Difference between revisions of "Category:The Capital"

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(Features)
(New City)
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*Artisans' Quarter  
 
*Artisans' Quarter  
 
*Foreign Quarter  
 
*Foreign Quarter  
*Lake Quarter
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===Lake Quarter===
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<p>This most riotous district is centered around the great curving avenue known as the Strip. With its taverns, brothels, gambling dens, and worse, the Strip at night is a cacophony of noises, a shadowland of flickering torches and blazing lamps. And always, day and night, it teems with drunks and toughs, lakemen and cityfolk. Always there are many who fight at any implied slight, and never are there enough patrols of the City Watch to keep the peace. People's Constables are common during the hours of daylight, especially near the Cargo Gate. There these tinpot enforcers of law and order nab many people just off the river, before they have a chance to adjust to city life.</p>
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<p>Naturally, adventurers love it here. Lodgings are cheap, and news from the world beyond is plentiful. There are numerous merchants and innkeepers willing to relieve a traveler of his heavy load of treasure.
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Behind the Strip the Lake Quarter is a mixture of boarding houses and warehouses. While much cargo brought up the river is stored on the wharf, many small warehouses are offered for rental here as well. Cargo moves quickly in the lively economy of the Capital, so a load generally remains in a warehouse only for a week or two.</p>
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=====Businesses:=====
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Armorers, bakers, bawdy houses, boarding houses, boats/nautical equipment, boot maker/leatherworker, butchers, eateries, expedition suppliers, shipper and haulers, tailors, taverns, warehouses, and weaponsmiths.
  
 
== Old City  ==
 
== Old City  ==

Revision as of 02:23, 18 April 2019

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The Capital
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Location Brightcastle, Generica
Ruler King Jon XVII
Demonym Capitaline
Population ~100,000
Ethnicities Human (83%)
Elf (5%)
Halfling (5%)
Dwarf (3%)
Gnome (2%)
Others (2%)

Fgle-castleroyal.jpg
The Capital is the capital (!) of the Kingdom of Generica. It is located a bit to the west of the center of the kingdom, in the province of Brightcastle, on the eastern edge of King's Lake. Castle Royal rests atop a hill at the northernmost point, overlooking the rest of the walled city. It enjoys a mild climate and life there is luxurious for those that can afford it, although it is not without its slums. The city is overpopulated and can be a little dangerous in spots, even in the best of times, despite being policed by a City Watch.

Tropes

Shining City

Geography

Origin and History

The Capital was founded by King Jon I. He established a small wooden fort atop the hill where his army first encamped, and used this as a base for his campaign to conquer the region. Having achieved his goal, he established the new castle on the site of his original fort. The city expanded rapidly under his descendants. By the time of the Black Army, the city had a population of approximately a hundred-thousand people.

Government

Though the castle and its city fall under the direct desmene of the king, he does not normally involve himself in its day-to-day governance.

The city is governed by a council of elders, a group of technically coequal members who head various major interests within the city. The number of councilmen usally varies between 12 and 18, depending on the political circumstances. Replacement of an councilman who dies or retires is not required. If a vacancy in the council should be filled, the new member is chosen by vote of the current councilmen. The city council meets every Senday during the year to cover business relevant to the city. As he sees fit, he king may (rarely) attend himself, or send a representative (often, his steward) to attend the council meeting.

The city council periodically elects a Mayor from among its members to lead them. The election of a mayor occurs whenever the old mayor dies, retires, resigns, or fails a no-confidence vote consisting of a two-thirds majority of the council. The mayor acts as a liaison to the king in city matters.

The guilds of the Capital are all designed to protect and further the social and economic interests of their membership. While not all of the Guilds have been granted or have been able to maintain a monopoly on the services and crafts they provide, they can nevertheless present a united front to any form of competition and have a recognized degree of political influence with the city council. On the first days of each season of the year, the Grand Council of Guilds meets at City Hall. All the city's Guildmasters are required to attend (and must send deputies should they be unable to do so). This meeting is used to discuss petitions and legislation before the city council that may affect the trade or business of one or more of the city's guilds, and allegedly serves the purpose of granting those city guilds not directly represented in the council a say in the city's governance.

Economy

  • Hub of trade
  • Fishing in the lake; lake feeds into the Crown River down to the Imperial sea
  • Hub of roads; King's Road connects north and south
  • HQ of many guilds

Features

New City

  • High Quarter
  • Garden Quarter
  • Clerkburg
  • Artisans' Quarter
  • Foreign Quarter

Lake Quarter

This most riotous district is centered around the great curving avenue known as the Strip. With its taverns, brothels, gambling dens, and worse, the Strip at night is a cacophony of noises, a shadowland of flickering torches and blazing lamps. And always, day and night, it teems with drunks and toughs, lakemen and cityfolk. Always there are many who fight at any implied slight, and never are there enough patrols of the City Watch to keep the peace. People's Constables are common during the hours of daylight, especially near the Cargo Gate. There these tinpot enforcers of law and order nab many people just off the river, before they have a chance to adjust to city life.

Naturally, adventurers love it here. Lodgings are cheap, and news from the world beyond is plentiful. There are numerous merchants and innkeepers willing to relieve a traveler of his heavy load of treasure. Behind the Strip the Lake Quarter is a mixture of boarding houses and warehouses. While much cargo brought up the river is stored on the wharf, many small warehouses are offered for rental here as well. Cargo moves quickly in the lively economy of the Capital, so a load generally remains in a warehouse only for a week or two.

Businesses:

Armorers, bakers, bawdy houses, boarding houses, boats/nautical equipment, boot maker/leatherworker, butchers, eateries, expedition suppliers, shipper and haulers, tailors, taverns, warehouses, and weaponsmiths.

Old City

  • Thieves' Quarter
  • Slum Quarter

City outskirts

  • Barge End
  • Shacktown
  • Wharves

Other Locations

  • Streets, Squares, and Gates

Notable Residents

Notable Institutions

Rumour Has It…

Behind the Scenes

  • Ripped off from D&D's "Free City of Greyhawk" (Ref2)
  • Castle Royal "played by" Château de Pierrefonds, also used as "Camelot" in the TV series, Merlin
  • The Capital is intended to be an equivalent to Tudor-era London in size and feel
  • CK2: Considered a "fortress" (barony), though its castle-town is extensive/important enough to rival other proper "cities."

See Also