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A city with high white walls stands in the North, a beacon of stability and civilization in an increasingly savage region. The city’s [[Whitewall's History|history, once glorious and inspirational]], is now a curiosity known only to lore-masters and savants.
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A city with high white walls stands in the North, a beacon of stability and civilization in an increasingly savage region. The city’s [[Whitewall's History|history, once glorious and inspirational]], is now a curiosity known only to lore-masters and savants. While the city’s modern inhabitants are thankful for the walls that surround them and the Traveler’s Road that safely leads to the Inland Sea, they have no idea where the walls or the road came from, who built them, or the true purpose of these structures.
 
While the city’s modern inhabitants are thankful for the walls that surround them and the Traveler’s Road that safely leads to the Inland Sea, they have no idea where the walls or the road came from, who built them, or the true purpose of these structures.
 
   
 
== SOCIETY ==
 
== SOCIETY ==
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== THE PEOPLE OF WHITEWALL ==
 
== THE PEOPLE OF WHITEWALL ==
Whitewall is a city that values comfort and stability. '''Sober''', '''somber '''and '''strict '''are three words frequently applied to Whitewall, but these words fail to convey the city’s appeal.
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Whitewall is a city that values comfort and stability. '''Sober''', '''somber '''and '''strict '''are three words frequently applied to Whitewall, but these words fail to convey the city’s appeal. Residents of Whitewall happily trade a modicum of freedom for great gains in comfort and security. Public disorderliness, poor hygiene and blatant rudeness are all misdemeanors under Whitewall’s civil charter, lumped together as “offenses against public civility”; the city has gained a reputation for being stern and humorless for its aggressive enforcement of these laws.
 
Residents of Whitewall happily trade a modicum of freedom for great gains in comfort and security. Public disorderliness, poor hygiene and blatant rudeness are all misdemeanors under Whitewall’s civil charter, lumped together as “offenses against public civility”; the city has gained a reputation for being stern and humorless for its aggressive enforcement of these laws.
 
   
 
Residents of the city itself don’t see these laws as either stern or humorless and appreciate the order and civility these laws provide. Use of intoxicants is legal, but the substances themselves, especially alcohol, are taxed so heavily their use is quite rare. Public intoxication is heavily fined, so those who indulge had best do so in the privacy of their own homes.
 
Residents of the city itself don’t see these laws as either stern or humorless and appreciate the order and civility these laws provide. Use of intoxicants is legal, but the substances themselves, especially alcohol, are taxed so heavily their use is quite rare. Public intoxication is heavily fined, so those who indulge had best do so in the privacy of their own homes.
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Mining is the hardest and most dangerous of the trades practiced in Whitewall. It is also the most lucrative. The demand for the ores in the mountains around Whitewall, especially blue and white jade, is rising slowly and steadily as demand for sturdy and more advanced weapons increases with the growing instability in the Time of Tumult.
 
Mining is the hardest and most dangerous of the trades practiced in Whitewall. It is also the most lucrative. The demand for the ores in the mountains around Whitewall, especially blue and white jade, is rising slowly and steadily as demand for sturdy and more advanced weapons increases with the growing instability in the Time of Tumult.
   
The old mines were dug during the First Age under the direction of Queen Tenrae, and, to this day, they’re safe, incredibly deep, sensibly laid out and well lighted. Owing to reconnaissance performed by earth elementals serving Whitewall’s First Age rulers, most of these mines benefit from comprehensive three-dimensional subterranean maps showing all the ore within reach of each mine tunnel as well as the direction of veins of ore that haven’t even been tapped yet. The problem with the old mines is that many of the exotic substances mined back when the mines were dug (with the exception of blue and white jade and a tiny amount of orichalcum) have no widespread use in the Age of Sorrows. Certain minerals held to be extremely valuable during the First Age have no widely known (or useful) properties in the current Age — or at least none that are understood by any but the greatest sorcerers of the Heptagram, the sorcerer-engineers of Lookshy or the Mountain Folk. Those three groups, however, have been known to pay truly astonishing fees to get some of those rare ores — enough, in fact, to make it worth the time to enter the old mines. While Lookshy pays more for these ores and minerals, the Heptagram is much closer, being just across the Inland Sea, and, therefore, is a much more reliable trading partner.
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Two kinds of mines are found outside the city: the old mines and the new mines.The old mines were dug during the First Age under the direction of Queen Tenrae, and, to this day, they’re safe, incredibly deep, sensibly laid out and well lighted. Owing to reconnaissance performed by earth elementals serving Whitewall’s First Age rulers, most of these mines benefit from comprehensive three-dimensional subterranean maps showing all the ore within reach of each mine tunnel as well as the direction of veins of ore that haven’t even been tapped yet. The problem with the old mines is that many of the exotic substances mined back when the mines were dug (with the exception of blue and white jade and a tiny amount of orichalcum) have no widespread use in the Age of Sorrows. Certain minerals held to be extremely valuable during the First Age have no widely known (or useful) properties in the current Age — or at least none that are understood by any but the greatest sorcerers of the Heptagram, the sorcerer-engineers of Lookshy or the Mountain Folk. Those three groups, however, have been known to pay truly astonishing fees to get some of those rare ores — enough, in fact, to make it worth the time to enter the old mines. While Lookshy pays more for these ores and minerals, the Heptagram is much closer, being just across the Inland Sea, and, therefore, is a much more reliable trading partner.
   
The new mines, on the other hand, are a product of the Second Age. Shallower, poorly lit, many of are unusually prone to cave-ins (aided, no doubt, by the efforts of the Fair Folk) and a handful have shown a tendency to explode. These are the mines from which iron, zinc, quartz and silver — as well as a myriad of semi-precious gems and a small quantity of exotic metals and jades — are extracted. These are the more common fruits of the earth that have established Whitewall as one of the key metallurgical cities in Creation. The enormous quantity of iron, in particular, is a boon to Whitewall because the iron supplies the city’s armorers with crucial raw materials for making the iron weapons with which Whitewall defends itself against the Fair Folk.
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The new mines, on the other hand, are wholly a product of the Second Age. They are shallower and poorly lit, many of them seem unusually prone to cave-ins (aided, no doubt, by the efforts of the Fair Folk) and a handful have shown a tendency to explode. These are the mines from which iron, zinc, quartz and silver — as well as a myriad of semi-precious gems and a small quantity of exotic metals and jades — are extracted. These are the more common fruits of the earth that have established Whitewall as one of the key metallurgical cities in Creation. The enormous quantity of iron, in particular, is a boon to Whitewall because the iron supplies the city’s armorers with crucial raw materials for making the iron weapons with which Whitewall defends itself against the Fair Folk.
   
Miners work through the winter, daring the dangers in anticipation of the long line of buyers that shows up spring till fall to buy their ores, metals, minerals and gems.
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The miners work through the winter, daring the dangers of the mines in anticipation of the long line of buyers that shows up every spring and into the fall to buy their ores, metals, minerals and gems. In some cases, getting to the mines, not working in the mines, presents miners with the greatest difficulty. The Fair Folk resent Whitewall’s unending supply of iron and routinely target miners on their way to or from the mines for the fae’s most devastating assaults.
 
In some cases, getting to the mines, not working in the mines, presents miners with the greatest difficulty. The Fair Folk resent Whitewall’s unending supply of iron and routinely target miners on their way to or from the mines for the fae’s most devastating assaults.
 
   
 
=== ARTISANS AND ENCHANTERS ===
 
=== ARTISANS AND ENCHANTERS ===
During the last century, Whitewall has become known for its finished goods as well. With ready access to many rare metals and minerals and with a notable discount on raw components, many artisans have found that buyers would rather leave Whitewall with a few panniers full of finished goods than a wagonload of ore.The artisans of Whitewall are known for both the spectacular weapons and armor produced there. The city’s denizens take pride in their work and produce uncommonly sturdy armor and blades. The prevalence of thaumaturges allows the best goods to be made even better through Enchantment, which also benefits the city, since an artisan selling an enchanted blade is going to bring in more money to the city than a vendor of mundane weapons.
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During the last century, Whitewall has become known for its finished goods as well as its raw ores. With ready access to many rare metals and minerals and with a notable discount on raw components, many artisans have found that buyers would rather leave Whitewall with a few panniers full of finished goods than a wagonload of ore.The artisans of Whitewall are known for both the spectacular weapons and armor produced there. The city’s denizens take pride in their work and produce uncommonly sturdy armor and blades. The prevalence of thaumaturges allows the best goods to be made even better through Enchantment, which also benefits the city, since an artisan selling an enchanted blade is going to bring in more money to the city than a vendor of mundane weapons.
   
 
Jewelry is the last of the exports for which Whitewall is famed. Meticulous jewelers work in well-lighted shops for hours to create astonishingly detailed and beautiful items, many of which are subsequently enchanted with an array of protective and lucky properties. Air and Earth aspected Dragon-Blooded are known to pay exorbitant sums for jewelry made from Whitewall’s blue and white jade.
 
Jewelry is the last of the exports for which Whitewall is famed. Meticulous jewelers work in well-lighted shops for hours to create astonishingly detailed and beautiful items, many of which are subsequently enchanted with an array of protective and lucky properties. Air and Earth aspected Dragon-Blooded are known to pay exorbitant sums for jewelry made from Whitewall’s blue and white jade.
 
 
== LEGAL SYSTEM ==
 
== LEGAL SYSTEM ==
 
Whitewall’s laws are put forth in a civil charter that all residents are expected to memorize by age 12; failure to do so results in a substantial fine for the child’s parents.
 
Whitewall’s laws are put forth in a civil charter that all residents are expected to memorize by age 12; failure to do so results in a substantial fine for the child’s parents.
   
[[The Syndics]], and the civil charter they established, are the ordering principle around which the rest of Whitewall’s government has oriented itself. The day isn’t long enough for [[The Syndics]] to handle every aspect of city governance, so they delegate the many responsibilities of rulership to other positions:
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[[The Syndics]] and the civil charter they established, are the ordering principle around which the rest of Whitewall’s government has oriented itself. The day isn’t long enough for [[The Syndics]] to handle every aspect of city governance, so they delegate many of the responsibilities of rulership to other positions, most notably:
  +
* the city’s judges (who oversee breaches of the civil charter and mete out justice),
 
  +
* the guardians (who form the city’s law enforcement forces)
  +
* the inspectors (who maintain the integrity of the civil charter by ferreting out corruption and more subtle violations of the civil charter).
 
There is some overlap between the duties of the judges and the inspectors, but whereas judges administer justice when actual crimes have been committed, inspectors guard civil order and administer municipal policies in subtler areas (like making sure streets are kept clean, seeing that citizens maintain their homes in good repair and checking to see that trade agreements are honored).
 
There is some overlap between the duties of the judges and the inspectors, but whereas judges administer justice when actual crimes have been committed, inspectors guard civil order and administer municipal policies in subtler areas (like making sure streets are kept clean, seeing that citizens maintain their homes in good repair and checking to see that trade agreements are honored).
   
