Geography Of Sosaria – Vol I

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Title: Geography of Sosaria - Vol I

Author: Hands of Virtue


Ambrosia

In the Codex of Ultimate Wisdom lies the ever-spinning tale of Ambrosia. Centuries ago, a meteorite crashed into the sea, and its husk formed an island. To mankind, this island was a bad omen, yet this alien to the world of man drew the gargoyle people, who gave it a name: Ambrosia. Though rarely occupied, the isle Ambrosia served as a symbol of good fortune, as a land was created where previously was none. During the cataclysm, however, this land from another world sank into the sea, and became part of Britannian lore.

With the rising of the columns, the gargoyles' pride grew and they became discontent with man and his imperfections. In secret, far below the waves, the gargoyles built a new city, a place to call their own, and dubbed it Ambrosia, in memory of the alien isle that sparked the dream. Beneath a grand and magical dome, the city of Ambrosia was born, it's glowing spires safe from the history of man.

Britain

Principal towne of the Empire of Britannia, the busy seaport of Britain lies in central Britannia on Britanny Bay. The bards headquartered in this towne of compassion and the arts put their emphasis on hospitality. Britain has a large hot el and outstanding pubs and food. There is also an armoury wherein thou canst buy the finest bows made.

The Britannys. These three suburbs recently sprung up around Lord British's castle and provide many of the goods and services needed by the court of Lord British. East Britanny specializes in shipbuilding and boasts a fine healer. North Britanny offers a small, rustic inn and fine stables among its several farms. West Britanny is a farming towne, supplying its own needs and those of the four surrounding settlements.

It is also host to multitudes of travelers and to purveyors of goods of all kinds. The adventurer will surely appreciate the hospitality shown by Britain's compassionate citizens. The shops, inns and armouries of Britain are much renowned and frequented by all who prepare for and return from long journeys. It is easily the largest city in all of Britannia and it has seen much new development. It is the home of the historic Wayfarer's Inn, Royal Theatre and the Music Hall. It is a center of commerce for the entire kingdom.

Buccaners Den

This island is the notorious home of pirates and thieves. It is a place that is not without risks and dangers--especially if one is too free in displaying one's money. In spite of its ill repute, many travelers have found this island village east of Paws to be a great source of exotic goods. The ships that frequent its harbor bring unusual artifacts from far and wide.

Cove

The magical village of Cove nestles among the mountains south of Lock Lake. Cove's healers and alchemists are among the best in Britannia. Here too is the magnificent temple of virtue, built to honour those on the quest of the Avatar.

The city of Cove is the cleanest city in all of Britannia. Although the city itself is pristine, a traveller would be wise to avoid Lock Lake, which has become very polluted in recent years. One of the most romantic places in all of Britannia is the "Lovers' Walk," which is not far from the Shrine. Across the mountains from Cove the traveller will find the Bloody Marsh, site of one of Britannia's most savage wars.

Jhelom

Far off the mainland, among the mountains on the central and largest of the Valorian Isles, the bustling towne of Jhelom provides food and lodging to visitors as well as to its fighters and students of valor.

It is the birthplace of many an esteemed Britannian warrior. This city of Valor is also known for its well-stocked armoury, the hospitality of its barmaids and for its local fighting club, the Library of Scars.

Minoc

Stretched across the mouth of Lost Hope Bay in northern Britannia, Minoc has committed itself to the plight of the needy and homeless. Minoc is also well known for its artisans who excel in the crafts of metalworking, armouring, glassblowing and clock making. Minoc, also known as the city of Sacrifice, The homeless of Britannia are welcomed in Minoc; here they find refuge in the Mission of the Helpless, with ready access to a find and charitable healer.

Moonglow

Moonglow is the city of Honesty and sits upon the southern tip of Verity Isle. It is where the Lycaeum, the great storehouse of knowledge and wisdom, is located. Nearby, the traveller will also find the observatory, which contains a orrery. There are rumors that thou mayst see thy future here.

The world's greatest storehouse of knowledge and wisdom is contained within the walls that form the Lycaeum. Poised upon the northwestern slopes of Verity Isle, the Lycaeum's libraries, laboratories and academies of learning are a haven for the seeker of truth. Four times each year the Inner Circle of Mages congregates within the labyrinthine chambers to exchange esoteric secrets. Whilst in the area, do not fail to visit the observatory where astronomers create many fine lenses through which to view the heavens.

Paws

Paws is a small coastal village that, because of the continuous expansion of the capital city, has essentially merged with Britain. While there was a time when this village held a quaint rustic charm, in more recent years the village of Paws has languished in poverty. A terrible, seven-year drought has forced the closure of many of the local farms. The industry of paws consists primarily of milling flour, dairy farming and meat curing. Serpents Hold

A bastion of honor, valor and triumph, Serpent's Hold is the castle headquarters of the Order of the Silver Serpent and the training center for Britannia's armed militia. Many noble and brave warriors have set forth in our defense from this garrison on the Isle of Deeds. The most skilled of these warriors, grizzled veterans all, have selflessly returned to instruct the new recruits in the ways of attack and defense.

Trinsic

On a grassy plain on the southeastern shore of Britannia, Trinsic's honourable paladins impress visitors with their courage and devotion to truth. A sunny towne of marble buildings and shaded parks, Trinsic has a lovely pond, an armoury, a healer and a fine stable. Travellers might question the need for the walls that surround the city. As if this would not be enough to keep the city secure, the guards of the city will not permit anyone to enter or leave the city unless they know the secret password. While this was once done to maintain the security of the city and the safety of its citizens, it is now done mostly to sustain a traditional ritual.

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