https://dq-nz.org/dqwiki/api.php?action=feedcontributions&user=Rosemary&feedformat=atomDQWiki - User contributions [en-gb]2024-03-28T18:34:18ZUser contributionsMediaWiki 1.41.0https://dq-nz.org/dqwiki/index.php?title=Twice_as_Cold:_The_Dragon%27s_Embassy&diff=59645Twice as Cold: The Dragon's Embassy2011-09-07T05:10:18Z<p>Rosemary: /* 1st Snow to about the 12th of Snow */ finishing up</p>
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[[Category:Kelsie]][[Category:Scribe Notes]]<br />
Return to [[Twice as Cold]]<br><br />
<br />
This is a combined game. There are two games involved, one GMed by Jono and the other by Kelsie. <br />
<br />
It will involve:<br />
* A journey to [[Ivinia]] which is in the far cold [[Maps of Western Alusia|north of Alusia]].<br />
* The parties will be working for Yarl Jaro Dagen, who is a son of King Osidar Dagen of Ibanvaal. <br />
* Guild Security feels that it will also involve working for a Evil Dragon.<br />
* Some Good fairies, which may be Elves or Sea Elves (its unclear).<br />
<br />
Other infomation:<br><br />
[https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B12BfjlQDqeMOWNlMjI4MGEtMmFhMy00NjlhLWJlYWEtY2NkYjAzZDQ2M2M5&hl=en_US&authkey=COPfgKcC An Astrology reading] from Nilus Voldtars ([[Seagate_Guild#Astrology |Guild Astrologer]]) may be of interest. <br />
<br />
'''Payment:'''<br><br />
Jaro Dagen is offering to pay the parties with a [https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B12BfjlQDqeMZGU3MGU4Y2MtNGQwMC00Mzk3LWJiOTEtNWVmZmEwZjE4MWE0&hl=en_US&authkey=CLygpNgI Deed to two ships]. [[Father Broc]] has purchased the larger ship for 200,000sp and [[Braegon]] has purchased the smaller one for 90,000sp. This will be split as 20,000sp each and the remainder to cover expenses or awarded as discretionary bonuses. <br />
<br />
'''From the Guild and employer''' <br><br />
12 X [https://docs.google.com/document/d/12ieHYY4IkqbLeNf_BgGpviqtJfqO13CITzEAZTZdpbU/edit?hl=en_US&authkey=CKXMoBQ Salamander tears] 5 X [https://docs.google.com/document/d/1c6B9tK6SzbK5xt5o-Q2Mr4ovX4bBuszZYfDV3OczQaE/edit?hl=en_US&authkey=CKj1sOsH Crown of Hair]<br />
1 X [https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B12BfjlQDqeMNGQxNjY3ZGYtNWZiNy00NjM3LWFkODUtNGU5MmU3MGFlNDFj&hl=en_US&authkey=CKH4m_EI Virtue of Majesty]<br />
<br><br />
The Guild is sending along three members to do some research:<br> <br />
* Elder Duncan Carwill Rune Master from Freetown (Guild Rune mage). <br />
* Lord Dilworth of Brastor (Released from Duke Leto's Court a Warrior & Mind Mage who will be acting as Bodyguard) and his Batman <br />
* William Boldman (Namer, and cooking).<br />
<br />
=Summary - Kelsie= <br />
'''Adventure:''' Twice as Cold - The Dragon's Embassy<br><br />
'''GM:''' [[Kelsie]] <br><br />
'''Session:''' Winter 811 <br><br />
'''Night:''' Monday starting at 6:30pm<br><br />
'''Location''' Albany<br><br />
'''Level''': [[Experience#Quest_Level|Medium]]. <br><br />
'''Information''': Print out this form - [https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B_yPTvXGLRnkNTBiYTM4ZjEtODQ2ZC00YTc3LTg2MzItYWNhNWZhNzBlOGM5&hl=en_GB&authkey=CJHoiMgL Character info]- and fill it out, or vice versa. Bring me hard copy<br><br />
'''House Rules''': None at this point.<br />
<br><br />
Bonus Exp will be given out from time to time, and serious exp for up to date scribe notes.<br />
<br />
=The Party:=<br />
<br />
* [[Mordrin]] - Clare Baldock - Party Leader<br />
* [[Father Broc]] - Chris - Scribe<br />
* [[Shemin-ah]] - Rosemary Ice mage [[Shemin-ah]]<br />
* [[Mebh]] - Julia - Mil Sci<br />
* [[Eltan aka Stupid Stupid Rat Creature]] - Joe<br />
<br />
= Father Broc's Research ==<br />
* on [[Politics in Ivinia]]<br><br />
* on [[Orm the Dragon]]<br />
<br />
= Scribe Notes =<br />
<br />
= Guild Meeting day - 1st of Frost =<br />
<br />
'''This is the start of the Winter 811 session.''' <br> <br />
<br />
We get briefed by our party employer Jaro after being briefed by the ever vigilant guild security. We discover that the employer may not be telling us all the relevant information and while he is esrtwhile employing us on his father, the King's behalf, our local information will be slanted towards making Jaro look good over the bodies of his competitive family members and possibly our bodies. We learn some of the information that he wanted kept from us but there's a lot of duplicity in his head and so we will depart being wary of him and his motives.<br> <br />
<br />
The Guild is sending along three members to do some research; <br />
<br />
*Elder Duncan Carwill Rune Master from Freetown (Guild Rune mage). <br />
*Lord Dilworth of Brastor (Released from Duke Leto's Court - he is a Warrior &amp; Mind Mage who will be acting as Bodyguard to Elder Duncan) and his batman/valet William Boldman, who is a Namer and good with cooking etc.<br />
<br />
