Difference between revisions of "Whitewall"

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A city in the [[Locations/North|North]], Whitewall is ruled by a triumvirate of spirits known as the [[Whitewall/Syndics|Syndics]]. It's renowned for its pacts with the local [[DeathLords|Deathlords]] and [[FairFolk|Fair Folk]] which keep the road to Whitewall safe year-round.
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A city in the [[Locations/North|North]], Whitewall is what most people think of when they think about living in the North. Though it has fallen from its First Age grace, it is still the most hospitable of all the Northern locations. Ruled by a trio of spirits called the [[Whitewall/Syndics|Syndics]]. , Whitewall is noted for its pacts with the local [[DeathLords|Deathlords]] and [[FairFolk|Fair Folk]] which keep the road to Whitewall safe year-round, as well as for the Great Northern Road, which shares the aforementioned protections. It is a sterile city, constantly alert for undead or fey inside its eponymous walls, but it is a safe city, and to many in the North, safety is more important than anything else.
  
 
Known Exalted:
 
Known Exalted:

Latest revision as of 22:27, 6 January 2014

A city in the North, Whitewall is what most people think of when they think about living in the North. Though it has fallen from its First Age grace, it is still the most hospitable of all the Northern locations. Ruled by a trio of spirits called the Syndics. , Whitewall is noted for its pacts with the local Deathlords and Fair Folk which keep the road to Whitewall safe year-round, as well as for the Great Northern Road, which shares the aforementioned protections. It is a sterile city, constantly alert for undead or fey inside its eponymous walls, but it is a safe city, and to many in the North, safety is more important than anything else.

Known Exalted:

  • Rune (Solar, from Caste Book: Eclipse)

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