Whitewall

From Thirdexalt

Directly north from the Blessed Isle lies Whitewall, one of the largest settlements in the Northlands. Located on rocky taiga, it lies several hundred miles north of the coast of the Inland Sea. This prosperous metropolis of more than 700,000 inhabitants is a trade hub for the region.

Contents

[edit] HISTORY

While originally founded in the First Age as a center of religious study, it has become a powerful city-state in its own right. The end of the First Age left Whitewall isolated and without regular support.

Whitewall’s history began shortly after the end of the Primordial War, with a monastery for devotees of the Unconquered Sun. Its monks and nuns farmed to support themselves. They made their labor a form of prayer and planted circular fields as living mandalas to glorify Heaven’s King. A Zenith Caste Lawgiver called Righteous Guide founded and led the monastery. The religious community outgrew four monasteries, the last the size of a town. Righteous Guide proposed to make the fifth monastery an entire city, designed as a gigantic mandala to focus and magnify the prayers of the residents. And so it was done. The new city of Ondar Shambal became one of the greatest wonders of Creation—not for its size (Creation held many larger cities), nor for its splendor (though it was beautiful), nor for the technology of its construction (most of the work was actually done by hand). No, the miracle of Ondar Shambal was that every step of its building was a prayer. The masons who quarried white granite from nearby hills dedicated each strike of their chisels to the Unconquered Sun. The carvers and polishers sang hymns as they worked. Righteous CHAPTER TWO • THE ONCE-HOLY CITY 19 Guide himself hallowed each stone as it was laid. Graven bands of scriptures and sutras ran along the city’s streets, and mosaics of precious stone adorned the walls with images of devotion. The city’s center held a magnificent templemanse to the Unconquered Sun. High, strong walls bounded Ondar Shambal in a perfect circle—not for defense, but to complete the shining city as the image of the sun. The labor took decades, but gods and mortals agreed: Creation held no holier place than Ondar Shambal. The Unconquered Sun himself blessed the city at its dedication. Hundreds of thousands of acolytes lived in Ondar Shambal, and millions of pilgrims visited every year. Many folk— mortals, Exalts and spirits alike—also made pious gifts to Ondar Shambal, to be named in the city’s prayers or just to be part of its holiness. An earth elemental opened a network of caverns beneath the city as extra storage space. A goddess of hot springs created baths for pilgrims. The Bureau of Seasons tempered the region’s weather, while agricultural gods blessed the farmlands. The monasterycity became far richer and more luxurious than anyone expected or intended. Righteous Guide left Ondar Shambal to build a sacred road from the city to the Inland Sea coast as a private devotional labor to fill his old age and retirement from leading the city. In his absence, the Holy City became worldlier. The priests, monks and nuns spent less time praying and working, and more time arguing theology and administering the city’s vast wealth. Feasting replaced fasting. The prayer wheels still turned—spun by pilgrims who paid for the privilege. When Righteous Guide returned 300 years later along the road built by his hands alone, he found his monastic city turned greedy, lazy and impious. The old Zenith Caste spent a full month in rage and despair, whipping himself to the bone in penitential grief as he prayed for guidance and forgiveness. In the end, though, he scourged the worst of the fallen nuns and monks from Ondar Shambal before leaving the city forever. To the Solar Deliberative in Meru, he condemned Ondar Shambal 20 as apostate. Donations and pilgrims ceased at once, and the city was almost abandoned. Still, Ondar Shambal remained a well-constructed city with fertile farmland, so people gradually returned. The new settlers included a young Twilight Caste named Tenrae and her Lunar husband Den’Rahin. They claimed Ondar Shambal as their own, renamed it Whitewall and repopulated it as an ordinary city. The nearby mountains turned out to hold metal ores and several rare minerals, including blue jade, so to farming, the inhabitants added mining and metalwork as occupations. Under the Exalted couple’s leadership, Whitewall attained a comfortable prosperity. Tenrae and Den’Rahin governed with a light but responsible hand. Whitewall folk agreed the pair represented the very models of what a Lawgiver and Steward should be. The Bronze Faction found no malcontents among Whitewall’s Dragon-Blooded, and so, the usurping Sidereals had to murder Tenrae and Den’Rahin personally, in full knowledge that they slew the innocent. The fighting destroyed a third of the city and killed thousands. Afterward, the new Shogunate brutally suppressed Whitewallers who remained loyal to their slain rulers. People who didn’t succumb to mind-affecting Charms or believe propaganda about “newly revealed crimes” learned to stay silent… or they would go to the other city, whose sole occupation was murder. Southeast of Whitewall, the Shogunate built an immense prison camp for the altered humans, artificial life forms and loyalists of the Solar Deliberative. Prisoners from throughout Creation funneled into Camp 17, where they dug mass graves that they themselves would fill. The camp soon became a shadowland haunted by the ghosts of its victims. Whitewall learned to obey the Shogunate, but never to love it—not with Camp 17 next door as proof of the regime’s origin. The Dragon-Blooded did their utmost to hide the city’s past, though, by burning chronicles, filling in carvings and painting over murals and mosaics of the Unconquered Sun. Despite the defacement, remnant holiness made Whitewall one of the last cities to fall to the Great Contagion. When the pestilence came, though, Whitewall suffered a death toll as high as anywhere else. The sanctity of the city’s walls held, too: The invading Fair Folk besieged Whitewall, but never entered. Ironically, the city also saved its enemies, for the Realm Defense Grid spared everything within a mile of the city’s sacred bounds. After the Great Contagion receded, three powerful gods came to the derelict city. They called themselves the Syndics and manifested as figures with flesh of clear ice over silver bones. Behind their shared mask, however, the Syndics were Luranume, God of Luck; Uvanavu, God of Health; and Yo-Ping, God of Peace. (See The Compass of Celestial Directions, Vol. III—Yu-Shan, pp. 142, 152 and 156-157, for descriptions of these gods.) The Syndics rallied the remnant population and invited refugees to settle. They also negotiated peace treaties with the angry ghosts of the long-since-decommissioned Camp 17 (now named Marama’s Fell after its late commandant, Anjei Marama), the surviving lords of the Fair Folk and the nascent Realm. While his empire still stood, they even paid tribute to the sorcerer Bagrash Köl. Through the centuries of the Second Age, Whitewall has stood as a bastion of civilization in the North—but always afraid of the enemies beyond the city walls.

