Editing Whitewall

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value.) The Syndics couldn’t claim the manse either. It accepts
value.) The Syndics couldn’t claim the manse either. It accepts
no one but Lawgivers as residents.
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.
+
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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