These 3 will be 'researching' some things while in the north and they and the guild would be grateful if both adventuring parties could keep them safe from harm and a general eye on them. I am sure that once there we will arrange some means of keeping an eye on them and quickly getting to them in times of need as we seem that sort of group <br> <br />
<br />
We are being employed to undertake work for Orm the Dragon by Jaro. We are to .... <br> We have been given some items to help, assist or further our mission. These items are a [[Rashak's Rod of Control|Sceptre]], A [[Crown of Hair]] and some [[Salamander tears]]. <br />
<br />
Our part of the super (there are 2 parties) party will be dealing with the [[Orm the Dragon]] and so we have been lent "Crowns of Hair" which hold mind cloak magic so that he can't discover what we know of him or what our thoughts are at times. We have decided that since the culture of the area gives greater importance to men with beards and who have 3 or more wives that I will be the husband of our group which comprises some very feisty women and [[Eltan aka Stupid Stupid Rat Creature|Eltan]] who will be an accompanying child or some such. [[Mebh]], [[Shemin-ah]] and [[Mordrin]] will be my 'wives' (I don't think I could have found a more dangerous, vicious, nasty and brutally beautiful group of guild women if I'd tried) and do as their husband instructs (hopefully and of course after I consult with my wives as to what I am thinking/doing) as is the local culture. My role is explicitly to be the ‘husband’ to my ‘wives’ (in name only) and to play the role as husbands do in these northern climates. <br> <br />
<br />
We have also been given silver bracelets with runes on them that will let anyone who finds or captures us that the Dagen clan will pay our ransom and we have had linking life forces cast upon all of us as well. <br />
<br />
We plan to leave early the following morning and so after so preparation the party largely settles down to rest while I spend yet another long evening and into the morning doing research in the guild library on our likely destination, local politics, notable denizens and whatever else I can find. I have a lot of specialty philisophical knowledge mainly covering [[Western Kingdom]] topics but I do have some others that may be applicable to our mission. <br> <br />
<br />
== W'ansday 2nd Frost ==<br />
<br />
We meet up just after dawn, I portal us to the first of Braegon's portals then he leads us through to the [[Pagan Mountains]] and from there Jaro's Rune Mage takes us to the north of [[Harbaal]] where we are due to meet up with Jaro's raiding fleet. <br />
<br />
== Th'rsday 3rd Frost &amp; Frysday 4th Frost ==<br />
<br />
Sailing north up the coast. We are kept away from a couple of the boats in the fleet, [[Lucius]] investigates and finds those ships are carrying slaves captured in the raiding. <br />
<br />
== Reapsday 5th Frost ==<br />
<br />
The day starts cold and chilly with a reasonable breeze bringing the temperatures below zero but after 2 days of travel we find ourselves at our destination, the settlement of Rydaen. Jaro tells us that Rydaen is looked after by one of his Jarls, a man named Stein Erjolafson who holds the settlement and pays tribute to Jaro. Stein has the Dragon Orm living in a cave 5 miles from his settlement and it was he who prompted Jaro to get us up here to help. The dawn at 9am shows us a small but orderly settlement of the rounded solid houses favoured up here in the cold north. <br> <br />
<br />
We are soon beached on the shore and we alight the longboat along with Jaro, Duncan, Dilworth and William and head up to the high point in the settlement which has an earthen rampart and palisade around a large ‘longhouse’ that marks it as important and of higher standing than those around it. The people of the settlement recognize Jaro and mouth welcome and then watch us as we move up to the elevated longhouse. Outside the palisade are some guards on the gate who greet us and then fetch Stein to meet us. We soon see a huge red headed and heavily bearded human male who greets his lord Jaro and is introduced as Stein Erjolafson and we introduce ourselves before Jaro takes his leave having accomplished his task and returns to the longboat and out to sea. <br> <br />
<br />
We enjoy Stein’s hospitality in his large longhouse and he tells us a tale of why we are now here. Stein says “The Dragon Orm, who resides in a cave near here has awoken after a slumber of 7 generations and he sent me a message in my dreams that has lead to you being here at this time. In my dream Orm told me to get a party of adventurers from the ‘Seagate Guild of Adventurers’ and bring them here to help him. <br> <br />
<br />