 
=== JUDGES ===
 
=== JUDGES ===
Appointed by [[the Syndics]], Judges are tasked with administering Whitewall’s civil code. They hear cases, impose fines for lesser crimes, banish those deemed guilty of greater offenses and generally defend public order for which Whitewall is known.
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Appointed by [[the Syndics]], judges are tasked with administering Whitewall’s civil code. Judges hear cases, impose fines for lesser crimes, banish those deemed guilty of greater offenses and generally defend the public order for which Whitewall is known. Judges have a great deal of latitude to administer justice, but in difficult or unusual cases (usually those dealing with disputes between two guardians, spirits, or Exalts), the judges may send the cases to the Syndics for their judgment.
 
Judges have a great deal of latitude to administer justice, but in difficult or unusual cases (usually dealing with disputes between guardians, spirits, or Exalts), the judges may seek the Syndics for judgment.
 
   
 
=== INSPECTORS ===
 
=== INSPECTORS ===
 
These government officials check buildings for structural integrity, monitor accounts to see that proper taxes were paid and test enchanted items to see that they are truly enchanted. They consider themselves guardians of public safety, and take their duties seriously. Attempting to bribe an inspector is grounds for a summer exile.
 
These government officials check buildings for structural integrity, monitor accounts to see that proper taxes were paid and test enchanted items to see that they are truly enchanted. They consider themselves guardians of public safety, and take their duties seriously. Attempting to bribe an inspector is grounds for a summer exile.
   
== MILITARY ==
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== Military ==
Whitewall maintains a delicate strategic balance between enemies and potential enemies. To the East lies the enormous shadowland called Marama’s Fell. In the West, the Fair Folk lurk in the Wyld zones of dark forests and rugged mountains. The Realm presses for Whitewall to accept a closer and more subservient relationship. Icewalker tribes often pass by the city to trade their furs and extort a little tribute. The city’s three divine rulers, [[the Syndics]], negotiated treaties with all sides that leave Whitewall neutral.
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The city-state of Whitewall maintains a delicate strategic balance between enemies and potential enemies. To the East lies the enormous shadowland called Marama’s Fell. In the West, the Fair Folk lurk in the Wyld zones of dark forests and rugged mountains. The Realm presses for Whitewall to accept a closer and more subservient relationship. Icewalker tribes often pass by the city to trade their furs and extort a little tribute. The city’s three divine rulers, the Syndics, negotiated treaties with all sides that leave Whitewall neutral.
  +
  +
Nevertheless, the Syndics do not rely on diplomacy alone to protect their city. Whitewall also has a formidable military.
  +
 
Every adult citizen who can bear arms undergoes basic military training. In an emergency, therefore, this city of 700,000 could field a remarkably large militia. What’s more, Whitewall also has a cadre of professional warriors, the Guardians, who battle incursions by the Fair Folk, barbarians, bandits or the dead that take place despite the treaties. Not only are the Guardians all highly trained soldiers, but they include a higher percentage of Essence-wielders than can be found in any other military of the North... at least among humans. If war comes, the Syndics intend to field the largest, best-equipped and best-trained army in the North, with the best magical support their side of the Realm.
   
 
=== ARSENAL ===
 
=== ARSENAL ===
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Naturally, Whitewall produces a broad line of tactical and strategic artillery. The expense of firedust prevents the use of cannon, but the city’s artisans build a variety of ballistae, onagers and other sorts of catapults. Whitewall’s weaponsmiths incidentally craft special catapult ammunition for use against the Fair Folk and the dead: most notably, shells filled with salt or iron pellets (see Chapter Six for details).
 
Naturally, Whitewall produces a broad line of tactical and strategic artillery. The expense of firedust prevents the use of cannon, but the city’s artisans build a variety of ballistae, onagers and other sorts of catapults. Whitewall’s weaponsmiths incidentally craft special catapult ammunition for use against the Fair Folk and the dead: most notably, shells filled with salt or iron pellets (see Chapter Six for details).
   
=== STRATEGY AND TACTICS ===
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STRATEGY AND TACTICS
  +
 
Whitewall follows a defensive strategy with occasional forays to punish groups that break the various non-aggression pacts. Such forays are small, brief and carefully targeted to prevent any faction, mortal or supernatural, from feeling as if the city has declared a general war against them. So far, it works; it helps that the Fair Folk, the dead and the barbarians are all highly factionalized themselves. Indeed, all three groups see Whitewall’s punishment-attacks as opportunities to gain advantages over their immediate rivals. When the Guardians seek a band of marauding raksha or a gang of ghost brigands, the Guardians often find other Fair Folk or ghosts coming forward to volunteer information. Sometimes the tips even turn out to be true.
 
Whitewall follows a defensive strategy with occasional forays to punish groups that break the various non-aggression pacts. Such forays are small, brief and carefully targeted to prevent any faction, mortal or supernatural, from feeling as if the city has declared a general war against them. So far, it works; it helps that the Fair Folk, the dead and the barbarians are all highly factionalized themselves. Indeed, all three groups see Whitewall’s punishment-attacks as opportunities to gain advantages over their immediate rivals. When the Guardians seek a band of marauding raksha or a gang of ghost brigands, the Guardians often find other Fair Folk or ghosts coming forward to volunteer information. Sometimes the tips even turn out to be true.
   
