Wehnimer's Landing starter guide: Difference between revisions
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#redirect [[A beginner's guide to Wehnimer's Landing]] |
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The following is a reformatted version of the Mentor's Getting Started Guide for [[Wehnimer's Landing]] as provided by [[GameMaster]] Haliste. Information on [[Icemule starter guide|starting in Icemule Trace may be read here]], while [[Ta'Vaalor starter guide|getting started in Ta'Vaalor may be read here]]. |
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Welcome to Wehnimer's Landing<br> |
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==How Do I Start Out?== |
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As you ponder your future in the frontier town of Wehnimer's Landing, you might wonder what steps you can take to better your situation. The town has outfitted you with basic equipment, but that has left you with a debt that you must pay. Incidentally, you can always check how much [[silver coin|SILVER]] you are carrying in your pockets, and you might remember how much you still owe to the town clerk, whose office is located in the eastern part of Town Square. Enter Moot Hall and head to the west to find the Debt Collector's Office. |
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There are jobs that will earn you experience and a few silvers, and adventure that will provide you with experience and fame. But before you get started building your fortune and reputation, it's a good idea to learn the town. You'll get your bearings and learn something along the way. |
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As you explore the town, be wary of going through gates or entering dark passageways, as you never know what you might find. If you manage to explore all the town highlights by following '''DIR'''ections, you'll have learned enough to advance to your first training. |
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There are many good [[list of maps|maps]] of the town to help you in your progress. The mentors at Silverwood Manor can direct you to some, as can just about any resident of town. Most people would not mind helping you find one. |
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==The Local Inns== |
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Inns are always a popular spot for adventurers. Perched in the northwest corner of Town Square, the Raging Thrak Inn is both a rowdy gathering place for a rousing song and a mug of ale, and a spot for a snooze or quiet conversation with friends. There are plenty of tables for the many residents and visitors of Wehnimer's Landing. Just south of the entrance is the Front Desk where you can [[CHECK IN]] to visit your trainer to advance and review your skills as you gain [[experience|EXPerience]]. During your rest, you can reflect upon your life [[GOALS]] as a good reminder of your progress. |
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Outside the North Gate is the Wayside Inn, another popular resting spot. Beware venturing outside the gate, though. You never know what might be lurking on the other side. |
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On the east side of town, next to Beldrin's Gaming Hall, Frith's Inn provides a slightly more out-of-the-way spot for a rest. It's also available as a training place. |
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==Likely Hunting Spots== |
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The streets of Wehnimer's Landing are well-kept and for the most part, rodent-free, but under your feet, the situation is quite different. Rats teem in the underground sewers and run free in the extensive catacombs under the town. This is a beginner's hunting area and a great way to do your part in helping to keep the streets of Wehnimer's Landing rodent-free. |
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Just find DIRections to the catacombs, [[UNSHEATH]] your sword and have your shield READY to begin a hunt! It might be a good idea to ask for protective spells at the Town Square Center before you head off. While roaming around, keep yourself in a defensive [[STANCE]]. When you are ready to [[ATTACK]] a beast that no one else is battling, change your posture to advanced or offensive. To gain a little silver while you're there, make sure to [[SKIN]] dead rats before you [[SEARCH]] them as you'll be able to sell the pelts to the local furrier. |
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[[Giant ant]]s are another town underground problem. If you'd like to try your hand, you'll find a hole behind some crates, not too far from the grocery. If you're very brave and have a very good sense of direction, venture into the ant nest. Dakris, the furrier, will pay silvers for their mandibles, so it might be worth some exploration. After you try to skin an ant, don't forget to search it -- you might find a larva. Dakris buys those, too. |
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Venturing outside the town gates will offer new and interesting sights, but it doesn't come free of danger! The creatures beyond the confines of the town are considerably stronger than those found in the underground. You can always look for a hunting partner, though, and usually residents and visitors alike are happy to join a fellow adventurer. |
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==Selling your Goods== |
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Dakris, the furrier, will buy skins and pelts of just about any type and quality. His shop is situated just south of the North Gate. Just hold a pelt, or a [[BUNDLE]] of them, in your hand and SELL them. If you sell him your backpack or satchel, he will extract the pelts from it and then return your container. Just make sure it's opened for him. |
