City of Whiteport
Following the Whiterush river, you eventually come to the bustling city of Whiteport. Immense limestone walls and towers encircle the city, and colorful banners of the various nobles of the Duchy of Whiteport flutter in the cool sea-breeze. The breeze carries not only the smell of the ocean, but the sounds of one of Attica’s biggest cities, a general din of people going about their daily lives. Beyond the walls, the shapes of some of the city’s largest buildings climb upward, including the glittering golden dome of the Temple of Aelon, the towers of Whiteport Keep, the arches of the Hippodrome. In the distance, over the grey-blue waters of the city's harbor, pale sails can be seen, billowing in the breeze and sustaining the trade which turned a small coastal village into one of Kethencia's largest cities.
The guards wave you through the main gate, and once you enter the city your senses are assailed with a flood of colors, sounds, and smells. The shouts of Merchants carries on the breeze from the market quarter, each advertising their wares and new deliveries from the port, as does the laughter and discussion from the city’s side streets and alleyways. Metal clatters on stone as horses and carts clatter across the cobblestone streets and the city watch make their patrols, and the sounds of blacksmiths, dock work, and even merriment echo from the wharves. Individuals of all races and sizes make their way through the busy streets, some carrying parcels or goods, others engaged in discussion or debate, and many filtering in and out of the various establishments of the city.
Demographics
Whiteport's dominant species are humans, who can be found working in virtually any profession in the city. The city also boasts sizable minorities of halflings, dwarves, and half-elves. Although less common and generally less involved in the city's affairs, notable small communities of dragonborn, elves, and tieflings can also be found. Finally, due to Whiteport's status as one of the most active ports in Kethencia, travelers of any of Kethencia's civilized races can be found within the city.
Government
Whiteport is a feudal city, and serves as the Capital of the Duchy of Whiteport, one of the nine electorates of the Kingdom of Attika. As such, Whiteport's rulers are the Dukes of Whiteport, however the city itself is run by a Lord Mayor, who traditionally serve as a counselors to the Dukes.
Whiteport's laws are regarded as fairly lenient and, as a major port city, are tolerant of most faiths and races as long as individuals don't engage in criminal activity. Order is kept by The Bronzeguard, who serve as the city watch and man the city's defense and are trained and equipped by the Bronzecourts, the current ruling family of Whiterport.
Whiteport's prosperity is largely attributable to the relative security and fertility of the surrounding land, coupled with its development into one of the dominant trade centers of Attica, and for centuries the rulers of Whiteport have exacted taxes on any goods coming into the city.
Defences
Whiteport's primary defenses are the massive stone walls which encircle the city. These walls are nearly 12m tall at their highest points, and are thick enough to resist any bombardment, and are marked by large towers. The towers extend into Whiteport's bay and create a fortified harbor which can shelter ships. Each tower has a large ballista mounted on its top, which is capable of seriously damaging siege weaponry, ships, or sturdier foes, and the final two towers which guard the harbor's entrance have a large chain that can be raised to block the harbor's entrance.
While Whiteport's maritime trade is served in the harbor, its gate enables travelers to pass in and out of the city. The main gate is well defended and wide enough that two carts can pass alongside one another. The gatehouse itself is a fortified compound, and as travelers pass through the main gate, they first pass through a small, open air courtyard and through a secondary gate into the city, and this gatehouse design enables defenders to funnel any attackers through the main gate (if they break through) and harass them from all sides while attackers are trapped in the courtyard by the secondary gate. Normally, the massive, iron-reinforced oak door which closes the main gate is left open, while the inner gate, a heavy wrought-iron portcullis is closed at nights.
Whiteport's second line of defenses are the reinforced strong-points distributed throughout the city. Most function as garrisons or barracks, although the headquarters of the various militant orders (such as the Order of the Falcon or Order of the Dawn) are small fortresses in their own right.
The most imposing of Whiteport's defenses is the White Keep, the castle which sits on its own island at the mouth of the White River. Its positioning separate from the city makes the White Keep an imposing fortress, as any attackers are forced to either ford the river which effectively functions as a moat, or cross the Lord's Bridge and assault the castle gate, subjecting any attackers to withering missile attacks from the defenders. Finally, the keep's drawbridge at the end of the Lord's Bridge can be raised, sealing the keep's entrance and securing the island within its walls.
The city's greatest defenses are its ships, which can theoretically keep the city supplied indefinitely in the event of a siege, as long as the port is not blockaded.
Industry & Trade
Whiteport is one of the wealthiest duchies in Attika, and with good reason. By far, the most important industry in Whiteport is maritime trade, and the some of the wealthiest of the city's merchants have even unified as the Summer Seas Trading Company, and nearly all of the cities citizens are employed as a merchant, sailor, or dockworker or serve as the infrastructure to support this trade. However, Whiteport also has a thriving agriculture industry, as many farmers from throughout the duchy travel to the city to trade their crops, and Whiteport is also known for its metalwork and manufacturing, as many artisans use the goods shipped into the city to create beautiful works of art. Finally, Whiteport attracts many pilgrims and travelers due to its large and influential temples and entertainment industry.