[edit] GEOGRAPHY

Whitewall is the North’s largest city-state. It occupies a broad valley between southern spurs of the Black Crag Mountains. A patchwork of farms and orchards fills the valley, but the surrounding foothills are dark with fir and pine. Beyond them rise the glacier-clad mountain peaks. Winter lasts through six months of the year, with a short autumn and a long, cool spring. The city itself is almost 10 miles across, while the valley in which it sits is 40 miles wide. Whitewall’s rule extends, loosely, along the famous Traveler’s Road to the satellite town of Wallport on the Inland Sea coast.

THE CITY

At 15 yards high and six yards thick, the walls of Whitewall are probably the tallest, strongest walls in the North. They present a sheer, shining barrier to the outside world. A single gate pierces the wall, leading to the Traveler’s Road. Inside, buildings show blank white façades to the streets, with strong shutters and doors of bronze-bound wood. Architecture varies widely: The tallest buildings date back to the Old Realm, with elaborate, layered spires. Newer construction ranges from three to five stories tall, with simpler designs but occupying older foundations. The streets no longer follow their original strict plan of radiating rectangular neighborhoods with broad plazas between them, but Whitewall remains a clean, well-constructed city.

The land surrounding Whitewall is rich and fertile, but heavy winters sweep down from the mountains. From late fall until late spring, blizzards make travel to Whitewall almost impossible. The winter’s long nights breed fear, paranoia and suspicion. Every few years, some fool or madman lets in a fae or undead intruder, and the city guard must hunt it down in the city’s narrow streets. On occasion, the Syndics are even forced to hire Exalted monster-hunters.


