roleplaying:hero:ws:ambria
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+ | ======Ambria====== | ||
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+ | * [[roleplaying: | ||
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+ | Once the greatest coastal province of the Rauko Empire, and now the greatest nation in the Western Shores, the Kingdom of Ambria stretches from the Lofty Mountains in the north to Thimblebark Forest and the Scrubrush Downs in the south. It extends inland from Stormshaven Bay to the Grand Range, making it by far the largest nation in the Western Shores. | ||
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+ | In the time of Rauko, Ambria was a wealthy principality. Situated on the coast, and controlling both the plains around Daemon' | ||
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+ | Sadly, Ambria' | ||
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+ | The day was saved by Lord General Caebial, commander of the City Guard. Caebial evacuated the population fo Arindel onto warships, fishing boats, and commandeered merchant vessels. The ships, teeming with Arindel' | ||
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+ | On the third day after their arrival, the evil horde disappeared eastward. After waiting two more days, General Caebial decided it was safe to return to land. Under the General' | ||
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+ | The folk of the countryside, | ||
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+ | Strangely enough, it was the maruding hordes of Kartar which proved to be Ambria' | ||
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+ | With the hordes gone, Ambria was poised to begin a true recovery. Slowly, one by one, the former provinces of Ambria swore fealty to the Lord Regent. The successors of Caebial proved to be true leaders indeed, wisely investing tax money to expand the army and repair the damage done by the hordes of demons and Kartarans. | ||
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+ | In 2848, the Kingdom of Daria attacked Ambria. This marked the beginning of the Twenty Years War. The war seesawed back and forth. Sometimes the fighting was intense, at others, there was hardly a battle a year. In the end, however, the Darian forces were driven back to the shores of Lake Bellora. King Kron of Daria ordered his forces to withdraw to Darian lands and built Kron's Wall as a barrier to " | ||
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+ | In 2901, the Elves of Greatwood drove all Ambrians from the forest, giving no explanation for their actions. Some minor clashes between woodsmen and Elves resulted, with the Elves getting the upper hand each time. Lord Regent Edruss sent an emissary to the Elven king to protest these actions, but the diplomat was turned back at the forest' | ||
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+ | Despite Edruss' | ||
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+ | Lord Regent Arvidius, the present ruler, is a wise but aged man, extremely studious and no fan of war. His heir, Evren, is an eager young man, and good with a sword, but is widely considered to be not very bright. While their hearts are in the right place, neither Arvidius nor Evren may truly be up to the task of defending Ambria from the threats of renewed Darian attacks, increasing raids from trolls in the Grand Range, or the ancient evil which seems to be stirring once again in Daemon' | ||
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+ | =====Roleplaying Synopsis===== | ||
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+ | Ambria is designed to be the Good Guy of the Western Shores. The culture is similar to that of medieval Britain, with a heavy Arthurian flavor. Knights are common, and the Church is powerful (but not as powerful as the Regent!). Ambria is the recommended home nation for most European PCs, and it makes a good location for campaigns to begin. Even though it has seen better days, Ambria is still the Western Shores' | ||
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+ | =====THE LAY OF THE LAND===== | ||
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+ | Ambria varies greatly in terrain and climate, as its northern extreme borders the icy wastes of Talarak, and its southern edge borders balmy Irolo. | ||
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+ | Ambria is primarily covered by rolling hills, though the regions surrounding Stormshaven Bay and the Ruined March are fairly flat. These hills gradually become larger as one moves inland, finally culminating in the Grand Range. The climate is temperate, with the areas closest to the sea receiving the most rainfall. Ambria' | ||
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+ | Most all of Ambria' | ||
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+ | Three great forests lie in the shadow of the mountains: the Witchwood, Thimblebark Forest, and the largest of all, Greatwood Forest. Few humans live in these regions; the Thimblebark because it is the home of the Halflings, the Greatwood because of the Elves' border watch (lifted only in recent years) and the Witchwood because it is rumored to be haunted. Consequently, | ||
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+ | Nearly every type of beast common to temperate climates can be found somewhere within its borders. Large wild beasts become more common the further east one goes, but true monsters are not seen in any number outside of the forests or the Grand Range. Occasionally, | ||
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+ | =====LIFE IN AMBRIA===== | ||
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+ | Ambria is a classical (if somewhat idealized) feudal society. The lower class is composed primarily of tenant farmers who work on farmlands owned by their lord. Free farmers (i.e. those who own their land), most merchants, artisans, and the military make up the middle class. The upper class is composed of wealthy landowners (most of whom are of noble birth) and the most successful merchants. The peasants pay fealty to a local noble (a Lord, Earl, or Count), who in turn pays fealty to high noble (a Baron or Duke). While Ambria' | ||
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+ | Peasants in the lowlands make their living primarily through farming, except for fishermen along the coast of Stormshaven Bay. Farmers are rarer in the eastern hills. Most folk there are occupied primarily with raising animals. Autumn sees a great deal of travel along the royal highways, as the herders head west to sell their fattened animals to farmers, and farmers head east to sell their harvests to the highlanders. | ||
