Wehnimer's Landing/saved posts
Please use this for Landing-specific improvements. Each storyline should have its own page.
Places Once Hidden
A couple of places, long hidden, have recently been revealed through various means. Both are inside the walls of Wehnimer's Landing and both will require some looking, or asking around, to locate. I hope you enjoy them... once you find them. ;-)
P.S. - Only one of these is available in Platinum as the other relates to someone whose history was not a part of that realm.
Night and Day in Town Square Central
For years, the square in Wehnimer's Landing has had the same mood messaging for night and day. Now, for those who are about in the evening, small differences will be noticed. Differences that are more in keeping with what one might expect after dusk.
This is a relatively minor update, for now. Additional updates and additional location-specific messaging for other places are on the drawing board for the future.
Jenkin the Scrivener Returns to the Landing
Early this afternoon, Jenkin was seen at Moot Hall, Town Square Central, and the Merchant Guild. He was reported to be seeking out the Mayor, or some other official, who would sanction the reopening of the Scrivener's Shop on Parsnip's Street. Whether or not Jenkin found anyone is unknown, but the printing press has been reassembled and the shop appears to be open for business.
OOC - This spot was reopened due to player requests. Most of it is unchanged, though several of the items in the Scrivener's Shop can now be manipulated.
Earthnode in Bathhouse!
The hearth room inside the new Stone Baths in Wehnimer's Landing, is now a sanctuary and earthnode!
Landing OOC Meeting Recap
Thank you to everyone who made it out to the Wehnimer's Landing OOC Meeting. For those of you who didn't, below is a quick recap of what I covered. As always, I check my email and the forums religiously, so if you ever have any questions or comments, don't hesitate to share.
Completed from January through June:
Storyline Chapter – "Beyond the Arkati"
New NPC Defenders in Town
Darkstone Bay Fishing
New Fishing Shop
Mayor's Office Contest
Siege Miniature Contest
New Ancillary Titles
Moot Hall Expansion
Storyline Chapter – "Man Among Orcs"
Scheduled for July through December:
Frontier Days! – August 21st through September 3rd! First week will be full of CHE and MHO events, the second week will be full of merchant raffles and services!
2 New Contests
Storyline Chapter – "The Uprising"
This storyline has already officially begun! Hang out in town, you'll see.
New Siege Miniature Shop – 35 new permanent siege miniatures, plus battle arenas and frequent raffles for special NPC-themed miniatures.
Landing Museum Renovation – Complete overhaul of the Landing Museum, thanks to the hard work of GM Jainna and the QC work of GM Khshathra.
Library Books – After the new museum is released, its library will eventually be stocked with rentable books, all authored by GM's and Wordsmiths.
Pretty things – Working with GM Itzel for cobbling shop in Landing, and will also be releasing new boutique inventory.
Kali's Glade – a memorial spot, similar to GM Talisker's work on Sagan's Alley.
Gambling – Four new permanent gambling games added to Wehnimer's Landing!
Storyline Chapter – "Set in Stone"
This is scheduled to take place from Oct-Dec, and will be the finale to the current summoner storyline.
New Storylines – Smaller and quicker in scope. Many ideas, I'm still finalizing some plans. You'll likely see some krolvin, more of Drangell, and maybe the true beginning of my Nexur storyline. More cross-town storylines in the work.
Town Facelift – refreshing inventory in many shops, update room descriptions, add town loresongs, new automated NPC's, update current NPC's, etc.
Lake Fishing – You know, for when the Bay is crowded.
Town Life – More mood messaging, seasonal changes, seasonal vendors, more GM NPC activity, etc.
New Ancillary Titles – Working on some ideas with this.
Coding Projects – The ninja GM Alyias is currently teaching me how to code, so my future projects for Landing are smaller in scope until I know what I want to do, coding wise for the future.
Defending the Landing
You can now go onto the rooftops of many buildings around Wehnimer's Landing! There are three sections, each one accessed via ladders on the second floor of the Raging Thrak Inn, the second floor of Moot Hall, and Aznell's Armory.
To move from rooftop to rooftop, you must JUMP!
Some of the rooftops, have wooden railings. You can use the railings to look down on the town below, and fire any arrows or spells at enemy invaders!
This is live in both Prime and Plat. Enjoy!
Last evening while in his office, Mayor Puptilian received a warning when a stained brick was thrown through the window of the office and a message in blood claiming the town leadership has thirty days to send Hendor home.
Just tonight, while Wehnimer's militia were trying to root out the suspected Rooks involved in the vandalism and threat, they chased some of the criminals into the East Tower where a trapdoor was discovered leading down into the Burrow Way, a series of tunnels beneath Wehnimer's Landing, frequently used by the unlawful organization called the Brotherhood of Rooks. Additionally, other trapdoors were located in the West Tower, and the ballista towers along West Ring Road.
At this time, the Town Council has not taken any action to destroy the trapdoors, as Councilwoman Surofee argued that the trapdoors, while put in place by the Rooks, served a dual purpose for town citizens and adventurers to easily move more safely between defense towers during invasions and times of war.
