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Ammerdon Outpost (Am/ur/din outˌpōst)

Your Adventure Begins Here.

| Bustling with the shouts of peddlers, rolling carriage wheels and heavy horse hooves, the traffic in Ammerdon Outpost is always busy being the bottleneck of Xios. Dust is picked up from the King's Road as travellers and workers pass through the gates under the watchful eye of the local militia. A rather odd looking stone wall surrounds the town with a portcullis suspended allowing day to day activity to proceed. The only building that can be seen above the walls is a tall building resembling a barbican known as the National Guild of Xios. |
Ammerdon Outpost is the first populated location players will encounter in the Shards of Durim campaign. Due to the Seven Calamities and Hundred Year Balance War, this once great city is now a shell of what it was. The ruins of the city wall surrounding the outpost give the impression of a larger population than what currently resides within, now a peaceful trading post connecting the continent of Xios to the rest of Faerûn. Paleontologists often show up in hopes of finding ancient artifacts buried deep from the glory days, though most of what is considered valuable has already been claimed. With the Kingdom of Eldinien establishing the National Guild of Xios within the town, the renowned transmutation wizard Crom Vindelle opening up a peculiar shop after retirement, and the booming lumber industry from McScrute's Timber Mill, the town has become a place packed full of characters creating a diverse settlement.

Demographics

The inhabitants of Ammerdon Outpost are mostly humans, although a few immigrants of other races reside in the walls. With the King's Road running through the middle, there's often different folks travelling through, stopping at the Drunken Crutch for a long rest or a drink. The locals are acustomed to seeing other races, and despite the wars and calamities, they remain kind to strangers so long as they don't cause any trouble.

Despite being the furthest away from the kingdom, Ammerdon still has distinct wealth classes. The poor are those working in labour - typically at the timber mill - and live simple lives. The middle class have chosen a trade or skill to excell at and have made a career in that, such as a blacksmith, a soldier, or a carpenter. The rich are those who hold power, such as a business owner, royal or political figure, or one mastered in their skill or craft.

Government

A council of locals known as the Ammerdon Council dictate the laws, customs, and traditions of the town. To be elected as a member of the council, your family must have lived in the town for at least one generation, as is tradition. (There have been few exceptions depending on the merit of the person)

Income - Ammerdon Outpost makes its money from the local resident taxes, as well as payment from the NGX for allowing an NGX tower to be within the town walls. The money is then used used to pay the Brynharde Patrol for their protection, as well as the local militia and councilmen. The rest goes towards town maintainence and reserve for holiday events.

Economy - Most commonfolk can earn a living working as a laborer at McScrute's Timber Mill making 3sp per day. Those with more skill or education become fishermen, artisans, or militia and can earn up to 1gp per day. Merchants, officers, councilmen, shopowners, and faction employees earn a comfortable wage of up to 3gp per day. Citizens of Ammerdon Outpost pay 44sp/mth for taxes.

Law - Small crimes are handled by the authority of the Ammerdon Council with the enforcement of the local militia. The culprit is put into a cell within the town hall until a trial can be held. The council is both judge and jury and decides the sentence depending on the crime. Large crimes are given to the Brynharde Patrol for an investigation to be conducted. The suspects are brought to the Brynharde Prison until the investigation is complete and a trial is conducted before a magistrate. The list of crimes can be found in the Eldinien Lawbook.

Defences

Town Wall
Size: 20ft. high, 5ft. thick
Material(s): Stone, mortar
Armor Class: 15
Hit Points: 60
Trap: When the town gates close, an abjuration ward activates creating a dome over the town with an Alarm spell. When a creature passes through the dome, the spell is cast alerting security of an intruder. The source is a crystal located in a guarded warehouse, and the ward can be deactivated with an arcane (Wisdom) DC 15, or by destroying it.

Portcullis
Size: 10ft. high, 10ft. wide
Material(s): Wood with reinforced iron
Armor Class: 15
Hit Points: 30
Trap: Hellish Rebuke is cast on the creature who makes the first attack on it. It takes 1d4 hours to reactivate the trap.

Local Militia:
1d4-1 guards during the day, 1d4+1 guards during the night, 2d4+2 guards during an alarm

NGX Mercenaries:
1d4+2 adventurers during an alarm
Create a level 1d4+1 adventuring NPC for each mercenary

Brynharde Patrol:
Patrol consists of 2d12+8 knights and 1 veteran
Arrives in town once a week, and 1d4 days during an alarm if called

Brynharde Battalion:
If the threat is not neutralized by all of the above mentioned defences, then the Brynharde Battalion is sent to take care of the situation. The ballation consists of 1d4x50 soldiers, 1d4x50 archers, and 2 captains, and takes 5 days to arrive.