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+ | Taxes are collected regularly, and this causes some grumbling, but most of the peasantry is happy with its lot. The only exception to this rule is the land around Trell, where the peasants regularly challenge the authority of the area's high noble, Duke Whympul. Whympul is a weak ruler, and is not well-liked even among the aristocracy. Twice at year, at tax-collection time, the Lord Regent needs to send several companies of soldiers to that province to put down tax revolts. It is possible that in the future, the area may try to break off from Ambria entirely. | ||
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+ | Life in Ambria' | ||
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+ | Law in Ambria is not very formal. Most disputes are settled by common law, with justice being dispensed by the local lord or his appointed judge. Punishments for a crime vary from region to region depending on local custom and the disposition of the lord or judge, although there are three killing offenses: murder, treason, and horse thievery. Lesser punishments can range from a night in the pillory to lifetime imprisonment. As a final note, in Ambria, unlike any other nation in the Western Shores, slavery is illegal. Any slaves brought onto Ambrian soil are immediately set free by the local authorities. Some rural villages are composed almost entirely of former slaves from Daria, Irolo, and Zylistan. | ||
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+ | Ambrian religion is semi-nordic. It resembles the medieval Catholic Church in feel and structure, but heroes are elevated to the status of saints, or even lesser gods. The Chief Ambrian God is known as Odin the Allfather. He is in turn served by several dozen lesser gods, all known as the Aesir. | ||
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+ | The Ambrian Church is very much like the medieval Christian church, and preaches the virtues of prayer, charity, humility, and forgiveness (sadly, it also resembles the medieval Christian Church in that not all of its priests practice what they preach!). Priests are revered in Ambria more than in any other land (with the exception of Zylistan). All but the most lowly priests practice magic to some extent. | ||
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+ | Magic is generally not accepted in Ambria, and the common folk are often suspicious of magicians. In the cities, the practice of magic is more accepted, and also more common. Ambria still produces fewer talented magicians than Irolo, Weyrcliff, and Zylistan, however. Many attribute this to the country' | ||
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+ | =====ARINDEL===== | ||
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+ | **Arindel**: | ||
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+ | Built at the mouth of the Druidwash, Arindel is the Western Shores' | ||
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+ | The city proper is surrounded by a stone wall 30 feet high. There are only four gates in the wall 1 inland and three facing the wharffront. The city itself is divided by interior walls into five districts: the wharf district, the merchant district, the commoner district, the military district, and the wealthy district (These divisions are not formal merchants, soldiers and commoners can be found in almost every district). In order to cut the crime rate, travel between districts is restricted at night. Only those with passes from the district watch commander may pass the gates. | ||
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+ | The citadel of the Lord Regent is situated on the edge of the wealthy district. It is a huge construction, | ||
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+ | The city is ruled by a mayor, who is appointed by the Lord Regent. The current mayor is Brinn Andhame, an ex-military officer who often tries to run Arindel more like a military post than a civilian city. Brinn' | ||
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+ | - the Citadel: This large structure sits upon a low hill and is easily defensible. It is not only the home of the Lord Regent, but also the location of the Royal Treasury Vault. | ||
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+ | - Arindel Cathedral: the second-largest cathedral in Ambria (the largest is in Strongwall), | ||
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+ | - Mayor' | ||
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+ | - Wharf-Front: | ||
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+ | - Central Market: This trading bazaar is one of the largest in the northern lands. Farmers from the countryside come here to sell their goods, and the square is a veritable carnival of wagons, tents, and temporary stands. Pickpockets work the area by day, but at night the stands and tents are taken down, and the wagons are rolled away. The empty square is then patrolled by the City Watch. | ||
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+ | - Bridges: Three bridges span the Druidwash. The largest of these, nearest the mouth of the river, can actually be raised in the middle to allow small ships and boats to pass to the smaller docks upriver. Each bridge has a toll booth. | ||
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+ | - Washtown: This collection of houses is an small suburb of the city proper. It is filled mostly with lower-class fisher-folk who can't afford to pay city taxes on their boats. It is not patrolled by the city guard, but crime is not especially bad (there' | ||
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+ | - Gatetown: Another hamlet just outside the walls of the city, Gatetown is a shanty-town composed of the poorest of the poor. It is also where disreputable merchants try to sell their wares outside of city tariff jurisdiction. Gatetown is rife with crime, and the city guard doesn' | ||
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+ | - Home of Sir Roland Galden: A typical dwelling of a wealthy man, Sir Roland' | ||
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+ | - the Tower of Falltann: Falltann is a sage, and a member of the Academy of Ancient Knowledge. His tower is actually a twostory building, the doors and windows of which he has bricked up. Falltann lives in the attic, which is accessible only by a narrow wooden stair. Falltann is an expert on the cultures of Celinad and knows something of Kartar as well. The walled-up first and second floors of his tower are actually a fine library containing much knowledge of Celinadion times. Anyone who entertains him with a good story of a far-off land may be allowed to enter his library through the attic. | ||
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+ | - Xavier Xanx, Magician at large: Xavier Xanx, one of the city's most colorful figures, both lives and works here. Xavier was once an adventuring wizard who has settled down to practice in town. Hailing from Dornica, he is more than half swashbuckler, | ||
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+ | - Needle' | ||
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+ | - City Watch: This large, sturdy-looking building is the headquarters of the city watch. It is also the city armory. Its massive vaults can equip 10,000 men in time of war. The building is, of course, always very well guarded. | ||
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+ | - Interior Gate: Scattered throughout the city, these gates are the only public means of passing the walls from district to district. They are normally only guarded by a pair of watchmen. There is no toll for passing from district to district, but in nighttime hours, the gates are closed by portculli and travel is restricted only to those who have permission from the district watch commander. | ||
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+ | - the Half-Hewn Hickory, Inne and Taverne: Arindel' | ||
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+ | - Weaponsmith: | ||
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+ | - Mad Hettie the Prophet: Mad Hettie is known by no other name. For as long as anyone can remember, she has operated a small shop in the poorer section of town, making prophecies and general pronouncements about the future of the world. What makes Mad Hattie remarkable is that her predictions sometimes come true! (Not always, but just enough to keep people coming to her for more prophecies). Mad Hettie charges no money. Only those who bring food for her and her two dozen cats will be granted a sitting. Depending on her mood, Mad Hettie can act either like a kindly old woman or a lunatic crone. | ||
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+ | - Livery: One of only a few stables in the city proper, horses can be bought or boarded here temporarily. Once a day, in fair weather, the stable boys lead the tethered horses to the fields outside the city for feeding. The Livery is guarded at night only by a few hired ruffians. Horse stealing is a hanging offense in Ambria, so this deters most would-be horse thieves. | ||
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+ | - Moneychanger' | ||
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+ | - Royal Gaol: This squat building is well-designed for holding prisoners. The above-ground levels are used for most offenders. Extremely violent or dangerous criminals are kept in a below-ground dungeon. Set in the heart of the military district, this building is always well-guarded. | ||
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+ | - The Knights of St. Grignr: Although this order originally had its headquarters in the wealthy district, 20 years ago they moved to a new building in the common district to be closer to the people. The building acts almost like a mission, providing shelter and food for the unfortunate. It is manned primarily by old knights and young squires, as most of the battle-ready knights travel the countryside in search of honor and adventure. | ||
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+ | - Curiosity Shoppe: Run by an old Halfling named Pipkin, this shop deals in magical trinkets of all kinds. More powerful items are kept here, but they are stowed away in a back room, only shown to special customers . Thieves which attempt to break in here invariably find that all doors and windows whose locks are picked magically open into the City Gaol. No one knows where the Halfling comes by his items, but he is known to receive strange visitors late at night, who are always gone by morning. | ||
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+ | - Royal Theater: Built only recently on the south bank of the Druidwash, this theater closely resembles those of Elizabethan England. In warm, fair weather, two performances are given every day, ranging from juggling acts to ribald comedy to serious drama. With expensive boxes, and a cheap standing-only section, the theatre is a favorite locale of both nobles and commoners alike. | ||
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+ | - Royal Hospice: This house of healing is divided into two sections. The first is for non-paying customers. Here, city folk, upon proof of citizenship, | ||
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+ | - Harbormaster: | ||
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+ | - City Gates: These huge wooden gates are set into solid gatehouses which are manned and guarded at all times. The gates are closed from sunset to sunrise, and small camps of folk waiting to enter the city often form outside at night. Pedestrians are allowed to pass through the gates free of charge, but horses and wagons are each charged a toll upon entering the city. | ||
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+ | - Festival Field: Twice a year, this large, open field is the scene of a carnival. The Spring and Harvest Festivals draw all manner of folk from the city and the surrounding countryside. There are tournaments, | ||
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+ | =====OTHER PLACES OF INTEREST===== | ||
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+ | **Strongwall**: | ||
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+ | **Anarn**: (pop. 50,000) A medium-sized fortress city, Anarn has traditionally maintained watch over Ambria' | ||
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+ | **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. | ||
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+ | **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. | ||
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+ | **Stormshaven Bay**: This large body of water is a fisherman' | ||
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+ | **Sorcerer' | ||
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+ | 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. | ||
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+ | Since 3129, the Sorceress has made it her dwelling place. | ||
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+ | **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. | ||
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+ | **Druidwash**: | ||
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+ | **Witchwood**: | ||
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+ | **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. | ||
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+ | **Thimblebark Forest**: This woodland is the home of the Western Shores' | ||
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roleplaying/hero/ws/ambria.txt · Last modified: 2015/01/26 19:23 by 127.0.0.1