First:
"This is the City of the Unconquered Sun, and no enemy shall cross into this city."

This happened. It's part of the protections of Ondar Shambal and only effects Enemies of Creation (that is, Creatures of Darkness and Fairfolk), but it's happened.

Second... you really don't need to do all that so long as you got to it early enough. With Sense Domain and Intrusion Sensing Method a god that's willing to spend some power can notice and nip pretty much any problem in the bud so long as it's relevant to their job.
 
If you're going to assign gods stronger powers than Solar Medicine Charms, then we don't really have much room for discussion. Given Solar Medicine can't trivially stop a plague outbreak, I reject that the Celestial God of Health can do so.
I would probably also object to the idea that a Celestial God of Health can 'trivially stop' a plague outbreak... But I also think it's worth noting that a Celestial God of Health has been ruling Whitewall for centuries, with all the knowledge and blessings that implies. Introducing a plague into the city isn't going to be easy in the first place.

Whitewall is, frankly said, a pretty badass city. It's a metropolis of 700,000 citizens with magical walls, the patronage of three major gods and a ton of Essence-users. There's at least one academy of enlightened mortals, a steady stream of halfbloods, several Dragonblooded and at least two Solars, with the implication of more. Their military has multiple daiklaves and other personal artifacts.

Yes, the Syndics fear the Bureau of Destiny discovering their illegal rulership of Whitewall... But it's clear they've got workarounds to leverage their knowledge and powers without tipping the Sidereals off, and in the thoroughly corrupt Celestial Bureaucracy, the Syndics are three major gods with broad portfolios and a 700,000-strong cult. They've got a lot of clout to pull strings with.

If you can introduce widespread plague in Whitewall, it's going to do a lot of damage. Plague is nasty. But doing that is no easy task.
 
The answer, of course, is to kill the Syndics.

You have Abyssals, this is possible.

But yes, one the one hand plague is a great way of killing cities in Creation. On the other hand, Whitewall is not the kind of opponent you are going to defeat with some festering cattle flung over walls and rats dropped into wells. The idea that even a Deathlord and his retinue would have to expend a huge amount of their resources to take one of the most powerful city states in the North does not suspend my disbelief in the slightest.

Some combination of plague and starvation via the expedient of burning all their fields and salting the earth should be used when you're ready to trigger your endgame, but its not an opening gambit. Your opening gambit should and must be neutralizing the powerful magical protectors of the city.
 
I would probably also object to the idea that a Celestial God of Health can 'trivially stop' a plague outbreak... But I also think it's worth noting that a Celestial God of Health has been ruling Whitewall for centuries, with all the knowledge and blessings that implies. Introducing a plague into the city isn't going to be easy in the first place.

Whitewall is, frankly said, a pretty badass city. It's a metropolis of 700,000 citizens with magical walls, the patronage of three major gods and a ton of Essence-users. There's at least one academy of enlightened mortals, a steady stream of halfbloods, several Dragonblooded and at least two Solars, with the implication of more. Their military has multiple daiklaves and other personal artifacts.

Yes, the Syndics fear the Bureau of Destiny discovering their illegal rulership of Whitewall... But it's clear they've got workarounds to leverage their knowledge and powers without tipping the Sidereals off, and in the thoroughly corrupt Celestial Bureaucracy, the Syndics are three major gods with broad portfolios and a 700,000-strong cult. They've got a lot of clout to pull strings with.

If you can introduce widespread plague in Whitewall, it's going to do a lot of damage. Plague is nasty. But doing that is no easy task.
To add onto this, I would be utterly shocked if the God of Health's domain doesn't grant him a understanding of how most diseases and the treatments for them in Creation work. So for ebola, he can (and probably will) instruct people on exactly what it does, how to treat it, and how to contain it. No magic needed for that, just knowledge. And given his domain, he probably can trivially detect disease within Whitewall. So getting anything to the threshold of plague status as opposed to contained is going to be really hard.

You could probably get around that with magic bio engineered superplauge or something, but that ups the stakes a lot, because after the Great Cogitation, I imagine everyone old enough gets twitchy when the words 'deliberately made super plague' come up. Its the sort of thing that can cause major escalation (possibly including the God of Health getting authority to use extreme measures to contain the plague, because Sidereals do not want large scale plagues. If it means overlooking some oddities with the Syndics, so be it: its better then a massive shadowland where Whitewall used to be).
 
