The year was 1876 of the modern era, midway through the month of Thulgust, when the explorer Shilder first arrived on the untamed shores of the Second Lands. As the twin brothers of the night dipped below the horizon, he stepped onto the rocky beach with naught but a walking stick, a bedroll, and a small pack of provisions. This land was but legend on maps back in his hometown of Funta, but adventure burned within Shilder's heart.
With the breaking dawn, Shilder set about building a makeshift camp. He collected driftwood and pitched his weatherworn tent. The first night was troubled with howls from the nearby Kenner Woods, but Shilder was no stranger to wilderness. Over the next fortnight, more explorers arrived - Malik and Jasper, brothers from the Northern Reaches; Iris, a scholar of ruins from the Island of Canta; and Tannir, a burly warrior with a booming laugh. Together they expanded the encampment and forged the bonds of fellowship.
By the following summer, the camp had become a magnet for adventurers. Elves, Dwarves, Humans - all were drawn by the lure of the legendary ruins rumored to be lost in the ancient woods. Food was becoming scarce with so many mouths to feed off the land. It was then that Shilder and an Elven carpenter named Elira put their heads together. From the sturdy ironbark trees of Kenner they would construct the settlement's first wooden building - a place for communal meals, meetings, and shelter from the elements.
They felled timber with newly forged bronze axes, the ringing of metal on wood stirring the slumbering forest. Every plank and post was carved from the hardy ironbark; Elven hands worked magic into the grains of the wood, protecting it from time's slow decay. Within a fortnight, the structure stood proud along the shores of the Durack: here the first adventurers would break bread together and share tales of the wonders and horrors of their adopted land.
As word of the fledgling outpost spread, a new band of settlers arrived from the merchant isle of Jazirah. They were led by a stout Dwarf named Farid, who had tired of the cramped stone halls of his mountain home. With Farid came masons, architects, and artisans of the highest caliber.
Upon reaching the outpost Farid was taken by the simple wooden structures. He saw the potential to turn this wild shore into a thriving trade hub. His masons got to work straight away, adorning the buildings with intricate archways, tiles in azure and amber, and murals depicting the gods of the Jazirah pantheon. The scents of cardamom, cumin and saffron drifted from the cookfires as traditional island dishes graced the communal tables. For the first time, the disparate travelers felt a sense of permanence.
More dreamers arrived in Shilder's Outpost by the year. Food was ever more scarce, and so the settlers cleared a patch of stubborn land near the outpost for a farm. Mira, a kindly Halfling widow, took on the task of removing rocks and nurturing the soil. Before long she had carrots, tubers and maize growing, and her husband Tomlin built a fence to keep wildlife at bay.
Down by the mouth of the Durack River, a Gnome by the name of Oren established the settlement's first fishing enterprise. With his sturdy boat and keen maritime knowledge, he hauled in catches of snappers, bream and the much-prized bluefin. Thanks to Oren's nets and Mira's crops, the settlers had access to regular provisions for the first time since landing on these strange shores.
As more adventurers arrived, the need arose for additional buildings beyond the communal hall. First came the Restful Hooves stables, built by Goran, a male Dwarf. His stout stone and timber stables provided shelter and feed for the horses, mules and other beasts of burden that accompanied many travelers.
Next came the Rusty Fork tavern, owned by the Elf Tomlia and her Halfling husband Jin. It became a lively place to eat, drink and share tales of adventure by the fireside over flagons of ale. For the wounded and weary, the Temple of Mercy was built as a place of respite. Run by Sister Sarai, a kind human cleric, it offered food, shelter and healing magics.
Lastly came Enzo's Provisions, stocked full of wares by the Human shopkeep Enzo. Rope, iron spikes, lanterns and everything an explorer might need filled its shelves. These new buildings provided key services, and many a coin flowed into the outpost's coffers.
As the outpost grew, so too did legends of the ruined city said to lie between the Durack and Roper rivers. Shilder often stood atop the cliffs, peering eastward where the ancient structures were said to crumble amidst vine-choked thoroughfares. What wonders and wealth lay there, waiting to be unearthed? About the fireplaces, adventurers spoke of the city in hushed tones.
Some called it Avalar, with soaring towers that put even the great academy of Canta to shame. Others named it Valusia, once home to a kingdom of sorcery and splendor. Many a brave - or foolish - soul set out toward the forest's heart, never to return. But the legend grew, as did the outpost. All were drawn by whispered tales of treasure in the lost city.
In the outpost's seventh year, the Dwarf Farid decided it needed a true landmark - a hall to stand through the ages as a monument to the pioneers. Together with Shilder, Elira and a team of stonemasons, he would build it from granite quarried in the cliffs.
It took many months of backbreaking labor. Sledges and chisels rang endlessly as great blocks were hewn from the living rock. Ox-drawn carts hauled the massive stones back to the outpost. Scaffolding rose along the shoreline, wooden skeletons for the hall's bones.
Farid's expert eye guided the work. Intricate angular arches took shape, decorated with glyphs from Dwarven legends. The roof was tiled in azure and garnet, gleaming like dragonscales. Inside, a great central firepit would warm frozen limbs after forays into the wilds. Sturdy timber tables surrounded it, waiting for meals and mugs yet to come.
At last, the Hall of Stone was complete. All the outpost gathered for a raucous celebration to honor those involved. Farid stood proudly with Shilder and Elira, gazing up at their handiwork. Here, with feasting and song late into the night, the pioneers knew they had truly built something to last. Something worthy of legends yet unwritten.
And so Shilder's Outpost entered a golden era. Word continued to spread, and more arrived eager to unlock the Second Lands' secrets. The Hall of Stone stood resolute through storms and seasons, a haven for those drawn by the legends of the lost city of Avalar. All were welcome - Elf, Dwarf, Halfling, Gnome, Human. Together, they fortified and grew what Shilder had started with humble tents on the wild shore.
Centuries have passed since those early days of tents on the windswept shore. Where once was wilderness now stands a thriving settlement. Sturdy structures of wood, stone and brick house over two hundred souls. The original Hall of Stone still stands tall, having weathered the years with Dwarven resilience. It is the domain of Nella, descendant of Farid and current leader of the outpost.
The Rusty Fork is now known as the Rusty Fork Inn, with two floors of rooms for weary travelers. Tomlia passed it down to her daughter Silana, who added the stables. The Temple of Mercy was rebuilt in marble by Sister Sarai's successors, who now offer healing magic to any in need. Enzo's shop became Enzo's Emporium when his son Dorian took over, expanding the wares.
Mira's farm is now overseen by her great-grandson Warrick. Where once grew just enough to feed the outpost, now there are fields of maize, pumpkin patches and an apple orchard. The stables house oxen and horses, and a new paddock holds domesticated antelope. There is even talk of breeding griffons to help patrol the nearby woods.
Oren's fishing boat has grown into a small fleet harvesting the rich stocks of the Durack. His daughter Marla oversees the daily catches that feed the settlement and provide trade goods inland. They have sturdier boats now, rigged with Dwarven metals. When storms stir the river into a frenzy, the boats stay safe in a covered harbor.
While the outpost now thrives through farming and fishing, the legends still draw newcomers. In taverns and halls, they speak of the lost city, trying to decipher clues from old maps and tales. Nella welcomes these dreamers - along with their coin. Whether or not the city of Avalar endures, its myth continues to sustain Shilder's legacy centuries on. The outpost remains a beacon on the untamed shore, awaiting those called by adventure's siren song.