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> Ллорк, Серебрянные Кордны, просьба не смотреть моим будущим игрокам
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Dair Targ
Aug 29 2006, 21:25
#1


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Есть такой городишко. В Серой Долине в предгорьях Серых Пиков (кстати, как перевести эти два названия более хорошо?). Так вот: спрашивается, существует ли какая-нибудь информация по этому городу, долине и этой части гор, кроме двух абзацев из Volo's Guide to North? Я принимаю любую информацию изо всех источников - от официальных книг, до модулей, даже самодельных. Всем заранее спасибо.


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Quirion Ranger
Aug 29 2006, 23:15
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The North - Guide to the Savage Frontier - tsr1142:
Greyvale
The traveler may sometimes hear about the Greyvale. The Greyvale consists of the grasslands drained by the Greyflow and the Loagrann, the three-branched river that joins the Greyflow at Orlbar, northwest of Llorkh. Travel in the Vale is dangerous, and one must beware of bugbear raids and the tightening grip of the Zhentarim.
Even with the fall of Hellgate Keep, these lands are perilous. Bordered on one side by wild mountains and on the other by a vast wild wood - perhaps the largest in Faerûn - this is a territory roamed by monsters and rapacious humanoids. The dale also holds the ruins of Netheril that are haunted by fearsome creatures warped by the fell magic of decadent human sorcerers.

Llorkh
Llorkh was an important mining town of 2,000 humans and 300 dwarves. All were busy farming and taking iron and silver from shallow mines in the mountains. Those lodes were soon exhausted, and Llorkh shrunk. The Zhentarim soon arrived and the last of the old lords, Phintarn Redblade, was found dead at the base of Lord's Keep. Overnight, the Zhentarim installed their own man, Geildarr Ithym (LE hm W7), in the Lord's Keep.
Four hundred purple-cloaked Lord's Men (LE hm F1/F4) appeared. They fought several battles with the militia, easily slaughtering them under the pretext that the soldiers were troublemakers. This didn't win Geildarr over with the townsfolk, and the dwarves left.
Zhent caravans began to arrive, needing accommodation, beasts, food, wagon repairs, and water. Townsfolk were pressed into work, and new but ugly inns and taverns were thrown up. The Ten Bells tavern was joined by the Drover's Cup and the Wet Wizard (Geildarr is not sure if this is a pun directed at him). The Zhent arrival has been met with mixed feelings. Some view the increase in commerce as a sign of prosperity, while others see the unscrupulous elements increasing daily and feel less safe in their homes. Most inhabitants have thrown in with the regime, though they've no great affection for its leader, and the town is the endpoint of caravans from Darkhold.
The only inn in Llorkh was run by Phintarn's brother. Mysteriously, he died the night before his inn burned to the ground. Within a month, two new three-story inns opened. These are Tantarn's Inn and the Six Shields. The former is pleasant. Tantarn is a veteran innkeeper from Iriaebor who fell on hard times during the recent Zhent troubles there. The Six Shields is no better than a Zhent barracks, full of muddy boots and rough fighters sharpening rougher swords. Three of the mines have been taken over for storage by the Lord's Men. Monsters are said to have established lairs in some of the other tunnels, so the traveler hoping to use them for shelter had best beware.
The increased security in Llorkh is due to Zhent fears that Hellgate Keep will send shapechanged tanar'ri to infiltrate and destroy the stronghold before it's completed, so they're rushing to strengthen their might. Except in the worst of winter, two caravans a week come from Darkhold, bringing weapons, Zhent warriors, and trade goods.
Work has begun on a ditch around the town, and fortifications are not far off. Zhent warriors are camped east and south of town, and Lord Geildarr is hiring adventurers to scout the mountains. He's searching for lost magic to bolster his forces. Zhent troops have wrought two other large changes in town thus far: There's money in Llorkh and a temple to Cyric, the Dark Sun, presided by Mythkar Leng (LE hm P12). Despite its activity, the Black Network is confined to the area by the efforts of the Lords' Alliance.

