Dawngazer
Government
It is rather unruly here. There is a captain who rules over each camp - of which there are eight in Dawngazer. As long as he is in his own turf his word is law. The captain gets to appoint people for different tasks, and every camp is granted a certain degree of autonomy, since they have their own appointed officials from their tents. The tents are massive. Each tent houses around twenty individuals, who are further divided into work-gangs. Tents are divided into two types: recruit's tents or integrated tents. Recruits are assigned to their tents based on their race or their homeland, then they are given time to adjust to their new surroundings. And once the recruit is accustomed well enough into Dawngazer's society, they are abruptly moved into a mixed-race integrated tent. One form of segregation which is constant among all the tents is the segregation of both gender and profession. Infantrymen live alongside infantrymen, carpenters live alongside carpenters.
Defences
There is a row of embankments and palisades designed to funnel potential invaders into tight nasty places where heavy boulders can be rolled atop them, and clusters of small pitfalls filled with poisoned punji sticks.
Also there is a boulder of spongy red rock inhabited by what seems to be pernicious centipedes clad in gleaming vermillion carapace - but fear not, for the rock's vermin are under the command of a trusted captain. There is a dark-eyed demon from Nightside who manifests as a spindly, teetering monstrosity with a hundred legs a dozen paces tall and a oozing tongue perhaps twice that length, bound by the powers of balance - once more, do not fear this beast, for a priestess of great prestige binds it at the beck and call of her fair diadem. Another captain has assembled a composite monstrosity from the viscera and appendages of various plants, sterilized the zoophyte, and allowed it to root in a strategically valuable position where it stands and watches.
Industry & Trade
Were it not for the loot salvaged from the skirmishing warbands of Dayside, Dawngazer would be but a remorseless drain on the coffers of several nations - they do little to mitigate the sheer amount of capital used to maintain this outpost. Pallets stacked with clattering heaps of exotic weapons and armour, usually wrought from improbable materials, are sold off to neighbouring towns and then auctioned off over there at exorbitant prices. Some of the salvage is made from substances so precarious that they end up becoming brittle and as a result shattering upon entering the auction house. Monsters and warbeasts, usually heavily mutilated, are also torn apart and their body parts preserved, then sold to museums or anyone else who's interested in this sort of thing.
Infrastructure
At the eastern edge of the outpost there is a tower with a pier by which flying-ships can moor themselves. Below it is a large shed with a roof that opens up at the pull of a lever in which said ship may be repaired, and a warehouse for delivered resources couriered here, which are mostly just provender, medicine and equipment. There are no sewers in the entire settlement, though the outpost has not yet been reduced into a reeking hellhole because all the shit and piss is catapulted towards Dayside, preferably across the Mountains of Day. Windmills here are used for the grinding of rock because there is a constant hot breeze travelling westwards.
Assets
The armoury beneath the camp here is inconceivably massive and ancient, in most parts 'tis dusty and derelict. It is a library of warfare throughout a thousand lands, sophisticated armaments designed by cultures whose very definition of what technology or magic was differ by their fundaments, but still are alike in a single way. That very commonality, the property which every weapon in Dawngazer's armory shares that tore them from the gnarled plant-matter tendrils of the towering juggernauts of Corucaroug, the jagged talons of the lachrymose crystalline guardians of Toreezabont, and the solemn golden-eyed stewards of Kamoriaptor; was their startling efficiency against the depradations of Dayside and their powers of radiant immolation and the congealing of raw sunlight into searing sabres and shields. These are locked up in a secret location somewhere underground.
Every camp in Dawngazer has its own cluster of well-defended sheds in which the nonperishable food supplies are stockaded before they are prepared by their camp's chefs and finally served piping-hot at the dining tents. There are are also plenty of spare construction materials should any defense require the making of barricades.
Architecture
Tents! Ha ha ha!
Geography
The sun has shone mercilessly through the mountain pass for eternity. The light was young when time was old. Luckily the outpost has been wisely built beneath the permanent shade of the Mountains of Day but even so it is still almost unbearably hot, which makes people irritable, hence the practical need for segregated recruit's tents. It is located amidst a rim of baking hot arid upperveldt that clings tightly to the very edge of the mountain range. The winds have blown perpetually towards the west and thus sand and ash blows in through Immolation Pass, and the occasional globule of condensed sunlight finds itself among morning dew when the days are hotter. Conversely the phlogiston currents which drift across the top of the atmosphere travel perpetually eastward, seeking the bliss of final annihilation at the mystical Dayside Terminal, on a mountain that melts like a candle.
Alternative Name(s)
Oh, mine eyes!
Type
Outpost / Base
Population
884
Inhabitant Demonym
Dawngazers
Location under
Owning Organization
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