the occasional Dancer or Knifemare. But otherwise, some will use the Herrunners Glare. And many who guard the Dim-Cathedral are equipped with the dual use gun as well. Herrunners Glare is a dual use gun, both a boltdriver; a gun capable of shooting large metal spikes. And an assault rifle. They are rare in Karcosa and reserved for those important enough to wield them.
Dim is separated into two branches, Lower Dim, and Higher Dim. Both branches use emotion based punctuation, and
emotion based/ownership based grammar. Higher Dim is a bit more simplified than lower Dim, missing the
glyphs for “ar, ion, is” and simultaneously forgoing those general sounds. Dropping the later part of the
sound and only pronouncing the first part. “ar” would become “a” and so forth. Only the highborn are permitted to speak Higher Dim, yet, lower class dragomii must codeswitch when talking to the
highborn. Either using the prefix “Zwarg” or ending their sentence with reverence in Higher Dim.
Below is written the words, "Come unto Dim-Karcosa (Serious)
Land of The Lost City (No Emotion)
Come bleed the Three Wyrm (Serious)
"
Romanization:
heerinarzwø dimkarkosa ^
inararsklø sterso arzwø’stersoartharinardargö .
heinerar erzardatharardathar zwhaer'skezwet ^
Tones generally do not exist in Higher Dim, but are frequent in Lower Dim. Used in the same way emotion based
punctuation is. If a sentence is sad, the words spoken will be spoken in a sad manner. Same if the sentence is
happy or angry. Whilst in Higher Dim, this tonal use is seen as improper. And to signify “tone”, Higher Dim speakers
will use only their facial expressions whilst speaking to show “tone”.
Dim features owner based words, Lower Dim uses them less frequently than Higher Dim. This messes with grammar to the
extreme extent. Lower Dim is a bit of a mess, you can order words generally in whatever order you want. As long as
the sentence is understandable it goes. This is not the same for Higher Dim. You are expected to use the most logical
word order that still keeps the sentence logical. In Lower Dim, the sentence “I can eat glass it does not hurt me” can
be “Does not hurt {mine}, can eat glass {mine}” or “Eat glass {mine}, not hurt {mine}” and so forth. However, in Higher
Dim, the only acceptable sentence order is “Intent {mine}, Can eat glass {mine}, does not injure {mine}”. Words must be
organized in chronological order or, most important to least important.
Romanization:
ha-er arthasterom arerzwaiarsklø'omzwø -
om-ar ardathar -