Whittengrove

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Whittengrove is the largest city in the Lotus Basin, built around the former site of the Whitten Waymark.

## History

Provisioned by the wizard Nelenet for the adventurers and pioneers brought to the Ahlusian continent to explore the lands at his behest, the settlement of Whittengrove was built upon long-abandoned ruins of a town of the same name, formerly an Earldom in the Realm of Lachlen. Although starting modestly as little more than draughty hovels centred around a village well, Whittengrove quickly blossomed into a burgeoning town, distinguished from the settlement before by the notable density of more exotic races, including those more commonly native to the Underdark courtesy of the influence of the fledgling Arken Den.

As taverns, forges, chapels and guildhalls were commissioned and constructed from the earnings afforded to those adventurers through their exploration, the settlement garnered the attention of the marauding Legion of the Black Hand, a goblinoid warband, who attacked the town three times, bring death and destruction in their wake - but never defeat. Throwing back the goblinoid aggressors each time, the Legion would be felled to the north, at the stronghold that would in time become Hob's Fall.

As the populace grew, so did their wants and needs, and with it further provisions of residencies, places of work, worship and respite, and those constructs of commerce necessary to meet their desires. This expansion spread naturally towards the banks of the Lotus Run and Oyster Bay, providing for further growing needs - food and ease of transportation. As a port city, all manner of vessels from the cities to the west and east call in at the harbours and quays of Whittengrove, and find a city filled with diversity and curiosity in regard to constructions and population alike.

## Government

Founded in 4WD, Tarra-Whiterose, the Lotus Council was created by the adventurers Fonteyne Howell, Morennel Uthreloth, Ronan, Siebern Kuiper and Zareyl Arkenviir, all in time becoming the first Councillors to sit at the circular table in the heart of the Guildhall known as the Cornucopia. The early months of the Council were fraught with tensions and challenges as the members discussed, argued and squabbled over matters of governance, resulting in time with all five seceding from the role to pursue alternate ventures.

While the replacement councillors were hand-picked by the retiring members, since the process of appointment has become a more diplomatic process, with each councillor serving as head of one of the five domains of bureaucracy acting in the interests of both the city and its populace. Elections take place every ten years, with the votes for each seat staggered to facilitate the greatest potential mixing of individuals and ideals. Vast campaigns are commonplace within Whittengrove every two years, as competing parties put forward their case to the voting populace. Beneath the Council are the Magistrates, who are appointed to look after the day-to-day running in the subsections of each of the major districts of the city.

#### Law and Security

Managing the edicts and legislations to which those residing within the Lotus Basin are bound, the Councillor of Law and Security carries the title of Justiciar. Coordinating the training, outfitting and provision of armed forces and guards for the defence of both Whittengrove and Woodry Bridge, as well as patrols along the roads that connect them and those that stretch further afield alike, the Justiciar is considered by most to be the informal leader of the Lotus Council, and thusly a highly coveted position.

#### Agriculture and Community

Tasked with providing sufficient food, drink and other provisions for the populations of the Lotus Basin, the Councillor of Agriculture and Community carries the title of Proviciar. Amongst the responsibilities of the Proviciar are that of setting quotas and yield expectations for the countless farms and villages scattered through the fields and hills north of Whittengrove, as well as managing education and training opportunities for the general populace. Ensuring wells remain viable and disease free also falls within the remit of the Councillor of Agriculture and Community.

#### Construction and Industry

Responsible for quarries, forestries, mines, as well as the creation of new builds, whether simple homesteads or defensive walls lined with watchtowers, the Councillor of Construction and Industry carries the title of Archiciar. Those seeking to erect new structures, permanent or temporary within either of the walls of Whittengrove must seek approval from the office of the Archiciar, and likewise those seeking a change in employment find few better places to look than upon the notice boards and hoardings that bear the Archiciar's mark.

#### Diplomacy and Trade

With what the Archiciar provides, the Magniciar forges contracts, pacts and agreements within the Lotus Basin and beyond, holding economic interests at the forefront. The Councillor of Diplomacy and Trade also takes responsibility for sociopolitical relations with the surrounding regions, managing both collaborative efforts to further reclaim the wilds, negotiate import and export tariffs and maintain peace in place of conflict. The Magniciar is also the appointed guardian of the settlement of Woodry Bridge, which serves as an important crossing point over the Lotus Run for the Merchant's Pass, the road leading northward.