Greypeak Mountains
This eastern mountain range separates the Fallen Lands from the Delimbiyr river valley. The range is named for the tribes of grayskinned stone giants who dwell here. Its mineral wealth was removed thousands of years past during the reign of lost Netheril.
The easternmost mountains of the Interior are known to offer the richest concentration of griffons in all Faerûn. Cloud giant castles are sometimes seen drifting over these eastern peaks, and every so often, dragons are seen in full, magnificent flight among the clouds, winging their lone and splendid ways into or out of the most remote peaks. Travelers in this region should beware of attacks from orcs, bugbears, goblins, monsters of all sorts, barbarians, and large expeditions mounted each year by the Cult of the Dragon to seek dragons and their treasures in the high valleys.
Large groups of travelers should never camp without at least a triple watch. Fires should be doused, for their light calls death from miles away. Lone travelers are advised to break their scent by crossing water several times, and to sleep on a rocky height, or better, on a ledge sheltered from above. Most of us, as the ballad goes, have only one life to lose.

Там еще есть и другие упоминания, но это основное (если будет нужно, юзай поиск по документу)


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V.Dmalex
Aug 30 2006, 09:08
#3


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Интернет :)




Я эти горы называл Серовершинные [[IMG]]"http://forums.rpg-world.org/style_emoticons/:)
По трехе может быть разве что в Руководстве по Фаеруну. В Кордонах об этом инфы нет [[IMG]]"http://forums.rpg-world.org/style_emoticons/:(


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Он улетел, но обещал вернуться...
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LE_Ranger
Aug 30 2006, 09:15
#4


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16.1.2004
В паре часов ходьбы от могилы Вещего Олега




В Руководстве всего три строки - население и пара слов о жентах...


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Время безвозвратно и нет пути обратно,
Встретимся, может в раю - снова скажу "люблю"...
За нами следуют тени - эти верные стражи Времени...

(эпиграф к Planescape: Torment)
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Dair Targ
Aug 30 2006, 11:06
#5


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Благодарю за ответы. Жду ещё. Особенное спасибо Qurion Ranger-у.

Мысли-в-слух: Может когда-нибудь сподоблюсь по всем таким местам, инфу по которым я искал, собирать в небольшие файлы. По Ллорку, по Яртару...


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Melhior
Aug 30 2006, 19:23
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LLORKH
Many old nearly-worked-out mines tunnel
the mountains to the east and north of
this isolated town. Two thousand humans
live here, and perhaps three hundred
dwarves. Llorkh was once ruled by a succession
of human lords, respected retired
miners or fighters, but recently the last of
these, Phintarn .Redblade,. was found dead
at the base of the Lord.s Keep, and overnight
a new Lord seized the Keep and the
throne: the mage Geildarr. Since his arrival,
Zhentarim caravans have begun to arrive in
Llorkh from the east, bringing muchneeded
wealth to the town. Dwarves have
begun to quietly disappear since Geildarr
became Lord, and it is whispered that some
have been murdered as Phintarn was, and
that Geildarr is a member of the Zhentarim.
The caravans spend much gold as they take
on men and beast of Llorkh for their last
overland trek to Loudwater, where tradebarges
will take their wares on to Secomber
or the Coast. The Lord has declared one
aged dwarf, Thianos .Ironskull,. a cleric of
Moradin (8th level, LG) outlaw, and is said to
have men searching for him. The Lord has
brought with him almost four hundred
purple-cloaked .Lord.s Men.: chainarmored
men-at-arms, fully armed and
experienced in battle, to defend the town
and enforce the Lord.s will. The Lord.s Men
have already fought one major battle with
the evil forces of Hellgate Keep, on the
banks of the Delimbiyr above The Shining
Falls, forcing the Hellgate Keep forces back.

Это из ...."WATERDEEP And The NORTH"....
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Quirion Ranger
Aug 30 2006, 23:17
#7


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[[IMG]]"http://forums.rpg-world.org/style_emoticons/:huh:
Ты конечно молодец, но чуток подредактировать и привести текст в нормальный вид времени не хватило?

