Almorel Settlement in Not Forgotten Realms | World Anvil

Almorel

The trade town of Almorel is situated upon the Golden Way, the main economic artery between the western reaches of Faerun and the far-flung region of Kara-Tur. It is near the middle of the inhospitable Hordelands and occupies a fortified spot high atop the eastern bank of the Lake of Mists. ALMOREL   Population: 4,850 (including area farms) Government: Plutocracy, managed by Mechnik Thistlesteel (LN female rock gnome bard) and the gospoda Defense: the town guard   Commerce: trade; import taxes on caravans Organizations: Isad, Verv, Khod; moneylenders, goldsmithers, gospoda; the western factions have no formal presence here Religions: Chauntea, Deneir, Gond, Ilmater, Mitra   Common terms in Almorel and surrounding villages:   • Gospoda. Town council; all merchants   • Isad. Fisherman’s guild   • Khod. Lumberman’s guild   • Mechnik. Leader of a town or settlement   • Starosta. The elders that serve on the veche   • Verv. Farmer’s guild  

1. DROGOS FARMSTEAD

  For generations, the name “Drogos” has evoked a sense of pride. These fields are flush with juicy fruits and vegetables, and some say that the fertility of the soil is due to druidic magic. Drogos the Elder was indeed a half-elf druid but is long gone from this world; his descendants now tend this land and keep his name. Drogos the Ninth, the current groundskeeper, is a cantankerous half-elf druid that could pass for human by appearance and dwarven by temperament.  

2. THE LAHTERH-HOUSE (LIGHTHOUSE)

  This stark white building is crafted of what appears to be a single chunk of stone. Clearly the work of dwarven artisans, it stands tall on the rocky bluff over the Lake of Mists and guides ships past the sharp stones just below the water’s surface and into the docks. It is said that the magical light at its peak will only be extinguished when the last of the Raumathari people has left this world.   Close inspection of the lighthouse’s exterior reveals that the stone is dwarven hizagkuur. It bears markings identical to those found upon Durlag’s Tower, near the Wood of Sharp Teeth on the Sword Coast far to the west.  

HIZAGKUUR

  This complex is crafted of hizagkuur, a very special stone enchanted by powerful priests of the dwarven pantheon. This curious stone cannot be made by non-dwarves and loses its properties if removed from the area for more than an hour. It is quite powerful and has the following qualities:   Spell Reflection. Spells cast upon the stone reflect back upon the caster (target the caster instead of the stone).   Dimensional Shielding. The stones form a protective cocoon around the contents of the chamber. If a spell or effect would cause a creature to teleport (including spells like misty step and banishment), that spell's effect is changed, and that creature must make a DC 24 Constitution saving throw. On a failed save, the character is teleported to the center of the chamber. If the saving throw fails by 10 or more, they are also restrained by unbreakable magical bonds (escape can only be achieved through dispel magic or a successful teleportation effect).   Reality Anchor. Creatures are unable to phase through the stone, even if they are normally incorporeal.   Quasi-Sentience. Characters that use telepathy can feel the personalities of ancient dwarven heroes, priests, and people of great power contained within the stone. This is comforting for dwarves but can be disconcerting for non-dwarves. Communication with these spirits isn't part of this adventure, but you are encouraged to be creative!   Tough. Hizagkuur is immune to nonmagical damage and cannot be reshaped or disintegrated.  

3. CHERMINOV FARMSTEAD

  A large variety of rare herbs grow here with little encouragement from the farmers that have taken residence in the buildings. In keeping with tradition, and to retain ownership of their familial holdings, the Cherminovs name their firstborn child Andrei, which has at times led to some confusing situations when the child isn’t male.  

4. THE GOLDEN BRIDLE (CARAVANSARY)

  The Golden Bridle is a long-standing caravan supply shop in Almorel. Nearly every caravan that travels to or from this region stays here for at least one night. It has had many different owners, and is currently operated by Wu Chen (female Shou human commoner) and Dariel Jarlslayer (male mountain dwarf scout).  

5. ROTBURG

  Dozens of tiny domiciles have been cobbled together from whatever spare materials people have been able to find. Over the years, these buildings became more permanent but rarely any safer or sturdier. Many of these structures are now two or three stories tall and secured by ropes to each other or lashed to the ground in the hopes of finding some kind of anchoring system. Most of the residents prefer to work in a no-questions-asked capacity and are commonly runaways, expatriates, or asylum seekers. It is common knowledge that this place is a cheap source of hardworking laborers.  