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As you venture into hunting areas, you will find various items of [[treasure]] such as [[list of wands|wands]], clothing, lockpicks, and sometimes, valuable weapons and armor. Kilron, who runs the pawnshop in town, will buy most things you find that aren't gems or pelts. It's always worth a try. In his back room, he has a few items for sale that other folks have sold to him. Go through the door and look on the tables. You might find a great deal! |
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When you search your kills, you may find treasure of various sorts. You might find some silver coins, which you can deposit in the bank on the west edge of Town Square. In his shop on South Ring Road, Murdos the gemcutter will buy your gems, though you may want to save some for offerings in the temple. Sometimes, you might find a magical item, sometimes a bit of junk. Kilron will buy some of these items, or you or a friend might have a use for them. It's a good idea to [[APPRAISE]] the item before you sell it, to give you an idea of its worth. You might not want to sell something right away if it's rare or valuable. |
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If you happen across an item that you want to save and make sure you don't accidentally sell to any of the town's merchants, you can [[MARK]] it, and the shop owners will remind you that this is an item you previously didn't want to sell. |
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Smarter foes may lock up their treasure, and you'll need to seek out a locksmith to jimmy open your find. Usually, some are working in the North Tower, at the eastern side of the North Gate. Be forewarned, however, that pickpockets may lurk within the tower; best to leave your silvers in the bank and close up your backpack before you go in. If you are unable to find a locksmith at the Tower, you can try the local locksmith, located in the northern section of town, just west of Helga's Tavern. For a fee, Larton will unlock your boxes and disarm any traps. He's not cheap, though! |
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When you've earned enough silver coins, you can deposit them in the bank on the west edge of Town Square. Enter the bank, head through the arch, and DEPOSIT your coins. When you need to, you can always [[WITHDRAW]] some of your savings, or you can CHECK your balance. |
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==Gathering Spots== |
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The center of the Town Square seems to be the busiest spot in town and generally where you're likely to find help when you need it. Magic casters frequently rest in this part of the square and most will be happy to share their expertise with you. A friendly word can go a long way and their magic could help secure a safer hunt. This is also the gathering spot for quite a few local empaths and clerics, in case you're injured on a hunt or have a friend that needs life. It's a safe bet that you'll get help here. |
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Just outside of town, through the North Gate, stands [[Hearthstone Manor]]. Its venerable porch is another popular gathering spot, although not as well-visited as Town Square. Here, expect to find folks interested in hearing a story, teaching a lesson, or just gabbing with friends. |
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The Manor itself is only open to adventurers who have achieved a [[title system|title]] of Lord or Lady, so don't get discouraged if the doorman does not let you in. However, all are welcome on the establishment's front porch, and there's plenty of food and drink to sustain even the hungriest traveler. |
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==Etiquette== |
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The town of Wehnimer's Landing is a community, and as such, you'll do better if you observe a few rules of behavior. |
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Don't yell or say the same thing over and over again. Don't perform the same action over and over again, either. This may gain you some attention, but it won't be friendly attention. If you need help, ask once or twice. If no one hears you, find another area and ask someone else. When all else fails, remember that you can always go to Silverwood Manor and ring the bell. Someone will hear your call and if available, come to your rescue! |
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When hunting, don't swing or cast at a creature if someone is already engaged in battle. If you are both hunting alone, you can ask the person to join you, and you can hunt together. You will both learn, you'll share in the skins and other treasure, and you may find a new friend this way! |
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When engaging in conversation, it's best to speak about [[roleplay|things specific to Elanthia]]. Do not speak about last night's baseball game or about your upcoming job interview. If you must speak to someone in an [[OOC]] (out of character) manner you should [[WHISPER]] to the person so that your conversation isn't disruptive to others who may be listening. In addition, you can let the other person know that you are speaking out-of-character by WHISPERing OOC to them. |
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For more hints on successful behavior, visit the Warrior [[Raging Thrak]] in the Raging Thrak Inn. He's got a prepared speech about it. If you listen to the whole thing and then answer his questions correctly, he'll reward you. |
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==How do I get a job?== |
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When you've learned your way around town and feel comfortable exploring, visit the Town Clerk in the Debt Collector's Office in Moot Hall. He's a bit cranky, but if you are persistent, he will give you small errands to do. Mostly, he needs help with delivering messages to the Great Houses in town. The Wehnimer's Runners do a good job of distributing messages, but they are overworked, and the clerk is always grateful for a bit of extra help. When you give the message to the right person, he or she will pay you for your time and effort or else send you back to Moot Hall with a reply. The Town Clerk will be the one to pay you, in that case. In either case, you'll end up with some change in your pocket and some learning in your head. |