Orm the next day then sent back to us 9 wives that he had been sent 7 generations ago as a sign of goodwill†We ask questions around Orm and the area where we discover that he is in league with Drow, Orcs and Giants, many of whom have recently (in the last 5 years) come to reside near Orm in his cave system in/on a nearby hill. The local Skald (which is an equivalent bard) doesn’t know much about Orm or what has happened in the past Stein tells us and so we need to find out more specific details from Orm. <br> <br />
<br />
Stein goes on to say “Orm wants more courage and he wants his courage back from the Dagens who have stolen it from him when they beat him 7 generations ago. The Dagen clan of which Jaro is the King's son is known for its courage and strong leadership. <br> <br />
<br />
We ask to speak with some of the 9 wives that Orm returned and we learn that they were returned with the start of Spring 810 and that 6 of the 9 have been sent back to where they came from but 3 can’t remember where they came from or where they originated no longer exists and so they are here with Stein until something can be done with them. The 3 remaining returned wives are Hervor, Heldys and Aea who we talk with and get information on the cave and miscellaneous information on the area, what they did etc. DA results are LMTI no answer, Age 33, and were they petrified – no. The 9 wives were driven back to the settlement by Poison Fart the nasty smelly Orc minion of Orm at the start of spring but the women can’t remember doing anything lately. <br> <br />
<br />
We get William to do an ancient divination on Aea while we sample Steins hospitality in wheat beer and sweetmeats. We note that Stein has 3 wives, one of whom is currently pregnant. William’s major information to report when he has finished his 3 hour ritual is that Aea was turned to Iron by dragon breath and the magic that did so was reversed or ‘withdrawn’ by the same method or ability of Orm. <br> <br />
<br />
Its now 1pm and we decide to go and see Orm to discover what he wants of us and so we grab a guard Heng to guide us to the cave before the daylight passes as we judge that it will darken around 3 and sunset will be around quarter after 4. <br> <br />
<br />
We walk the 5 miles to the discomfort of some soft members of our party who complain about the lack of carriage, horse or cloud to travel on. We get to the cave at 2.30pm and dismiss Heng with our thanks which he may not have heard as he ran off towards the settlement the moment to said we didn’t need his company anymore. <br> <br />
<br />
We move up and outside Orm’s cave we come across several frost giants lounging around. There are; <br />
<br />
*Baugi, a male frost giant Rune mage <br />
*Laufey, a female frost giant Air mage <br />
*Bestla, a female frost giant Celestial Dark Mage <br />
*Skoll, a male frost giant E&amp;E mage<br />
<br />
We ask to be shown to Orm and are told that they can’t fit through the narrow winding tunnels but they’ll get some Orc’s to escort us. <br> <br />
<br />
We are soon walking through the narrow caves escorted by 2 repugnant Orcs named Piglet and Boar (or at least that’s what their names roughly equate to) deeper into the smoke filled, dimly lit, badly ventilated, full of chasms, holes and refuse caves that Orm calls home, along with his servile associates. <br> <br />
<br />
We make our way to the main chamber and we see dimly a large shape in the smoke that we can guess to be Orm. He is an iron dragon showing signs of age and dare we say it rust on his body. He appears to be around 100ft long between his nose and tail end and generally slender along his body. Once he knows we are there he instructs us to stop and its then we notice that we are on what seems to be an iron like floor except that it looks like metal that has flowed over the ground and then cooled rather than laid pieces of metal plates – we all fail to feel mana flowing and take a breath (lucky we all had vapour breathing on) and await his next action. <br> <br />
<br />
He pauses and must try to pierce our mind cloaks but hopefully fails to do so and instructs us to speak. I greet him in my nearest draconic tines informing him that we are form the guild and have come at his summons but wonder why he has summoned us. <br> He seems a bit ‘scatty’ but he replies; <br> “I am not as I should be as I have had my heart broken by mighty magic and I desire it returned to me. The Gythya and the Dagen did this to me and I want to be better once more. I want you to recover my heart which is in 9 pieces but I have learned of 6 locations where the pieces reside and I have for you a Runestone / Letter of Demand for each of the realm rulers who hold the pieces. There are 3 pieces that I cannot get to are in various places like the bottom of the ocean, one is being held by Drow in a place far from here (I suspect this is Rashak’s Rod of Control aka the Virtue of Majesty) and the other is being held by the Dagens who have my ‘Courage’. <br> <br />
<br />
You are to visit each of these realms and secure the piece and inform them that I want my tribute of Furs (white bears preferred), Food, Jewels, Fish, sacks full of feathers and new wives delivered here soon or I will go forth and eat them, destroy their lands and take all that I want till their bones litter the lands. I also have a number of old wives that I wish exchanged for new wives who must be clever, beautiful and dancers of some sort – I will give you 10 wives to take with you but I want a wife from each kingdom back by this time next year†<br> <br />
<br />
Link to [https://docs.google.com/document/d/1u25bBPwjJB3A1qsTW2qBalGjBcPFmclp6YMAHI7KDb8/edit?hl=en_GB Letters of Demand]<br />
<br />
I ask how he knew of the guild and he relates that the Drow here told him and he dreamed of us as well. He then rolls out 10 of his old wives and these land at our feet. Orm gives us a small hammer to enable us to change the wives back to living creatures rather than iron statues but tells us to do this once they have left the cavern as he can’t stand their voices and whining anymore. He also provides us with some of his spit in a ceramic vessel which Eltan retrieves and Orm tells us that adding fire and breath to it will enable wives to be turned back to iron wives if necessary. <br> <br />
<br />
We do make the point of reminding him that we are a mercenary guild and require payment for any services and he says he will find things in his horde as suitable recompense for our time. He dismisses us and retreats back deeper into the thickening mists. <br> <br />
<br />
We haul the 10 wives outside the cave with help from the Orcs and lots of rope, with only 1 almost loss down a chasm which was saved by Mordrin’s nimble feats climbing down to get it. <br> <br />
<br />
Outside it is 4pm and full darkness is about to fall which we judge is a less than opportune time to turn the wives back into humans again and walk through the darkness down the hill to the settlement so we access another cave nearby and make camp for the night very vigilantly in case of foul play. We also pass some time chatting with the giants outside the cave who relate us some stories about Orm. The most important detail is "''It seems that he is afraid to leave the caverns and is very fearful of almost everything - its like he's lost heart or his courage''" and we then retire to our cave. The night passes.<br />
<br />
== Sunday 6th Frost ==<br />
<br />
Dawn breaks at 640am and we break camp after a restless night keeping a vigilant watch over our party, Duncan, Dilworth and William as well as our 10 iron statue wives. <br> <br />
<br />
Once we have checked the weather, cleaned up and gotten prepared we start the process of returning the 10 wives to life using the small hammer Orm provided us and the women are confused and scared until we calm them and inform them we are taking them home but it has been around 7 generations since they were last alive. <br> <br />
<br />
Mebh has sent a whispering wind to Toledo to establish when we shall talk each day via use of our crystal of vision and we have decided on 9pm each night when we will sign each other the details of the day and pertinent information. <br> <br />
<br />
Once all the women are restored and we share some of our clothing and items to help provide warmth we exit the igloo and cave to start our trek down the hill to the settlement below. After 3 hours we get back to the settlement to find Stein is there and a feast is waiting for us. <br> <br />
<br />
Stein laments that he has 7 of his family women staying with him and these are 2 of his father’s wives, his mother in law of 2 of his wives, his 3 wives (1 of which is foreign) and his 17yr old daughter. These are as well as the other 3 wives previously returned and he passes comment to me that it’s like living in a henhouse at the moment. We settle down to have the feast this day and catch up on local news but we also do some small tasks to make life easier for all with the increased number of wives due to the current problems. <br> <br />
<br />
Shem-inah makes 2 huge igloos for the wives each of which is big enough to take all of them but having the second one provides an alternative place of repose in case of friction amongst the wives. I also establish a portal end in Steins house.<br> <br />
<br />
We share the feats with Sturla, a Eldeskaalan priest of Thor and we all discover that Stein has some very fine drinking vessels that are made from Gryphon claws that his father bought back when he ventured to Eldeskaal in his youth on the holy pilgrimage that most locals take once in their life. <br> <br />
<br />
The feasting lasts all day and we discover during the feast that Halldis-Aldizzina doesn’t wish to be returned to her clan and wishes to become an adventurer instead like my wives - my dear and dangerous shield maidens. The wives happily give her some stuff to start her adventuring career including armour and some small items but we are forced to get an axe from Stein when we discover she isn’t so good with swords of which we seem to have plenty spare.<br> <br />
<br />
The day passes getting acquainted and warmed to the bone with Stein's hospitality. We have also discussed with Stein the letters of demand we have been given by Orm and we decide to head off to the Dwarven [[Kingdom of Kuzjera]] and then up to Eldeskaal to deliver 2 of the letters of demand. <br />
<br />
== 7th Frost ==<br />
<br />
We depart early around 7am (before sunrise) with Mordrin leading the way to her dwarven homelands of Kuzjera but she gets us lost and so at 10am we finally emerge from a small copse of trees near the dwarven hold which we happily discover is heated by local thermal vents. <br> <br />
<br />
We enter the hold without challenge and ask where we can find the King. Once we get there the guard informs us that there is an audience period between 2 and 4pm unless the matter is of utmost importance. Apparently my wife doesn’t think letters of doom on the dwarven lands is important enough so I am dragged off shopping for the next 4 hours where I am encouraged to buy for me and my wives many things including 4 ‘Polks’, bundles of clothes and furs, baubles, beer and a fine dog sled along with 2 dogs husky feisty dogs whom I will name as Orthoros and Cerobrus. <br> <br />
<br />
We leave the gear with an urchin and head off to the audience chamber where we are greeted with a long line awaiting the arrival of the King. Since we don’t wish to wait upon the others timeliness I decide to announce that “We have business regarding the doom of the realm from the great reawakened dragon Orm†and shoulder our way to the front of the queue past mumbling disgruntled dwarves but I pay them no heed as they simply can’t appreciate that I am here to meet their king for their greater welfare. <br> <br />
<br />
The guards allow us to see [[King Inkanar of Kuzjera]] and we share our news and handover the [[Letter of Demand]] we have for him as king of the dwarves. The King and his advisors tell us of times past. They tell us of ages ago there was treachery on the part of humans where they used great and terrible magic on the dragon Orm where they defeated him and had his heart torn asunder into may pieces. The dwarves took their piece and created a finely crafted and superbly balanced sharp axe but they soon got rid of it. The strange metal in the axe seemed to cause the wielder and those nearby to not want to cause harm but instead spread the opposite emotions (which we suspect are akin to love, compassion and kindness) and this was disconcerting to the dwarves so they dropped it into the deepest part of the nearby [[Lake Dergen]]. We say we will recover the axe and take it far away from this land which pleases the King who gives us his blessing and bids us farewell as he needs to assess the tribute demands of the dragon. <br> <br />
<br />
We depart the hold at 3pm using our dog sled and our dogs who have recently suffered from ‘animal growth’ and are now the size of small ponies at 4ft tall (they stand tall and menacing over the smaller members of our party) and weighing around 120 pounds. The dogs have a thick black and grey fur double coat, consisting of thick undercoat fur with a soft outer fur coat and this keeps them warm in the freezing temperatures in these lands. <br> <br />
<br />
We decided to use the tunnel and head through the dwarven highway (which 20ft wide and 10-20 ft. tall in places) to Harhakeim. We load our sled and get Ice Traversal on and head down the tunnel with a lantern on the front of the sled. 3 hours later the sounds of Mordrin whipping starts to slow and we reach Harhakeim where we find an Inn for the night where we pick up that Harhakeim is ruled by a governor named Ralin who is the 3rd son of King XXX.<br />
<br />
<br />
== 8th Frost ==<br />
<br />
Purify etc. Visit the market and discover Lars a fish monger there has a brother who is a water mage who we should talk with about getting the lost item from the bottom of the lake. Selkie live in the lake. We have to wait for his brother to come in from the days fishing and so we shop. I find an unusual Amulet shop and discover the following stocked there.<br />
* A reindeer amulet of speed – this gives you a ‘bump of north’ as per the ranger skill and adds to your TMR. Value XXX<br />
* Cold Damage reduction Amulet – this reduces the physical damage you receive from Cold based attacks. Value XXX<br />
* Dark Sense Amulet – this provides the wearer with the ability to see in the dark. Value xxx<br />
* Anti-Glamour amulet – this helps see through illusionary fey magic and the like. Value xxx<br />
* Amulet of Self – this helps resist being changed from your true self, such as resisting petrification etc. value xxx<br />