6. THE MONDAY MARKET GROUND

  The Monday Market Ground has an atmosphere of open-air festival chaos regardless of the time of day. Frantic customers and merchants buy and sell goods of all types, often in large quantities for reduced prices. Every so often, a vendor may proclaim that they have an extreme discount on some highly desired product but only in limited quantities; such events are known as “Black Mondays” and more than one foolhardy customer has been trampled by the crowd during the ensuing rush.  

7. MINEHEAD OF HAMMERMAKER THE SMALL (SMITHY)

  The dwarves of Almorel keep the entrance to the mines and tunnels below the city locked down and secure from prying eyes. The original miners and crafters wove complex enchantments into the minehead to prevent anyone without dwarven blood from passing through. In days long past, a dwarf by the name of Hammermaker the Small (male mountain dwarf commoner) erected a forge and foundry here and closed up the entrance to the minehead with heavy blocks of granite. Hammermaker is old and quite infirm now, but still spends his days near his forge—often yelling at his tools in a mix of Dwarvish and Orc.  

8. CONVENT OF MITRA

  The placard proclaims this building to be protected by Mitra, the Kara-Turan goddess of friendship, contracts, warmth, light, and growth. Many worshipers are still receiving spells from her despite some concern that she went missing long ago—not a single prayer or plea for divine intervention has been answered in many decades. Some scholars assume that, on some grand scale, Amaunator, Lathander, and Mitra may actually all share power and form in some regard.  

9. TEMPLE OF CHAUNTEA

  Bedecked in dried bundles of wheat and corn, this humble building serves as both a market and place of worship for the faithful of Chauntea. Those that revere the goddess of agriculture find that this place provides a calming atmosphere and plentiful food in trade for providing counseling and sharing one’s knowledge of farming or animal butchery.  

10. GOLDSMITHER’S GUILD

  Even though this building isn’t an actual temple dedicated to Waukeen, the goddess of trade, her holy symbols are proudly emblazoned on the main doors. Upon close inspection, holy symbols of Vergadain, the dwarven god of luck and wealth can also be seen. A handful of skilled artisans and apprentices can sometimes be found here, but more often than not the building is locked and empty. No one individual claims ownership of this place, but Elder Jaco Tirst, a dwarven goldsmith, manages the guild’s daily activities. Some residents of Almorel say that Jaco has been here as long as gold has been in the ground.  

11. HOUSE OF THE DRAGOMEN

  The lizardfolk of Chult have taken up residence in this bark-sided building. A plume of woodsmoke can always be seen rising from the chimney set into the thatched roof. The small walled garden features a weed-choked hot spring full of fauna native to the jungle peninsula.   Those that bring exotic plants and assorted animal skins can exchange them with the lizardfolk for stone or wood carvings, brilliantly colored geodes, and discussions of how best to cook and serve various types of meat.  

12. THE RAUMKREMYL

  This impressive round ziggurat is built of magically treated wood and painted black, earning it the nickname, “the Black Citadel.” Standing almost forty feet tall, it has served as the seat of power for Almorel since the days of the Raumathar empire and is one of the last easily visible reminders of the power that empire once held. Several chambers are inside, including chambers for the gospoda and the mechnik to meet in and receiving chambers for merchants that need to hash out trade disagreements. There are rumors of a secret room full of seized magic artifacts and chests of coins and gems taken from merchants that couldn't—or wouldn’t—pay the taxes that Almorel demands.  

13. THE HANGING PLACE

  In days past, the mechnik would place criminals and miscreants in hanging cages until they died from dehydration, carrion birds, or worse. Today, these cages are empty but serve as reminders of what once took place here. During times of celebration, the gospoda hangs brightly colored streamers and garlands from the cages.  

14. THE HERRANGMAN

  To call this place ostentatious is to undersell it by a large margin. Situated on a small rise overlooking the Lake of Mists, the building’s exterior incorporates materials imported from ancient sites and cultures. The interior sports artifacts of antiquity, such as Netherese vases and finely detailed tapestries from beyond the Dragonwall far to the east.   The name of the building is derived from its last, singular, owner: Boyar Herrangman, an extremely well-to-do nobleman that made multiple fortunes by way of trade between Kara-Tur and Waterdeep. Upon his death several decades ago, the estate passed into the city’s ownership as the Boyar had no known descendants. The mechnik may decide who is permitted to stay here, but recent years have seen an increase in the number of reports of the building being haunted by a ghostly figure. No one has been injured, but wherever it is sighted, all the plants in the vicinity have died.  

