Wehnimer's Landing: Difference between revisions

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*[[Previously in Wehnimer's Landing]]
*[[Previously in Wehnimer's Landing]]


For more historical background about ongoing events, see [[Wehnimer's Landing Storylines|Wehnimer's Landing storylines]].
For more historical background about ongoing events, see<br>
'''[[Wehnimer's Landing Storylines|Wehnimer's Landing storylines]].'''


=== Events ===
=== Events ===

Revision as of 14:51, 31 January 2017

Map of Wehnimer's Landing

Wehnimer's Landing is an outpost on the shore of Darkstone Bay. It was established around 4873 when Rone Wehnimer established the Wayside Inn. The symbol of the city is a striped warcat as it represented the trade and textile business that allowed the city to thrive and grow when it attracted the original residents.

Township of Wehnimer's Landing

Wehnimer's Landing

History

Commonly referred to as "The Landing," Wehnimer's Landing is a melting pot of the various races of Elanthia. Despite its size, the town has experienced many traumatic events since its inception from the Krolvin War, the spark of the first Griffin Sword War, the home of many of Lorminstra's chosen during the Vvrael saga, and its occupation by the Barony of Jantalar in 5103. It was the location of the Order of the Silver Gryphons, a knighthood created by the Baron of Vornavis to protect the town from the expansionist dreams of Jantalaran Baron, Lerep Hochstib. Since then it has occasionally maintained itself as a quiet local for adventurers and those seeking to live outside the boundaries of more lawful locales.

The town is home to many of the Cooperative Houses of Elanthia, and the town office continuously employed runners to carry messages to them. The town is bisected by the Locksmehr River on its eastern side, which opens onto a bay that proves useful for sea trade. Until 5103, the town was home to the nefarious Council of Light which had headquartered itself in a bathhouse north of the town square. Much of the cities early conflicts revolved around those looking to stamp out the Council's influence. The departure of the Council coincided with the murder of the town mayor, whose body was found in the bathhouse minus its head. A subsequent election was held to fill the position, only to reveal itself as a sham at its conclusion. These events were largely pushed forward by the Council's grand assassin, Lacheis Taurvon.

The town had two gates, a north gate and a west gate. The west gate which faced the fields adjacent to Dragonsclaw Forest was guarded by a single sentry, nicknamed Sleepy for his attention to duty. Underneath the town was a vast labyrinth of catacombs, which if one avoided the small wildlife which dwelled within it, allowed for access to different parts of the town. A water slew accessed in the catacombs deposited individuals outside the town walls.

In addition to the Wayside Inn, the town is serviced by two other inns. The Raging Thrak Inn, located in the northwest corner of the town square, and Frith's Inn, which is located off of Dragonsclaw Road. Due to the size of the town, there is only one great temple. It is served primarily by followers of Lorminstra. However, in the region surrounding the town, several shrines and altars to other Arkati and spirits are located. It is also home to a substantial satellite of the Order of Voln as verdant followers have flocked to join its ranks due to numerous undead denizens in the North.

In terms of trade, two significant factors occurred in the last part of the 51st century. First, in 5096, the Baron of Jantalar, Hochstib, established a blockade on the free port of Solhaven. This resulted in the redirection of the Glaesen Star, a cargo and passenger vessel that operated between Teras Isle and the continent. Ever since the ship has made its destination port the Landing. The second event occurred as a consequent reaction to the blockade. The Baron of Vornavis, Dunrith Malwind, sought to replace the lost sea trade by construction of a caravansary road to Wehnimer's Landing. This road was completed in 5098 and facilitated a large amount of traffic between the port and the trading post. It may have also encouraged Malwind's support of the town's independence while it was beset by Jantalar in 5103. It also continues to prosper based on it's original trade, pelts and local herbs.

It was also the location of the Griffin Sword when it was tainted and shattered to spark the Second Griffin War that culminated in Solhaven in 5105 with the destruction of the Black Temple. The city has a penchant for trouble when the Summoner Grishom Stone appeared in the fall of 5110 to again embroil the Landing in chaos that would again shift the wrong kind of attention it's way from both the Turamzzyrian Empire and Elven Houses.

Politics

See also: Wehnimer's Landing: Frontier Politics, Wehnimer's Landing Militia

Wehnimer's Landing is governed by an elected mayor and an appointed council.

Past mayors have included:

Recent History

Here will be an archive of all of the official recap posts about current events on a monthly basis in Wehnimer's Landing.

For more historical background about ongoing events, see
Wehnimer's Landing storylines.

Events

Shops

For a full list of shops in and around town, see the Wehnimer's Landing shops.

