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Thembrian Capital

The seat of Thembria's national government, the Thembrian
capital city is the largest settlement in the entire country.
Covering several square miles of territory, the Thembrian
capital serves as a focal point for the nation's affairs.
Much of the capital city consists of residential areas where
the commoners work and dwell in state-supplied housing. In
the central square of the town stands a very large statue
of the High Marshall himself, facing the capitol building.
Thembrian tanks and patrol vehicles cruise the streets of
the Thembrian capital while public loudspeakers broadcast
important news and official government bulletins to the unsuspecting
populace.
The Thembrian capital city spreads out from the front of
the government building like the village bourg at the foot
of a medieval castle. The layout of the residential sector
seems to be the template for smaller villages and hamlets
across the country, such as the Thembrian Gruel Reserve. Snow-filled
streets run perpendicular to the capitol, cutting through
rows of houses supplied to the people by the state.

LIFE IN THE CITY LIMITS
Nowhere does the rift between the peasant class and the ruling
class get more pronounced than here at the root of Thembria's
power. While a handful of commoners run their own small shops
or take to raising radishes and chickens, the majority of
able-bodied Thembrians join the ranks of the proletariat
the wage earning factory workers who carry the Glorious People's
industries on their backs. Either holed up in their drafty
cottages or stuck in daylong lines to the general store, the
Thembrian people leave their streets devoid of activity.
MILITARY PRESENCE
Under the present regime, Thembrian military forces patrol
the streets of the capital city continuously. The government
insists the army's presence keeps the capital safe, yet any
candid observer may compare the Thembrians to a people under
occupation. Tank columns stream through the town's avenues
like cars in rush hour traffic, while roadsters belonging
to Thembrian Army patrols and the Slush Police turn empty
roads and byways into parking lots.
Thembrian troops stationed in the capital make the rounds
daily; they do not overtly harass the townsfolk, but make
sure the people stay in full compliance with offical regulations
prescribed for every aspect of life. Literal examples of the
figurative "thought police" of repressive societies,
Thembrian agents crack down on creative pursuits, jail anybody
who participates in unauthorized fun and recreation, and feed
the populace a steady diet of government pablum and spoon-fed
propaganda.
The Glorious People's Army maintains military installations
within the city limits, such as warehouses holding confiscated
goods, impounded foreign planes, and other "evidence."
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| An honorary
portrait of the Thembrian High Marshall. |
The Thembrian capitol building, an imposing six-story concrete
structure at the far end of the city, houses various government
and military departments, the Thembrian ministry delegation,
and the High Marshall's office. From here, practically all
Thembrian international relations, military decisions, state
mandates, and bureaucratic regulations are put into effect.
The decision to centralize all governmental power under one
roof is not wholly unjustified. Thembria plainly lacks the
infrastructure highways, communication lines, power
grids necessary to sustain local law in settlements
separated by miles of frozen wilderness. Indeed, the fact
that the bureaucracy functions as a cohesive unit might be
the very reason anything gets done in Thembrian politics.
CAPITOL LAYOUT
The transition from humble townscape to elite office happens
when one enters the capitol. Unlike the commoners' houses,
the capitol building keeps out the chill of Thembria's winds.
Foreign critics portray the insulation as a metaphor for the
government's indifference to the bleak conditions just outside
its walls. Hallways tend to run lengthwise through the building,
interrupted at points by stairways scaling junctures between
floors.
Thembrian interior design obviously thrives on minimalism.
Electric spotlights illuminate hanging banners and tasteless
portraits sprinkled in random spots along the bare-brick walls.
Nearly all interior lighting is artificial, except in offices
along the building's outer wall where windows are located.
GOVERNMENT OFFICES
Representatives of every facet of the Thembrian bureaucracy
take up residence in the capitol's offices. A simple, square
configuration makes these rooms suited for any purpose or
function. Privileged officials have their pick of offices
on the outer wall, while their lackeys occupy dim, windowless
rooms deep within the complex.
Key locations include the radar room command terminal
for Thembria's air detection system and the bench of
inquiry, often presided by Colonel Spigot, head of the Glorious
People's Air Force. Most important of all is the office of
the High Marshall, where the leader hosts appointments with
delegates, ministers, and his personal barber.
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| A look at
the radar room in the Thembrian capitol. |
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The office
of the Thembrian High Marshall. |
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SECURITY MEASURES
Thembrian leaders' pride in their nation is matched only
by their paranoia that it will become a target for other,
inferior and naturally envious world neighbors. Swirling reports
of espionage and assassination attempts on the High Marshall
(such as the usual bomb scare during Thembria's Slush Festival)
work customs inspectors and border guards into a frenzy of
random arrests, incarcerations, and even executions of suspicious
foreign nationals. Such gross malfeasances leave a bad impression
on diplomats, so Thembrian security enforcers have learned
to handle these matters discreetly. Internal affairs specialists
comb over passports, cross-examine background data on visitors,
and test foreign packages for poison and explosives.

CELL BLOCKS
A veritable fortress, the Thembrian capitol is patrolled
by hundreds of trained soldiers, making it virtually impenetrable.
The basement level contains extensive dungeons and cell blocks,
into which government prosecutors throw those who rebel against
the system. Although the jail can hold hundreds of prisoners,
very few take up permanent residence free-thinking
radicals and domestic terrorists get put into prison camps
(Bedevilled Island being home to the worst offenders of all).
Outlanders caught traveling with expired passports or arrested
as spies face one of two fates: indefinite detainment in the
dungeon's depths, or a fast trip to the firing squad. Clemency
is virtually unheard of, but remains a remote possibility
for first offenders charged as accomplicies to the crime.
THE FIRING SQUAD
The way Thembrians treat the issue of capital punishment,
one would believe they invented the concept. Public execution
is as much an art as it is a pastime in Thembrian culture,
approached by common citizens with the enthusiasm of spectators
at a sporting event. Customarily, Thembrian military chiefs
are awarded their own firing squads, which they use as leverage
to keep underlings in line although there's no misconduct
that a simple flogging will not cure. Victims of the firing
squad may or may not receive a blindfold; but for the hanging
afterward, they may have the honor of picking out their own
noose!
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