Industry & Trade

Being one of the largest trading posts outside the kingdom itself in Eldinien, Ammerdon Outpost has plenty to offer for trade, and with the booming McScrute's Timber Mill, the timber and construction industry is what makes this town profitable.
Merchant Square (Trading Post)

| To the side of the cul-de-sac is a series of square one-story buildings with placards of all kinds hanging about. Shouts of rare trinkets and deals from merchants come from inside the building, while carriages are parked out front showing their wares. Smells of various perfumes, metals, foods, animals, and others all blended into one can be picked up in the air. |

The Merchant Square is where adventurers and travellers go for most of their daily needs. Merchants often park their wagons here in hopes of making a profit, as they are protected under the National Guild of Merchants (NGM) from local laws that prohibit soliciting. Not every seller is after gold; Some might look for trade, while others might be collectors wanting to add to their collection.

Infrastructure

The infratructure of Ammerdon Outpost is unique in the way that it combines the ruins of Ammerdorinian's castle wall and buildings with the makeshift work of a humbled artisan. The smooth white stone that once towered into the skies now only stood a few feet tall making a foundation for the cobblestone and mortar built on top. This settlement built within the great castle walls is a reminder of how grand Ammerdorinian once was before it collapsed unexpectedly during the last war, the knowledge to build such magnificant buildings lost with it. Archiologists often come here hoping to find lost secrets only known to those who lived in the past, but much of it has been lost within the rubble that now lies below the town. The King's Road is a mixture of cobblestone and gravel with a few traces of white brick along the path. The buildings are mostly cobblestone with thatched roofs given the abundance of rubble that was lying around. A shipyard is used primarily for fishing to the west, though it was once a famous trading port. The National Guild of Xios stands as a beacon to adventurers with pristine stone and mortar provided by the Kingdom of Eldinien's coffer.

Districts

Lower District - Littered with ruins and make-shift huts, the lower district is where most of the poor commoners live. Crime is higher here than the other districts with patrols appearing less often, though a few militia can be found if one looks. The residents here are quite thankful to those to offer help or support, and can share knowledge about the town and surrounding forest.

Middle District - The busiest district, the middle district is where the NGX, NXP, merchant square and artisans' houses can be located. There are always local militia patrolling the area and watching the local shops.

West District - Closest to the shore, the Quipper's Nest, the Drunken Crutch, the town hall, council houses, and several warehouses make up for most of the west district. The warehouses used to be for storing trading goods from the port, though it's mostly used for storing food and lumber now. This district has restricted areas that are guarded by the militia.

East District - More of an open field with rubble lying around, the east district is known as the adventurer's campsite. Here is where most adventurers, travelling folk, and those who were too late to book a room at the Drunken Crutch camp out for the night. There is a shop front called Vindelle's Berries as well that hosts a garden and laboratory.

Assets

If it's coin you're looking for, there are plenty of places to check. Taxes provided by the citizens are stored in a warehouse guarded by the militia. The NGX acts as a local bank with money provided from the Kingdom of Eldinien, and also carries the rewards from contracts to pay adventurers located in a warded chest below the clerk's desk. The Brynharde Battalion collects payment from the town at the end of each month for the contract. Merchant caravans can sometimes hold valuables, and Vindelle's Berries as well as McScrute's Timber Mill holds a small coin chest.

Key Locations

Vindelle's Berries (Shop)

| Black smoke spews from a chimney as an occasional explosion noise is heard from inside the laboratory. A large garden sits inside a rickety picket fence with a dirt road leading to the shopfront, a sweet aroma of berries filling the air. The small shop could almost be mistaken for a simple house if it wasn't for the obnoxious chimney coming out of the roof. |

Vindelle's Berries are well known throughout Eldinien for its abjuration berries. From increasing your AC to curing diseases, enhancing magical attributes, and everything in between, Crom Vindelle is able to infuse berries with a magical property that when consumed gives the creature a temporary buff.

National Guild of Xios (Guild)

| Standing as the tallest building in Ammerdon Outpost, this brick tower resembles more of a castle barbican than anything. A large red placard rests above the front entrance with the letters "NGX" engraved in gold. The door is left open as you hear the crackling of a fireplace along with jumbled mumbles of adventuring parties bragging about their acomplishments. Inside the tower closest to the door is the registration kiosk, with 2 human female clerks standing behind a desk greeting visitors with smiles. The floor lined with various rugs, along with the warm fire and sunlight coming in through a sunroof, the building gives a warm welcoming feeling. Further in reveals the lobby, NGX blacksmith, library, apothecary, and general shop. |

The National Guild of Xios (NGX) is a guild dedicated to providing adventurers with line of work through quests offered by the local residents. Each of the rooms have a security crystal overseeing the floor. The quest board in the lobby is updated every morning with new or ongoing quests, as well as completed quests and distress calls. In order to be eligable to accept a quest, an adventurer must first register with the guild to become a member. The quests you are able to accept are based on a ranking system, and you can receive more information from the registration kiosk. See National Guild of Xios for more information.