FORETOWN

Whitewallers divide their city based on proximity to the single gate. The southern third, nearest the gate, they call Foretown. As the sector that foreign traders first see when they enter Whitewall, Foretown naturally holds the highest proportion of shops and markets. Jewelers, swordsmiths and other artisans congregate in Foretown. So do the city’s stables, teahouses and caravansaries. The district also holds Whitewall’s college of mining and metallurgy. Very little First Age construction survives in Foretown, with most buildings there less than five centuries old. Foretown becomes Whitewall’s busiest district in summer, when foreign and local merchants crowd the bazaars. “Market season” exposes Whitewallers to people from throughout Creation—and their cuisine as well, thanks to the food kiosks scattered between the vendors’ stalls. At the season’s height, the commercial fair spreads outside the gate to form a town of tents and wagons. Armed guards and innumerable torches discourage the Fair Folk and the dead from raiding the encampment after the sun sets and the gate shuts. Every year, though, a few furtive merchants slip into the night. Whitewall folk prefer not to know what these merchants offer to their uncanny partners, or what they receive in return.


MIDTOWN

Farmers and miners live in the middle third of Whitewall, as do brewers, carpenters and other tradesmen. Many artisans and clerks who work in Foretown prefer the cheaper lodgings of Midtown. The district also holds the Jewelers’ College and the College of Agriculture. Many First Age buildings still stand in Midtown, albeit remodeled and repurposed. Butcher shops and bakeries occupy ancient chantries, while monastic cells have become apartments. Whitewall’s tallest building is a Solar temple-manse in the exact city center. Its gilded spires and friezes remain undefiled, still proclaiming the glory of the Unconquered Sun. The Dragon-Blooded tried to occupy the heart of Whitewall, but the manse fought them off, its defenses adapting to each new attack. (The Shogunate could have destroyed the manse but realized that doing so would reduce the region’s economic value.) The Syndics couldn’t claim the manse either. It accepts no one but Lawgivers as residents.

AFTON The district farthest from the city gate holds the Syndics’ hall and the upper crust of Whitewall society. Wealthy magnates, the most skilled armorers and jewelers and highranking officers of Whitewall’s elite military and police force, the Guardians, live in Afton. A variety of small gods, supernatural half-breeds and a few outcaste Dragon-Blooded join them, as do various ambassadors. The district also holds the Whitewall College of Architecture and the Lotus Mind College of Thaumaturgical Sciences.

UNDERTON

An orderly system of tunnels and caverns underlies Whitewall, forming a district whose name the locals pronounce “Unt’n.” Technically, it’s a slum inhabited by Whitewall’s poorest folk… but it’s a slum with the warm golden glow of an Old Realm lighting system that no longer functions in the rest of the city. Underton stays warm, too, and residents never need to worry about the weather. Yet, Underton really wasn’t designed as a place for people to live. Underton folk have jobs such as street sweeper, garbage hauler and day laborer (not to mention mugger, pickpocket and shoplifter).

Underton also holds the city’s public baths, so the district sees a steady stream of foot traffic from the surface. The Guardians patrol frequently to preserve the peace and order for the bathers. Underton folk can use the baths too—at night, when they won’t disturb higher-class folk.


BEYOND THE WALLS Large, multi-family farmhouses dot the valley around Whitewall, with mining and logging camps in the hills and mountains beyond. Most of these are seasonally occupied: The residents move into the city in winter and return in the spring to work the land and the mines. Every habitation is strongly fortified and carries every protection against the Fair Folk and the dead that Whitewall’s thaumaturges can devise. THE TRAVELER’S ROAD In the Old Realm, the road from Whitewall to the Inland Sea coast was called the Holy Road. Nowadays, people call it the Traveler’s Road or the Great Northern Road. At 20 yards wide, it remains the largest road in the North. Its white granite pavement shows little wear despite centuries of use. Bridges cross a few small streams along the way. The blessing on the road keeps it relatively warm in the depths of winter, as if the sun shone on it all the time, and the road stays free of snow, ice and debris despite the fiercest storms and blizzards. Every 40 yards, the road runs between pairs of stone pillars topped with inward-facing crescents. These crescents once lit the roadway, but the enchantment stopped working centuries ago. The Traveler’s Road carries subtler and stronger enchantments as well. The soul of any human who dies on the road immediately enters Lethe. Moreover, any mortal traveler who attacks anyone else on the road feels an overwhelming compulsion thereafter to hang himself from a pillar or convenient tree. The dead and the raksha travel the Holy Road as well. Ghosts who attack other travelers are cast into Lethe, while Fair Folk are hurled into the Deep Wyld. No one knows what would happen to a god, elemental, demon or Exalt who broke the road’s curse of safe conduct—it’s never happened as far as anyone knows—but the consequences would surely be dire. Whitewallers know the road’s curse as the Thousand- Year Pact, negotiated at the start of the Second Age between the Syndics, certain fae lords and at least one Deathlord. (Ruvia, god of roads and chief minister of the Golden Barque of Heaven in the Bureau of Destiny, claims that he actually wove this curse into the road’s fate.) The pact has just over 200 years to go before the fae and the Deathlords can demand a re-negotiation.

