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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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- |
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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.
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| ==THE PEOPLE OF WHITEWALL== | | ==THE PEOPLE OF WHITEWALL== |
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| ==SOCIETY== | | ==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. | + | 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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| ==FEAR== | | ==FEAR== |