I'd rather use puppeteer's plague against Whitehall anyway, its a much more enjoyable weapon of terror to unleash on the holy city. A little bit of supernatural horror to use to soften them up before the real fun starts!

At least if you can get the Mask of Winters to hand some over/steal some from him.

Besides, unleashing only a single disease at a time is rather boring... throw as many as you can, just to keep them guessing!
 
I'd rather use puppeteer's plague against Whitehall anyway, its a much more enjoyable weapon of terror to unleash on the holy city. A little bit of supernatural horror to use to soften them up before the real fun starts!

At least if you can get the Mask of Winters to hand some over/steal some from him.
You realize that, due to Whitewall being right next to a fuck massive shadowland, they've probably run into the puppeteer's plague before? Like, the writeup for the skeletons it leaves behind mention the Bull of the North using them as a terror weapon as well, and there are apparently small bands wandering around the North like a zombie plague, wiping out villages and the like (the North: basically a deathworld even by Exalted's standards). You just need cattle that have eaten human flesh to get things going after all.
Besides, unleashing only a single disease at a time is rather boring... throw as many as you can, just to keep them guessing!
Also a pretty great way to tip off the Realm that 'hey, there is someone trying to kill everything' due to the sudden shocking appearance of a dozen diseases. Cue the Wyld Hunt.

Assuming it gets that far. I'd be pretty shocked if no nephwrack has tried grand plan plague before. Given the city is still there, I'm gonna go out a limb and say it failed.

Whitewall is basically the hardest city in the North to crack with these kinds of tactics, due to its position of basically being a zombie apocalypse survival enclave that worked. That is also besieged by crazy tricksters who want to eat your souls. I'd expect most variants of a sneaky plan to have been tried, and failed. The city knows its not under the usual paradigm for stopping an invading force: disease is almost to be expected. An Abyssal might be more successful, but their running high risk given Whitewalls stated resources (Solars, at least one geared for CoD seek and destroy). You'd probably have better luck hitting the resupply points for Whitewalls trade: cut that off, Whitewall weakens. You could also use those as incubation points to try and get disease through, which is considerably less risky then any plans that involve entering Whitewall. Course, the Realm is probably going to involved at some point if you push things hard enough, or if you seriously start pushing the plague plan, Sidereal doctors will come. And you really don't want to be dealing with Sidereal doctors.

Now, other cities in the North are rather more vulnerable to grand plan plague, as evidenced by the Bull using puppeteer's plague, but it probably a limited time solution: sooner or later your going to run into a Wood Aspect backed army with Destinies that say 'fuck disease' layered on top, and suddenly no one is getting sick, and they don't like you very much. Bringing down Whitewall in particular is probably the sort of thing that requires a complex multistage plan, because nothing less will work given the city hasn't already fallen.
 
This happened. It's part of the protections of Ondar Shambal and only effects Enemies of Creation (that is, Creatures of Darkness and Fairfolk), but it's happened.

And that's not just a god's declaration. Ondar Shambal was built from the ground up in the First Age as a holy city. Such an effect will be anchored into its very geomancy and in the layout of the prayer city.

It's not something which can be done on the fly.

But yes, one the one hand plague is a great way of killing cities in Creation. On the other hand, Whitewall is not the kind of opponent you are going to defeat with some festering cattle flung over walls and rats dropped into wells.

Oh no, you have Abyssals. You're not going to be as crude as to toss some dead cows into their city.

With a combination of Abyssal Medicine and Abyssal Stealth, you have an asymptomatic carrier of a Virulence 4 disease who no one can notice (and who is optionally Outside Fate so Fate can't be used to track him down and arguably that means that Destinies can't be used to stop infection coming from him). From the description of plague in the corebook, it describes that plague comes as pneumonic plague as well as bubonic plague, which means you can have aerial transmission. Your unnoticeable, highly infectious, aerial transmission carrier can go everywhere in the city and infect anyone they feel like. They can go to the lowest slums and the highest dining places, and infect rich and poor alike. They can infect the healers so they'll unknowingly spread the disease. They can infect the barracks of the soldiery so they can't be used to maintain civic order. They won't be caught. By spreading it wide and getting lots of Patient Ones (the Abyssal is of course Patient Zero) the quarantines and district-lockdowns that they'll have to impose to stop it spreading will cripple the city even if they manage to contain it. You make sure to infect people leaving the city, so Whitewall ends up isolated because people hear it's a plague city and so don't come to trade with it.