FR01 - Waterdeep and the North - tsr9213:

LLORKH
Many old nearly-worked-out mines tunnel the mountains to the east and north of this isolated town. Two thousand humans live here, and perhaps three hundred dwarves. Llorkh was once ruled by a succession of human lords, respected retired miners or fighters, but recently the last of these, Phintarn "Redblade," was found dead at the base of the Lord's Keep, and overnight a new Lord seized the Keep and the throne: the mage Geildarr. Since his arrival, Zhentarim caravans have begun to arrive in Llorkh from the east, bringing muchneeded wealth to the town. Dwarves have begun to quietly disappear since Geildarr became Lord, and it is whispered that some have been murdered as Phintarn was, and that Geildarr is a member of the Zhentarim. The caravans spend much gold as they take on men and beast of Llorkh for their last overland trek to Loudwater, where tradebarges will take their wares on to Secomber or the Coast. The Lord has declared one aged dwarf, Thianos "Ironskull," a cleric of Moradin (8th level, LG) outlaw, and is said to have men searching for him. The Lord has brought with him almost four hundred purple-cloaked "Lord's Men": chainarmored men-at-arms, fully armed and experienced in battle, to defend the town and enforce the Lord's will. The Lord's Men have already fought one major battle with the evil forces of Hellgate Keep, on the banks of the Delimbiyr above The Shining Falls, forcing the Hellgate Keep forces back.


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Бороться и искать, найти,... и перепрятать.

"Парни! Кончайте эти сопли! Вас ждет вторая серия!.."
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Melhior
Aug 30 2006, 23:29
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Ну во-первых дарёному коню в зубы не смотрят, во-вторых и правда малость занят был, дела мирские, а в третьих... разве это вы просили данную информацию???
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Quirion Ranger
Aug 30 2006, 23:57
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Elminster's Ecologies, Appendix II - tsr9490:
...
Llorkh has a dubious claim to fame, having been corrupted by evil forces, specifically the Zhentarim. As long as the Zhentarim don't turn to trying to run the High Moor, I'm not too concerned, but recent evidence of some recruitment drives by them on the High Moor has surfaced. The Zhentarim have been trying to convince goblins, orcs, and trolls to leave their natural homes and go serve in battles between humans. So far, these Zhentarim agents haven't done anything to really harm the High Moor, but you adventurers always run the risk of encountering a few of them.

FR05 - The Savage Frontier - tsr9233:
...
ZHENTIL KEEP
Leader: Mythkar Leng (in the North)
Base of Operations: Llorkh
Goal: Domination of all trade routes in the North and along the Sword Coast.
Allies: Llorkh and the Beast Lord.
Chief Foes: The Harpers and the Lords' Alliance.
Mythkar Leng is a lawful evil, 9th level cleric of Bane, who acts as an advisor to Lord Geildarr of Llorkh (a 7th level magic-user who is secretly a member of the Zhentarim). With the aid of Rakaxalorth (a beholder who is never seen in public), Mythkar keeps Geildarr in line with the Zhentarim goals for the North. Llorkh has been chosen as a foothold due to its distance from the powers in Waterdeep and Silverymoon. The Zhentarim already monopolize trade between Loudwater and Llorkh, have a firm base in Secomber, and wellplaced agents in Waterdeep, Zundbridge, Yartar and Triboar.

Llorkh
Population: 2,000 humans, 300 dwarves
Government: Lord Geildarr (LE 7th level magic-user).
The folk in the isolated town of Llorkh still delve in the old, nearly worked-out mines that honeycomb the mountains to the north and east. Now, many citizens find more profit in assisting the Zhentarim caravans that come in from the east.
The old lords of Llorkh, respected and retired former miners and fighters, never would have tolerated the Zhentarim in their midst. But the last of the old lords, Phintarn "Redblade," was found dead at the base of Lord's Keep. Overnight, a new Lord seized the Keep and the Throne. Since Geildarr the mage took power, the Zhentarim caravans have been arriving, bringing gold into the town, and the dwarves have been quietly leaving (there are whispers that many have been murdered as Phintarn was).
Geildarr keeps order in the town and his 400 purple-cloaked "Lord's Men" keep the town safe against orc and Hellgate Keep incursions. Still, he is not loved or even liked by the townsfolk.
Economy: Mining, farming, caravan services.
Militia: 400 1st-4th level warriors in chainmail and shield loyal to Geildarr (and the Zhentarim).