15. INN OF THE CROOKED STAFF

  As one of the classiest and most expensive establishments in Almorel, the Inn of the Crooked Staff often has at least one of their ten rooms available for rent. The daily rate is 10 gp and includes a generous dinner and a robust drink menu, and they have a very strict “Armor and weapons? No service” policy. The proprietor is a dusky-skinned elf named Brandythistle (lawful neutral nonbinary archmage) who communicates entirely through conjured sigils and sounds. The premises are maintained by unseen servants and the food is magical in nature. It is said that Brandythistle can provide a heroes' feast service for those willing to pay, though some residents of the trade town are convinced that their cost isn’t money at all—instead, the elf seeks the recovery of some legendary gem from their home in Malatra, the jungle far to the south.  

16. THE VERDANSKY FIEF

  The Verdansky family has a long and proud lineage, tracing itself back to the early days of Thay. Today, this compound is still in their possession, though they eschew much of the mindset of their home nation as they haven’t set foot there in many decades. Instead, the Verdansky Fief busies itself with overseeing the daily operations of the city, from organizing the lamplighters to ensuring that the streets remain free of clutter and refuse.  

17. THE MONEYLENDERS’ GUILD

  Kol Barrelstave, a bubbly middle-aged female dwarf, serves as the head of the Moneylenders’ Guild. She and her team handle currency exchanges, the validation of foreign monies, and the appraisal of gems and rare magical items. Beneath her exceedingly friendly demeanor lurks a viciously keen business mind, and everyone knows that deals with the Moneylenders’ Guild are only made in their favor.  

18. THE FALLOW FIELD TAVERN

  This large venue can easily seat a hundred or more patrons and often features live music from traveling minstrels, or on rare occasion, a visiting conjuror. The fenced grounds can be reserved for private parties. It is an employee-owned organization, with all decisions made by taking an open vote from amongst those that work here. This has led to the Fallow Field Tavern becoming both a more open and more inclusive space that welcomes all travelers regardless of origin, but also one that is mired down in internal politics behind closed doors.  

19. THE MECHNIK’S ESTATE

  The Mechnik of Almorel has historically lived in this complex. Multiple buildings and a high wall mark it as quite secure, and the private section of the river offers excellent recreational fishing opportunities for guests and residents. Over the years, the buildings have been expanded and rebuilt, and much of the area is under constant construction or reinforcement.   The flat roof above the guest chambers can easily see into the enclosed space of the Fallow Field Tavern, and is commonly used by the mechnik to view whatever private concert or show is being enjoyed there.   Mechnik Thistlesteel rarely emerges from her chambers except to travel through the promenade and into the Raumkremyl for official Almorel business. The residents often treat a sighting of her as a harbinger of bad luck.  

20. THE BALIAKA HALL

  Bards and entertainers from all over the world stop here to exchange stories, learn new skills, and practice their talents. The Hall serves breads, cheeses, and wines from many different cultures but nothing more, and basic musical instruments from every corner of Faerun can be found for sale.  

21. FIEF OF THE LESSER LORDS

  The members of the gospoda (town council) reside in these secured apartments during their yearlong service to the city.  

22. THE TRADER'S REST (CARAVANSARY)

  Well-to-do merchants often come here first when visiting Almorel. The high walls and private security (five orc and five human berserkers from the Hordelands) offered by The Trader’s Rest provide a peace of mind that is uncommon when traveling along the major trade routes. Entry requires a letter of recommendation from a current customer as well as a nonmonetary gift worth 2,500 gp or more. No coin or other money, including gems, is allowed on the premises which makes it a prime space for the barter and trade of magic items and artifacts.  

23. THE GREAT SCHOOL OF DENEIR

  Over centuries of trade, countless books and informational materials have been abandoned in Almorel. Over time, those materials were gathered into a single building which would eventually become the Great School of Deneir. Contained inside these walls are many rare and valuable tomes as well as countless pieces of mundane lore and records.   The majority of the building is open to all that would pay homage to the god of literature.   Glyphscribe Ellerond (nonbinary mountain dwarf priest) oversees the records room and is especially fond of the enchanted tomes in the basement that actively record every transaction, be it verbal, material, or something else, without fail. The Glyphscribe is joyful in their service and dreams of one day ascending to the position of Chosen of Deneir.  

