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==GEOGRAPHY==
==GEOGRAPHY==
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Whitewall is the North’s largest city-state. It occupies
 
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a broad valley between southern spurs of the Black Crag
 
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Mountains. A patchwork of farms and orchards fills the valley,
 
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but the surrounding foothills are dark with fir and pine.
 
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Beyond them rise the glacier-clad mountain peaks. Winter
 
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lasts through six months of the year, with a short autumn and
 
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a long, cool spring. The city itself is almost 10 miles across,
 
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while the valley in which it sits is 40 miles wide. Whitewall’s
 
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rule extends, loosely, along the famous Traveler’s Road to the
 
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satellite town of Wallport on the Inland Sea coast.
 
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THE CITY
 
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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
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
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.
the city’s narrow streets. On occasion, the Syndics are even forced to hire Exalted monster-hunters.
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FORETOWN
 
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Whitewallers divide their city based on proximity to the
 
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single gate. The southern third, nearest the gate, they call
 
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Foretown. As the sector that foreign traders first see when
 
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they enter Whitewall, Foretown naturally holds the highest
 
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proportion of shops and markets. Jewelers, swordsmiths
 
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and other artisans congregate in Foretown. So do the city’s
 
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stables, teahouses and caravansaries. The district also holds
 
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Whitewall’s college of mining and metallurgy. Very little First
 
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Age construction survives in Foretown, with most buildings
 
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there less than five centuries old.
 
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Foretown becomes Whitewall’s busiest district in summer,
 
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when foreign and local merchants crowd the bazaars.
 
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“Market season” exposes Whitewallers to people from
 
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throughout Creation—and their cuisine as well, thanks to
 
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the food kiosks scattered between the vendors’ stalls. At
 
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the season’s height, the commercial fair spreads outside the
 
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gate to form a town of tents and wagons. Armed guards and
 
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innumerable torches discourage the Fair Folk and the dead
 
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from raiding the encampment after the sun sets and the gate
 
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shuts. Every year, though, a few furtive merchants slip into
 
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the night. Whitewall folk prefer not to know what these
 
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merchants offer to their uncanny partners, or what they
 
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receive in return.
 
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MIDTOWN
 
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Farmers and miners live in the middle third of Whitewall,
 
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as do brewers, carpenters and other tradesmen. Many artisans and clerks who work in Foretown prefer the cheaper lodgings
 
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of Midtown. The district also holds the Jewelers’ College and
 
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the College of Agriculture. Many First Age buildings still
 
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stand in Midtown, albeit remodeled and repurposed. Butcher
 
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shops and bakeries occupy ancient chantries, while monastic
 
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cells have become apartments.
 
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Whitewall’s tallest building is a Solar temple-manse in
 
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the exact city center. Its gilded spires and friezes remain undefiled,
 
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still proclaiming the glory of the Unconquered Sun.
 
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The Dragon-Blooded tried to occupy the heart of Whitewall,
 
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but the manse fought them off, its defenses adapting to each
 
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new attack. (The Shogunate could have destroyed the manse
 
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but realized that doing so would reduce the region’s economic
 
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value.) The Syndics couldn’t claim the manse either. It accepts
 
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no one but Lawgivers as residents.
 
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AFTON
 
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The district farthest from the city gate holds the Syndics’
 
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hall and the upper crust of Whitewall society. Wealthy
 
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magnates, the most skilled armorers and jewelers and highranking
 
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officers of Whitewall’s elite military and police
 
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force, the Guardians, live in Afton. A variety of small gods,
 
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supernatural half-breeds and a few outcaste Dragon-Blooded
 
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join them, as do various ambassadors. The district also holds
 
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the Whitewall College of Architecture and the Lotus Mind
 
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College of Thaumaturgical Sciences.
 
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UNDERTON
 
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An orderly system of tunnels and caverns underlies
 
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Whitewall, forming a district whose name the locals
 
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pronounce “Unt’n.” Technically, it’s a slum inhabited by
 
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Whitewall’s poorest folk… but it’s a slum with the warm
 
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golden glow of an Old Realm lighting system that no longer
 
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functions in the rest of the city. Underton stays warm, too,
 
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and residents never need to worry about the weather. Yet,
 
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Underton really wasn’t designed as a place for people to
 
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live. Underton folk have jobs such as street sweeper, garbage
 
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hauler and day laborer (not to mention mugger, pickpocket
 
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and shoplifter).
 
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Underton also holds the city’s public baths, so the district
 
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sees a steady stream of foot traffic from the surface. The
 
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Guardians patrol frequently to preserve the peace and order
 
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for the bathers. Underton folk can use the baths too—at
 
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night, when they won’t disturb higher-class folk.
 
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BEYOND THE WALLS
 
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Large, multi-family farmhouses dot the valley around
 
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Whitewall, with mining and logging camps in the hills and
 
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mountains beyond. Most of these are seasonally occupied: The
 
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residents move into the city in winter and return in the spring
 
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to work the land and the mines. Every habitation is strongly
 
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fortified and carries every protection against the Fair Folk and
 
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the dead that Whitewall’s thaumaturges can devise.
 
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THE TRAVELER’S ROAD
 
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In the Old Realm, the road from Whitewall to the Inland
 
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Sea coast was called the Holy Road. Nowadays, people
 
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call it the Traveler’s Road or the Great Northern Road. At
 
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20 yards wide, it remains the largest road in the North. Its
 
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white granite pavement shows little wear despite centuries
 
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of use. Bridges cross a few small streams along the way. The
 
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blessing on the road keeps it relatively warm in the depths
 
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of winter, as if the sun shone on it all the time, and the road
 
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stays free of snow, ice and debris despite the fiercest storms
 
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and blizzards. Every 40 yards, the road runs between pairs
 
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of stone pillars topped with inward-facing crescents. These
 
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crescents once lit the roadway, but the enchantment stopped
 
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working centuries ago.
 
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The Traveler’s Road carries subtler and stronger enchantments
 
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as well. The soul of any human who dies on the road
 
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immediately enters Lethe. Moreover, any mortal traveler
 
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who attacks anyone else on the road feels an overwhelming
 
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compulsion thereafter to hang himself from a pillar or
 
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convenient tree. The dead and the raksha travel the Holy
 
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Road as well. Ghosts who attack other travelers are cast into
 
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Lethe, while Fair Folk are hurled into the Deep Wyld. No
 
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one knows what would happen to a god, elemental, demon or
 
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Exalt who broke the road’s curse of safe conduct—it’s never
 
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happened as far as anyone knows—but the consequences
 
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would surely be dire.
 
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Whitewallers know the road’s curse as the Thousand-
 
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Year Pact, negotiated at the start of the Second Age between
 
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the Syndics, certain fae lords and at least one Deathlord.
 
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(Ruvia, god of roads and chief minister of the Golden Barque
 
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of Heaven in the Bureau of Destiny, claims that he actually
 
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wove this curse into the road’s fate.) The pact has just over
 
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200 years to go before the fae and the Deathlords can demand
 
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a re-negotiation.
 
==THE PEOPLE OF WHITEWALL==
==THE PEOPLE OF WHITEWALL==
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==SOCIETY==
==SOCIETY==
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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.
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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.  
==FEAR==
==FEAR==
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==[[SECRETS OF WHITEWALL]]==
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==[[SECRETS OF WHITEWALL]]===

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