You decide to carry on in the morning towards Ambroi.
The rest of the journey passes, thankfully, without significant incident. The terrain grows more hilly as you approach the coast, and when you are about a day from Ambroi, the terrain to the north ceases to be verdant woodland and fades to a dull mixture of gray brush and low grasses. As the terrain grows more hilly, with rocks and boulders prominant, you start to feel a little nervous, remembering the stories of bandits on this road. Thankfully, none appear.
You reach a place where there is a road leading north as well as east/west, and a dilapidated sign indicates that that road is the land route to Myrtolo Keep. There is little sign of traffic, past or present, on that road.
As you continue west, getting pretty much all the way healed in the process, you finally mount a hill and look down on the great port city of Ambroi. It is large, sprawling, and very noisy, smelly, and busy. It is the nexus for seafaring trade in the kingdom, and the largest port for a hundred miles in any direction. Exotic goods from all over are transported here for distribution and profit.
It is well known that the official authorities in Ambroi have little power, and the gangsters run the scene. The King doesn't mind as long as a semblance of order is maintained, and the gangsters have as much to gain from a profitable and safe city as anybody else. They have a reputation for nastiness if crossed, however.
The city is unwalled and the guards where the road enters give you little more than a glance as you ride into town. The city is filled with throngs of people of all descriptions and races, but the wealth of the city does not seem to have spread itself evenly. A large proportion of the inhabitants are the lowely, poor commoners you see everywhere.
OOC: To give you a better idea, I modeled Ambroi largely after Mos Eisley in Star Wars, just minus the desert theme and slaves.