City of Splendors - tsr1109:
Llorkh
Many old, nearly-worked-out mines tunnel the mountains to the east and north of this isolated little town. Llorkh was once home to nearly 2,000 humans and 300 dwarves, but with the fall of their recognized ruler, Llorkh fell under the shadow of the Zhentarim in the guise of the town's new lord, Geildarr. All the dwarves have since abandoned Llorkh, and have now joined King Bruenor Battlehammer at Mithral Hall in hopes of better lives. The humans who remain in the town are now under the "protection" of the garrisoned Lord's Men, fully armored and armed men who defend the town and, more specifically, enforce the lord's will. Zhentilar reinforcements and supplies funnel through Llorkh with more regularity, and, while small, it seems that Zhentil Keep has a toehold in the North with Llorkh, though they too are subject to attacks from the evil denizens of Hellgate Keep.

Forgotten Realms Campaign Setting (second edition) - tsr1085:
Llorkh
Formerly a sleepy mining community, Llorkh has become a base of Zhentarim operations in the Savage North. The old lord of the community was mysteriously murdered, and the wizard Geildarr (LE hm W7) installed himself as the new ruler.
Most of the inhabitants have thrown in with the new regime (though they have no great affection for its leader), and the town is the endpoint of caravans up from Darkhold. Geildarr has multiplied his personal wealth several times over. He has been known to hire adventurers to loot the remains of Netheril, looking for magic to improve his standing in the Black Network.
Geildarr is served by a force of 400 purple-cloaked Lord's Men who protect the town from orcs and protect Geildarr from townsmen who think they can do the job better than him. The greatest threat to the Black Network's growth in the area is another evil force in the region, Hellgate Keep.
Llorkh has a thriving temple to Cyric. It is presided over by Mythkar Leng (late of Bane) (LE hm P12).

Ruins of Zhentil Keep - tsr1120:
Llorkh: Once a dwindling mining town of humans and dwarves, Llorkh was quietly conquered by the Zhentarim, who slew its previous lord. The Zhentarim planned to use Llorkh as a western base for their desert caravan route. A Zhentarim mage, Geildarr Ithym (LE hm M8), quickly installed himself as the new lord with the support of 400 "Lord's Men" (Zhentilar troops, LE hm F1-F4). Nearly all dwarves have since fled to Mithral Hall. The coming of the Zhentarim has been met with mixed feelings among the remaining populace. Some view the increase in gold and commerce to be a sign of prosperity for the town, while others see the unscrupulous elements of society increasing daily and feel less safe in their homes. In effect, both are true.
Fearing the forces of nearby Hellgate Keep, Lord Geildarr is hurrying to strengthen Zhent might in Llorkh. Zhentilar troops are digging a large defensive trench around the city, and caravans arrive weekly from Darkhold to fortify this Zhentarim base. A temple to Cyric, called the Dark Sun, has also been constructed to help reinforce Zhent power. Its high priest is Mythkar Leng (LE hm C12 of Cyric). Despite its heavy activity in Llorkh, the Black Network has been confined to the area just around the town by the efforts of the Lords' Alliance.

Есть еще и другие упоминания, но незначительные.


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Бороться и искать, найти,... и перепрятать.

"Парни! Кончайте эти сопли! Вас ждет вторая серия!.."
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Quirion Ranger
Aug 31 2006, 00:01
#10


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Цитата(Melhior @ Aug 30 2006, 23:29)
а в третьих... разве это вы просили данную информацию???

Действительно, не я, но от этого она не стала более корректной (в плане ее прочтения)



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Dair Targ
Aug 31 2006, 20:55
#11


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Огромное спасибо вам двоим за всю эту подборку. Уже начал продумывать конкретные детали. Ещё бы карту найти - а то по описаниям можно рисовать - но зло. Но это уже буржуйство. Короче, спасибо. Пошёл обрабатывать.


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