Infrastructure
Temple District
Located across the Whiterush and in the center of the city, the Temple District is home to the acred shrines to most of the deities worshipped within Whiteport. Due to the predominantly Human population of Whiteport, human gods make up the largest part of Whiteport’s Pantheon, though shrines to elven and dwarfish gods can be found as well (albeit smaller and less common).
By far the largest of the temples in the Temple district is the Temple of Aileron. The temple is a massive cube shape which towers over the surrounding area and is made from polished white marble, the borders of which are decorated with gilded leaves and gold trim, and featuring a carved façade illustrating the many feats of Pholtus. From above, the Giant gilded Dome of Pholtus resembles a large sun, and to enter the Temple individuals must climb a series of stone steps through a triumphal arch and into the main hall. Once within the main hall, a series of mirrors use the natural light which enters the temple from large windows to illuminate the upper reaches of the dome, as well as the key worshipping cites, and the entire temple is suffused with a warm, golden glow.
The Temple of Celestian is immediately adjacent to the Temple of Pholtus, and is a comparatively small building, but whereas the Temple of Pholtus’ giant dome is made of gold trim, the Temple of Celestian is made primarily of Brick with a dark Dome growing out of it, the top opened to the air to allow a steady stream of multicolored smoke to filter out. Inside the temple, the Dome is covered in a beautiful mosaic mimicking the constellations, the sky made of deep blue and sapphire tiles and stars represented by small gold and silver ones. Various braziers, lamps and chandeliers dot the inside of the temple, casting strange reflections and causing the mosaic to glitter, and the smell of incense and low chanting drifts through the air.
Also in the Temple District can be found the Temple of Selune. The temple of Selune is an elongated building made of the same Limestone the walls of Whiteport are made of. The doors however are made of dark oak and gilded in silver, and are extremely heavy. Inside the temple, heavy deep purplish black curtains trimmed in silver conceal hidden passages, and present a fairly austere appearance, keeping the inside of the temple dark with the exception of a large stained glass window at the far end of the temple, illuminating an altar and statue of Selune in what appears to be moonlight.
The largest structure in the Temple District is not actually a Temple, but is The Hippodrome. Within the Hippodrome, citizens of Whiteport gather to watch the frequent tournaments and races. On a typical day where the Hippodrome is open, citizens can witness melee’s and jousts, culminating in the famed chariot races of Whiteport. The Hippodrome can hold nearly 60,000 people. Most notably, the three main teams who sponsor racers (the Blues, The Reds, and the Golds) run gambling rings and are as much political factions as fanbases.
The Statue of Sephine can be found in sailor’s square in the Temple district, and although not an official temple, the large fountain is frequented by the various sailors and merchants hoping for good fortune and protection on their travels, and the fountain is filled with seashells.
The final Temple in the Temple District is the Sacred Grove of Silvanus (N, God of Wild Nature). The Grove is surrounded by high stone walls and abuts the walls of Whiteport itself. The entrance to the Grove is relatively unassuming, a cobbled stone wall covered in Ivy and flowers, and after passing through a small chamber one enters the Grove. Within the Grove the sounds of the City seem to almost disappear, as if one was entering a separate world. Despite the fact that the Grove is open to the Sky, the ancient Oak at the far end of the Grove a massive Oak tree seems to form a roof over the Grove, and to have almost grown into an altar, with twin curved staircases seemingly grown into the roots of the tree and leading to a central altar in the Trunk. Above the Altar, a face in the likeness of Silvanus appears to watch over the grove. In between the two root staircases a still pool of water sits. Throughout the Grove, smaller bushes and plants and flowers grow, and despite the oak canopy their seems to be a no shortage of light in the Grove.
Although not a Temple, the Headquarters of the Order of the Dawn can be found, commonly known as Dawnhall, this building, consisting of a walled compound enclosing a small hall and keep serve as the Order’s headquarters in Whiteport, and citizens frequent it with pleas for charity and help.