 
The militia can move quickly to any place in Whitewall’s territory. Any mission into the wilderness, however, goes to the elite Guardians. Whitewall seldom musters more than a talon of Guardians for such a raid. The Guardians try to exterminate minor foes in one pitched battle. If an enemy’s power or numbers make that course impractical, the Guardians merely try to inflict enough damage to make the enemy think twice before attacking Whitewall again. They seek every advantage they can find, including setting traps and ambushes: Whitewall’s position, surrounded by enemies, turns notions of fair play into a luxury the city cannot afford.
 
The militia can move quickly to any place in Whitewall’s territory. Any mission into the wilderness, however, goes to the elite Guardians. Whitewall seldom musters more than a talon of Guardians for such a raid. The Guardians try to exterminate minor foes in one pitched battle. If an enemy’s power or numbers make that course impractical, the Guardians merely try to inflict enough damage to make the enemy think twice before attacking Whitewall again. They seek every advantage they can find, including setting traps and ambushes: Whitewall’s position, surrounded by enemies, turns notions of fair play into a luxury the city cannot afford.
   
=== DEFENSE ===
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DEFENSE
  +
 
The city’s famous walls form its most obvious defense. These massive walls of white granite would present a formidable obstacle even to the largest cannon or trebuchet (14L/20B soak, 50/100 health levels). What’s more, a mighty Zenith Caste hallowed each stone as it was laid, rendering the walls proof against the powers of demons, ghosts, raksha or other creatures of darkness. Sorcery or mundane force could destroy the walls, but not the supernatural powers of these entities. Nor can creatures of darkness pass the walls unless a citizen invites them in.
 
The city’s famous walls form its most obvious defense. These massive walls of white granite would present a formidable obstacle even to the largest cannon or trebuchet (14L/20B soak, 50/100 health levels). What’s more, a mighty Zenith Caste hallowed each stone as it was laid, rendering the walls proof against the powers of demons, ghosts, raksha or other creatures of darkness. Sorcery or mundane force could destroy the walls, but not the supernatural powers of these entities. Nor can creatures of darkness pass the walls unless a citizen invites them in.
   
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No mortal general would dare march an army through Marama’s Fell. The Fair Folk would likewise view any army marching toward Whitewall as intruding on their territory. Safety lies only on the god-blessed Traveler’s Road that connects Whitewall to the Inner Sea... a narrow conduit indeed.
 
No mortal general would dare march an army through Marama’s Fell. The Fair Folk would likewise view any army marching toward Whitewall as intruding on their territory. Safety lies only on the god-blessed Traveler’s Road that connects Whitewall to the Inner Sea... a narrow conduit indeed.
   
=== OTHER ASSETS ===
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OTHER ASSETS
  +
 
Whitewall already has a school of thaumaturgy, the Lotus Mind College of Thaumaturgical Sciences. When the Guardians know they must soon fight a ghost, raksha or other supernatural creature, local thaumaturges enchant their weapons for extra efficacy against that sort of foe. The Guardians can also call upon a variety of alchemical drugs, warding talismans and other products of thaumaturgy. These elite warriors also keep a sorcerer or two on retainer: service to the Guardians is a precondition to practice any sort of magic legally in Whitewall. The Syndics seek additional supernatural resources, such as more sorcerers or a dojo that teaches supernatural martial arts.
 
Whitewall already has a school of thaumaturgy, the Lotus Mind College of Thaumaturgical Sciences. When the Guardians know they must soon fight a ghost, raksha or other supernatural creature, local thaumaturges enchant their weapons for extra efficacy against that sort of foe. The Guardians can also call upon a variety of alchemical drugs, warding talismans and other products of thaumaturgy. These elite warriors also keep a sorcerer or two on retainer: service to the Guardians is a precondition to practice any sort of magic legally in Whitewall. The Syndics seek additional supernatural resources, such as more sorcerers or a dojo that teaches supernatural martial arts.
   
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Perhaps more importantly, Whitewall began in the First Age as a monastery-city dedicated to the Unconquered Sun, and the King of Heaven still counts as the “city father” or presiding deity. (The Syndics are gods in Whitewall, but they are not the gods of Whitewall—a distinction the Syndics insist that every citizen learn and observe in even the most casual speech.) The Unconquered Sun pays little attention to Creation these days, but wrecking his city might prompt awesome retribution. The return of Solars to Creation gives him a less drastic option: instead of acting personally, he might task any nearby Lawgivers to defend the city. People who pay attention to such things believe the Syndics have already recruited one Solar to defend the city—maybe more.
 
Perhaps more importantly, Whitewall began in the First Age as a monastery-city dedicated to the Unconquered Sun, and the King of Heaven still counts as the “city father” or presiding deity. (The Syndics are gods in Whitewall, but they are not the gods of Whitewall—a distinction the Syndics insist that every citizen learn and observe in even the most casual speech.) The Unconquered Sun pays little attention to Creation these days, but wrecking his city might prompt awesome retribution. The return of Solars to Creation gives him a less drastic option: instead of acting personally, he might task any nearby Lawgivers to defend the city. People who pay attention to such things believe the Syndics have already recruited one Solar to defend the city—maybe more.
   
=== THE WHITEWALL MILITIA ===
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THE WHITEWALL MILITIA
From ages 17-37, every able-bodied citizen becomes part of the active militia. These conscripts are assigned into 5-man squads, who are further assigned to form part of a 50-member Maniple. Each Maniple is assigned a Guardian (locally called a Lochagos) who acts as the Maniple's Captain and drill instructor. All members of a single Maniple are assigned the same weapon - typically suited to their profession (e.g.: scythes for farmers, picks for miners) as the Whitewall philosophy of civil defense is simple: “If you can use a hoe or a pick, you can use a sword and a shield.”
 