NGX Lobby

| A tall cylindric room is filled with round tables and red cushioned chairs. A fireplace crackles with magical fire as some seats are filled with adventurers. A wooden bulletin board fixed to two posts stand to the side with various papers pinned to it. There are 4 doors equally spread throughout the rooms leading off into the various shops. |

The National Guild of Xios in Ammerdon Town is run by two clerks: Sadie Hopkins during the morning shift, and Jade Cauldred during the afternoon shift. Sadie will go to the quest board every morning with a stack of papers and update the quests, and Jade handles the payments to the adventurers. The DM can create quests themselves, or refer to the Quest Board's chart of quests. It is important to note that the quests do not interfere with the main story quests, but are related more to milestones within the campaign. Once an adventurer has completed enough quests, their ranking increases which in turn progresses the main storyline.

There can always be at least a few adventurers lingering about in the lobby, whether they're making preparations for a quest, waiting for a colleague to appear, or relaxing after their last successfull quest. The DM can create characters between level 1-6, or just use various NPC stat blocks for interaction.

NGX Blacksmith (Shop)

| A long hallway of helms, chainmail, and spears lining the walls leads to a small blacksmith in the back. The clanging of metal on metal is heard through the doorway, as a bright red light glimmers from a furnace. A dwarf with sweat dripping down his brow is hammering down his latest creation on an anvil, focused purely on his work. Tools are hung all over the inside of the blacksmith as you feel the heat radiate. |

The NGX Blacksmith is used as an armory for the Ammerdon Militia in addition to a local blacksmith. customers can come here to have their equipment repaired, as well as browse for new weapons and armor. With not much room for storage in the blacksmith, most orders are made to go with the exception of items and simple weapons.

Ovim Steelbender is a dwarven blacksmith who studied a bit in arcane magic. He's not much of a talker, but if you can get him talking about his craft he'll be happy to tell you about how he has a technique that can add a magical attribute to a weapon without needing attunement. The time, cost, and attribute granted can be up to the DM's discretion.

NGX Library (Shop)

| The smell of old parchment fills the air as you walk into the library. Bookshelves lined with various sizes of books are placed throughout, and a desk sits in the corner with a small yellow crystal projecting a holographic screen. Another shelf sits to the side holding various scrolls with tags attached to them. |

The NGX library has books loaded with information on various subjects of Xios, from religion to factions, geography, history, politics, arcane magic and technology, and everything in between. The library also sells scrolls provided from the Kingdom of Eldinien's National Arcane Ascociation (KENA). The scrolls range anywhere from simple cantrips to level 3 spells.

Abigale Grinsworth is the librarian that runs the NGX Library. She is a human female 5th level sorceress / 1st level wizard who always has a book on the go. She is an admirer of the works of Zylith the Grand despite what the legend says about her. If she finds out about an adventuring party going into the Zylith Swamp, she will ask to join them in hopes of meeting the great sorceress.

NGX Apothecary (Infirmary)

| A vast array of different colored vials stand neatly alligned on shelves suspended from the ceiling. Several large strange contraptions are scattered about the room with various colors of lights and different sounds creating a white noise effect inside the room. A white desk is located at the end with a small yellow crystal projecting a holographic screen, and what looks like a very uncomfortable bed resting on a stone slab sits in the middle of the room. |

The NGX Apothecary is where people go who are injured to receive medical attention they cannot get elsewhere. A local cleric or physician is usually about (there might be a "be right back" sign on the desk), and are able to perscribe treatments. A pharmacy is also available with over the counter potions, and members of the NGX get 50% off on treatments.

NGX General Shop (Shop)

| Walking into the brightly lit shop, there is immediate chaos among the shelves. With so many things upon things, it's almost unimaginable to be able to find what you're looking for. The only thing distinguishable is a desk in the middle of the room, with a small yellow crystal projecting a holographic screen. |

The NGX General Shop is the go to place for every adventurer's shop list. If there's something that's not on the inventory, you can always ask the shopkeep to place an order through the National Guild of Xios directory (The item can be teleported from headquarters). The DM can determine if the item is available, the cost, and how long it will take to arrive.

National Xios Post

| Coming up to a quaint square brick building, a placard with the letters NXP on a parcel engraved hangs above a double swinging door. The planters hanging below the windows are filled with beautiful flowers of all colors, and the smell of paper and parchment comes across your nose from inside. |

The NXP is responsible for delivering any packages throughout Xios. It was established after the fifth calamity made it dangerous for teleportation spells at long distances. The guild is also capable of requesting parcels from outside of Xios to a player's background at the DM's discretion. The postmen travel by horse with a satchel to bring parcels, or by carriage if there is a large order. A carriage takes parcels all through northern Xios, allowing players to receive or send items or messages to various places, including outside of Xios.