#### Faith and Festivity

Traditionally held by a High Priest of one of the numerous churches and chapels to the Principal Sixteen in the city, the Councillor of Faith and Festivity carries the title of Devoiciar. Advising on spiritual matters and taking responsibility for the needs of the clergy, their primary role is the organisation of the numerous holy days and festivals that occur throughout the course of the year, coordinating with their fellow councillors to ensure provisions and security is sufficiently in place to maximise their merit.

### Laws of the Lotus Council

Facilitated by the Office of the Justiciar, fines and imprisonment are the cornerstones of the punishment system in Whittengrove and the surrounding lands. Fines of less than 25gp can be collected by members of the Rosehelms, larger sums require officiating by means of a reeve accompanied by a member of the Order of the Oyster. If directed towards military personnel, a noble or a member of the Lotus Council, greater fines and extended incarcerations are oft enacted, with execution only being used in the case of the most henious of crimes.

* **Theft.** Up to 14 days imprisonment and/or a fine twice the value of the stolen items.
* **Trespassing.** Up to 7 days imprisonment and/or a fine of 150gp.
* **Failure of proper payment of taxes.** Up to 14 days imprisonment and repossession of assets equal to the amount owed.
* **Damage to private property.** Up to 30 days imprisonment and a fine twice the value of the damage dealt. Alternatively, up to 60 days unpaid service to the owner of the property may be considered.
* **Kidnapping.** Up to 90 days imprisonment and/or a fine of 300gp.
* **Assault, with intent to harm.** Up to 30 days imprisonment and/or a fine of 200gp.
* **Assault, with the intent to kill.** Up to 360 days imprisonment and/or a fine of 1000gp.
* **Murder.** Up to 10 years imprisonment and/or a fine of 6500gp.

## Crime

In the earliest days of Whittengrove's existence, thefts financed the meagre income of some of the newly-settled populace, and the pillaging of forgotten troves of coin was wider spread still. While most of the original plunderers have since moved on to more outwardly legal ventures, crime remains a feature throughout the city, despite the efforts of the Rosehelms. Pickpockets are ever present in the busier markets, mountebanks and charlatans swindle those less perceptive, and deeper still criminal guilds operate black markets involved in smuggling, racketeering and counterfeiting, as well as more unsavoury activities.

## Geography

Following the construction of a pair of city walls, the settlement of Whittengrove was partitioned into three major districts, the Inner City within both sets of walls, the Warded City between the pair, and the Outer City collected around the gates beyond both. The Warded City is itself further subdivided into five wards, as per its name.

Four major roads enter the outer walls of Whittengrove, the Merchant's Pass which trails from the north through the Guild Gate to the Cadre Ward, the Twogrove Road which passes into the Farmhand's Ward and Ward of Allsoul Abode by means of the Candle Gate from the lands to the west, and the Quayside Pass and Homeward Trail which enter the city via the Bloodhawk and Mother's Gates respectively, heralding from nearby docks, farms, plantations and vineyards.

### Outer City

Ill-defined compared to the orderly divisions of the wards within the walls, the Outer City up more than half of the landmass taken up by the settlement, blending at its extremities with the farms and homesteads that supply much of the food for the populace. Much of the population lives within the Outer City, residing in simple constructions of their own design and creation, or those left and abandoned by their neighbours. Though many criminal organisations operate in the Outer City, knowing that patrols by the Rosehelms are far less frequent than within the walls, licit trade is ever present too, with impromptu markets springing up along the side of the four main roads that lead into the city, particularly so the Merchant's Pass which trails along the banks of the Lotus Run towards Woodry Bridge, and Twogrove Road, which meanders towards the Velenthir Estate. Along the shores and beaches of Oyster Bay to the south of the Farmhand's Ward, fisherfolk haul in their catches for themselves and market, and as such the Outer City is particularly dense with activity along this border too.

### Cadre Ward

As the Merchant's Pass enters the outer walls of Whittengrove through the Guild Gate, it is overlooked by rounded battlements shaped like upright coins, and so onwards passes in the Cadre Ward, where most of the city's business and trade takes place. Connected to the wider world by means of both the Merchant's Pass and ships calling port at Halfsail Wharf, the Cadre Ward is an endless bazaar of businesses and guildhalls, sprawling between streets wide and narrow and scattered amongst market squares and plazas orderly and chaotic alike. The southern part of the ward, where it meets with the harbour district, is occupied mainly by warehouses and storerooms, whereas closer to the inner walls manors and manses owned by the comfortable and wealthy can be found.