24. THE GOSPODA-VECHE

  The governing council of Almorel used to operate out of this fortified structure. Inside, lords and dignitaries would meet with their peers and with merchants from around the known world, with all in pursuit of building stronger futures for themselves. Times have changed and this place now contains higher-end merchant spaces, including booths and stalls along with a few locked shops dedicated to the purchase, sale, and trading of gems, coins, and other valuable goods. The merchants here are rarely present outside of the middle of the day, and never on restdays or holidays.  

25. THE DWARVEN MIR

  A stone building once squatted here, but now only its footing remains. What was once the floor that supported the booted feet of the Siremun dwarves now serves as the plaza grounds, and the external walls have long since been incorporated into the buildings nearby. Despite exposure to the elements and heavy traffic, dwarven sigils can still be spotted in the stones underfoot.   The merchants of Almorel have refused to establish a presence here, instead opting to ensure that this reminder of the long-lost Siremun clan be reserved for them. During holiday periods, dwarven crafters and merchants are encouraged to set up shop here. Dwarven troubadours and performers (often acrobats or jugglers) can be found here nearly every day of the year.  

26. THE POLE

  While the origin of the name is uncertain, the building’s purpose is well known: The Pole serves as Almorel’s jail. A dozen tiny cells are located in the building’s basement, where prisoners who have been incarcerated await their trial at the Raumkremyl before the mechnik and the veche.  

27. GOND SOBOR (TEMPLE)

  An imposing, hard-edged building built of nested stones occupies this space. Quiet whistling and muffled clanging noises can be heard from inside, and an oversized anvil in the center of the building serves as both altar and workbench. The interior walls are covered in sheets of copper and feature collections of polished steel rivets in the shape of the holy symbol of Gond.   Chief Engineer Demarais (male human cleric of Gond and former Red Wizard of Thay transmuter) is perpetually smudged with soot and leaves a trail of metal shavings as he travels the temple grounds. He speaks openly of his transition from his former life as a transmutation specialist into the full embrace of his faith in Gond. Though he has only openly worshiped Gond for less than a decade, his tireless pursuit of new and radically different invention practices has given him much credit amongst his peers.  

28. ILMATER'S GROUND (SHRINE)

  Marked with nothing more than a pair of stone benches engraved with the holy symbol of Ilmater, this park is dedicated to the observation of the faith of Ilmater. The stiff grass has a few hardy white flowers, and travelers passing through Almorel often pause here to gather their thoughts or meditate before continuing their journey.  

29. “BREAKER” KOCHETNIK'S HOUSE

  The residents of Almorel treat “Breaker” Kochetnik's House with equal parts reverence and snickering. It is widely accepted that he was the best sailor and fisherman in all of Almorel some time ago, and that his vessels routinely came back laden down with near-impossible amounts of salmon and sturgeon. However, it is also rumored that he went missing when he ran afoul of what would become known as Breaker’s Rocks, a submerged reef that lies just to the north of this very house.  

30. THE EAST GATE AND TAX HOUSE

  All inbound goods must be assessed and catalogued by the tax collectors of Almorel before they are allowed to enter the city; this ensures that trade is appropriately tracked, and guarantees protection for the merchant while providing income for the city. Outbound goods aren’t assessed when leaving Almorel.   31. DACHA OF THE FISH   The riches that the Lake of Mists provides are sometimes offset by the occasional loss of life due to storms, hideous monsters that lurk below the waves, or simple illness. The Dacha of the Fish serves as both the guildhall for the fisherfolk and as the pension house for their widows.  

32. THE CHERNACHA (ARMORY AND BARRACKS)

Sometimes called “the Little Black Citadel,” the Chernacha squats upon the eastern wall, looking out into the unforgiving Endless Wastes. The town guard musters here morning, noon, and night, and they call this building home while serving their yearlong (or longer) service to the town.

 

33. HOSPICE OF WU THE MAD (INN)

  Wu the Mad was once a royal advisor in Shou Lung. Upon his expulsion from that place, he traveled west and settled in Almorel, in time opening this tremendously popular tavern and restaurant. Some visitors are overjoyed to have meals ready and waiting for them upon arrival even without notifying the establishment in advance. The descendants of Wu now run this place and often host Fai Chen and his assorted franchised merchants.  

34. THE RED STURGEON

  The unmistakable scent of smoked fish wafts out of this run-down tavern. The Red Sturgeon is the lowest-cost tavern in the entire town and often contains clientele that greatly value their anonymity—and the fact that the building is lit solely by a small number of greasy candles certainly helps.   Despite the unsavory characteristics of their main building, their smoked fish is savored by travelers and residents alike. Nearly all of their income comes from the sale of these foods, though some people staunchly believe that the tavern is a recruiting ground for those seeking to expand the might of the barbarian tribes of the Hordelands.  