The Drunken Crutch (Tavern)

| As you approach the large two story wooden building, a placard comes into view with the symbol of a crutch, and a plankard of ale. Underneath it reads "The Drunken Crutch", and voices can be heard from inside. The aroma of fresh bread and grilled meat lofts from one of the windows as customers come in and out of the tavern. Inside, a large wooden bar stretches across the wall with stools lined up in a row. Thick oak tables and sturdy chairs fill most of the room, along with a large fireplace, a staircase leading up, a small round stage for performers, and a doorway leading into the kitchen. |

The Drunken Crutch is one of the larger establishments being the only tavern in Ammerdon Outpost. Whether it's adventures telling stories, laborers getting ready for their shift or coming off their shift to enjoy a drink, or travelling folk, the place is never empty. Gaston Bijhobee makes sure the building is kept clean and tidy with the help of his daugher Belle Bijhobee. The kitchen is filled with various foods for the menu, with a locked cellar leading into the basement. The staircase leads up to the rooms that are rented out to customers looking for a place to sleep. Breakfest is served in the morning and supper during the evening, as well as beverages and services.

The Quipper's Nest (Guild)

| A grand building made from what appears to be modern materials with ancient stone as a foundation, this shipyard displays an elegant placard with the words "The Quipper's Nest" engraved in the wood. A beautiful golden figurehead of a male angel points out into the sea sitting above the placard. Giant wooden beams stretch across the roof, and the aroma of fish is strong in the air. Walking in, the large lobby area has been transformed into a makeshift pub, with a patchwork bar counter and several tables with chairs tucked in. The place reeks like fish and booze as barrels at the back wall sit next to shop display that chills the inside, filled with different fish for sale. |

A shipyard typically doesn't have its own name unless it's of some signifigance, and The Quipper's Nest certainly earned a reputation for itself in more than one way. It once was one of the great trading ports of Xios, with easy access to lands beyond Xios. It also became the target of ridicule and fear once the calamity called forth an aboleth that now resides within the Sea of Calamity (Once known as the Grand Sea). Now the shipyard acts more as a fisherman's guild than anything, with sailers stopping by to sell their catch, or purchase some new fishing gear.

Guilds and Factions

Being the furthest governed town away from Eldinien's capital, Ammerdon Outpost does not deal much with the Kingdom of Eldinion (KoE) Faction. The town hasn't seen a royal member, an ambassador, a herald, a tax collector, or even a soldier since the Hundred Year Balance War ended and the alliance was disbanded. The Lord of Brynharde has made a contract with the councilmen of Ammerdon Outpost, where the Brynharde Patrol will visit the town once a week or should an alarm arise, in compensation of payment to be made. The amount is 840gp every 28 days (2gp per knight per day for travel x 12 knights + 1 lieutenant).

Ammerdon Council - The councilmen of Ammerdon manage the financing of the town, having business contracts arranged with the NGX, BhB, NCG, and NGM. They collect money from the merchants and artisans for allowing them to set up business in the merchant square, as well as the National Guild of Xios for having one of their towers established and renting out the field for adventurers. Some of the proceeds go towards the BhB for use of their Brynharde Patrol, while the rest go toward paying members of the council, the Ammerdon Militia, and maintaining the town.

The council itself is made of elderly male and female humans, very set in their ways of laws and traditions. They always look out for the best of the town, and hope to one day return it to its former glory known as Ammerdorinian. They will always listen to an entrepeneur wanting to make a business proposition, and will often offer quests of higher ranking with well paying rewards to deal with political or military issues. (dealing with bandits, escorting members to other places, etc.)

National Guild of Xios (NGX) - The National Guild of Xios is a guild contraced by the Kingdom of Eldinien faction. It is an organization dedicated to signing up adventurers able to deal with day to day problems the army cannot afford to deal with since their numbers have dwindled from the last war. They have a deal with the Ammerdon Council to pay rent for their establishment within the town walls. They receive a portion of quest rewards for contracting an adventuring party to accomplish the quest. Most citizens would rather not deal with adventurers themselves after everything they have lost from the wars and calamities, and with the NGX being a reputable guild, they prefer to have them hire the adventurers instead. See National Guild of Xios for more information.

Brynharde Battalion (BhB) - Controlled by the Lord of Brynharde, the Brynharde Battalion is a sub faction that falls command under the Kingdom of Eldinien. They deal with any problems or threats too big for the Ammerdon Outpost to deal with themselves, and therefore have made a contract with the Ammerdon Council. A squardron from the army called the Brynharde Patrol visits the town once per week (3 days travel there and back) every week, as long as the price of 840gp is paid for every 4 weeks. See Brynharde Battalion for more information.