Littered throughout the Cadre Ward are shrines to Gaityas, Ilemer and Veth are prevalent, although the faithful of the Goldhand also maintain a major temple called the Guildmaster's Guild, distinguished by its large domed roof hued gold that dominates the skyline. Taverns, festhalls and bathhouses aplenty can be found on most corners, serving the needs of those arriving at Whittengrove after long journeys afoot. Also contained within the Ward is the Aerodrome, a port suspended aloft and facilitating the docking of the aerships that are seen soaring through the clouds above at the behest of the Aethnarch of Aviacrest, and those with whom he holds agreements and contracts.

### Allsoul Abode

Nestled between the outer and inner walls in the western aspect of the city, the Ward of Allsoul Abode houses much of the populace of Whittengrove. As a result, while Cadre Ward is heralded as the bastion of bartering and trade within the walls, significant quantities of general commerce take place within Allsoul Abode, supplying mundane provisions to the residents less able or willing to venture eastward to the guildhalls and the markets located elsewhere. Though more oft than not held to lower standards than those in other more prosperous wards, the taverns and innhouses of Allsoul Abode are famed for their warmth and welcoming camaraderie, whether positioned prominently around the Mother's Gate on the major road known as the Homeward Trail or buried deep in winding alleys between hovels and homes. Theatre halls and music rooms featuring travelling tropes of bards are also commonplace in the Ward of Allsoul Abode, and while many of the patrons may not be able to toss gold pieces in appreciation for musical talents, their cheers and calls are the warmest found within the city walls.

### Farmhand's Ward

In truth, Farmhand's Ward is considered by most town planners to be an extension of Allsoul Abode, a reality reflected in the constructions contained within, and the immediate proximity of the ward relative to that of the main residential centre. Distinguishing however, is the populace, predominantly made up by field workers and fisherfolk tilling and harvesting the local land and waves, but this too over the years has lost its original distinction. The cheapest land and properties within the walls of Whittengrove, the Farmhand's Ward has become a haven for those of few coin, but little more seeking to avoid the chaos of the Outer City.

### Halfsail Wharf

Taking its name from the requirements of all vessels in approach or departure from the bay around which it is built, Halfsail Wharf competes with the Cadre Ward as the trade hub of the city, with dozens of jetties provisioned for the docking of sea-going ships. Heavily policed, imports and exports are inspected by dedicated members of the Rosehelms, and patrols by the Order of the Oyster are not uncommon. Fines are handed out freely to any vessel making land irresponsibly, whether moving with too great haste or simply stopping at a quay unassigned to their purposes, and so many locals make a living as guide boats that linger at the entrance to the docks to guide ships in appropriately and in accordance with local rules for a modest fee.

Just as the Cadre Ward features numerous taverns and alehouses for those weary from travel on foot, horse or carriage, the streets of Halfsail Wharf are littered with similar establishments, as well as gambling dens, fighting pits and other sources of entertainment. Workshops specialising in woodwork, joinery and fabrics are commonplace wharfside, as well as a few stray blacksmiths, all working with the raw materials and resources unloaded from the arriving vessels, ready for sale elsewhere in the city.

### Pearl Ward

With commanding vistas overlooking the full estuary of the Lotus Run, the Pearl Ward is raised slightly above that of the rest of the city on a peninsula partially surrendered to the docks of the adjacent Halfsail Wharf. That which remains houses many wealthy residents of the city, with estates surrounded by stone walls containing gardens, fountains and private orchards. Patrols of Rosehelms and the Order of the Oyster are common in the Pearl Ward, though most residents have their own private security paid out of their own coffers. Further still, a few lament the presence of the city's designated guard near their property, considering them oafish and incompetent.

A notable feature of the Pearl Ward is that of Galerider Terminal, a rail station for the rebuilt Great Conduit that crosses the Lotus Run to travel towards the Atral capital of Chalimar, a journey of some one hundred and thirty-five miles. Intracity caravans are a common sight around the Terminal, serving to ferry deliveries carried by means of Haulage Suites aboard the rail to market elsewhere in the city. As entry into the Pearl Ward is heavily policed, proof of purchase of a ticket for the Rail is one of the few ways to bypass conventional restrictions, and ticket hawkers can be found throughout the streets of the Warded City, as well as designated purchase booths. Further details about the Galerider Rail can be found within Chapter 6 of this primer, including the scheduled routes and typical ticket prices.