Hunting

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Dragonsclaw Mountains - Glatoph & Glacier
Wehntoph - Sentoph - Zeltoph - Thanatoph

This series of mountains serves as a protective barrier, shielding Wehnimer's Landing and its environs from the rest of Elanthia. Only recently have regular trade routes been carved through the dangerous mountain passes to allow outside contact with the various centers of civilization. Of all the mountains, the five named below are the grandest of the range with many stories of their own to be told.
Locksmehr Trail

Only the bravest of adventurers dare to begin the journey necessary to traverse the unforgiving landscape along the Locksmehr Trail. Many that do begin do not see the end of it, but for those that do the rewards are great as the trail provides the only known access between the civilizations of western Elanith and the lesser known Elven Nations to the east.
Area Level Range
Wehnimer's Environs 1-16
Nestled within the cradle of the DragonsClaw Mountains, the surrounding lands of Wehnimer's Landing offer a large variety of flora and fauna. Care must be taken with the creatures of the wild here as they are often clever, awaiting to ambush the unwary traveller.
Catacombs 1-3
Graendlor Pasture 1-3
Ocoma Vale 3-7
Upper Trollfang 2-14
Abandoned Inn 10-12
Kobold Village 1-2
A quaint and simple native village atmosphere is not something you will find in this rubbish-laden dirty excuse for a settlement. Kobolds seem to go out of their way to find ragged filthy things to decorate their habitat. Make no mistake, they will not hesitate to attempt to send you to an early grave to add to their collections.

Points of Interest: Dirt Mines.

Rumors: There's an odd rumor about an an old boot somewhere in the village being magical.

Coastal Cliffs 1-11
Stretching along high above Darkstone Bay, the Coastal Cliffs offers perhaps the finest scenic vistas this side of the continent. Unfortunately, the view opposite the bay is sorely lacking due to the abandoned villages, ruins and unkempt grounds. Travel through the area can be dangerous due to a variety of hostile creatures inhabiting the cliffs.

Points of Interest: Wrecked Village, Cemetery, Underground Ruin, Black Sands, Sea Caves.

Rumors: A local hermit was overheard prattling about dark and light shrines nearby but gave no clues to their exact location.

The Graveyard 1-28
A place of calm and reflection upon those lost to us? well, it was before the undead appeared. The Graveyard has been carefully walled and fenced in to keep the presence of undead from spreading to Wehnimer's Landing. As if the undead were not enough, a plague of monstrous goblins, hobgoblins, orcs and other foul creatures can be found lurking within.

Points of Interest: Secluded Valley, Slither Creek.

Rumors: Hidden somewhere beneath the crypt and through countless tunnels there is rumored to be a magical portal to the Realm of Shadow. The Tomes of Elanthia contain some related information about this strange location.

Shadow Valley 33-43
"Everything under the sun has a shadow... everything." Some places exist in parallel with our own. The same in form but different each in their own way. The realm of Shadow is one such place. Yet where our valleys are lush, theirs are dead and lifeless. The lore of Shadow Valley revolves around the legend of some extraordinary wild horses. Though little but tall tales remain, there is an accounting of the legend within the Tomes of Elanthia.

Rumors: A powerful evil being is said to be trapped somewhere within the realm, waiting for its chance to escape.

Melgorehn's Valley 6-8
The soothing power of nature is evident in this beautiful valley just below the Reach. Unfortunately, nearby burrow orcs make the area less than peaceful.

Points of Interest: Melgorehn's Reach.

Rumors: The legends of immense magical power at the top of Melgorehn's Reach are well documented. Making it to the top, however, is the real challenge.

Old Mine Road 2-25
Long abandoned by the original miners, the old mine road serves as the quickest route into the hills over Darkstone Bay. Well travelled by creatures and adventurers alike, it serves as a fine place to find new friends, comrades and even romance.

Points of Interest: Kobold Mine, Wolves Den, Troll Caves, Leya's Shrine, Aillidh Brae, and Luinne Bheinn.

Rumors: Amongst many abandoned mines in the area, word has it that one still offers a bit of ore for the industrious adventurer.

Spider Temple 20-30
Servants of the spider goddess Arachne have erected a large spider-shaped temple deep in the woods not far from the Old Mine Road. Tourism is not encouraged due to the fanatical and hostile acts of the followers who claim the lives of visitors in the name of their goddess.

Rumors: A former prisoner of the temple made claims of finding a secret passage used for escape but when questioned further refused to answer.

Darkstone Castle 23-63
Of infamous beginnings, Darkstone Castle represents the most dangerous area to be found in northwestern Elanith. Built by an evil sorcerer known as Estrion, the castle became a center for dark experiments resulting in the horrifying and deadly monstrosities that now inhabit the stronghold.