National Craftsmen Guild (NCG) - Though the guild itself is not located in Ammerdon Outpost, a lot of the guild members come to town for business and construction contracts for the town. The Ammerdon Council will send word to the guild in Brynharde should a project arise, and a team of laborers and foremans will come and construct or repair whatever the contract demands with payment. Other members come to offer their services to adventurers and travelers in the Market Square in hopes of making a higher bid. See National Craftsmen Guild for more information.

National Guild of Merchants (NGM) - With overflowing opportunity for business, merchants often come in convoys and converse with each other amongst the members of NGM. Those who show the badge of NGM are well versed in the art of bargaining, and have advantages when making ability rolls involving their merchandise. See National Guild of Merchants for more information.

Kingdom of Eldinien (KoE) - The Kingdom of Eldinien faction has little to no interaction with Ammerdon Outpost. The NGX goes through the KoE ambassador in Brynharde, who calls upon the Lord of Brynharde should the need arise. None of the KoE faction has step foot within Fortune's Forest since the last war ended 50 years ago. See Kingdom of Eldinien for more information.

History

2000GC - Ammerdorinian was established by Eldath, Goddess of Peace. All races lived in harmony within the great castle walls, and the city thrived as a trading port between Xios and the rest of Faerun.

First Calamity - The Tear of Eldath was created, causing chaos throughout the lands. Ammerdorinian created the Ammerdoran Army (AdA), and a special task unit within to investigate the source of the creation. During The Celestial War, it was discovered that several members of the Order of Eldath had secretly been kiling angels in order to obtain the Tear of Eldath.

Second Calamity - The Order of Eldath discovered through Fortune's Eyes that they were under investigation, and with the help of the king's advisor, they devised a plan to kill two birds with one stone. By banishing Zylith to the marshlands, not only do they eliminate a threat within the kingdom, but they also create a burden for Ammerdorinian by cutting their trade supply route off from the south. The caravans would have to go around the marsh through the Eyeless Desert in order to continue trade between Ammerdorinian and the south of Xios. This ended up delaying their plans to confront the Order of Eldath about their involvement in the Celestial War.

Third Calamity - The next move against Ammerdorininan was the summoning of the aboleth from the Warlock of Dispater. With the biggest trading port in Xios no longer safe to travel to, this crippled the economy of Ammerdorinian, forcing trade heavily to carriages. The Ammerdorinians saw this as an act of war, and sent an emmisary to the kingdom stating that they deal with the aboleth or force the might of the Ammerdoran Army.

Fourth Calamity - With the Ammerdoran Army ready to move out, the Order of Eldath planned something that nobody would be able to anticipate. The king of Eldinien convinced to fight the giants was a conspiracy that the Order of Eldath was behind, causing the land itself to reshape and delaying the travel of the Ammerdoran Army. The earthquake caused by the Spine of Xios dealt devistating damage to the city of Ammerdorinian, many of the army killed or injured. The once renowned castle of Ammerdorinian was in ruins, but the city would rebuild and start anew.

Fifth Calamity - The rebuilding of Ammerdorinian continued through the Fifth Calamity as the Æther began to cover the sky.

Sixth Calamity - The Ammerdoran Army was called to help in the war against Lolth and her invasion. While the majority of the invasion was held off, many lives were lost and once again the population of Ammerdorinian became smaller.

Seventh Calamity - The discovery of the betrayal of Myrkul, God of Death shook the land of Xios, and once more Ammerdorinian prepared for war. Should they be victorious, the Ammerdoran Army would then turn its attention toward the Order of Eldath.

224EC - While the Ammerdoran Army was out in battle, a large Æther portal opened up that linked Myrkul's Waste right into the walls of Ammerdorinian, with an army waiting on the other side. The city was wiped out within a day, with the army going back through the same portal. Though it cannot be proven, those who remember the betrayal of the Order of Eldath believe it was them to opened the portal.

250EC - As refugees fled from the war, they began to build a home within the ruined walls of Ammerdorinian. The only marking left that gave memory of the place was a ripped flag that had "Ammerdor" with the tear after the letter r. The refugees decided to name the town Ammerdon Outpost seeing that, and the town was estabalished.

305EC - A deal is struck between the Ammerdon Council and the NGX, and the National Guild of Xios is built in the town.

339EC - Kinsly McScrute creates McScrute's Timber Mill outside of Ammerdon Outpost, boosting up the economy and bringing in business.

340EC - A contract is made with the Brynharde Battalion for the Brynharde Patrol to protect Ammerdon Outpost and visit them once a week.

342EC - Craw Vindelle moves to Ammerdon Outpost and opens up Vindelle's Berries as a retirement plan.

Points of interest

Ammerdon Outpost has much more to offer than just the history of Ammerdorinian, the National Guild of Xios, the famous Vindelle's Berries, McScrute's Timber Mill products, and the trading opportunities in the Merchant Square. The stories told by the bards and scrolls sold by peddlers hold many myths, and legends within Fortune's Forest awaiting for adventurers to explore and discover the validity of.