### Inner City

Known also as the Old City, the Inner City is made up primarily of the original settlement of Whittengrove and so exists as an eclectic mix of architectural styles, purposes and designs. Many of the major factions currently active in the civilisations of Ahlus find their original within the Inner City, and for most the Guildhalls still remain. Taverns and tea houses, barracks and blacksmiths, the inner city's structures have continued to change and grow with time, many migrating out of the inner walls to find new markets further afield, while maintaining buildings now scarcely used for sake of sentimentality for humble beginnings.

Most notable however, and dominating the majority of the Inner City, is that of the Cornucopia, the seat of the Lotus Council. When originally envisioned and built, the Council Chambers were more akin to that of a Guildhall, but has since become a fortified manse featuring towered accommodation for each of the Councillors, as well as a myriad meeting chambers and halls for inside and outside assemblies. At the edge of the Cornucopia complex is a permanent stage, upon which the Councillors are known to make addresses to and hear the needs of the common populace. In addition, the Justiciar of the Lotus Council and their subordinates carry out the sentencing of criminals from atop the podiums of the stage, but the use of execution as features elsewhere in the Realms is currently outlawed within the Lotus Basin for even the most severe crimes. Incarcerations are most commonly faciliated by means of the cells of a construction called The Shell, buried beneath the banks of the Oyster Bay with but one entranceway known to the public, located in the central barracks of the Order of the Oyster, near the boundaries of the Cornucopia itself.

Notable Locations of the City

* The Singing Goblin - A modest tavern run by the half-elf Vanxian, positioned next to a major marketplace at the boundary between the Cadre Wards and Halfsail Wharf. Famed for cheap food, and often used as a meeting point and drop-off for members of criminal syndicates.
* Three Brothers Warehouse - Build on the wharf-front, the Three Brothers Warehouses is tied to a number of legitimate businesses, including a bakery, butcher, tailor and tavern, but is secretly a front for the Other Hand to produce Phymm, an illicit drug.

#### Notable Locations of the City (Built During the First Campaign)

* The Arkenviir Legion - Functioning as an army for hire on individual and retinue-sized bases, the Arkenviir Legion stands apart from its counterparts in the Fonteyne's Forces by being made up primarily of Underdark and monstrous races.
* The Arken Den - Owned and operated by those allied and in service to House Arkenviir, the Arken Den is currently the largest single structure in the settlement of Whittengrove. It was later expanded to include the Arkenviir Trust, the first bank of recolonised Ahlus.
* Catacombs - Sprawling beneath the fomer Chapel of Lolth, the Catacombs were well-equipped to tend to the dead, preparing them for the afterlife beyond, or whatever further plans made be had for them by the design of mortal or immortal minds alike. They have since been largely forgotten by the populace.
* Church of Divinus - The third place of worship to be built in the settlement of Whittengrove, the church was constructed at the order of the paladin Fonteyne Howell, pledging the very stones and timbers to the reverence of the Ahlusian God of Destiny.
* Church of Taranis - After receiving teaching from the Priest Bavramux at Viridell, Arlen sought to create additional space for the Morning Light within the settlement of Whittengrove, constructing a new church within its western aspect.
* The Cornucopia - While many constructions in Whittengrove had been collaborative experiences, none save perhaps the walls have involved such a collective as the Cornucopia. Regardless of creed, personal beliefs or cultural origin, the Cornucopia is the meeting hall for the Lotus Council, upon which many high-profile residents of Whittengrove sit.
* Farbound Guild - Only a couple of members of the Guild typically reside in Whittengrove at any given time, with the other dozen or so instead roaming the lands around the settlement, continuously updating the detailings of terrain and features alike.
* Fonteyne's Finances - After full expansion of Fonteyne's Fountain, founder and namesake Fonteyne Howell sought to develop a counter for the financial dependency of the inhabitants of Whittengrove on the Arken Den and the Arkenviir Trust. Fonteyne's Finances was his answer to this.
* Fonteyne's Forces - Positioned on the road south within the walls, it is a functional but modest stone building outfitted for a number of soldiers, hirelings and mercenaries. While a few that reside inside do owe allegiance directly to Fonteyne, most can be hired by anyone that visits with coin sufficient for their services.
* Fonteyne's Fountain - A tavern named for the primary proprietor Fonteyne Howell, Fonteyne's Fountain serves a variety of food and drink options. Following expansions, it now offers living quarters on both a short and long term basis.
* Fortune's Threads - Expanding on the success of the Silk's Den and seeking to secure a more stable source of income to fund future ventures, Siebern Kuiper commissioned the construction of Fortune's Threads, a towering structure housing a series of looms for the weaving, shaping and braiding of all manner of fabrics.
* The Golden Orb - With a central market intended to catch the eye of residents and encourage them to visit the Silvered Reserve complex, the Golden Orb serves as a marketplace of items mundane - and occasionally magical.
* The Lustful Kiss - Dedicated to relaxation and hedonistic desires, the Lustful Kiss specialises in the creation of hallucinogenic substances intended for digestion by all those that visit.
* The Orb Weaver - In an effort to compete with The Tethered Harness, the members of the Arken Den opened a magic shop of their own, facilitating creation of magical enchantments.
* The Pen and the Sword - A fighting pit in close proximity to the tavern, with plenty of benches and space for residents to watch as brawlers amateur and veteran alike contend for prizes of coin. It is run by the dragonborn Nalasar.
* Silk's Den - Decorated lavishly within with the very same fabrics on sale within, the Silk's Den offers a comfortable location for patrons to sit and relax while their orders are designed, measured up and created. If you are looking for fine fabrics and clothing, there is no better place.
* Shukt-thra's Emporium for Merry-Makers - A trading post that serves the folk of the hamlet and expedition members alike with a selection of gear for adventurers. Operated by the Morningdew family.
* The Silvered Reserve - Opened through the efforts of Siebern Kuiper and Fonteyne Howell, the Silvered Reserve is a repository for all manner of scrolls, books, parchments and tomes. By nature of its financer, it has strong ties to the Tethered Harness both in terms of location and operations.
* Statue of Ronan - Commissioned by Hassk following Ronan's corporeal demise, this life-sized statue is forged of bronze and depicts the Firbolg holding Forgemaster's Pride high, ready to strike a piece of plate armour upon an anvil. Beneath an inscription reads - *In memory of Ronan, a founder, a benefactor, a protector, a friend*. *The Exarch of Tohmos stands tall, his heart not faltering even in the face of gods.*
* Sunset Respite - Building upon the teachings of her god Emes, known also the Custodian of Starlight, Isra Ssalla was quick to order the construction of a stayhouse for the weary and tired. Positioned near the northern gate of the city, it serves the main throughway of the settlement.
* The Temple of Asmodeus - Built by the Tiefling Warlock Xerxus in honour of the Lord of Nessus, the Temple of Asmodeus was a construction of basalt and red-stained glass in the eastern aspect of the town. It has proven to be a somewhat controversial construction and during the month of Glede-Whiterose of 7WD, it was torn down by townfolk to make space for a Temple of Tohmos.
* The Temple of Tohmos - Built promptly after the dismantling and destruction of the Temple of the Lord of Nessus, the Temple of Tohmos is a place of warmth, strength and resolve. Windows and channels shaped through the stone walls allow for the sound of the nearby forge to ring true through the construction.
* Tinker's Trove - A few months after his arrival in Whittengrove, the artificer Fafnir invested his newfound earnings to construct a workshop for his ongoing experiments, before expanding it further still to include a storefront and display shelves and tables for newly-enchanted trinkets and curious creations.
* Tohmos' Trinkets - Named for the deity of the main operator Ronan, Tohmos' Trinkets is the hub for blacksmithery, fletching and leatherworking in Whittengrove. There is a small section dedicated to the purchasing and selling of arms and armour, but the bulk of the construction is dedicated to the two forges.
* Whittengrove Stables - Funded by the Arkenviir Trust, Whittengrove Stables is an establishment run by Gordif. He keeps a number of different mounts such as horses and mules and their saddles and other equipment. He also can provide drawn vehicles such as carts, carriages and wagons.
* Wren's Lament - The tallest building in Whittengrove at the time of its construction, Wren's Lament was built in the centre of town, directly across the road from the Waymark Hall and nearly neighbouring its main competitor, Fonteyne's Fountain. While the first two floors are very similar in layout to that of Fonteyne's Fountain but arguably more fancifully decorated, the topmost is of a more open design - and dedicated to serving the more hedonistic desires of the residents of Whittengrove. It has since been acquired by Howell Holdings.