   
During the months from Descending Earth through Ascending Air (except during Calibration), 1/28th of all active militia drill at dedicated practice-fields - though Milita can go for years without ever seeing actual combat.
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From ages 17 to 37, every able-bodied citizen becomes part of the active militia. Every day from Descending Earth through Ascending Air, except for Calibration, 1/28th of the active militia drills at dedicated practice-fields. Militia members can go years without seeing real combat, though.
   
 
The most frequent reason to mobilize the militia is that some creature of darkness has tricked its way into the city and the Guardians cannot quickly stop its rampage. In that case, the city shuts down while the active militia arms to search for the intruder, room by room, house by house and block by block. No one expects the militia to fight such a dangerous intruder—merely to flush it out and leave no place to hide.
Twenty maniples (1,000 members) form a Cohort, which answer to the command of a junior Guardian officer.
 
   
  +
All the older citizens arm themselves as well, but only to guard their homes and families.
A maniple usually includes citizens from several neighborhoods. Cohorts draw their members from throughout the city. Shared loyalty to a cohort helps somewhat to counter class differences and bind the population together.
 
   
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ORGANIZATION
When the Guardians need the militia as backup for a raid, the Guardians usually draft a few maniples with whatever equipment the commanders think may be useful.
 
   
 
Militia members train in squads of five. Ten squads make a maniple, with a Guardian as its captain (locally called a lochagos) and drill instructor. Twenty maniples, in turn, form a cohort, under the command of a junior Guardian officer. In this manner, the Guardians serve as the officer corps for the militia, and the militia acts as a force multiplier for the Guardians.
MILITIA MOBILIZATION
 
   
  +
Every member of a maniple carries the same weapons. For instance, everyone in an infantry maniple might carry three javelins, a chopping sword and a target shield, while members of an archery maniple might carry a longbow with a hammer as a backup weapon. A cohort, however, always includes several kinds of maniple.
Militia members can go years without seeing real combat. However the most frequent reason to mobilize the militia is that a creature of darkness has tricked its way into the city and the Guardians cannot quickly stop its rampage. In this case, the city shuts down while the active militia arms to search for the intruder, room by room, house by house, block by block. During this scenario all older citizens arm themselves as well, but only to guard their homes and families (and may protect the children of trusted friends partaking in the search).
 
   
 
A maniple usually includes citizens from several neighborhoods. Cohorts draw their members from throughout the city. Shared loyalty to a cohort helps somewhat to counter class differences and bind the population together.
No one expects the militia to fight such a dangerous intruder—merely to flush it out and leave no place to hidefor the Guardians. In this manner, the Guardians serve as the officer corps for the militia, and the militia acts as a force multiplier for the Guardians.
 
   
In a full mobilization to search the city, each cohort has an assigned neighborhood. One or more maniples surround a building while squads led by Guardians search it for an intruder. Once a sizable building or area is certified as clear, the Cohort leaves a squad behind to stand watch.
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When the Guardians need the militia as backup for a raid, the Guardians usually draft just a few maniples with whatever equipment the commanders think might become useful. In a full mobilization to search the city, each cohort has an assigned neighborhood. One or more maniples surround a building while squads led by Guardians search it for an intruder. Once a building (or area of Whitewall’s Underton of caverns and tunnels) is certified as clear, the cohort leaves a squad behind to stand watch.
   
===<nowiki/>===
 
 
MILITIA COSTS
 
MILITIA COSTS
   
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Artifact weapons and armor are always city property, merely on loan to a Guardian, unless the Guardian somehow supplies them herself.
 
Artifact weapons and armor are always city property, merely on loan to a Guardian, unless the Guardian somehow supplies them herself.
   
  +
SAMPLE MILITIA MANIPLE: MIDTOWN LANCERS
=== THE WHITEWALL GUARDIANS ===
 
  +
Not only are the Guardians all highly trained soldiers, but they include a higher percentage of Essence-wielders than can be found in any other military of the North... at least among humans. If war comes, the Syndics intend to field the largest, best-equipped and best-trained army in the North, with the best magical support their side of the Realm.
 
 
Description: This maniple’s members come from some of the lower-income neighborhoods in Whitewall. Although they are poor, they have considerable esprit and pride in their maniple: six years ago, the maniple helped a squad of Guardians corner and kill a rampaging nemissary, and the soldiers want to regain the fame they briefly enjoyed for that feat. They are more than willing to take on any threat.
  +
 
Commanding Officer: Simla of Jadebrook
  +
 
Armor Color: Bronzed steel breastplate over warm wool clothing, pot helm with a raven feather
  +
 
Motto: “City, Syndics and Scrip.”
  +
 
General Makeup: 50 light infantry with spears and self bows
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Formation: The Midtown Lancers usually engage their foes in relaxed formation, but Guardian Simla can order them into close formation. She certainly does this when she wants the militia to block streets and so prevent an enemy’s escape.
  +
 
Despite their enthusiasm, the Lancers are merely extras, and they cannot act effectively without Guardian Simla’s command. She is their only special character. Simla herself wears a reinforced breastplate and pot helm, and carries an Exceptional mace. Since their adventure with the nemissary, all the soldiers carry bags of salt with which to draw lines against the dead.
  +
 
THE WHITEWALL GUARDIANS
   
 
Whitewall has some 6,000 Guardians, operating from 28 precinct houses scattered throughout the city (including four in Underton). Most of the time, they keep the peace as... well, not ordinary city guards. Not only do the Guardians’ combat skills and weaponry surpass those of most city guards, every Guardian also receives basic training in questioning witnesses and gathering evidence (represented by Investigation).
 