Legends

Fountain of Eldath

The tale of the Fountain of Eldath is a well known song sung by bards all over Eldinien. The song goes as follows:

| "Beyond the trees that shade the ground,
Where water falls without a sound,
The peaceful air that stirs around,
She calls upon your name.

A trial will come to test the soul,
A feeble one will pay the toll,
If destiny is your true goal,
She calls upon your name.

So listen well and follow true,
Let not your your eyes deceive your view,
If destiny belongs to you,
She calls upon your name.

Pass the test and rest your mind,
The goddess will tell all in time,
For prophecy forever binds,
She calls upon your name.
|

The legend tells of a great waterfall where the water falls into an Æther portal that leads to the Blessed Fields of Elysium. A hero worthy of Eldath's divine blessing will approach the chasm and be greeting by a collosal avatar of Eldath. She will proclaim them as the heroes who will fulfill the prophecy and restore Xios to the Great Circle Era once again. Many adventurers come seeking the waterfall, but the few who find it come back with no such experience.

Glimzvordhmir, the Ancient Gold Dragon

The tale of Glimzvordhmir is a common told story around Fortune's Forest, whether by bard, locals, or travellers.

| Long ago, way back to the Great Circle Era when Xios was first created by the original pantheon of deities, there was a young gold dragon that roamed the coastline. The dragon watched as the land was being formed south of the coastline, intrigued as to what the deities were planning. Once the land was completed, Eldath approached the dragon alone and offered it a home within Xios. The mountain rising up in Fortune's Forest was made just for the dragon, and it soared in the sky with joy. The dragon watched civilization grow as it began to climb up in age, and 3000 years passed.

The dragon witnessed the descent of man as the seven calamities created chaos, the celestial war banished his friends, and the hundred year balance war almost wiped out all of its friends' creations. Enraged by the mortals going against the deities wishes and creating war and destruction, the dragon unleashed it's fire on the battlefield, coincidentally the same moment the god of death was struck by our hero Durim the Great. Some say it was a coincidence, others say it was an act of fate. Either way, both sides of the battlefield were scorched putting an end to the war as Durim banished Myrkul.

To this day nobody knows where the dragon left to after that. Some say he left Xios, unable to deal with the tragedy that happened. Some say he stays dormant in his mountain, waiting for another hero to return Xios to the Great Circle Era so it may see the deities once again.
|

The legend of Glimzvordhmir is an young gold dragon from the time of the Great Circle Era, now an ancient gold dragon still residing at the top of Shimmering Mountain, has always lured in those wishing to meet or obtain power from a dragon. Whether it's seeking gold, learning knowledge, or attempting to drink the blood of the dragon, adventurers of all kind come to Xios in hopes of finding the mighty Glimzvordhmir.

Shards of Durim Stronghold

| One of the most experienced war veterans, Durim Stronghold played a vital role in the 100 Balance War, defeating countless goblinoid commanders, and orcish warlords. Eldath told Durim the only way to save Xios was to imprison Myrkul in the lesser planes, so Durim travelled to the Nine Hells of Baaltor to make a bargain with the archdevil Dispator. Dispator would keep Myrkul as his prisoner, on the condition that Durim would surrender his soul. Knowing that Dispator would want his soul, Durim poured his essence into the cursed relic, sealing both him in the relic preventing Dispator from corrupting him, in Baaltor. The final blow that banished Myrkul shattered the artifact into twelve pieces, scattered across Xios. |

Durim Stronghold is known as the hero who banished Myrkul, God of Death with a magical artifact infused with the Tear of Eldath. The artifact was called the Strength of Durim, and was able to turn into any weapon the user wished. When Myrkul was struck with the artifact, it shattered into twelve shards and scattered throughout Xios. There have been 6 located: the 1st is owned by the current champion of the Brynharde Gladiator Tournament, the 2nd is said to be held in the royal vault of the Order of Eldath, the 3rd is located in Ilyaene's Grove, the 4th is rumored to be kept by the giants in the Athos Plateau, the 5th is on the crown of the king of WestReach, and the 6th is said to be at the top of Bahamut's Refuge. Each shard contains a portion of the power held by the Strength of Durim, and have a unique ability at the DM's discretion.

Terror in Sea of Calamity

The legend brought forth by the third calamity, a giant aboleth forced into the Grand Sea giving the new name Sea Of Calamity. The aboleth destroys any ships attempting to sail the open waters toward WestReach. Some pirate are either brave or foolish enough to attempt to slay the aboleth, the ultimate challenge of a pirate. Others come to try and study how the aboleth uses it's psionic abilities so they may better their own magic. In the end, the aboleth shows mercy to no one, and nobody has ever returned from their venture.

