### **[[Whitewood Hall]]** – Ancestral Seat of **[[House Whitewood]]**
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## **Basic Information**
- **Name:** Whitewood Hall
- **Type:** Noble Estate & Fortress
- **Region:** Southern Issia, near the Rostlandic border
- **Scale & Population:**
- A **large fortified manor** with surrounding lands, villages, and farmland.
- Home to **House Whitewood’s** ruling family, retainers, and **approximately 2,500 subjects**, including farmers, craftsmen, and soldiers.
- Functions as both a **family estate** and a **regional power center**, with strong ties to noble politics in Brevoy.
- **Primary Inhabitants:**
- **House Whitewood’s noble family** and their closest vassals.
- **Knights & Retainers** – Sworn warriors maintaining the family's military power.
- **Merchants & Artisans** – Smiths, tailors, scribes, and masons supporting the Hall’s operations.
- **Farmers & Villagers** – Providing food, labor, and occasional militia service.
- **Issian-Born Nobility** – Some members of **House Surtova’s faction** maintain diplomatic contact, though tensions remain high.
- **Climate & Terrain:**
- Situated in the **rolling plains and forests of southern Issia**, with cold winters and temperate summers.
- **Rivers and roads connect Whitewood Hall to major Brevic trade routes**, but proximity to Rostland makes it vulnerable to unrest.
- The land is **fertile yet contested**, with past skirmishes fought over territorial claims.
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## **Geography & Layout**
- **Key Features & Landmarks:**
- **The Whitewood Keep** – The heart of the estate, a **fortified stone manor** known for its **white ashwood accents** and its elegant yet battle-ready architecture.
- **The Western Wall** – A thick outer wall reinforced with ironwood, manned by **Whitewood knights and watchmen**.
- **The Ancestral Crypts** – A series of underground tombs housing generations of **Whitewood ancestors**, rumored to hold forgotten relics.
- **The Dueling Grounds** – An open courtyard where **Whitewood knights and young heirs** train in martial combat, often attracting challengers from Rostland.
- **The Whispering Groves** – A **sacred woodland** on the estate’s edge, where local druids claim to hear the voices of ancient spirits.
- **Notable Districts/Areas:**
- **The Great Hall** – Where formal gatherings, noble councils, and political discussions occur.
- **The Knight’s Barracks** – Housing for Whitewood’s elite warriors, known for their loyalty and discipline.
- **The Lord’s Library** – Contains **historical records, tactical treatises, and ancestral lore**, accessible only to the ruling family and their trusted scholars.
- **The Ashwood Village** – A **thriving settlement just outside the keep**, providing food, trade, and labor for the estate.
- **Connections & Accessibility:**
- **Roads to New Stetven & Restov** – Vital trade and diplomatic routes link Whitewood Hall to Brevic power centers.
- **Hidden Paths to Rivermarch** – Old hunting trails could serve as **covert escape routes or supply lines** if tensions rise.
- **Proximity to the Sellen River** – Grants access to **waterborne trade and potential military logistics**.
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## **Culture & Society**
- **Local Governance:**
- **Ruled by Lord Aldric Whitewood**, with **Lady Evelyne Whitewood** managing household affairs and diplomacy.
- **Sir Brinnard Whitewood**, the family patriarch, serves as a **military advisor and mentor** to the younger generation.
- Governance follows **a blend of Issian feudalism and Rostlandic warrior traditions**, favoring both **noble strategy and martial prowess**.
- **Economy & Trade:**
- **Horses & Cavalry Equipment** – Whitewood Hall is known for its **warhorses and fine-quality saddles, lances, and armor**.
- **Timber & Ironwood Exports** – The surrounding forests supply **high-quality wood for shipbuilding and fortifications**.
- **Steel & Forging** – Weaponsmiths trained in **Issian and Rostlandic techniques** craft excellent blades and dueling weapons.
- **Tactical Consultations** – Whitewood knights and tacticians are **hired by other nobles as military consultants**.
- **Religion & Beliefs:**
- **Erastil (God of Community & the Hunt)** – Patron deity of farmers and hunters in Whitewood’s lands.
- **Gorum (God of War)** – Revered by Whitewood knights and soldiers.
- **Abadar (God of Law & Wealth)** – Worshipped by the merchant class and noble financiers.