Whitewall has some 6,000 Guardians, operating from 28 precinct houses scattered throughout the city (including four in Underton). Most of the time, they keep the peace as... well, not ordinary city guards. Not only do the Guardians’ combat skills and weaponry surpass those of most city guards, every Guardian also receives basic training in questioning witnesses and gathering evidence (represented by Investigation).
   
 
Guardians also know how to follow trails, in town or outside the walls (Survival). Guardians enjoy many perks, but the Syndics expect a great deal from the Guardians in return. The militia might deal with barbarians and other mundane foes, but Guardians must find and fight everything from a runaway spine chain to ravager-gangs that kidnap citizens for their raksha master.
Guardians know how to follow trails, in town or outside the walls.
 
 
Guardians enjoy many perks, but the Syndics expect a great deal from the Guardians in return. The militia might deal with barbarians and other mundane foes, but Guardians must find and fight everything from a runaway spine chain to ravager-gangs that kidnap citizens for their raksha master.
 
   
 
Even though the Guardians receive every advantage the Syndics can provide, the Guardians often battle creatures that are far more powerful.
 
Even though the Guardians receive every advantage the Syndics can provide, the Guardians often battle creatures that are far more powerful.
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ORGANIZATION
 
ORGANIZATION
   
Similar to the Whitewall militia, the Guardians operate in squads of 5 and maniples of 50. Guardian cohorts, however, are ad-hoc groupings of maniples placed under the command of a senior officer. Each squad includes a corporal who leads the team, while a lochagos commands each maniple with the help of four sergeants. Senior officers—centurions, tetrarchs or dekarchs, depending on whether they may command two, four or 10 maniples—form the Guardians’ command staff.
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Similar to the Whitewall militia, the Guardians operate in squads of five and maniples of 50. Guardian cohorts, however, are ad-hoc groupings of maniples placed under the command of a senior officer. Each squad includes a corporal who leads the team, while a lochagos commands each maniple with the help of four sergeants. Senior officers—centurions, tetrarchs or dekarchs, depending on whether they may command two, four or 10 maniples—form the Guardians’ command staff.
   
 
The city government offers signing bonuses and a fast track into command for citizens (or potential citizens) who can channel Essence. Not only do the Guardians boast a few dozen outcaste Terrestrial Exalted, but the officer corps also includes numerous small gods and God-Blooded, Ghost-Blooded and Fae-Blooded mortals (who are exceptionally useful in dealing with the dead and the Fair Folk). A merely mortal parentage is no impediment to command, though any mortal soldier who shows enough skill to become a lochagos has her Essence activated by the Syndics, becoming an enlightened mortal.
 
The city government offers signing bonuses and a fast track into command for citizens (or potential citizens) who can channel Essence. Not only do the Guardians boast a few dozen outcaste Terrestrial Exalted, but the officer corps also includes numerous small gods and God-Blooded, Ghost-Blooded and Fae-Blooded mortals (who are exceptionally useful in dealing with the dead and the Fair Folk). A merely mortal parentage is no impediment to command, though any mortal soldier who shows enough skill to become a lochagos has her Essence activated by the Syndics, becoming an enlightened mortal.
   
Not every Lochagos commands a maniple, though. The Guardians include special squads in which every member can wield Essence. Such elite teams train to use their Charms, artifacts or other powers together in combat, much as a sworn Dragon-Blooded brotherhood.
+
Not every lochagos commands a maniple, though. The Guardians include special squads in which every member can wield Essence. Such elite teams train to use their Charms, artifacts or other powers together in combat, much as a sworn brotherhood of Dragon-Blooded. An elite squad may consist of individuals with diverse combat abilities, or members might follow a theme. For example, one team might specialize in fighting the dead using enchanted weapons and the Arcanoi of Ghost-Blooded members. Another team might all practice the same Terrestrial martial art.
   
 
FIFTH PRECINCT SNOWCATS
=== MILITIA ===
 
Whitewall has no standing army as [[The Syndics]] ruled it would be an unacceptable drain on the city’s resources and a potential threat to public order. However, the city does have a large and well-trained militia, whose function is to defend the city should the need ever arise. All citizens are given ample training in basic melee combat starting at the age of 12.
 
   
 
Description: The Guardians of this maniple carry about equal numbers of straight swords, axes, hammers and short spears, with a scattering of tridents and other weapons. They also carry long bows with iron-tipped target arrows and salttipped fowling arrows. All Guardians are elite soldiers.
=== GUARDIANS ===
 
If the city could be considered to have an army, the Guardians are it. Other than [[the Syndics]], the Guardians are the most personally powerful citizens in Whitewall. Their ranks are drawn from the city’s combat elite and many guardians are outcaste Terrestrial Exalted, lesser gods, or God-Blooded. At least one guardian is a Solar; the Syndics would very much like to recruit more.
 
   
 
Commanding Officer: Lochagos Iselsi Ruvan
It is the task of the guardians to keep the citizens of Whitewall safe and secure, from Fair Folk incursion or crimes of passion committed by residents. Whitewall is an orderly city, and the guardians have little tolerance for thievery, dishonesty or predatory or malicious behavior.
 
   
 
Armor Color: Bronzed steel enameled with a snowcat
In the summer, Whitewall deploys guardian scouts around the perimeter of the city’s farmland to repel attacks by Fair Folk, though summer is traditionally the season of fewest Fair Folk attacks.
 