Myths

Fortune's Eyes HQ

There are rumors that the headquarters of Fortune's Eyes is located within Fortune's Forest (simply because they have the same first word in it). Though many authorities have tried to find the location of the faction, none have been able to find it.

Genjiki of Turtle Lake

The stories told of a giant turtle in a lake gave the famous name Turtle Lake. The story tells of how a monk once visited the island in the middle of the lake to meditate, and through his meditation realized that the island was slowly moving. He swam down to find out what was going on, and saw the face of a giant turtle. He named this turtle Genjiki, meaning ancient one, and obtained enlightenment. Many have travelled to the island and found nothing but rock.

Andrenjinyi of Fortune's Forest

There have been rumors of a giant snake capable of changing genders of creatures. Though there have been no reports of such a thing occuring, you sometimes hear the odd adventurer tell a story of how one of thier friend's friend encountered the andrenjinyi and is now the opposite sex.

Tourism

The National Guild of Xios is one of the main sources of tourism, attracting adventurers from every realm in search of riches and glory. When an adventurer shows up, they must first register as a member of the MGX following their rules and policies before they can receive quests. The more quests they complete, the more fame they receive and the higher their rank is, until they obtain enough legendary status to leave the guild and become legends of their own. Stories of heroic adventurers are sung by bards and told by historians, sealing their claim to glory.

Geography

Ammerdon Outpost is located on an isthmus creating a bottleneck between Xios and the rest of Faerun. The salt water of the Sea of Calamity splash against the walls to the west, while the freshwater Turtle Lake can be seen off to the east of the town. A sparse forest lies to the north, and the dense Fortune's Forest covers the south. The only route through the forest is the King's Road which goes through the Ammerdon Outpost, making it a key settlement to control traffic into Xios.

Natural Resources

The berries sold at Vindelle's Berries can only be found within Fortune's Forest. A few farms are scattered south of Ammerdon Outpost provide the local market with food for the town, while the wells are supplied from Turtle Lake. Exotic goods can sometimes be found from merchants as well.

Wood. Due to the treaty with the dryads of Fortune's Forest, cutting down trees has been banned. The North Forest is able to provide plenty of lumber for McScrute's Timber Mill.

Crops/Cattle. The local farms situated throughout the towns and villages in Fortune's Forest provide various crops & cattle throughout the seasons.

Metals. The Mines of Batendale and Brynharde provide the metals neccessary for the citizens of Fortune's Forest.
Formerly Ammerdorinian
"You look for Ammerdon Outpost? You look no further, you found! Adventurers all the time come try be big hero. Lots die, but some go far than others. Risky business for coin to work for NGX, Kinly make better living as business owner. If need supplies, Kins your guy!"

- Kinsly McScrute, owner of McScrute's Timber Mill


Founding Date
255EC
Alternative Name(s)
Ammerdon
Type
Town
Population
200
Inhabitant Demonym
Ammerdoran
Location under
Owning Organization
Vehicles Present
Related Plots


Quest Board Samples:

Clay Token

1: Kuo-toas have been reported attacking the fishermen's boats during the night. The Quipper's Nest has put in a request for an adventuring party to patrol the docks at night and deal with the kuo-toa threat.

2: There have been several complaints from the locals of Fortune's Forest being more and more infested with blight. The Ammerdon Council has put in a request for an adventuring party to clear the woods of any blight they see. The reward is based on the amount of blight eliminated.

3: The customers at The Drunken Crutch have been complaining about the ale served, and Gaston Bijhobee believes someone might be sabotage. He has put in a request for an adventuring party to escort his next shipment coming in from Battendale.

4: There has been a foul smell lingering within Fortune's Forest lately. The Ammerdon Council has put in a request for an adventuring party to find the cause of the smell (lots of fungi producing foul smelling pollen) and eliminate it.

5: A traveller has been weary of walking alone on the King's Road after being attacked by bandits once, and has put in a request for an adventuring party to escort them to visit family at another village.

6: A traveller has lost an item of their possession during their stay in Ammerdon Outpost, and is requesting an adventuring party locate the missing object. The traveller leaves instructions on where they can be reached for further information.

7: Farmers have been having trouble with wolves taking their livestock during the night, and have put in a complaint to the Ammerdon Council. A request has been made by the council for an adventuring party to search for the wolves that are taking the livestock, and deal with the problem.

8: There have been several complaints about a thief stealing within the walls of Ammerdon Outpost. The council has put in a request for an adventuring party to locate and arrest the thief hiding within the town.

9: Rats have been getting into the food stockpiles in the warehouses near the dock. The Ammerdon Council has put in a request for an adventuring party to put an end to the rat problem.

10: There have been sinkholes reported to the Ammerdon Council created by ankhegs. The Ammerdon Council has put in a request for an adventuring party to investigate the sinkholes, find the ankheg nest, and eliminate the ankhegs.

