Leilon

Leilon is a walled mining and harbor city on the High Road between Neverwinter and Waterdeep. Many settlers being originally from Waterdeep means those with ties to it are influential here in Leilon. Although Leilon’s positioned on the coast, most trade goes overland by Caravan on account of the waters being too shallow to allow larger sailing vessels to moor. Most vessels here are instead for the town’s fishing industry, though naval trade can (theoretically) be done by local cargo vessels able to navigate these waters and meeting seaworthy trade-ships further out.

Setting

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Music

Main

Key Demographics

  • The city is run by a council of 5
  • The city mostly consists of Humans, though there are many Dwarves and Gnomes, particularly in the Mines. Elves are also represented. Tieflings Dragonborn, Goliaths and Aasimar are rare, but not unknown. Some Halforcs are around, but they’re not too popular in the region for historical reasons.
  • It has a Population somewhere north of 5000, including residents from outside the walls
  • It’s protected by the Lances of Leilon. A professional fighting force backed up by its Militia and Town Guards.

Guilds

Major Trade

  • Most trade is with the cities of Neverwinter and Waterdeep, respectively.
  • Gnomes from the mountain village of Ieirithymbul come by to trade, usually in the Spring
  • Although it’s a harbour city, most trade still goes overland by caravan

Trade Goods

  • Mining Ores: (E.G. Copper, Nickel, Silver, Iron)
  • War Horses
  • Agricultural Produce
  • Timber
  • Fish

Districts

  • The High Tower of Thalivar, a former Wizard’s Tower, towers over the town. The doors are barred. Lights and strange sounds are reported at night. Leilon doesn’t know what’s inside, and doesn’t really want to know, as long as it’s just lights and rumors. It’s a favored perching spots for (what appears to be) a murder of crows.
  • The harbour side, occupies the entire west side of Leilon, just past the main thoroughfare. The alleys are a bit darker here and the real estate prices are lower. There’s a main road leading back to the central plaza, but both the north side and the south side are part of it.
  • The Quaysideis the directly adjacent to the waters. It features mainly small fishing vessels and barges tailored to navigating the shallow mudflats. It’s usually busy here and is the homebase of the Leilon Harbour Guild
  • The South part, close to the Miner’s gate, is where most Miner’s live. The Dusty Gnome Tavern is found here.
  • The markets feature many stalls and shops, lining the main thoroughfares of Leilon, but mainly centered around the main plaza in the South-East and North-East section. It also features some public buildings and houses of worship
  • The North-Eastern side features some ‘nicer’ buildings, as well as administrative ones, like the Leilon Town Hall

Extramural Areas

  • The South side of Leilon features only a handful of outlying residences with some small gardens. With the Mere of Dead Men to the South, only the brave live here.
  • The North-East side of Leilon borders directly to the Leilon Forest. It’s where timber and other forest goods are harvested. But, don’t venture too deep. Some Foresters make their homes here.
  • The South-East side of Leilon features well-kept paths towards the Mines of Leilon. The area is still heavily forested and rises quickly towards the northern Sword Mountains.
  • The North side of Leilon is an open plain, the Fields of Leilon. Many farmsteads are located here on fertile lands along the High Road. It is Leilon’s agricultural backbone and well-patrolled by its cavalry, who have their training fields there.
  • The West side of Leilon borders the sea. It is a shallow sea with mudflats, making it unavailable for large-scale shipping. Leilon has its own fishing fleet, which brings in a steady supply of fresh fish, as well as a number of trade vessels. Their agility and experienced sailors make them well-equipped to navigate the waters which would be treacherous to ocean-going ships and navigators who do not know the lay of the land.

Inns

Shops

Communal

The town features Shrines or Temples to:

Factions

The Lances of Leilon keep order in the town and actively patrol the area

Politics

The Town is run by a Town Council including

Other People

  • Garritt is a farmer from outside the walls with a Quest for the Party to clear the ‘Devils’ that stole his Goat All Hail Gek!
  • Microl, the Orphan. She lives on the street, but always finds a place to sleep and keeps busy doing chores and such. Will be an Adventurer one day, she’s sure.
  • Trickfoot, an ugly Mastiff missing its front-left paw. Likes Cecil Wormborough Saint John ‘Nobby’ Nobbs for some reason. Still less ugly than Nobby.

Hooks, Rumors, Quests Etc.

Economic & Political Jostling:

  • Waterdeep merchants hold tax privileges. The Waterdavians feel like their privleges are earned by the role their city has played in the construction of Leilon. This is not disputed, but many others feel like Leilon stands on its own legs now. The council under Grizelda Copperwraught has taken steps to ensure trade with Waterdeep remains Leilon’s most important lifeline by introducing tariffs on the High Road north towards Neverwinter.
  • Phandalin is both too weak and too busy with its own problems to have an opinion on Leilon’s trade disputes, but its interest is to trade freely with both Neverwinter and Waterdeep.
    • For Leilon, Phandalin is more trouble than it’s worth. Can’t take care of itself and attracts banditry.
  • Naval Trade could perhaps flourish, if specialized docks which could accept ocean-going vessels were somehow built.

Enemies

Necromantic Influences

  • A Kobold Necromancer is operating in the area: All Hail Gek!
  • Aubrey Silverspun is doing something to contain the Lich
  • Undead in an abandoned underground Crypt dedicated to Loviathar
  • Flickering Lights and Ruins on Idol Island 1, off the coast
  • A Lich is active in the Tower, which is why the Necromantic activity is on the rise. It’s not ready to reveal itself, yet, but it’s pulling the strings of various Necromancers in the area, without those Necromancers fully realizing it.
  • Unknown number of Undeath-tainted Lairs

Bandit Influences

Pirates

  • Pirates from Luskan, with a Half-Goblin crew occasionally try raid the coast

Goblins

  • Goblins from Gods know where show up to raid the roads sometimes

Displaced Wildlife

Quests & Encounters

Major Dungeon Quests

Minor Dungeon Quests

  • Leilon Boar Hunt: Amrisiol Touchfirewants the party to bring them a fresh boar, spotted in the Forest to the East
  • Leilon Pirate Lair: a small group of Luskan pirates, have been bullying some farmers north of Leilon. The Lances of Leilon haven’t been able to catch them out, on account of not being in possession of patrol ships and any land-lair being hard to reach.
    • If attacked by Pirates, the Party might be able to find the lair. The lair on the sides of some cliffs and guarded by too many pirates too attack.
    • Can get reinforcements from Leilon. Hazz Yorrum will jump down and stun everything and hand the Party a Scroll of Feather Fall.

After introducing Microl:

Future Dungeon Quests

Leilon Encounters

Only in Spring/Late Summer

Done Leilon Encounters

Leilon Wilderness encounters

Omni-Directional

  • Leilon Lancer Patrol

North

  • Pirate Raid
  • Goblin Raid
  • Kobold Raid(?)

East

  • Redbrand Patrol
  • Displaced Owlbear
  • Strange Noises

South

  • Throw some overpowered shit at the Party and leave an escape

  • Nothing

  • Hear Strange Noises

  • Friendly Leilon Lancer Patrol

  • Kobold Warrior Patrol

  • Defeated Kobold Warrior Patrol

  • Kobold Warriors gathering Bones, got caught by Wolfes

  • AHidden Pit. It’s got stakes at the bottom, lying sideways. Looks like the Kobolds haven’t finished it yet.

  • A group of Skeletons, lined up across the road. Standing completely still.

East Only:

Mere Only: