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Leilon


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#1
PJ156

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The war with the king of shadows is over. However, far from being a time of celebration it is a time of hardship. The city of Neverwinter had most of its army destroyed in the final battle and lacks the resources to keep peace in the kingdom. Lord Nasher is in desperate need of funds to replenish his diminished resources and is taxing his subjects hard.  Meanwhile, remnants of the undead army lurk in the shadows of the Mere, and the great beasts of the mountains and forests, taking advantage of the lack of fighting men, have come down to the roads to prey on the poorly defended towns and merchant wagons. The high taxes and the weakened state of the city and surrounding towns mean the area is rife with smuggling and banditry. Not for many years has the area been so lawless … nor so profitable for the unscrupulous.

 

In the midst of the chaos stands Leilon, bereft of its famous lancers, many of whom died in the battle with the King of Shadows, the town is forced to hire mercenaries and adventurers to carry out the basic tasks of keeping the road safe for merchants and its dependant villages on the Mere safe from harm. The town itself is also suffering from poor leadership. Lord Pelindar Filmarya is old; his spirit, crushed by the loss of his wealth in the war and his mind addled with age, is no longer capable of leading the town. His son, the heir to the throne, does not have his father’s support and is undermined at every turn by his distrustful family. Meanwhile the guilds of the town and rogues of the docks fight to gain control of the city and the streets run with blood.

 

There are some beacons of light however. Close to Neverwinter stands Crossroad keep; under the control of Khelgar Ironfist since the disappearance of the Knight Captain, the troops and adventurers based there make an effort to bring order to the land. Sa Sani the merchant works tirelessly to build up trade and make the roads safe for gold to flow again.

 

This is a time for the bold and adventurous to make their mark on history, for the lowly of birth to rise beyond their station by the strength of their arms or the force of their will. This is a time for adventure, for profiteering, and, for the unprepared; this is a time for death.


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#2
ColorsFade

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Sounds like an official expansion that should have been done :)

 

I like it PJ


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#3
PJ156

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I'm working on Leilon while building areas for SOAR. Partly to keep my hand in on my own project and partly to give myself something i can work on without the rigid structure of a story that Salt had. It does have a story though, several in fact. I hope that I can provide several paths to the end and lots of side quests which I will add as I go along. For now though I am building Leilon and its two dependent villages. I need one fortified inn and crossroads keep. I have about 70% of that to date but it will need stocking up and npc's adding so there is a lot of work to do.

 

Leilon has four temples, Selune and Valkur for the mariners, Illmater and the patron god, Tyr. The temple to Tyr has shrines to Torm and Illmater and is by far the finest temple in the town (and for a long way beyond the town walls) It was built by the Filmarya family to house their dead and to honour Tyr. It is also the guild house for the masons, one of the most powerful guilds of the town because of the mining operations which underpin the towns wealth. There are other places of worship but they tend not to advertise themselves .... There are also other guild houses, the mariners and merchants are represented by guilds as are some of the darker occupations whose presence may be felt around the town.

 

Tyr%2001_zps0lc8dcso.jpg

 

PJ


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#4
kamal_

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 The temple to Tyr has shrines to Torm and Illmater and is by far the finest temple in the town

The Triad? Will we see Triadic Knights?


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#5
PJ156

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The Triad? Will we see Triadic Knights?

 

I would have to wiki that :)

 

The Leilon mud bath

 

The Leilon mud bath is a flippant name used by the citizens to describe a rather nasty way to die. When someone needs to die or go missing they are punted out onto the river late at night on the high tide. High is a relative term in Leilon and, unless you are on one of the channels, the water is never more than 6" deep. The unfortunate is thrown off the barge face down and forced down into the mud with the boat pole pressed on their back. The mud is too deep to get a purchase with your arms and push yourself up so the poor person drowns in the mud. The soft ooze closes over them and the person is never seen again. It is said that the mud by the town is full of bodies, but that was when it was the rogues guild that used this form of execution. Now it is a favorite of all of the guilds and the mud flats are a veritable graveyard. Had the agents of the King of Shadows known about this they could have taken the town with ease ... and the dead would have been only too happy to help.


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#6
kamal_

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I would have to wiki that :)

 

Triadic Knights  http://forgottenreal...Triadic_knight

The Triad http://forgottenreal...wiki/The_Triad

 

Three of them show up at the Temple of Ilmater in Crimmor.



#7
Tchos

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Had the agents of the King of Shadows known about this they could have taken the town with ease ... and the dead would have been only too happy to help.

 
And that, children, is why we burn our dead.


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#8
kamal_

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And that, children, is why we burn our dead.

Never understood why cremation wasn't more common in Faerun for exactly that reason. Faerun certainly has it (Crimmor specifically does it in the source article for just that reason).



#9
Tchos

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Because if it were too common we couldn't fight skellies? 



#10
PJ156

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One of the things I really wanted to get working here was the tide. Leilon is an inland port located on mudflats to the north of the Mere. All of that imagery is lost without the tide being at least being referred to, I did consider a half tide as a compromise but using  SetRenderWaterInArea () but I have been able to go one better:

 

Tides_zpsapci3mz9.jpg

 

I have used a fixed water plane for the tide out and simply switch the high tide rendered water on and off between 12 hour time periods. 

 

It means I have to work on the mud flats but I am enjoying that process. Leilon is central to this campaign and the town needs to be diverse and interesting to hold the players attention.

 

I hope to have and area that is a pleasure to travel round.

 

PJ


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#11
4760

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Nice touch PJ!


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#12
ColorsFade

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That's cool. 

 

What is a "fixed water plane"?



#13
andysks

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That's cool. 

 

What is a "fixed water plane"?

Second the question :D. I want to know.



#14
kamal_

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Second the question :D. I want to know.

There's water planes in the stock toolset. It's a flat plane with a water texture.


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#15
PJ156

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What Kamal_ said :) 

 

There are two water planes, I have used the darker one. It cannot be very much seen at "low tide" but it gives a flat are where the player would expect water to be. hopefully the eye will be drawn to the foreground where the mud and grass is exposed.

 

PJ



#16
ColorsFade

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OMFG... I can't believe I never knew those existed. I've needed something like that really bad this week... and there it is. 

 

Best find ever. 



#17
rjshae

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It's one of those placeables that would have looked better with some degree of 8-bit alpha transparency.


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#18
ColorsFade

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Yeah, but even still.. you get one level with regular water (well, one per-square, and if you're not thinking ahead, that's an issue). When you're doing multi-level waterfalls and need a small patch of water, it's pretty good. Throw some cattails around it and tint it, and it's not too bad. Better than nothing. 

 

24583409070_9c7cee4d1f_c.jpg


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#19
rjshae

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I was thinking I might be able to use this as the starting point for a module I had in mind, as it would save me having to build out the starting area. The location is probably close to ideal, at least for a Greyhawk module. It has the required dependencies, in that it is a small, independent coastal town in fairly isolated location near the coast, and it lies next to a large swampy area. The main drawback is that it does not have a deep water port. But I guess the players can be ported out to an anchored ship.

 

I'd like to ask how you are planning to enable added material, such as an adventure hook? Do we just take your upload, then merge it into the module? Or is it stored as a campaign to which we merge our module components?