Unlike normal cities, the traders can't even just stay outside a plague city Whitewall. You need to come into the walls to be safe. In its text, plague is explicitly described to be feared second only to the Great Contagion, so just hearing there's plague in Whitewall will isolate it.

And plague is Virulence 4, Morbidity 5(4), Difficulty to Treat 4. Most healers aren't any use for treating a disease like this, and are at more risk of catching the diseases and dying from it themselves than they are of actually saving people (remember, most professional healers will have a dicepool of 4-6 dice and aren't heroic, so most people can't be treated, and the ones who are treated will probably die). Whitewall is heavily overcrowded, and that won't help matters either. The way to fight such an engineered outbreak which takes far less effort to infect a new person than it does to cure one would normally be to quarantine off streets and let it burn itself out... but our invisible Outside of Fate Abyssal can just bypass the quarantine lines and even more amusingly infect the people who are maintaining the quarantine, so they'll wind up scared to enforce quarantine once they find out how their comrades are falling sick.

Now, yes, this won't make Whitewall fall all on its own. But it will cripple its internal governance, isolate it, and force it into self-damaging containment protocols. Against an invisible and asymptomatic Patient Zero who's deliberately spreading the disease, shit is going to go Masque of the Red Death on you.

(I would totally have that happen at a great party held for the highest in society if I was running it as an antagonist's ploy. It'd be a fun morality ploy for a certain kind of player who'd consider saving the poor infected more important than the wealthy who were having a party when there was plague.)

This is just using canon Charms with an Essence requirement of no more than 2, by the way (Plague-Eating Kiss for "I'm a plague carrier", Unseen Wisp Method and Atrocity Without Witness for "I'm outside Fate and you can't see me"). By the precedent set by The Green Mile in Malfeas' set, we know it's acceptable charmtech for Solaroids to have wide-area "infection fields" and so we might expect to see something like that in Abyssal Medicine where entire areas become foetid and stinking and no one can venture in and spend time inside without falling ill. If I was really building a focused Abyssal "plague doctor" character, I'd talk with my GM about charmtech and mechanics I can steal from Malfeas' Green Sun Wasting set.
 
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@EarthScorpion This also means that it's acceptable for Solaroids to have wide range medical powerss, although in the particular case of Solars that probably means 'when I lead a medical institute everyone gets better at it.'

And yes, Ondar Shambal is protected by more than just a god's declaration. That doesn't mean that if one of the Syndic's declares something within the city there isn't going to be efforts to support it from the mortals living there.
 
@EarthScorpion This also means that it's acceptable for Solaroids to have wide range medical powerss, although in the particular case of Solars that probably means 'when I lead a medical institute everyone gets better at it.'

Oh, indeed. Like, Solars should totally be able to have Plague Fighting Quarantine Procedures, which is a social-scale action where you impose a proper quarantine and set-up with superhuman skill which means, barring deliberate magical opposition and as long as people follow your rules, no one new gets infected. You stop a disease dead in its tracks. And SWLIHN should provide Inefficiency Purging Dictat which removes corruption from an organisation, and with upgrades it considers "people getting ill" to be corruption in your organisation because they're skipping work by being ill and that can't be tolerated.

But as a design principle, I hold that disease should be one of the most deadly threats to a large scale polity in Creation and should require extensive infrastructure to try to counter. The Plague of Justinian devastated the Roman Empire, the Black Death swept through Eurasia - plagues fuck up your shit in this era, and change history even more than wars. Therefore, a proper epidemic should be a threat comparable to a war and should not be trivialisable.

To put it another way, the lack of diseases in the First Age is another wonder of the Lost Age, and epidemics are a fact of life in the Second Age. And when you find a Shogunate document talking about disease containment protocols and how they considered plague to be something only rural sorts living in backwards areas got and it's a bad outbreak if a family dies from it, you should feel a deep and gnawing sensation of envy.
 
Using plague to devastate is crowded city is always a viable tactic, but didn't someone say there were at least two Solars in there? A horror like an "incurable" plague could be just the chance they need to step out of the shadows and be accepted as heroes rather than anathema. And by the time the Wyld Hunt arrives, the city is back on its feet, the Abyssal is re-dead and a legion of Tiger Warriors mans the walls.

Anything stopping anyone from using Rain of Doom or similar on the city?
 
Oh no, you have Abyssals. You're not going to be as crude as to toss some dead cows into their city.