* Amulet of day – the wearer always knows when day will end and begin (the times of dusk and dawn). value xxx <br/><br />
<br />
I buy The Amulet of Speed, Amulet of Self and Anti-Glamour Amulets, Mordrin buys the Amulet of Self and Anti-Glamour Amulets, Mebh buys the amulet of speed as does Eltan.<br />
We buy a great Rank 10 battle axe for Altazinna and then we spend the rest of the day doing our compulsory wedge training under Mebh. 3pm sees us waiting at the docks when the fishing boats come in and we go see Olaf who agrees to help us as we hire him and his boat for 500sp on the morrow. I make some 400sp selling healing services to the dwarves and we spend another night at the Golden Ale Inn inside Harhakeim.<br />
<br />
<br />
<br />
<br />
== 9th Frost ==<br />
<br />
We depart at 1st light and Olaf takes us around to see some Selkai in a nearby bay as they might be able to help us locate the lost axe of the dwarves. We get to the Selaki at 9am and negotiate with them for some beer and fish and a favor. They have had a sister taken by orcs and her skin hidden – if we get her back they will help us. We readily agree and take cloud north across the mountains where we find another set of Selkie who give us more precise directions by pointing to a track coming down a mountain. <br/><br />
<br />
The weather is atrocious but we soldier on, after all who would expect to be attacked in this sort of weather. Several hours later around 4pm we find fresh orc spoor and prepare for battle. We soon locate the Orc camp and are steered into a narrow defile. Through superior Military planning and sterling footwork we pass though into the camp, killing most of the Orcs and the battle at the ravine ends with all 8 of the assailants down, 2 are dead, 3 are simply unconscious and 3 are bleeding to death. We take a moment to stabilise the dying and then we move on past the mouth of the ravine after liberating some potions on each of the bodies that we find are Rank 4 waters of Healing. 4 are quickly used up and we proceed. <br/><br />
<br />
We next come across some longhouses that we quickly search to no avail and we then move to pass the longhouses and see a cave with a substantial block of ice (12ft thick) and the walls have a few holes around 25ft up that the enemy mages can use to cast spells at us. We offer surrender terms to them but they refuse telling us evil ones to go away and leave his wife to him. A long period of ice bashing mixed with hell-fires ensues and we almost break through the plug of ice before they surrender finally.<br />
We enter the caverns and ‘recover’ the Selkai and her pelt. We also see ‘tribute’ (as Mordrin our Party leader called it) and so they give over to us 9 amulets and 5 sets of goat boots. I mention that I have another 13 wives to provide for (in terms of food and clothing) when I am assaulted by Shem-inah. Mebh asks if I need her to deal with the assault and I reply†no, I'll deal with itâ€.<br/><br />
<br />
Once we have gathered our liberated items and given the Orc’s orders not to attack anyone or the Selkai and we then follow our world renowned ranger and get lost once more to the Selkai’s beach near the city. 7pm sees us back at the beach and we return the sister to her family. We finish camp actions by 8pm and are safe and warm in our igloos and defensive preparations. We sleep. Night passes.<br />
<br />
== 10th Frost ==<br />
<br />
We purify and the Selkai go off to get the axe as we requested. We do wedge training and I spend the remainder of the day divinating some of the amulets. The Selkai return after dark and give us the axe which I divinate from a safe distance. The Axe of Compassion is Rank 10 weapon-smithed and it provides +20SC vs Dark aspected creatures and +25SC vs Light aspected creatures. Anyone hit by the axe doesn’t feel any pain or get stunned by it and it has a greater chance of decapitating a target than normal. The user of the axe is unwilling to attack (not unable) and attacks require WP checks that are theorized to get worse over time. We decide Eltan will carry the axe for many reasons. <br/><br />
<br />
9pm Mebh messages Toledo, then one to Lucius, then another to Toledo telling them that we can send them more wind whistles and to use some and talk to us.<br />
Another night passes on the beach and I divinate yet more stuff – where’s a namer when you need one?<br />
<br />
<br />
<br />
== 11th Frost ==<br />
<br />
6am sees us break camp and say goodbye to the Selkie, and get lost back to the city where I retrieve my dog sleds and dogs and then we exit the city and find a deserted stretch of hill. In the cold rain I create a rune portal and then at 8am Mebh and I pass through along with the dogs and sleds to Rydaen so we can see how the 3 guild members there are and drop off the dogs and sleds. Mebh comes with me to protect me from anything that I may not be able to handle. We quickly pass the items to Stein, pass of some news, see that the 3 guild members aren’t there, see that the other party has been and Vychan had an altercation on the beach with some giants a short time ago. <br/><br />