Lordsport
Lordsport is the central administrative hub of Whiteport. Most prominently, the Lordsbridge connects the rest of the city to the residence of the Dukes of Whiteport, Castle Whiteport. Castle Whiteport sits on its own island and is easily defensible, with steep banks along the Southeastern and Southwestern Sides of the Island preventing individuals from reaching the castle from the City except by the Lordsbridge. On the northern side of the island a small dock leads to the Seagate, and a small warship is always stationed on this dock to take the Dukes of Whiteport and their family to safety if needed. The Seagate also serves as the entrance to Castle Whiteport for more important visitors, as well as a way to resupply the keep in times of emergency. The Citygate lies on the Southeastern end of the island, connecting the island to the rest of Whiteport by the Lordsbridge, and serves as the entrance to Castle Whiteport from the city. The bridge itself is made of the same White Limestone as the city walls, and lining the sides of the bridge are statues of the Dukes of Whiteport. Citygate itself is an imposing structure, and though it is generally left opened, unless in time of war or chaos, guards constantly patrol the battlements and check visitors at the gate, turning away uninvited guests and guarding the keep. The keep itself generally relies on the defenses of the island itself for its defense. Once through either the Seagate or Citygate one enters an area more akin to gardens.
The keep itself is fairly ornate, and is made of the same white limestone as the rest of the city’s major monuments. Twenty foot high curtain walls and six round towers defend the keep, with a smaller gatehouse defending the keep itself, which is laid out in a rectangular plan. The keep, rather than acting as the primary barracks for the city, is instead used mainly to house the administrative apparatus of the city, a small collection of private guards, the great hall, guest suites for important guests, and the residential quarters of important courtiers and the Duke and his family.
Across the bridge from Castle Whiteport sits the barracks of the city watch, the Bronzehearth. Acting as both a prison and the headquarters of the city watch, the Bronzecloaks, the Barracks house a majority of the active watchmen, and the large square in front of the barracks is used as a parade ground for the watch and in times of crisis the mustering point for both the watch and the armies of the Whiteport (though these usually muster outside of the city due to spacial constraints).
Finally, The Admiralty of Whiteport lies next to the Bronzehearth, and serves as the official headquarters of Whiteport’s sizable naval forces. Generally a few galleys or caravels can be found at anchor or in repairs at the docks.
The Shambles
Spreading along the northeastern edge of Whiteport lies The Shambles, the poorest area of the city. The shambles are crowded, dirty, and dark, the houses cramped together and overhanging the street, meaning certain streets, even on sunny days remain in a perpetual dusk. Houses seem to spring up and disappear in a matter of days, meaning the streets and layout of the shambles shift almost as regularly, and this area exists asa constant slum and shanty town, and houses ranging from dilapidated tenements to little more than shacks and lean-tos. Crime is commonplace in the Shambles, and although the Bronzecloaks do their best to maintain order, the narrow, winding streets can be difficult to navigate for all but shambles natives, and generally so long as trouble in the Shambles stays there, the Bronzecloaks are willing to turn a blind eye to the operation of various criminal organizations and the Whiteport underworld. The most notable crime organization is the Clasp, a shadowy crime organization which runs most of Whiteport’s underworld, although turf disputes are not uncommon. A number of illegal brothels and gambling dens can be found in the Shambles, as well as Whiteport’s black market, and individuals seeking to avoid attention or cast out from society often call the Shambles home. Pickpockets, assassins, thieves, beggars, and orphans are all commonplace, and the Shambles is happy to bring them all into the fold.
The Wharves
Along the Northwestern edge of Whiteport, the dockyards and wharves which are the lifeblood of the city can be found. This area is always bustling with activity, as merchants unload their cargoes, and although the areas nearest to the docks are predominantly warehouses and serve the various needs of the ships and goods, beyond these areas, the needs of the sailors themselves are met. Most of Whiteport’s legal brothels and gambling dens can be found along The Wharves, as can most of Whiteport’s inns and taverns, serving the constant stream of sailors. The largest building in the Wharves is the headquarters of the Customs Guild, which handles all shipments in and out of Whiteport and where most merchants and sailors must call on when entering the city. The large building also serves as the headquarters of the Summer Seas Trading Company, as well as a number of smaller Merchants guilds.
Market District
Entering Whiteport from the Main gate, one immediately enters the Market Quarter. This section of Whiteport is notable for the presence of the Grand Market, where one can find almost any good in Attica, if they know the right place to look, with the large statue of Tymora in the center of the market overseeing all trade. The Market Quarter is constantly bustling with activity, with various merchants selling goods ranging from weapons and armor, to exotic foods and spices, strange clothing, exotic animals, and even rare magical items. A number of wealthy merchants and citizens of Whiteport also make their homes in the Market Quarter, and bars and taverns cater to travelers entering through the main gate.
Also in the Market Quarter can be found the Shrine to Esalstis The Shrine to Milil its actually more akin to a small amphitheater, and the Shrine frequently hosts bards and troubadours in shows free to the public. The Temple of Icaris and the Temple of Mithras can also be found in the Market Quarter in their own walled compound, where the Paladins of Mithras and Icaris train.
Finally, the College of Arcana is also within the Market Quarter. The College of Arcana serves as both a library of arcane knowledge and lore, as well as educating new mages, wizards, and sorcerers, who flock from all over Attica to study at the revered College.