[edit] THE PEOPLE OF WHITEWALL

[edit] MAKING A LIVING

[edit] SOCIETY

Three powerful beings of ice and silver, the Syndics, took control and hammered out a treaty of nonaggression with the local fae and the dead of the nearby shadowland. They still rule the city with a grip of frozen steel.

[edit] FEAR

[edit] DISREPUTABLE FOLK

[edit] LEGAL SYSTEM

Justice in Whitewall is harsh, and penalties range from heavy fines to indentured servitude to mutilation. Individuals convicted of capital crimes (murder, treason, consorting with the fae or undead) are put outside the walls to face whatever calamity comes to them. They are given no supplies and are dressed in clothing to mark their status as convicts, so that no caravan will give them aid. In many ways, a death sentence would be kinder.

[edit] FOREIGN RELATIONS

While Whitewall is a nominal ally of the Realm, the city has never paid it tribute thanks to a combination of factors: the Syndics’ puissance, the city’s isolation, and its usefulness as a trade partner and jade producer.

Southwest of Whitewall, scattered along the mountain peaks, are the tiny but independent silverholds, a collection of forts, mining camps and goat-herding villages that barely survive from year to year but have done so for centuries. Some of them are said to leave sacrifices for airborne demons or to make candles that have the power to summon and control spirits.

Whitewall plays a riskier game of diplomacy than Gethamane. While the city’s fabled walls protect it from many threats, Whitewall cannot simply shut out the world. It depends upon both the power of the Syndics and the lifeline of the Traveler’s Road. Should that lifeline be disrupted, the consequences would be disastrous. The power of the Syndics seems unlikely to wane soon, but they have never fought against the Realm. The Empress knew the true identities of the Syndics and knew better than to test their power. The Dynasts who currently squabble over her throne remain ignorant. Some feel that a bold strike, such as taking over a long-independent but prosperous city, could bring them sufficient prestige to seize the throne.

[edit] FOREIGNERS

A number of other city-states of varying size lie around Whitewall, spokes to its central hub. While traders can journey to them directly, Whitewall serves as a convenient staging post and base, and many caravans would rather plot their trek via Whitewall and take the extra days that such a journey requires, rather than risk the Fair Folk and the walking dead on lesser roads and across the snow.


[edit] SECRETS OF WHITEWALL

By the conditions of the Syndics’ treaty, the road to Whitewall is inviolate, and no walking dead, ghost or fae may enter the city without permission from someone inside the walls.

The road itself dates from the First Age and is built of virtually indestructible white stone. Ancient enchantments on the road keep it clear of ice and snow in all but the worst weather.

Anyone—living, dead or fae—may use the road, and none may harm any other on the road. For the living, the penalty for breaking the peace of the road is death, and stone pillars fl ank the road every 40 yards to mark it and to serve as gibbets for the bodies of those who violate the peace. By the terms of the treaty, the Syndics must set two dozen living people outside the walls each year as sacrifi ces. In the past, these have ranged from notorious criminals (such as Mideh of the Snake Fist or the Hundred-Knife Jackal) to reformers or revolutionaries (such as the Snow Peacock, whose body was never found, but whose screams were heard for 10 nights without pause).

The city of Whitewall is a crowded place that breeds suspicion. Its buildings are constructed of heavy white stone, plain on the outside but decorated inside with bright colors, rich tapestries and vivid rugs. While the city’s inhabitants will trust and befriend a stranger once they are sure of her intentions, they will be grim and taciturn until then, watching for signs of betrayal and stratagems. Just as nobody is invited inside the city without proof of humanity, no one is ever invited into a house casually. Any such invitation is a clear sign that the host considers the guest a long-term friend and ally.

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