- **Ancestral Honor** – Whitewood Hall upholds **a semi-spiritual reverence for family legacy**, with annual ceremonies honoring fallen warriors.
- **Laws & Customs:**
- **The Whitewood Oath** – Every Whitewood knight swears a **vow of service to the family and its protection**, with strict consequences for betrayal.
- **Trial by Combat** – Disputes between nobles or knights can be settled by **formal duels** under strict codes of honor.
- **The Winter Vigil** – A traditional Whitewood practice where heirs spend a night in the crypts, listening to their ancestors’ wisdom (or their own fears).
- **Hospitality & Fealty** – Guests of noble blood are treated with respect, but **violating Whitewood laws results in exile or execution**.
- **Languages Spoken:**
- **Common (Taldane), Issian Dialect, Rostlandic Traditions**
- **Old Brevic (Used in certain ancient documents and Whitewood rites)**
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## **History & Lore**
- **Origins & Founding:**
- Established centuries ago by a **Whitewood warlord**, the Hall began as a **fortified hunting lodge** before growing into a regional power center.
- Legends claim **the first Whitewood lord tamed a silver-eyed stallion**, which became the sigil of the house.
- **Major Historical Events:**
- **The Issian-Rostlandic Rift** – Whitewood Hall served as a **neutral ground** for negotiations, but ultimately sided **cautiously with Rostland** in most conflicts.
- **The War of the Stolen Crown** – The Hall endured multiple sieges when House Surtova took the throne, resisting direct subjugation.
- **The Duel of Three Lords** – A famous Whitewood heir once **dueled two Surtova noblemen at the same time and won**, securing political autonomy for another generation.
- **Current Conflicts or Issues:**
- **Political Pressure from House Surtova** – The ruling family faces increasing pressure to **prove loyalty to the throne**, despite lingering tensions.
- **Potential Alliance with Rivermarch** – Rivermarch’s rise could shift Whitewood’s standing **toward greater independence or conflict with Issia**.
- **Bandit Raids & Pitaxian Saboteurs** – Increased criminal activity on Whitewood’s roads suggests external manipulation—perhaps from **King [[Castruccio Irovetti]]**.
- **Rumors & Mysteries:**
- **A Hidden Heir?** – Some believe an **exiled Whitewood scion** could challenge the current leadership.
- **Ancient Vault Beneath the Crypts** – Sealed by magic and legend, said to contain **forbidden relics or long-lost family secrets**.
- **A Forbidden Alliance?** – Whispers suggest certain **Whitewood nobles have secret ties to Restov and the Aldori**—potentially dangerous if revealed.
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## **Notable NPCs & Factions**
- **Key Figures:**
- **Lord [[Aldric Whitewood]] (Ruler & Strategist)** – A master tactician balancing power between Issia and Rostland.
- **Lady [[Evelyne Marwin-Whitewood]] (Diplomat & Matriarch)** – A skilled negotiator handling political intrigue.
- **Sir [[Brinnard Whitewood]] (Veteran General)** – A battle-hardened warrior guiding the next generation of Whitewood knights.
- **[[Brinn Whitewood]] (Rivermarch Lord Regent)** – A rising power in the Stolen Lands, his actions may force Whitewood Hall to pick a side.
- **Factions or Power Groups:**
- **The Whitewood Knights** – Elite warriors maintaining the family’s legacy.
- **The Ashen Circle** – A secretive order rumored to advise the Whitewood rulers from the shadows.
- **Major Monsters or Threats:**
- **Basilisks & Dire Wolves** – Creatures that lurk in the deep forests near the estate.
- **Pitaxian & Surtova Assassins** – Political enemies seeking to **eliminate Whitewood influence**.
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## **Adventure Hooks**
- Whitewood Hall requests **aid in protecting trade routes from Pitaxian saboteurs**.
- [[Brinn Whitewood]] is summoned home for **an urgent family matter—an arranged marriage, a noble dispute, or a political gambit**.
- A **Rostlandic emissary offers a secret alliance**, testing Rivermarch’s loyalties.
How involved should **Whitewood Hall** be in Rivermarch’s politics? Would you like a **family conflict**, a **diplomatic test**, or an **external invasion** to push the story forward?