   
 
Motto: “Safety, Peace and Order.”
== ==
 
   
 
General Makeup: 40 heavy infantry, variously armed, with pot helm, target shield and reinforced breastplates or lamellar armor; five uniquely-armed champions
Guards mounted atop the city’s wall scan the horizon in all directions watching for approaching enemies, particularly behemoths. An array of anti-siege weapons sits atop the city’s wall, constantly maintained in a state of perfect readiness in case the alarm is ever sounded.
 
   
 
Formation: The Snowcats move between relaxed and close formation, as needed. Iselsi Ruvan is an outcaste Water Aspect who knows he’d better stay outcaste if he wants to live; the Syndics trust him with a short jade powerbow. His fighting chain and the weapons of his four sergeants are all Fine and carry an elemental benediction. The sergeants are heroes who can command double squads if necessary. Every component squad has at least one thaumaturgically enchanted weapon and one talisman or potion.
The ranks of the guardians change from time to time
 
  +
 
=== MILITIA ===
 
Whitewall has no standing army as [[The Syndics]] ruled it would be an unacceptable drain on the city’s resources and a potential threat to public order. However, the city does have a large and well-trained militia, whose function is to defend the city should the need ever arise. All citizens are given ample training in basic melee combat starting at the age of 12. The Whitewall philosophy of civil defense is simple: “If you can use a hoe or a pick, you can use a sword and a shield.” The city’s guardians teach martial arts that emphasize the use of farming and mining implements as melee weapons.
  +
 
=== GUARDIANS ===
 
If the city could be considered to have an army, the Guardians are it. Other than [[the Syndics]], the guardians are the most personally powerful citizens in Whitewall. Their ranks are drawn from the city’s combat elite and many guardians are outcaste Terrestrial Exalted, lesser gods, or God-Blooded. At least one guardian is a Solar; the Syndics would very much like to recruit more.
  +
 
It is the task of the guardians to keep the citizens of Whitewall safe and secure, from Fair Folk incursion or crimes of passion committed by residents. Whitewall is an orderly city, and the guardians have little tolerance for thievery, dishonesty or predatory or malicious behavior.
  +
 
Guards mounted atop the city’s wall scan the horizon in all directions watching for approaching enemies, particularly behemoths. An array of anti-siege weapons sits atop the city’s wall, constantly maintained in a state of perfect readiness in case the alarm is ever sounded.
   
Should Whitewall fail to have enough sufficiently powerful Guardians to protect the city, Whitewall will resorts to hiring mercenaries - usually Terrestrial Exalted from Lookshy but, sometimes, even from the Realm (in which case, they keep Pethisdotter as far from the Dragon-Bloods as possible).
+
The ranks of the guardians change from time to time, and, at times, the city doesn’t have enough sufficiently powerful guardians to protect the city from behemoths, at which point Whitewall resorts to hiring mercenaries, usually Terrestrial Exalted from Lookshy but, sometimes, even from the Realm (in which case, they keep Pethisdotter as far from the Dragon-Bloods as possible). In the summer, Whitewall deploys guardian scouts around the perimeter of the city’s farmland to repel attacks by Fair Folk, though summer is traditionally the season of fewest Fair Folk attacks.
   
 
== DISREPUTABLE FOLK ==
 
== DISREPUTABLE FOLK ==
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[[Lookshy]] pays handsomely for the resources traded by Whitewall. The miners and artisans of Whitewall would love to do an even greater volume of trade with the Seventh Legion, perhaps even importing some Shogunate Essence technology, but it is likely to take more diplomacy, and a lot more available ore and blue jade, before that comes to pass.
 
[[Lookshy]] pays handsomely for the resources traded by Whitewall. The miners and artisans of Whitewall would love to do an even greater volume of trade with the Seventh Legion, perhaps even importing some Shogunate Essence technology, but it is likely to take more diplomacy, and a lot more available ore and blue jade, before that comes to pass.
   
=== RASHAKA ===
+
=== THE WINTER FOLK ===
 
Technically speaking, Whitewall is within striking distance of two tribes of Fair Folk. [[Marama’s Fell]], ironically, protects the city from direct strikes from the so-called Lions of the Snow, the larger of the two tribes of fae.
 
Technically speaking, Whitewall is within striking distance of two tribes of Fair Folk. [[Marama’s Fell]], ironically, protects the city from direct strikes from the so-called Lions of the Snow, the larger of the two tribes of fae.
   
Attacking Whitewall from their Freehold would require the Lions of the Snow to venture through the core of the shadowland (a feat they tried once and are unlikely to attempt again).
+
Attacking Whitewall in a direct strike from their Freehold would require the Lions of the Snow to venture through the core of the shadowland, a feat they tried once and are unlikely to attempt again.
   
 
The closer, and by far the more dangerous, fae operate out of a Freehold only 50 miles west by northwest of Whitewall. They call themselves “The Winter Folk,” perhaps intending to sow confusion or else finding it amusing to refer to themselves by the name given them by mortals.
 
The closer, and by far the more dangerous, fae operate out of a Freehold only 50 miles west by northwest of Whitewall. They call themselves “The Winter Folk,” perhaps intending to sow confusion or else finding it amusing to refer to themselves by the name given them by mortals.
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* hobgoblins with wolfish features
 
* hobgoblins with wolfish features
   
* hobgoblins that appear as jagged sculptures of misshapen children hammered out of ice.
+
* hobgoblins that look like jagged sculptures of misshapen children hammered out of ice.
Their favorite hunting grounds are the road leading to [[Gethamane]], and roads leading to the mines outside Whitewall. The Fair Folk would love nothing so much as to disrupt the flow of iron from those mines, but the citizens of Whitewall have seeded both sides of the road with iron caltrops and a number of other, even more ingenious, traps devised by Whitewall’s engineers.
+
Their favorite hunting grounds are the road leading to [[Gethamane]] and the roads leading to the mines outside Whitewall. The Fair Folk would love nothing so much as to disrupt the flow of iron from those mines, but the citizens of Whitewall have seeded both sides of the road with iron caltrops and a number of other, even more ingenious, traps devised by Whitewall’s engineers.
   