I'm never going to be one to knock the effects of plague. The idea of sending in a single Typhoid Mary Abyssal is probably a working step in a plan. It does have a single point of failure, however, which is great if you are running a campaign set in White Wall as it gives PCs an set goal they can accomplish to end the unconventional siege. I'm loathe to use it as a plot, however, because its much too 'monster of the week' for a proper Celestial opponent and Celestial opponents should be the kind of enemy you face once or twice in a campaign.

I do also think you're underestimating the resources available to the Syndics not even considering the multiple Solars who reside in the city. The Syndics are very powerful celestial gods, the equivalent of third circle demons in their purviews. Suggesting that a single Essence 2 Abyssal should be able to trivially bypass the protection of the celestial God of Health is like suggesting that a Essence 2 Solar should be capable of trivially defeating Erembour in her area of specialty. There is a heaven of a lot a celestial God of Health can do without outright banishing disease from the city. They can lay Touch of Eternity on thousands of people at a time for 10m, 1wp which allows them to "resist poison and disease as an Exalt does" which means that yeah, your plague is nice and all but Exalts can't die from it. So hey.

And that's before we get into the effects of just teaching them how to create talismans against plague and alchemy that cures plague. Both of which are possible.

Finally the problem I have with your scenario is they problem of precedent. If laying waste to a city as powerful and well protected as Whitewall was as easy as you say it should be, then no city as powerful as Whitewall should exist. Any tactic that, by rules as written, would render the protection of multiple celestial Gods the kind of thing a Deathlord should be able to bypass with ease does not work with the history of Creation as written. Even Solars should not be capable of single-handedly fucking over an entire city protected by multiple gods dedicated to its protection without being worried about having their shit fucked up in return.
 
I have to admit I have a hard time buying "I'm outside Fate, so your destiny against Infection doesn't work for you".
 
I have to admit I have a hard time buying "I'm outside Fate, so your destiny against Infection doesn't work for you".

That's good because its complete bullshit. Outside Fate means a very few specific things; it means certain Sidereal Charms can not reduce your mote pool or force you to spend WP. It means you can not be detected via the Loom of Fate and are not subject to Sidereal Destinies.

And that's it. A god of volcanos who wants to drown you in lava can still do so even if you are outside of Fate. A god of health who wanted to treat a disease you are spreading could do so even if you are outside of Fate. Heck, a mundane human mortal could treat your disease.

Being Outside Fate just means that the Bureau of Destiny isn't going to be sending the other Bureaus harshly worded correspondence about your unauthorized activities. Instead they will be receiving that correspondence and going "well, sounds like a job for a Sidereal hit squad to me."

Granted, given the thin line the Syndics are walking the last thing they want is a convention of Sidereals showing up looking for someone to Terminally Sanction.
 
And I that a Celestial God can't do anything against terrestrial problems.
The main reason there is a Celestial Bureaucracy is because a single god, no matter how powerful, could not pay attention to every little problem in their domain. Let's take river gods as an example - the God of the Example River can only affect this one river. The God of All Rivers can affect every river anywhere. The reason GoAR has GotER working for her is so that he doesn't have to bother with all the minute details, and because there a thousand other rivers each with their own gods. while GoAR could manage one river just fine, she can't manage all rivers everywhere herself.

Compare that to a mortal bureaucracy. Someone in a manager position doesn't necessarily have all the skills of those working under them - but even if they did, they'd still have people working for them because they can't be everywhere at once. The powers of gods in Exalted do not actually give them super-multitasking, at best they can create sweeping effects that often lack the necessary finesse.
Think of the scene in Brian Almighty where he just approves all prayers he receives. That creates a huge mess, but he had to do so because he could not possibly look at every prayer individually. The obvious solution would have been to create a ton of servants who do just that, and then act as a manager. Gods in Exalted are in a similar position - they could affect a sweeping change to a problem, but that would not necessarily be a wise decision.


Now, what does that mean for Whitewall specifically?
The Celestial God of Health can certainly affect a Decree that just prohibits any disease from breaking out. That's well within his domain, and absolutely nothing about it says that it can't be used to protect a city. That magic could of course be opposed by other magic, but in principle it would protect Whitewall from most attempts to bring it down via plague.
That Degree would also compel all lesser gods to work towards it. That is not actually necessary for the decree to take effect - rather, it's necessary to adjudicate more specific problems, and for trouble-shooting. Such as an abyssal plague - without lesser gods to notice it, it might well slip through the gaps.