<br />
'''Braegon left with the guild reps at Rydaen on the 7th of Frost - Found in the igloo.'''<br/><br />
''Beware of Drow, reported working for Orm but likely ulterior motives.'' <br/><br />
''Justice gifted to us, on our way to Throne, will get Wealth on return.'' <br/><br />
''Sitri cult on Isle of Gly trying to acquire pieces, may have Knowledge,'' <br/><br />
''May need your assistance to deal with, will scout first.'' <br/><br />
''Prize Longship on beach needs repairs.'' <br/><br />
''Vault for your use.'' <br/><br />
''Loot here for divination, borrow if needed.'' <br/> <br />
''- B.''<br />
<br />
We discover Ofeg has been creating amulets of fate for us and doing some readings on our behalf which we gratefully accept. <br />
<br />
=== Ofeg's reading ===<br />
The reading from the oracle at Rydaen.<br />
<br />
1: '''This is the rune of the present and will show the problem as it is now''' <br/><br />
Fehu (F: Domestic cattle, wealth.) Fehu Merkstave: Loss of personal property, esteem, or something that you put in effort to keep. It indicates some sort of failure. Greed, burnout, atrophy, discord. Cowardice, stupidity, dullness, poverty, slavery, bondage.<br />
<br />
2: '''Signifies the past and will tell you what was in the past that caused the situation''' <br/><br />
Nauthiz: (N: Need.) Delays, restriction. Resistance leading to strength, innovation. Distress, confusion, conflict, and the power of will to overcome them. Endurance, survival, determination. A time to exercise patience. Recognition of one’s fate. Major self-initiated change. Face your fears.<br />
<br />
3: '''This indicates the help that you can expect to receive in the problem at hand''' <br/><br />
Ansuz: (A: The As, ancestral god, i.e. Odin.) A revealing message or insight, communication. Signals, inspiration, enthusiasm, speech, true vision, power of words and naming. Blessings, the taking of advice. Good health, harmony, truth, wisdom.<br />
<br />
4: '''Indicates the obstacles to your success''' <br/><br />
Thurisaz: (TH: Thorn or a Giant.) Thurisaz Merkstave: Danger, defenselessness, compulsion, betrayal, dullness. Evil, malice, hatred, torment, spite, lies. A bad man or woman.<br />
<br />
5: '''This rune indicates the final outcome, given the other factors in the runecast''' <br/><br />
Algiz: (Z or -R: Elk, protection.) Protection, a shield. The protective urge to shelter oneself or others. Defense, warding off of evil, shield, guardian. Connection with the gods, awakening, higher life. Follow your instincts. Keep hold of success or maintain a position won or earned.<br />
<br />
We leave a note for the other party and return to the rain sodden dwarven hills. We share the reading and other news and decide that we need to see how the other party are doing as the communication method we had discussed previously wasn't working at all. Mebh casts flying on us and then summons a whispering wind to whom we impart a message for Toledo and then it departs heading for Toledo. We cunningly follow it far to the SW out to sea and finally to a boat near the island of Tegu. - We have a bloodhound wind for locating other party members. <br/><br />
<br />
We land on the boat and talk with the other party about recent events and do a big sharing of our news. We discover Toledo has lost his invested wind speaking item which is why they haven’t replied to us and they haven’t been able to locate us because Lucius doesn’t have the range for it. We lament past mistakes in so many ways but we will press onwards with our mission.<br />
I go with Braegon and we land on the island in a secluded bay where Braegon creates a special cave for us out of the raw earth and rocks. I create a rune portal and the others land as we will camp the night here. We have agreed to return here on the 17th at midday to mount a joint operation against the shard holders here. Night passes.<br />
<br />
== 12th Frost ==<br />
<br />
We depart early at 6am via my rune portal and we find ourselves back near the dwarven city where we do some magic before taking Mebh’s ephemeral cloud into the sky heading NW to Eldeskaal departing at 8am. <br />
We fly for many hours and move along steadily on our cloud. However 1pm sees us run into a mountain (I am instructed to not single out anyone commanding our cloud’s movement, height and speed as having any fault in this matter however) which sees us unceremoniously rolling down a steep mountain side towards steeper precipices. <br/><br />
<br />
Eltan, Mebh and Shem-inah recover quickly while Altazinna and I are tumbling down the mountainside with me trying to hold onto her to save her and find steady footing. <br/><br />