The Winter Folk have domesticated two animals, reindeer and ice weasels, both of which allow the fae to hunt mortals with devastating efficiency. The reindeer allow the Fair Folk to travel without tiring, while the ice weasels act as malevolent hunting hounds. The Fair Folk themselves are perfectly dangerous enemies even without their beasts, however. The fae can walk across even freshly drifted snow as though it were solid ground, giving them a pronounced advantage when pursuing mortals through the Northlands.
+
The Winter Folk have domesticated two animals, reindeer and ice weasels, both of which allow the fae to hunt mortals with devastating efficiency. The reindeer allow the Fair Folk to travel without tiring, and they use ice weasels as malevolent hunting hounds. The Fair Folk themselves are perfectly dangerous enemies even without their beasts, however. The fae can walk across even freshly drifted snow as though it were solid ground, giving them a pronounced advantage when pursuing mortals through the Northlands.
   
 
Fortunately for the city of Whitewall, it is the source of much of the iron in the North. All of the arrows used by the guards atop the wall are iron-tipped, as are their melee weapons, armor and the shoes of their war horses.
 
Fortunately for the city of Whitewall, it is the source of much of the iron in the North. All of the arrows used by the guards atop the wall are iron-tipped, as are their melee weapons, armor and the shoes of their war horses.
   
 
=== HUNTING MONSTERS ===
 
=== HUNTING MONSTERS ===
Whitewall’s proximity to [[Marama’s Fell]] is hardly the only threat Whitewall faces. The greatest risk of all, however, is an attack by a behemoth from the nearby Wyld zone. As creatures of chaos, often shaped by the will of Fair Folk, behemoths can possess abilities that make them threats even to a city like Whitewall.
+
Whitewall’s proximity to [[Marama’s Fell]] is hardly the only threat Whitewall faces. The greatest risk of all, however, the one the Syndics fret about in their private moments, is an attack by a behemoth from the nearby Wyld zone. As creatures of chaos, often shaped by the will of Fair Folk, behemoths at times possess abilities that make them threats even to a city like Whitewall.
   
 
The wall of Whitewall, though ancient and supernaturally sturdy, could potentially fall before a substantial enough attack, and the First Age techniques that built the wall are not practical in the Second Age. Without the great wall to protect Whitewall, the city would be doomed.
 
The wall of Whitewall, though ancient and supernaturally sturdy, could potentially fall before a substantial enough attack, and the First Age techniques that built the wall are not practical in the Second Age. Without the great wall to protect Whitewall, the city would be doomed.
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== SECRETS OF WHITEWALL ==
 
== SECRETS OF WHITEWALL ==
 
===WHITEWALL IN THE PRESENT===
 
===WHITEWALL IN THE PRESENT===
  +
 
 
MIDTOWN LANCERS
 
 
This maniple’s members come from some of the lower-income neighborhoods in Whitewall. Although they are poor, they have considerable esprit and pride in their maniple: six years ago, the maniple helped a squad of Guardians corner and kill a rampaging Nemissary. The soldiers enjoyed the brief fame they recieved from this and have since become more than willing to take on any threat.
 
 
'''Commanding Officer''': Simla of Jadebrook
 
 
'''Armor Color''': Bronzed steel breastplate over warm wool clothing, pot helm with a raven feather
 
 
'''Motto''': “City, Syndics and Scrip.”
 
 
'''General Makeup''': 50 light infantry with spears and self bows
 
 
'''Formation''': The Midtown Lancers usually engage their foes in relaxed formation, but Guardian Simla can order them into close formation. She certainly does this when she wants the militia to block streets and so prevent an enemy’s escape.
 
 
Despite their enthusiasm, the Lancers are merely extras, and they cannot act effectively without Guardian Simla’s command. She is their only special character. Simla herself wears a reinforced breastplate and pot helm, and carries an Exceptional mace. Since their adventure with the nemissary, all the soldiers carry bags of salt with which to draw lines against the dead.
 
 
 
 
FIFTH PRECINCT SNOWCATS
 
 
Description: The Guardians of this maniple carry about equal numbers of straight swords, axes, hammers and short spears, with a scattering of tridents and other weapons. They also carry long bows with iron-tipped target arrows and salttipped fowling arrows. All Guardians are elite soldiers.
 
 
'''Commanding Officer''': Lochagos Iselsi Ruvan
 
 
Armor Color: Bronzed steel enameled with a snowcat
 
 
Motto: “Safety, Peace and Order.”
 
 
General Makeup: 40 heavy infantry, variously armed, with pot helm, target shield and reinforced breastplates or lamellar armor; five uniquely-armed champions
 
 
Formation: The Snowcats move between relaxed and close formation, as needed. Iselsi Ruvan is an outcaste Water Aspect who knows he’d better stay outcaste if he wants to live; the Syndics trust him with a short jade powerbow. His fighting chain and the weapons of his four sergeants are all Fine and carry an elemental benediction. The sergeants are heroes who can command double squads if necessary. Every component squad has at least one thaumaturgically enchanted weapon and one talisman or potion.
 
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