Now yes, there would be problems from that. Disease Gods would be pissed, both the minor ones and the big ones in the Celestial Bureaucracy. A blatant act like that might well bring the Celestial Bureaucracy down on the Syndics, or get Sidereals involved. On the other hand, defending Creation against the Underworld is actually something gods are supposed to do, so they might just delay all punishment until the crisis is resolved.

At any rate, while that is important, it's irrelevant on whether a celestial god can interfere in terrestrial matters. They certainly can, often better than terrestrial gods. They reason they don't is that they can't be everywhere at once, but that obviously doesn't apply to the Syndics if you attack Whitewall directly.
 
A thought occurs to me: If all these things are possible for gods to do, then why did the Great Contagion kill as many people as it did? Surely the gods would've done some of what you all are suggesting and contained it, or cured it outright?

I mean, 99% of Creation didn't die because the gods of health were taking an off-day. They had to have been incapable of dealing with it, or uninterested in doing so.
 
The Celestial God of Health can certainly affect a Decree that just prohibits any disease from breaking out.

Unless Uvanavu has some powerful panoply Charms not included in his write-up he specifically can't do this. He could lay down some Blessings and Benedictions on the populace of Whitewall that grants bonuses to resist or treat disease, stuff like Exalted-scale ability to shrug off everything or even use Touch of Grace to heal the disease immediately.

The closest he can get to such a Decree is Hand of Destiny which allows a spirit to force a certain outcome. However using that Charm would immediately tell the Bureau of Destiny exactly what is going on and basically end Uvanavu's roll as a Syndic because he'd draw the wrath of the entire bureau down on him. Even then, Hand of Destiny only gives the spirit perfect, unconscious decision making towards accomplishing a specific goal with valid actions it can undertake. It does not gaurantee success on those actions, only that it will know exactly what actions to take (within its available options).

That Degree would also compel all lesser gods to work towards it.

Yes, that is how Hand of Destiny works. Though it would be better (and not risk pissing off Chejop Kejak) to just use the Mandate of Subordination to force all the local health and disease spirits to work towards his goals. Less risk that way, but takes longer to set up.

A thought occurs to me: If all these things are possible for gods to do, then why did the Great Contagion kill as many people as it did? Surely the gods would've done some of what you all are suggesting and contained it, or cured it outright?

I mean, 99% of Creation didn't die because the gods of health were taking an off-day. They had to have been incapable of dealing with it, or uninterested in doing so.

The Great Contagion can not be cured or treated with anything less than Celestial Wine or Solar Medicine charms. Comparing the Great Contagion to a mundane plague is like comparing a mortal army to the Balorian Crusade.
 
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I chose the word Decree for a reason, as a reference to the spirit-charm Divine Decree. "No mortal shall bear sickness in this city" would be a perfectly legitimate Level 5 Decree and should curb any outbreak quite effectively.
Granted, such an effect can be overpowered, but that's quite challenging.
 
Finally the problem I have with your scenario is they problem of precedent. If laying waste to a city as powerful and well protected as Whitewall was as easy as you say it should be, then no city as powerful as Whitewall should exist. Any tactic that, by rules as written, would render the protection of multiple celestial Gods the kind of thing a Deathlord should be able to bypass with ease does not work with the history of Creation as written.

Actually, you're right there. There is a problem with Plan Plague - but for the opposite reason than you said.

Yes, the problem of precedent is a problem for Creation - namely, Creation should have regular epidemics of a similar scale to Iron Age Europe. And by that, I mean "400s onwards", because Creation has well-established trade routes. There should already have been Plagues of Justinian and Black Deaths happened, so that takes the teeth from the epidemic. So yes, there are indeed regular epidemics and that means that plague in the corebook is in fact probably overstatted, because the core disease rules doesn't provide for immunity and diseases weakening with time.

So yeah, in a Creation with better disease rules, any "plan plague" will run into the fact that disease is a fact of life in Creation, and depending on how Whitewall is, it's possible that there's a fair amount of accumulated resistance to it. You won't get a 1300s Black Death from plague, because it's happened already and the population will have resistance. You'll get something more like one of the later outbreaks, like the "Great" Plague of 1665-6 (which was really misnamed).
 
The Sidereals already know who the Syndics are. It's part of why even the Realm isn't too eager to bring down Whitewall with their full forces even when the city is harbouring heresy and Anathema. The Syndics, some of the most powerful gods in the bureaucracy, have promised that if the Sidereals try they're going sand bag every request the Realm makes.
 