Guilds and Factions
The Bronzeguard
The city watch of Whiteport, The Bronzeguard act as the city police, firefighters, and defenders. Numbering about 7,500 individuals, the Bronzeguard are recruited in Whiteport from the city’s population. Moderately well equipped, the Bronzeguard can be distinguished by their polished bronze-colored helmets or breastplates. Most standard Bronzeguard are equipped with kite Shields, crossbows, and spears, and wear padded leather armor, while Bronzeguard officers generally forgo the use of spears and instead equip themselves with longswords.
The Blues, the Golds, and the Reds
These three factions are arguably three of the most important groups in the city, and the ones with which the general public most frequently identify. Each faction represents one of the various chariot racing teams and melee teams which compete in the Whiteport Hippodrome, The Blues, The Reds, or The Golds, and all three share the goal of having their team win the various races and competitions which occur there. On a larger scale however, the Blues, Reds, and Golds serve as social and political organizations. Each tries to set its own supporters in the highest reaches of government, and hosts special events for their members. Moreover, they can loan money, provide legal support, protection, and even engage in petty crimes against their counterparts, and although most of Whiteport may not be fanatical supporters of their team, they generally favor one or the other, although each team does have their own group of thugs and ruffians.
The Blues and the Golds are the oldest and most well established of the two teams, while the Reds have developed in the last ten years, earning themselves the reputation of the underdogs and the team of the poor, and are widely supported in the Shambles. The Blues draw most of their support from those living in the Wharves, and are often seen as the team of the sailors and merchants, and the Golds are the team of the upper classes, drawing most of their support from those living in Lordsport (although both the blues and golds tend to split support among the Market District, while the Temple Quarter remains generally neutral ground). That being said, all three teams have generally diverged from their stereotypical supporters, and although it is most common for the the elites to support the golds, the sailors to support the blues, and those living in the shambles to support the Reds, all three can claim supporters among every class and claim turf in each district.
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History
Whiteport was founded by humans in BC by a group of human adventurers and tradesmen.
Architecture
Most of Whiteport's buildings are made of wood, or brick with tiled roofs. Buildings in Whiteport's wealthier areas are generally made of stone or marble and often have open balconies or porches, which their residents often grow small, private gardens on these balconies, and the finest of these homes resemble small palaces. In poorer neighborhoods, Whiteport's homes become shabbier wooden structures which crowd in on one another, turning streets in poorer neighborhoods into little more than dark, filthy alleyways. The city's largest public buildings are constructed of either stone or marble. The city's streets are cobbled, and the widest city streets meet in large public squares which are surrounded by shops and homes.
Geography
Whiteport has grown around the delta where the White River has flown into its bay, and as such the city has plentiful access to fresh water. To the north along the bay, limestone cliffs rise up, overlooking the city, and the tall grass rustles in the ocean wind. The bay itself seems to roll and churn as chalk from the cliffs swirls in great clouds from the river's flow and lapping ocean waves. The city itself is nestled at the mouth of the river, spreading out into fertile plains which are dotted with small farms and homestead and clustered around the city.
Natural Resources
Whiteport has been blessed by the gods with natural resources. The river and bay are well populated with marine life, and as such a sizable fishing industry operates out of Whiteport. Moreover, the Duchy of Whiteport's land is fertile, and can sustain large farms, most of which raise wheat and vegetables, while the open plains to the city's northwest raise large herds of horses and cattle, while small orchards grow local fruit and cart them into the city, and most of these goods are traded in the city, and are used in the city's various breweries, vineyards, tanneries, butchers, and bakeries. To the south, Whiteport's forests have contributed to a growing lumber industry, which supports the shipbuilding industry in the city itself.
Maps
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Whiteport Final
A map of the City of Whiteport during the reign of Duke Owain 'the Good', 1545 A.C.
Founding Date
753 BC
Type
Large city
Population
~750,000
Related Ethnicities
Inhabitant Demonym
Whiteporters
Location under
Included Locations
- Bronzeguard Watch Headquarters
- Cartographer's Guild Headquarters
- Grand Market of Whiteport
- Great Lighthouse of Whiteport
- Grove of Silvanus
- Scales, Ales, and Tales Tavern
- Seven Drunken Knights Public House
- Summer Seas Trading Company
- Temple of Aileron
- The Admiralty
- The Brokenhold
- The Bronze Buckle Tavern
- The Good Knight's Rest
- The Gutted Fish Alehouse
- The Hippodrome
- The Measly Fiddle Tavern
- The Rusty Nail Public House
- The Shambles
- The Siren and the Seaman Inn
- The Trader's Gate
- Whiteport College of Arcana
Owner/Ruler
Ruling/Owning Rank
Owning Organization
Great location! Is there a map of the city and its streets?