Obsidian Token

1: There have been reports of adventurers gone missing during the night while exploring Fortune's Forest. A body was found by the Ammerdon Militia during a search which revealed the culprit to be an owlbear. The Ammerdon Council has put in a request for an adventuring party to find the owlbear's den and eliminate the threat in Fortune's Forest.

2: The village of Stiltsburrow was recently attacked by a gnoll raiding party. The Stiltsburrow Council has put in a request for an adventuring party to locate and eliminate the gnoll raiding party, and return stolen goods and/or villagers.

3: An urgent request has been put in for an adventuring party to rescue a captured caravan. The report says the caravan was ambushed by a group of ettercap and dragged off the King's Road using webs. An anxious guard waits in the lobby for the quest to be taken so they may escort the party to the location.

4: A group of bandits has made a base within Fortune's Forest and has been robbing travelling folk on the King's Road. The Ammerdon Council has put in a request for a group of adventurers to locate and eliminate the base.

5: Reports of a wild worg has been spotted in Fortune's Forest near the walls of Ammerdon Outpost. The worg belongs to a group of goblins roaming around Fortune's Forest preying on weak adventurers. The Ammerdon Council has put in a request for a group of adventures to locate the worg and deal with the situation.

6: A request has come in from Kinsly McScrute. He has reason to believe that the log mill will be raided between certain days. He requests that an adventuring party patrol the area during these nights, and deal with any threat that tries to take over his company.

7. Crom Vindelle has put in a request for an adventuring party to gather some berries found in Fortune's Forest. Usually an order comes in from Stiltsburrough, but the villagers have had trouble finding the berries. Something big might be out there eating the supply.

8. The shrines along the King's Road have been in need of a good cleaning, but lately the road has been reported to be dangerous from a large creature lurking in Fortune's Forest. The local temple of Eldath put in a request for the shrines to be cleaned, and if possible deal with the creature.

9. There have been reports of a strange looking creature spotted near the walls of Ammerdon Outpost. The Ammerdon Council has put in a request for an adventuring party to investigate the creature, and if it proves to be a threat, eliminate it.

10. Rumors have been going around that apostles of the aboleth have been spotted out in the sea near the docks. The Quipper's Nest has put in a request for an adventuring party to escort them on their next fishing expedition incase the apostles board their ship and try to take them.


Random Encounter Chart:

1: A child with an injury begging for money pleads to the party for money. Later that day the party sees the same kid running around playing tag.

2: A wealthy merchant offers to pay one of the party members to be the target of a special spell.

3: As the group walks down the street, they see a Goblin arguing with three guards. Apparently, while apprehending a criminal, the guards heavily damaged the goblins carriage and he demands compensation.

4: A follower of the Order of Eldath is trying to preach the ways of Eldath on the street, but only a handful of locals pays attention.

5: Two philosophers are having a debate by a street corner. They loudly discuss what does or doesn't constitute a 'Sandwich'. As the group walks by, the older of the two waves you over and asks your opinions on the matter.

6: A totally drunk half-orc tries to get on his wagon and drive away. His Halfling friend tries to stop him, to no avail.

7: Some young men have stolen a large keg of what they think is ale from a carriage. They are carrying it laboriously towards the gate, joking and grunting from the effort. A few minutes later a frantic alchemist can be seen running around asking if anyone has seen a barrel of Alchemists Fire that has disappeared.

8: A boy hoping to impress a girl begs you to pretend to harass her and then pretend to be driven off when he intervenes.

9: A street vendor is selling painted rocks, trying to pass them off as magical items. (Dragon Scales, Basilisk Eyes, Stone-Giant Hearts/ Finger Nails, etc).

10: A young lad/lass Squire is frantically looking for something they lost on their way back to their Knight.

11: A trio of goblins on each others shoulders, poorly disguised as a dragonborn (with papier-mâché head and tail) are attempting sell a variety of pies for 1 silver each. The pies are quite good and the goblins intend no harm, they however believe they are getting a great deal and will refuse to disclose the contents of the pies, quoting it's a trade secret.

12: Town crier calling out that 'Bite-Hunting' is now illegal. Upon further inquiry they are informed that there has been a growing trend in the city of people seeking out to be infected with Lycanthropy.

13: An awakened tree has wondered into town becoming a local celebrity telling stories about the days of the Great Circle Era.

14: A few drunken adventurers are being kicked out of the local tavern for being beligerant.

15: There is a friendly archery competition going on in the fields, and the party is asked to participate.

16: Workers are gathered together talking about a recent omen they all observed.

17: A travelling tanner has come into town offering to take any and all hides for a resonable price.

18: An argument outside of the NGX over who gets to have a recent contract worth a lot of coin but dangerous.

19: The wind carries a message with it as it blows through town, something about "A change in the plot".

20: A strange exotic creature is showcased by an animal handler throughout the town as he announces a big event happening in another city.

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