
Neighbourhood Overview
The main axis of the city runs from High Altar?(The Air Temple) down to Shambleshur (Shamble Shore, the twisting maze-like slum area) and the lighthouse. Shambleshur is half deserted, mainly for outsiders, though it has a mixed clan population.
The secondary axis of the city runs north-south from King's Rock (the inner citadel, with is own walls, containing the High King's Hall and Hearth) through the great market (with its shrines, statue of Argan Argar, and Little Big's Horn) to the fine new Tarkalorian buildings of Guilderinn (The Guild's Inn).
Guilderinn The Guild's Inn) is now mainly a public area, associated with an extinct clan. It also has many deserted buildings.
Dalewatch is a great tower commanding views into Northvale and distant Smithstone. It is associated with Clan A.
Bullshur (Bull Shore) is also a tower, commanding views south-eastward to Stormwalk Mountain. It is controlled by Clan B.
T'anerow (Thane's Row) is is a quarter associated with the wealthy warrior Clan C. it is named for an ancestor thane of the clan, a Volsaxi hero and champion.
Whiteledge contains the finer public buildings. It is associated with the bloodlines of the king's household.
Both Shambleshur and Guilderinn have many many deserted buildings - Whitewall is in one sense a failed city, much smaller in population than it's size suggests, an emptying exacerbated by the continuing civil war. Wealthier trading families have tended to leave, while poorer refugeees uprooted by the war have sought shelter here.
Vaulted Hall of Saint Gerlant (pg. 174 HQ) See also WhiteWall Malkioni
Lets add another clan (Clan D) who were once beyond the walls, now crowded into Shambleshur and other locales throughout the city.
Please add your suggestions for clan names and totems!
<John>
Locales and Buildings Within The City
Temples
The Air Temple
The one right at the top, overlooking the battleground. Three ascending tiers, like a ship's prow.
If it doesn't have a Vingan shrine at the start, it soon will. Right next to one of those big decorative bits of White Quartz, if we can manage it.
The Earth Temple?
<Jane>Made of that rather nice Ernaldan feldspar Trotsky found us:
http://mineral.galleries.com/minerals/silicate/microcli/microcli.jpg </Jane>
The Death Temple?
<Jane> You want Humakti, they have a temple. And attached barracks. And a duelling ground. In fact, attach it to the Law Courts. Then again, the first lot of visiting Humakti (Hereward's Legion) bring their own mobile temple. We could do without this if we want to cut down. How many of his own Humakti does Broyan have?</Jane> <Nick>I'm with John&Jane on this. The "Humakti Temple" should be what the Humakti who are here for the siege have put together for their own use -- not a permanent structure.</Nick>
<Jane>From the discussion of the "Camp" and "Six directions" setup, it looks as if the Humakti are being the Wind from Below (and they don't see anything funny about the title) - no, seriously, their formal headquaterters is fairly deep underground. Directly under the Orlanth temple if we can do it. </Jane>
Other Shrines?
<Joerg> The Argan Argar statue, shrine and market holding its spear almost like Liberty... as seen in RQA #4 </Joerg>
A Vingkot Shrine, by the King's Hall. <John>
<John>Just a general note: let's be careful about concentrating too many temples in a remote locale with few worshippers. Okay, its a Storm sacred site. And its the King's dwelling. But it's only half a city. </John>
The Walls
Various Towers
Tarkalor's Gate?
The Lighthouse Beacon
<Ian Cooper> see my suggestion on Garan - could probably link this that Garan the star captain (and founder of the Garnavuli with Serias) may have been the 'little light' that protected Seriasdova?, and shone from the 'lighthouse' at Whitewall, much as Elmal shone from Kero Fin.
The Great Market
<Chris> This is sheep country. The nearby forest provides a few herbs that can be used to dye wool. The market here is primarily one for the factoring of wool production -- shepherders come in with raw wool to sell at shearing; the resident clans buy most of it and distribute it to their bloodlines, which tend to specialize into dyers, spinners, weavers, and tailors. Each preceding stage in the process has an obligation to give a goodly proportion of their production back to the clan, which gives it to the next stage. The bloodlines sell their remaining goods in the great market, which has a small shrine to Issaries, Heler, and Voriof. </Chris>
The Hidden Stables
Ways In And Out of the City
The Goat's Path (see also: A Hero Approaches)
The Snake's Path
Catching a Wind
The Tunnels?
