Purple West Capital

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The West Capital is the political capital (but not largest city) of the Dragonfolk, a militaristic hybrid human/elf race found in Purple. It was visited during a Fact-eliminating mission.

Description

The Western edge of the Headland is almost-sheer Basalt cliff (over 1000' near the Auditorium) with sharp irregular rock below. From the Auditorium south, the Ridge has cliffs on both sides, dropping down to a razor-sharp spine of rock that ominously resembles a curving dragon tail 3-miles long. NO friendly vessels sail W or N of the Capital. Every "village" is home to both nobles & [non-noble] citizens. Excepting Hillside [larger] and Beach & Trees [smaller], the typical village holds 3 to 4 thousand, half of which are scheduled militia in addition to normal trades/occupations. Each is quite self-contained, having its own water reservoirs (and purifications systems); public areas; and most types of occupation or shops — although some establishments have city-wide patronage. Typically, a village is on a local hill surrounded by limited jungle and only a few roads leading out.

Map

Key

A: acoustic shell — open air auditorium, for defensive purposes only, on a local high-point, that greatly amplifies the range of spells & rituals (especially Air & Celestial; namer & enchanter [Bard]).

B: Village (Beach). A shallow beach, artificially sandy with wooden Pole-houses and boat-houses extending into the bay. The home-base for the fishing fleets and comparatively flat; otherwise like a normal residential village.

C: Main army camp (under M of the West).

D & E: villages (Old, also called Cliff; New, also called River)

F: Food-wharves, used exclusively for shipments of Food, troops & citizens travelling to or from other Dragonfolk cities or fortified estates that lie Eastwards along/around the south coast (although the nearest city is over 300 miles away. Although some fruit & grain is grown locally, most food (& especially meat) is imported.

G: Granary Hill. Extensive food warehouses (fresh & preserved) — the city is reputed to have over 5-years reserve. Naturally, it also has the Peace-officer headquarters & Wyvern barracks, although Baron Ginko's forces have a city-wide remit except for military sites (who maintain their own order) and the Palace (cf. "Flat-foots").

H: peasant encampment, mostly a shantytown of makeshift dwellings.

J: the Circus, peasant-run, naturally; surprisingly recognisable to the Alusians.

K: "The Gardens", although it looks more like heath-land with occasional flower beds. This is where Carnival is held: attended every evening by masked revellers. Some permanent Stone buildings, called "pavilions" which are really covered stages. During carnival, competing productions stage "quarter-hour classics" — severely trimmed great works of literature [think of it as "Hamlet in 15 minutes or your money back"] that stick to the main plot, but concentrating on the bloody & bawdy best bits, with classic lines often played for double-entendre or farce or satire (Pantomime for adults).

L: forbidden zone [The areas in grey, West & South of the city], limited exclusively to currently serving military personnel. Trespassers will be shot (on sight, or even sight unseen ... as a test, or exercise, or whatever)

M: terraced estates. Each college or school has its own established, as do most professions (skills). All non-artisan training is conducted by the military and the heads of the estates have Lordly rank ... but of varying status: Cardinal (Schools & philosophy); Viscount (Colleges & Courtier) or Baron (the rest)

N: the Palace, about 2500' above sea-level, Home of the King, Royal Court, Duchesses (& consorts & retinue), and the Parliament of Houses. Guarded by the 2,000-strong "Flatfoots".

O: the smoking mountain. <where the other half-portal goes>

P: village (Hillside) containing a quarter of all the non-military population.

Q: "Rice" fields (with village in the middle)

R: Reservoir & "high camp" (under M of the East) that controls the river [and the decision to flood the godowns in case of disaster]

S: the Godowns where bulk dangerous goods are stored or processed (the city's flour mill; Joziah's exports; the Carriage & ship builders; etc)

T: Village (Trees). Tree-dwelling. Limited access to most non-residents citizens, apart from the adjacent Zoological gardens, which are open to all. <This is where the modified creatures are created>

U: Village (Dovecote) - Bowl-shaped with descending circular terraces, and alcoves/caves.

V: Village (Waterfront)

W: Water-castle, with siege-artillery guarding the entry to the river and a couple of marine transports

X: The Lighthouse: dispels all illusions within 10 miles or direct line-of-sight

Y: Armoury castle for the Dragon corps and ground support (almost 2,000 staff)

Z: Dragon caves & scarred wilderness.