35. BATU THE LAME

  Batu was a nomad from the Endless Wastes that sold his services as guide and translator to those that could afford him. After his passing, a few intrepid individuals elected to follow in his footsteps. These people use disguises and magic to appear like him (to   varying degrees of success) in the hopes that the peoples of the Hordelands and the Endless Wastes continue to treat “Batu” as friend, not foe, and allow the guide and their entourage to pass unchallenged.  

36. THE LEAVING HOUSE (CARAVANSARY AND WAREHOUSE)

  The perpetually dirty Leaving House is poised on the eastern edge of Almorel’s reach. Caravans from the Endless Wastes and beyond often stop here, usually out of necessity, as the dangerous trek has drained their resources. It is a place of loud patrons and high spirits, be they from people preparing to head far to the east or from those that have just returned.  

37. THE MILLS

  Wood and grain mills line the end of the river that feeds into the Lake of Mists. These mills are busy throughout the year as they process not only the goods from the region, but also the materials that traders bring in from remote regions all over the world.   The lumber mills are kept busy enough by local timber, with white oak, walnut, and pine being commonplace. A few carpenters call these buildings both home and workshop, and their work is sturdy but not so fine that there is much of a global demand for their wares.   The granaries keep and grind corn and wheat in generally equal amounts. These grains are more commonly used for livestock feed as opposed to being used as ingredients for finer meals. OTHER RUMORS   As with any settlement, many wild stories exist about the place's location and history. In addition to some of the potential story hooks given in the above sections, the following rumors may be encountered by the characters during their visit to Almorel:  

NIGHT OF INFINITE ARROWS

  Though seemingly missing from the predictions of Alaundo the Seer, a long-standing and little-known prediction for Almorel and the surrounding area is this:   And the night shall see such rain, Sharp-tipped and virulent, Nipping as the asp does at the hero's heel. Neither soul nor soulless shall survive.   This has commonly been interpreted as a final assault from the great khans of the Hordelands as they sweep west, just as they broke through the Dragonwall to the east not so long ago. Some dissenting opinions instead believe that this isn't about the barbarian hordes, but rather a reference to the gods themselves sending a cataclysm down upon the city when the horrors from the dwarven tunnels below the city finally emerge to the surface. Whatever the truth is remains to be seen.  

THE NIXIE DEEP

  The fishermen that ply their trade upon the surface of the Lake of Mists sometimes speak of bewitching, green-skinned enchantresses that live in the water and lure weak-willed sailors to their doom. Some of the stories involve men throwing themselves overboard and slipping beneath the waves, while others swear that the nixies attack small vessels and drown men for daring to sail too close to their homes.  

RETURN OF THE RAUMATHAR

  One local legend speaks of the return of the Raumathar empire. Not long after the town’s founding, the war between Raumathar and Narfell swept across the region and little was left in its wake. The town was eventually rebuilt, and the dwarves brought forth a dire warning from the depths:   When the Golden Harbinger comes calling, the Red Empire shall be reborn with burning eyes and tattered robes.   The reference to the “Golden Harbinger” is a curious one; neither the ancient Raumathar nor the great rulers of Kara-Tur were particularly obsessed with gold, choosing instead the might of arcane power. However, the Raumathar empire would eventually form the early stages of Thay, so many believe that the “Red Empire” links these two great nations. What the dwarven warning actually means isn't fully known, and the dwarves of Almorel discard any conversations on the topic, calling such matters “old miner's tales and nothing more.”  

WRECK OF THE LITTLE DRAGONFLY

Some say that a brilliantly decorated vessel lies almost completely intact at the bottom of the Lake of Mists. Divers haven’t been able to discover its location, but those that have piloted a spelljamming vessel previously can feel a familiar arcane tug when they gaze upon the lake.

 
Если вы хотите что то добавить или присоединится к команде редакторов - пишите комментарии
 
 
Внимание! Имеется скрытый контент, доступный только подписчикам. Подписка - бесплатна. Детальнее - читай здесь.
 
  Вы можете присвоить себе следующие роли, чтобы расширить видимый контент:   Daggerford   Deadsnows           Waterdeep   Neverwinter       Baldur's Gate  
  RSS канал данного сайта

Комментарии

Please Login in order to comment!