Amaranthine |
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City of Amaranthine
Several years have passed since the Darkspawn attack, and while the city has since been rebuilt, it's people remember carnage all too well. But despite this the city has thrived, becoming an important trade center for Thedas. Even with the continued existence of the Merchant's Guild, smugglers still manage to make a steady profit and elude the city guards. Underground caverns and water ways allow for easy access to basements and cellars, as well as a possible connection to the Deeproads.
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Blackmarsh
Blackmarsh was once a place of hope for a group of settlers looking for a new life. They built a small town inside of the marsh that flourished for a short time. But one day the village burned, and its people mysteriously vanished. For many years since then Blackmarsh was said to be haunted. It was a gloomy, desolate place. Only one road lead through it, though not even birds dared to fly over it. It had become a foul place, but since the Greywardens arrived it changed dramatically. A new village was built upon the site of the old one, and tales of evil spirits living amongst the trees no longer seemed possible. The sun shown once again upon the marsh and people rejoiced, though the marsh's sudden change remained a mystery to most. While life in the marsh has since been good, most people do not venture far enough from the road or town to discover what other secrets the marsh may hold.
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Dragonbone Wastes
Far to the south of Thedas, nestled between high, foreboding mountains, is a place where they say dragons go to die. There, in that harsh and wild land, a dragon at the end of her days would lie down and allow the bitter cold to take her. The Tevinter Imperium believed the tales, and imagined that the bones of these great and ancient beasts must be suffused with power—power they could take for themselves. And thus they sought out the place that their legends spoke of. When they found it, and saw the bones piled upon ancient bones, they named it Drake's Fall.
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Knotwood Hills
To the west of Amaranthine is an area they call the Knotwood Hills, so named because of the dead, gnarled trees that dominate the landscape. For reasons undiscovered, the hills are inhospitable and barren, in striking contrast to the fertile farmland of the rest of the arling of Amaranthine. Violent rock slides on the craggy slopes of the Knotwood Hills have claimed untold lives over the years; there are also stories of sinkholes appearing in ground that seemed stable moments before. Rumor has it that a section of the Deep Roads runs under the hills, and that the structure of these old tunnels is starting to deteriorate. Few men are brave enough, or foolish enough, to investigate the truth.
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Vigil's Keep
Vigil's Keep is a fortress in Amaranthine. When Amaranthine fell to the Orlesians, the Howe family did not surrender. Instead, they chose the fortress Vigil's Keep as their base of operations. When the Orlesians were defeated during the Fereldan Rebellion in 8:99 Blessed, Vigil's Keep was the first place that the flag of Amaranthine was raised again. After this, Amaranthine became the new home of the Howe family.
In 9:30 Dragon, the keep was given to the Grey Wardens by the Fereldan monarchy following the end of the Fifth Blight. While the Keep was attacked by the Darkspawn, it withstood the attack for many days, eventually falling. It was rebuilt however and the surviving soldiers became legends known for their silverite Armor. Under the tutelage of the Wardens, the Silver Order was formed and developed into one of Ferelden's most revered military forces, a lasting memory of the Vigil's famous commander. It has since continued to be used as the main base of operations for the GreyWardens in Ferelden.
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Wending Wood
The Wending Wood is an area of forested slopes and lush greenery, divided by the trade route known as the Pilgrim's Path -- named for the faithful devotees of Andraste who walk that very road to reach Amaranthine, and who have left ancient relics scattered about the wood to honor Andraste and the Maker. For centuries, the wood was known as a place of breathtaking beauty and tranquility, as well as a place for the Dalish to make camp. Deep mines and caverns can also be found within the forest, though most have long since been abandoned...at least that's how it seems.
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Kal'Hirol
The dwarven fortress of Kal'Hirol was long known as a center of learning for the smith caste. Its workshops are where Paragon Hirol conceived his famous improvements to golem resilience and power, and where Hirol's favorite student developed a method for storing refined lyrium that is still used today. These breakthroughs brought Kal'Hirol great prosperity; its passageways are said to have glittered with gold and silver, yet its fall is shrouded in mystery. All that is known of this fortress is that its elite appeared at Orzammar's great doors, exhausted and in despair over the loss of their home.
But with the aid of the Wardens Kal'Hirol has since been reclaimed by the dawrves of Orzammar. In recent years however, travel between the city and the fortress has become more and more dangerous as Darkspawn have become increasingly clever.
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8:40 AM Jul 11