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==OTHER PLACES OF INTEREST== '''Strongwall''': (pop. 250,000) This city is a large trading port, set between two bayside hills. The castle of the Duke of Strongwall is on one, and the Western Shores' largest cathedral is on the other. The city gains its name from the large (45' high) stone wall which protects most of the city. '''Anarn''': (pop. 50,000) A medium-sized fortress city, Anarn has traditionally maintained watch over Ambria's approaches from Daria. Although trade with Daria is forbidden, Anarn is home to a thriving black market, which deals in goods which are smuggled across Lake Bellora in small boats. '''Trell''': (pop. 35,000) This small city is not a pretty sight, and has been on the decline since the fall of the Celinadion Empire. Trell is filled with criminals, barbarians, Half-orcs, and other unsavory types. Only nominally a part of Ambria, Trell is almost completely controlled by criminal gangs. The official ruler, Duke Whympul, is a spineless man and an embarrassment to the Lord Regent. '''Lake Bellora''': The Battle-Lake , this body of water was the scene of the final battle of the Twenty Years War. Today its cool, dark waters are often crossed by smugglers from Anarn and Vlaskarov. The lake is very deep, and it is said that a strange, reclusive monster lives in the depths. '''Stormshaven Bay''': This large body of water is a fisherman's paradise. Sheltered from the storms on the Allsea, and filled with all sorts of edible sea-creatures, it is occasionally patrolled by Ambrian naval vessels. Because the only means of entering and exiting the bay is a narrow straight between Sand Island and Picket's Point, it is normally free of Dornican pirates, who fear they could be trapped within. '''Sorcerer's Spire''': Once the tower of the great Celinadion wizard, Malekith, this strange island is now deserted. Shaped like a black, jutting finger of rock pointing skyward, the spire is almost 3000' tall, but only half as wide at the base. The ruins of Malekith's tower still sit atop the spire, but the sides are fairly smooth and unscalable. Magical means of climbing the tower are useless, as well, because no magic works within ten leagues of the tower, ever since the great magical explosion of 2150. Even magical flying steeds such as dragons and pegasi lose their abilities if they stray too near. Because of this strange ban on magic, no man has ever been able to reach the top of the tower in the eleven centuries since the explosion. It is rumored the the secrets of Celinadion magic can be found in the ruins, but this may never be learned for certain, unless mankind develops a non-magical means of reaching the top of the tower. '''Sand Island''': This island at the mouth of Stormshaven Bay is 50 miles long, but never rises more than 10 feet above sea level. It is really nothing more than a glorified sand bar. The island is home to all manner of sea-going birds, and even a few sea lions, but no humans. '''Druidwash''': This river is Ambria's only major waterway. Beginning at the Elven city of Moondeep, its clear, pure waters flow past Arindel and into Stormshaven Bay. In autumn, the river is covered with yellow leaves which fall in Greatwood Forest and are washed downriver. '''Witchwood''': This forest of twisted oaks borders the wild lands, and has a reputat ion for being haunted. At night, passing travellers hear a moaning beneath its branches which may or may not be the wind. Bold woodsmen have occasionally entered the forest for timber, only to flee when a feeling of insurmountable fear gripped their hearts. To this day, the Witchwood remains a mystery. '''Grand Range''': With peaks over 15,000 feet high, the Grand Range is second only to the Lofty Mountains in height. It forms the border which separates Ambria from the uncivilized lands of the east. The mountains themselves are also wild, and are filled with trolls, ogres, and goblins. Small communities of Gargoyles haunt the peaks, but rarely attack Ambrian villages. Eagle Pass, the only known route through the mountains, has been closed for almost 200 years by mountain giants and ogres. '''Thimblebark Forest''': This woodland is the home of the Western Shores' Halfling population. The Halflings consider themselves to be citizens of Ambria, but also appreciate being left alone to manage their own affairs. Despite being in the shadow of the mountains, this area is very pastoral and peaceful, and the countryside around the forest itself is dotted with many small Halfling towns. {{WSFooter}}
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