Ambermount
The City of Trades
Once the seat of its own state, Ambermount is now the industrial heart of Laridia. The central destination of all goods destined for something greater, be they textiles, building materials, tools, arms, armour, or even the stuff of magic itself. The Bronze Throne never denies the establishment of a new trade within it’s walls. Space is made, walls expanded, foundations laid, and a new industry blooms where bare stone once lay. It is far from an agricultural city, but the fields not far from its walls are more than enough to provide for those who cannot afford to buy food imported from towns and cities along the Amber. Ambermount is separated by the river is straddles. Docklands carved out of bothe banks, each bordered by markets and those in turn bordered by the Foundry Quarter. The Trader’s Way cutting the city in half on its other axis, allowing easy transport through the entire city. The city is surrounded by a thick wall of limestone, interwoven with silver in the traditional manner of the Faredian Theory of Warding to strengthen both the physical and metaphysical properties of the wall. As are the city gates, though their weavings might easily be mistaken for simple decoration to the untrained eye.The People of Ambermount
Ambermount draws a myriad of people, though mostly the more commercially or industrially inclined races. Unlike most of the Empire, humans have taken quite the back seat. Gnomes, Goblins, Orcs, half-giants, and even the reclusive Dwarves of Ophanis have flocked to the City of Trades to make their living. The city boasts an impressive number of half-giants and dwarves, many finding the lifestyles of their homes unfitting. Making more quiet lives for themselves within the city's ever shifting walls. They have enjoyed their adopted role as the builders, architects, and merchants of the city and its surroundings. The gnomes and goblins of Ambermount have been swayed another direction, almost all of them even more eccentric than their kin from outside the city. The Haldan Ward is where they make their homes, finding it easier to build size appropriate housing amongst those of their own heights. The orcs that make up the majority of Ambermount have taken to city living exceptionally easily. A most industrious people, building arms, armour, ships, and tools for the Legions and general populace. Humans no longer boast the numbers they used to. Having mostly moved out to seek differeny opportunities as the city grew to a different focus.The Garrison
The peacekeepers of Ambermount are well payed and even more well armed. The men and women of the Garrison are armoured in sturdy plate, laced with wards paid for by the Bronze Throne. The Garrison does not adorn its members with any accessories that may hinder their ability to combat any foes. The Garrison patrol in groups of six at all times, with four in full plate and two in lighter mail. Most presume this is to serve as runners or to catch those criminals that prove to be fleet of foot. Should one stay on the good side of the Garrison, they may prove quite useful allies.The Districts
The poorest region of Ambermount, the Pits are named for the remnants of the old city tanneries that sit at their centre. These old tannery basins are often used by amateur alchemists, chemists, and brewers to make all manner of unregulated concoctions. The are can be dangerous, though one's chance of begin robbed or murdered are much lower than the risk of being the collateral damage of an experiment gone heinously wrong. The Pits boasts some of the most entertaining night life for those that seek illicit drugs and pleasures one might be required to pay extortionate sums for elsewhere. There are rumours that the various small time gangs within the Pits have begun to organise themselve, perhaps to coalesce into something more, or perhaps this is simply to burn away some loose ends. The Garrison cannot say for sure, but eventually the hammer will fall. The northern half of the city is almost entirely dominated by workshops and factories. The majority of which produce items for export. Tools, textiles, clothing, weapons, pottery, and even wonders of the arcane. The Northern Foundries are separated into eight sections. The Trade Stacks, where goods are hauled from the docks to be sold and distrubuted throughout the district. The Stacks are dominated by the Orethian Trade Hall, owned by the Orethian family. Little passes through the Stacks without their knowledge and most passes through with a healthy sum of coin headed to the Orethians as tribute. The Silken Row is filled with textile mills, weavers, tailors, and seamtresses. The Row is where anybody that needs a set of clothes to last the next ten winters must go. The Steel Hearth, a square of steel merchants and smiths all around them, producing all manner of tools, arms, and armour. The Lumber Yards are precisely as they sound. An area of mills along the river, surrounded by furniture makers and other woodworkers. The Wards contain the primary medical facilities in the city, close to the source of their medication. The Clay Avenues are where the city's potters reside, close to the waters. The Tanner's Corner explains itself. It is secluded in the north-western edge of the city so that people can avoid the smells. The Streets of Mystery house the areas many arcanists and scholars. Most of whom call the College of Reflections home. The Southern Foundries produce the steel, war machines, and logistical materials for the Imperial Legions. The area is much more heavily regimented than its civilian counterpart across the river. Haldan's Ward sits just outside the city's northern walls and houses many of the gnomes, halflings, and goblins of Ambermount. They prefer to make their homes amongst people of similar size and many of the halfling families have produced quite impressive farms on the city outskirts.
Type
City
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