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If you are feeling very adventurous, I hear that Iron Jack, the Blacksmith, could use hands to help him make iron. But that is a dangerous undertaking and not one to jump into without careful consideration. If you're feeling adventurous, ask around. There may be a skilled blacksmith who would be willing to take you under their wing and teach you all about metals. |
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Located on the eastern side of North Ring Road (in the white building) is the [[Adventurer's Guild]]. Taskmaster Rheteger has a variety of jobs available to adventurers of all skill. His office is to the southeast after entering the building, and if you're interested in doing some work, you can ASK him about bounties. He might ask you to help locate a lost heirloom, or he may have you assist the dealer Murdos with restocking some gems. Fortunately, Rheteger is wise and will only ask you to venture into places that he feels you will be able to handle. |
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==The Constable!== |
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Wehnimer's Landing may be a frontier town, but we do have our laws. The Constable is not a very friendly man, but he does his job. He patrols the streets and part of the wilds, looking for miscreants and throwing them in jail. You can get on his bad side by stealing, kicking, and punching the town denizens and by being disruptive. Once he arrests you, your fate is pretty much sealed. You will get a trial, but the judge here always sides with the Constable. So, if you commit a crime, you will end up with a fine or worse for it. Some are pretty steep, too. Committing crimes is not an effective way to get your adventuring career off to a good start! |
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==Other Sights Around Town== |
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As you walk around town delivering messages or taking in the sights, you will come across several imposing buildings with doorkeepers. Known as the [[CHE|Great House]]s of Elanthia, these establishments are home to groups of adventurers with common interests. Each House has its own style and reputation (good or bad!); when you're more experienced, you may apply to join one that suits you. |
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[[Argent Aspis]], the oldest House, is the easternmost building within the town walls. You'll find the uniformed doorkeeper of [[House Arcane|Arcane Masters]] on North Ring Road, along the riverbank. Also on that road is [[Helden Hall]], home to noble warriors. [[House Brigatta|Brigatta]], [[House Phoenix|Phoenix]], [[Rone Academy]], [[House Sovyn|Sovyn]], and [[Sylvanfair]], are all within a few blocks of Silverwood Manor and the Temple. [[House of Paupers|Paupers]] has a prime location on the Town Square, and on West Ring Road, you'll find [[Twilight Hall]] and [[Silvergate Inn|Silvergate]], which is also a public inn. For those who enjoy braving the wilds, you may find the rangers of [[Willow Hall]] just before the bridge to the graveyard, while the Dhe'nar of the [[Obsidian Tower]] make their home on Sentoph, in Upper Trollfang. |
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Our fine town hall fills the east side of Town Square. Moot Hall, as it is called, houses several public officials and has public meeting rooms. If you have a debt, you can pay the town clerks on the ground floor. Upstairs is the Registrar, who will take notes on special items you may have; registered items are more easily replaced if you somehow lose them. It's not necessary to speak directly with the Registrar, however. Simply [[REGISTER]]ing your item, as long as it is in your hand, will send a note directly back to the Hall. |
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Moot Hall also contains the public [[locker]]s, which provide a secure place to store valuables. Carrying everything gets heavy after a while and can slow you down, especially if you have a penchant for swinging weapons. |
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The Temple is a particularly fine example of late fiftieth-century architecture. Devout citizens often rest or meditate in the main nave. The priestess of [[Lorminstra]] has her private chambers here where she accepts offerings to the goddess, who in turn may grant you the deeds you will need should you die. The lovely side chapel is often used for weddings. It is worth exploring this sprawling building; some say that shades of the dead haunt its deep cellars. |
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All over town, you will find interesting buildings and shops. Gert Fessel's Bakery, Helga's Tavern, Dari's Clothiers... all offer exceptional wares. Take time to explore them all, and uncover the many secret places scattered throughout Wehnimer's Landing! |
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==Death and Dying in Elanthia== |
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It's always an unpleasant shock to find yourself dead. Here in Wehnimer's Landing, we have a large population of clerics and empaths who have the capability to put you back in good shape again. With luck, a friend or some kind stranger will find you and drag your dead body to those who can heal you and then restore your life. |
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Death is a part of life in Wehnimer's Landing, as well as in the rest of Elanthia. In order to minimize the sting of death, you should look into getting some [[deed]]s from the Goddess Lorminstra. Any adventurer you find will know how to point you in the right direction to obtain them. Or, you can explore temple in town and research the mysteries for yourself. |
Latest revision as of 09:59, 27 February 2015
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