As of tonight, there are a few new rooms in the Burrow Way tunnels beneath Wehnimer's Landing. They all have trapdoors leading to and from the East Tower, the West Tower, and the Ballista Towers on West Ring Road. This is designed to allow players of all levels to more easily man the towers, and move back and forth, without having to risk dying while running through the streets during higher level invasions.
Many Wehnimer’s Landing militiamen have been training in archery thanks to the countless efforts and teachings of Aember, Aeamon, Alaeke, Altheorn, Eridus, Nelane, Radeek, Riend, Silvynn and Tkarra, who graciously have been volunteering their time to help the new recruits in the militia.
Recently it has been noticed that the training has been having some positive results! Townspeople have noticed a few militiamen practicing the use of their bows from treetops throughout the Lower Dragonsclaw forest, aiming at makeshift targets, or the occasional velnalin and rolton.
The Town Marshal Thrayzar went on to add, “When enemies come to our town, we want to send the right message before they even get to the gates. We’re spending some time lately focusing on additional defenses in the forest, better training our recruits to use the forest and trees to our advantage against invaders.”
Starting now, players can use the tree tops of Lower Dragonsclaw to travel and fire arrows and bolt spells down on invaders in the forest! Here’s the details!
There is a rope on the rooftop of the West Tower, PUSH ROPE it to swing out onto a tree branch! CLIMB BRANCH will make you move further south into the forest, from treetop to treetop, while SHUFFLE BRANCH will allow you to move back the way you came!
If you ever need a quick escape from the tree, JUMP BRANCH and you’ll land down on the ground of the forest!
In the Lower Dragonsclaw, there is also “a tall modwir tree” you can CLIMB the tree to also scale up into the tree tops!
When you are in the tree tops, PEER OPENING and you can view the forest room below so you can fire arrows or magic bolt spells down at invaders, very similar to the siege towers and rooftop defense in town.
Go, get your forest fight on. (This is in both Prime and Plat)
In recent weeks, the town militia have reported frustration over the lengthy process of chopping down trees in the log field and the lack of proper storage to accumulate a stockpile to help with the log traps throughout the Lower Dragonsclaw forest, especially during times of conflict and invasions.
The Hendoran forces in the area have been hard at work over the last months as they continue construction on their own outpost, while aiding Wehnimer's Landing with some repairs as well. Just this morning, Mayor Puptilian and Sir Thadston the Hendoran Commander finalized a deal that would keep Hendoran forces hard at work in the log fields, but shift a number of the finished logs to the General Store in town, where citizens and fellow defenders can purchase them to more easily setup traps in the forest in preparation of invaders. The Hendorans agreed in this deal to take only a small amount of the silvers from each purchase, freeing up the ability for the General Store to keep the costs of the logs low, with every other bit of proceeds going to the coffers of Wehnimer's Landing.
As of now, modwir logs are available for purchase in the backroom of the General Store. Citizens get discounts. You will still need to use an axe of some kind to CUT the logs once you purchase them, and still buy a rope in the general store, so you can effectively setup a log trap in the Lower Dragonsclaw forest. The rooms where traps can be setup are identified via SENSE with Rangers. The logs are cheap enough to allow all levels to help, but the weight of each log definitely won't be ideal for hoarding them. But the idea is to allow defenders, even lower levels, to go buy logs, sharpen them, and setup traps in the forest before invaders come, and maybe sometimes during waves when there's a lull.
The Log Field in the forest still remains, so by all means, you can still go chop down trees yourself, but this new way should allow for a more convenient way for lower levels to help out, without spending 2 days chopping a tree.
Tonight the new Shrine of Koar was unveiled near Wehnimer's Landing! It is located inside of the Hendoran Outpost south of the grasslands. All players have access to the Outer Courtyard of the Outpost, and in one of the rooms you'll find a stone rotunda which is the new shrine, complete with a blood marble altar! (You can use the commands TOUCH or PRAY with the altar.)
The shrine is attuned to Koar for the purpose of some spells, etc.
The Wellington Home Orphanage
Citizens & Friends,
I would like to take a moment to thank everyone who got involved and helped with the creation of the new Orphanage in Wehnimer's Landing. From silvers, to time, to ideas, to toys and food, many people gave their assistance in a variety of ways, and I will be forever grateful. The grand opening was late last evening, with some fanfare and much mischief, and a grand time was had by all. The looks upon the faces of the new wards will remain in our hearts always.
Please feel free to visit the children and the Wellington Home, located one block west of the bakery, near House Phoenix.
Late in the evening of Leyan, the 5th of Lumnea, Councilman Stephos DeArchon invited the adventurers and citizens of Wehnimer’s Landing to attend the grand opening of the new orphanage in town, named the Wellington Home. Many poured out to see the new building and quite a few handed out toys to some of the children who made brief appearances. The concept of the orphanage was started by Greganth and Seomanthe and all funds and toys were donated by fellow citizens and friends of Wehnimer’s Landing. The building is open to visitors and is located west of the town bakery, near House Phoenix.
The orphanage’s construction was financed by donations from the following adventurers and groups:
- Helden Hall
- House Phoenix
- Silvergate Inn
- Rone Academy
- House Aspis
- Twilight Hall