Wouldn't it be easiest to cut off contact to Whitewall and then let nature take its course?

We know that its population retreats into Whitewall when the sun sets, meaning that they're not used to protecting their farms, their pastures, and their mines at night. Furthermore, even if the road can't be blocked because of the prohibition on causing harm, there must be facilities at the other end that can be captured and razed.

Without these food sources, there's no way that Whitewall can keep its 700,000+ residents fed in the long run. Once starvation sets in, disease and civil disorder will follow in its footsteps, particularly with Abyssal encouragement. If Whitewall chooses to sortie to re-establish its food sources, that just makes it that much easier to kill its soldiers before raising them as more undead for the big finale.

And even if the Deathlord is somehow repelled, they can muster the numbers for a second push of the same sort a lot easier than Whitewall can make its territories productive again, particularly if they're willing to spend magical resources to make the devastation a lot more permanent in nature.
 
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This is a completely foolish plan, since, you know, sieging with an undead army a city protected by 3 major gods is going to end with the Aerial legion
kicking your ass.

Since, you know, their job is to defend Creation against threats like those, and while sometimes they slack, they won't if three major gods are asking for intervention.

(There is a reason Sun tzu said that sieging fortied cities is the last thing you do, if there is not any other option at all)


Edit: Wharever plan you use, you want to be sure that deathlord/abysal influence isn't discovered until the city is doomed no matter what.
 
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The Great Contagion can not be cured or treated with anything less than Celestial Wine or Solar Medicine charms. Comparing the Great Contagion to a mundane plague is like comparing a mortal army to the Balorian Crusade.

Why not use the Great Contagion, then? I'm sure the Deathlord who cooked it up has reserves of it.

This is a completely foolish plan, since, you know, sieging with an undead army a city protected by 3 major gods is going to end with the Aerial legion
kicking your ass.
If they were gonna deploy the Aerial Legion, they'd have done it already to stamp out the shadowlands. Yu-Shan's crippling corruption and bureaucracy is one of the primary reasons that Creation is such a bad place.
 
If they were gonna deploy the Aerial Legion, they'd have done it already to stamp out the shadowlands. Yu-Shan's crippling corruption and bureaucracy is one of the primary reasons that Creation is such a bad place.

True, which is why i mentioned the fact that THREE VERY INFLUENT CELESTIAL GODS are going to be requesting inmediate asistance. And sieging cities takes time, and sieging a major creation city with a undead army is too absurdly blantant to ignore, and even corrupt burocracies do things right sometimes.

Because really, if that kind of plan could work, Creation would have been Oblivioned a while ago.
 
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should require extensive infrastructure to try to counter.
... And of course you're assuming a city ruled by a God of Health wouldn't have that.
Yeah, a standard God of Health doesn't care about people actually being healthy, just that health works properly, but we're not talking about standard, we're talking about one that rules a city (and has for a while).

You're getting really stuck on the idea that one city has unique aspects that make it incredibly resilient. Whitewall is defended by Uvanavu, God of Health, and it has been so since the end of the Balorian Crusade. That's about 700 years where an Essence 8 Celestial God (specifically, one of the Fifth Rank, meaning he has Backing 5) has been running the city.

Assuming that attacking the health of the city will be successful is just stupid. Uvanavu wants the Creation-wide health care of the First Age to return - which means he remembers it. Being in charge of Whitewall gives him all the power he needs to make sure that, at least in his sphere of influence, the next best thing is present.

Assuming that an attack of martial force will be successful is foolish, because then you're opposing Yo-Ping, the God of Peace - who has held the position since the Primordial War and is on good terms with E-Naluna (who is in charge of the various war gods) - and Luraname, the God of Luck - who is known to show up in times of trouble to change the course of events.

And, y'know, they have Solars.

You need to understand that Whitewall has been building itself up for 7 centuries, under the direct guidance of 3 Celestial Gods with incredibly powerful domains. Luranume can basically mess with anything he needs to, Yo-Ping can stop entire battles, and Uvanavu can defend against and attack with diseases. Whitewall is not going to fall easily. It is not going to fall quietly. It is not going to fall without it being incredibly obvious that someone is expending a lot of effort to attack Whitewall.

If they were gonna deploy the Aerial Legion, they'd have done it already to stamp out the shadowlands.
... You can't stab shadowlands into submission. You can't burn them out. An army cannot "stamp out" shadowlands.
That said, Yo-Ping could probably talk his way into getting the Legion deployed if things got really desperate.
 
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