Points of Interest: Dark Caverns below the castle dungeons.

Rumors: Though Estrion was killed while attempting to destroy the known world his ghost is rumored to haunt the castle to this day. His partner Siarl escaped this fate.

Castle Anwyn 18-28
Perched on an island just off the shore of Lough Ne'Halin, Castle Anwyn breaks through the mists with an eerie silence. The castle has many battlements, enough to have been a major stronghold in even the greatest wars. Time, however, seems to have been its greatest enemy as the only inhabitants of now abandoned castle are the undead.
Smokey Caverns 16-20
High up in the northwestern Lysierian Hills lies this series of caverns. A nefarious pit of blackness compared to its more beautiful surroundings, the caverns are home to a strange variety of cats and rats. These creatures claws rake sparks of flame. It is uncertain whether it was the smokey caverns that changed the creatures, or the creatures that brought smoke to the caverns.

Rumors: Legend states that these caverns represent the quintessential blemish upon nature's beauty caused by the Lords of Liabo's tolerance of the Lords of Lornon.

Abandoned Mine 17-25
Abandoned only by the civilized races, this mine crawls with the presence of Krolvin. The mining village once thrived along the shores of Lake Marliese. Krolvin incursions into the area, however, made continued prosperity impossible.

Points of Interest: Lake Marliese, Shrine of Imaera.

Rumors: Much can be learned about the history of the region by investigating the shrine on the island in Lake Marliese.

The Monastery 25-28
This infamous series of chambers lies hidden deep underground. The only known entrance lies at the shores of an underground lake which can be found somewhere within the Lysierian Hills. Of those that know of its existence, none have ever claimed that the place was anything other than a hive of evil. Only the resourceful adventurer can gain entry and those that do face grave danger.

Points of Interest: The Broken Lands.

Rumors: Hidden within a misty chamber somewhere in the monastery lies a spinning rune portal. Those that master the runes are teleported to another realm known only as the Broken Lands.

The Broken Lands 30-50
Dark, dangerous and evil. Little more than these words are needed to describe nature of this realm. Unfortunate adventurers who find themselves in this realm will most often awaken within a Sheruvian Monastery. Despite the obvious dangers inside, it's often safer than the jagged, difficult to traverse terrain outside.

Rumors: Many say this realm exists upon the surface of Lornon, the dark moon.

Shores of Lough Ne'Halin 4-17
The winding shore wavers from northwest to southeast along the misty fog-covered lake. Bordered mostly by pine trees and lake reeds, the shores provide a calm mysterious view for travellers upon the Old Noralgar road that mirrors its path.

Rumors: Deep within the lough lies an unspeakable terror. When questioning locals about it, they refused to say anything at all. Curious.

Abandoned Village (non-hostile)
This village is nothing more than a few shacks and buildings. Once inhabited by functionaries of the nearby Castle Anwyn, the village lies in ruin and decay.

Rumors: A fairly well known merchant, Dervich Felenar, used to frequent the village claiming they had the best leather workings on the continent. Though few people in the region ever bought a thing from the fellow, they were always happy to sell their old worn out wares. When met with bemusement, Dervich was heard to say, "Everything has a worth but only a few like myself can be trusted to bring it out."

Danjirland 8-26
Few places in the realms have earned such a grand reputation for such insignificant events as the valley that separates Glatoph from its companion mountains to the south. Danjirland, as dubbed by an unknown sign-maker long ago, is the closest example of true chaos to the more civilized lands around Wehnimer's Landing. Abandoned by settlers and overrun by dangerous creatures, this land should be visited only with the utmost caution.

Points of Interest: Elven Village, Potter's Field, Upper Trollfang.

Rumors: The mysterious tower of Melgorehn once appeared in this region to baffle adventurers. However, it has long been absent and no one knows where it will appear next.

Wehntoph Twin Canyons: 1-5
Northern Slopes: 15-20
Labyrinth: 70-78
Wehntoph Mountain, third largest of the Dragonsclaw range, offers danger in many forms. From the gnome mine in its western base, to the twin canyons infested with gremlins, to the northern slopes where all sorts of dangerous weather-magic monsters roam, to the darker dangers of the minotaur labyrinth, Wehntoph leaves nary an unturned stone for the casual explorer under which to hide.

Points of Interest: Gnome Mine, Twin Canyons, Northern Slopes, Krag Slopes, Ocoma Vale.

Rumors: The curse of the minotaur is whispered only rarely and never spoken aloud. There are those that say the mere mention of it will bring down the curse upon you and your family.

Glatoph Volcano: 6-16
The Keep: 20
Glacier: 29-38
Glatoph Mountain, the largest and coldest of the Dragonclaw range is almost entirely covered in snow and ice. A glacier has crept down from the north covering part of the lower east side. Despite its icy demeanor, Glatoph is still volcanically active. Evidence of this can be found in deep crevices and caves in the west side. Most notably, just a thousand feet below the summit lies the entrance to some sort of keep made of steel. The immense steel door that once protected the keep, appears to have been kicked open. Only legend and rumors are left to explain what lies inside.

Points of Interest: A dangerous trail through the glacier leads towards the environs of Icemule Trace.

Rumors: The legends of Melgorehn are many and in this place no exception. Mountaineers speak of the powerful wizard having hired locals to assist in the creation of a lab within the mountain. Whispers of strange experiments with metal and monsters were common. Yet one day, the lab was found sealed by a great steel door. No one has yet seen the wizard in this area since.

Thanatoph Stone Valley: 16-18
Stronghold: 58-67
Bowels: 79-89
Thanatoph Mountain, second largest of the Dragonsclaw range, sports two major snow-covered peaks. Though mostly dominated by stone, Thanatoph is not cursed with the bitter cold of nearby Glatoph and thus offers a more pleasant atmosphere for climbers. The natural hot springs along the southeast side show the versatility of nature's grand scheme.

Points of Interest: Stone Valley and Illoke Stronghold.

Rumors: Followers of an immortal stone giant known as Illoke frequent the region. Though many think Illoke now dead, the 'immortal' part of its legend keeps people wary.

Zeltoph 10-25
Zeltoph Mountain, the smallest of the DragonsClaw range, is still a challenge for average adventurer. It is best known as the home of the gnolls of Cavernhold, which still inhabit the underground city within the mountain. Zeltoph also plays host to the only navigable trail to the Solhaven/Vornavis areas.

Points of Interest: Cavernhold, Northern Caravansary.

Rumors: Many an unwise adventurer have fallen in attempts to breach Cavernhold due to well hidden gnoll archers which protect their stronghold without mercy.

Sentoph 13-17
Temple of Love: 18
Sentoph Peak: 33-39
Sentoph Mountain, fourth largest of the Dragonsclaw range, is harsh and craggy. Offering little in the way of trees or greenery, the terrain makes travel though this region less than joyful. Sentoph plays host to several dangerous varieties of creatures. Of landmarks, the now ruined Temple of Love lies along its southwest side. No longer the safehaven of old, the remnants of the Merciful Sisters of Perpetual Adoration echo their ill fate.

Points of Interest: Temple of Love, Obsidian Tower.

Rumors: Even the trees in this region have become dark with evil. The wise adventurer will take care under which trees he or she rests their hat.

Vipershroud 22-24
When the topic of deep jungles was brought up, the locals would conjure up visions of danger far to the south; that is, they did until they discovered Vipershroud. This nearly impenetrable forest rests along the western shore of the Locksmehr River not far from the small Elven settlement in Danjirland. Great care must be taken here as the wild life is savage and will just as soon attack travellers as they will each other.

Behind the Scenes

Kelfour's Landing and Early History

The world of GemStone was originally different than the world that exists today. Under the management of Iron Crown Enterprises, the game had different names for gods, materials, and places. After Simutronics gained full control of the game, names had to be changed to avoid copyright issues. As a result, the town that was originally named Kelfour's Landing was renamed Wehnimer's Landing. For years after, there were some aspects of the old Kelfour's Landing era still recognizable in various parts of the town.

For the majority of the game's existence, the Landing was the starting point for all new players. Even with the later release of new towns and regions in Elanthia, the Landing remains one of the core starting points. Due to its historical role, the Landing remains the most populated of towns in game and is the economic center in terms of buying and selling in game, despite its in character size.

Prior to the expansion of GemStone to include Ta'Vaalor, the vast majority of new players started here, and the Cul-de-Sac entrance to the Catacombs (and thus the giant rat hunting area) was a very popular resting point, used almost exclusively by young adventurers. (It is now usually deserted, and is no longer a node.)

Street Names

Unlike nearly any other town in GemStone, Wehnimer's Landing has streets named after the characters of some of its earliest players. One such example is Taarna Road, which was named for the founder of House Brigatta.

Mayor's Office

This is what the mayor's office looked like about the time that a new mayor was chosen in 5110:

The mayor's office is spartan, with straightbacked chairs, over one of which is draped a striped voalcat vest, and a stolid desk.  A cabinet contains a menacing assortment of iron and steel weapons, a few hunting trophies, and parchment maps of the Landing and outlying districts.  You also see a varnished modwir door.

Careful to those seeking this seat! Mayors have been killed or gone missing more often then completing their time in office.

Resources

Human - edit
Cultures:
Cities:
Famous Humans: