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Whitewall

Whitewall is the largest city in the North, a bastion of order in the increasingly savage Threshold.   The pinnacle of the Whitewall government is the Syndics, a trio of spirits who have been working for the benefit of Whitewall since the Great Contagion over 700 years ago.

Government

The Syndics are the heads of government - they directly appoint the Guardians and the Judges, as there are too many aspects of governance for the three to address in each day.   The judges hear cases, impose fines, and generally administer the laws of Whitewall. They have a great deal of freedom to administer justice, but in unusual cases they can seek out the aid of the Syndics. Beneath the judges are the inspectors, who administer municipal policies such as taxation and building safety. Inspectors are allowed to dispense on-the-spot fines for breaches of civil and municipal law.   The Syndics devised a comprehensive civil charter. Failure to know the laws of Whitewall is a crime in itself, as is the broad "offenses against public civility". Minor breaches of the law are met with heavy fines. Significant or repeated crimes are met with exile in the dead of winter at best, or worse - being traded to the Fair Folk or the restless dead.

Defences

The White Wall for which the city is named, of First Age design. The granite wall stands 20 metres tall for it's full circumference. The hallowed stones are proof against any demonic, fae or undead power - mundane force, Exalted power or sorcerous design are the only methods that can breach it.
 

The Guardians

Part detective, part city guard, the Guardians of Whitewall is an organisation of approximate 6,000 full-time soldiers, of which Essence-wielders comprise nearly 30% - outcaste Dragon-Bloods and Lost Eggs often make their lives here, as well as many Half-Blooded (Fae- and Ghost-Blooded are particularly valued.)  

The Militia

From ages 17-37, every able-bodied citizen becomes part of the active militia - they are provided with a weapon if they do not have one (farmers use scythes, miners use picks, etc) and both breastplate and helm is loaned to them for the duration of their service. Each squad of miliitia is assigned one day of each month during which they drill under the command of a Guardian and patrol their assigned areas. Outside their assigned day, the militia is very rarely called up for active service, though occasionally squads or cohorts will be called up to assist the Guardians in searching the city or flushing out a dangerous being.   Both the Guardians, and on-duty militia, wear a crow-and-falcon token to confirm their identity as arbiters of the law.

Infrastructure

The Central Manse

A geomantic manse built long ago, only the Syndics are permitted to enter, although even they do so rarely.
 

The Traveler's Road

A white granite road of First Age design, unsullied by time. The road is exactly twenty metres wide for its entire course, and marked by columns exactly 15 metres apart reaching all the way to the port town of Wallport.   The Syndics negotiated a Thousand Year Pact between the Fae, the Undead, and themselves that bans any violence on the Traveler's Road - mortals who breach this hang themselves from the columns, ghosts are reincarnated, undead are destroyed, and the Fae are shunted back to the Deep Wyld. Thus far, no spirits, gods or Exalts have breached the Pact, so what happens to them is unknown.

Assets

The entire militia/army possesses high-quality metal equipment - officers and higher possess weapons enchanted by mortal thaumaturges.

Natural Resources

First Age Mines

White and Blue Jade, as well as other incredibly rare and unusual ores.

Second Age Mines

Vast reserves of iron, zinc, silver and semi-precious gems.
White_Wall.jpg
Type
Large city
Population
~700,000

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