<br />
The situation becomes more complicated when a flight of gryphons swoops on us and attacks viciously our spread-out party in nasty terrain. A fight ensues where Eltan is bitten, clawed and taken into the air followed doggedly by Shem-inah, I hold onto Altazinna and stop our rolling only to have us pounced on in our prone state by gryphon who almost kill Altazinna while I almost kill my Gryphon and Mebh fends multiple off while coming to our aid along with Mordrin who kills one outright. <br/><br />
<br />
We have almost won the fight when a murder of crows/ravens flies over the mountain ridge and descends on the gryphons forcing them to let their captured party members go along with my warning that they will die if our friends aren’t returned now! We recover our party members and regroup to discover the murder has been led by 3 giant crows/ravens named Blacky, Sooty and Midnight and who appear unsteady (perhaps drunk) and most likely having a joke at our expense. They say they have expected us and know where to find what we are looking for. <br/><br />
<br />
We agree to owe them a favour of commiserate value in return for their help. They say “he sits in his throne of Ice still, the man who took it there†We toast our agreement over a warmed wine and seal our bargain for their help and our future favour to them. <br/><br />
<br />
Once we have sealed the bargain we realize we need shelter and somewhere to rest up so Shem-inah starts on her Igloo while I cut all the claws off the dead griffon and also cut off the front and hind leg as I figure they would make great wizards staves and the claws we already know make good drinking vessels. <br/><br />
<br />
We speak with Blackie who explains that the man holding what we look for is frozen solid and it would appear that the shard of Orm’s heart makes you calm and relaxed so we need a way to avoid being affected by this shard and Blackie recommends that we go down to the city of Molima and get some fortifying draughts from the wise old men / priests who brew a special draught called Frenzy Brew or Battle Beer. We arrange to catch up with Blackie and co outside Molima once we have sourced our materials. <br/><br />
<br />
Midnight has a notched beak, Sooty has a white tuft on his head and Blackie is just black all over without a distinguishing feature. <br/><br />
<br />
3pm sees us in our Igloo sheltering from the winds. The rest of the day and night passes with the stormy winds outside and us snug-ish inside.<br />
<br />
<br />
== 13th Frost ==<br />
The winds and weather are still inclement so we stay in our Igloo and rest. The day and night pass with the stormy winds outside and us snug-ish inside. <br/><br />
<br />
== 14th Frost ==<br />
We notice a full moon is up today which Mordrin confirms isn’t a bad omen so we are slightly pacified by this. Blackie casts the Runes for us and tell us “There is a hidden treasure north of the Kings home, it’s a bad idea to let the Dragon get too cunning and the most troublesome thing in our way of fulfilling our tasks is something relating to death†<br/><br />
<br />
We thank them and arrange another meeting before taking cloud and flying the 75 miles down to Molima over Lake Temis where we land outside the village and walk in. We pass the Dragons demands onto King Paal the 5th and then head off to the local temple where we try to get some Frenzy Brew aka Battle Beer. <br/><br />
<br />
The Temple has a lot of windows showing the vast scenery around us with the large lake, huge peaks and snow covered lands and it also boasts 11 statues representing 11 Valkyrie shield maidens of Odin. They can trade some with us but we have little to trade with so they ask us to return tomorrow when we have something to trade – they tell us the Local Bloody Axe Inn is just down the road. We bid Syrlan Beldesa farewell until the morrow. <br/><br />
<br />
4pm: At the Bloody Axe we pay for accommodation and food (6sp all up) and discuss local politics with the Innkeeper Tarlis. We discover that the crown prince Kiltar isn’t well thought of martially as he wears heavy armor whenever he fights on the field of battle each year, his sister fights very well and desires to be a shield-maiden and the youngest brother, the 16yo Harkson looks to be a preferred candidate over his ‘shy and pansy boy’ older brother Kiltar. <br/><br />
<br />
We decide we need some more trade goods for the morrow so we go for a walk in the nearby woods and I create a portal then activate it to take us back to Rydean. We leave Eltan and Altazinna with Shem-inah who is redoing the igloos and I then portal Mordrin, Mebh and I to Boren, then Harbaal, then Drakensberg and then Konigburg where we buy some trade goods in the form of Fresh Fruit, 24 bottles of wine, a dozen bottles of good strong brandy, some herbs, some spices, some small fine needles, some other little trinkets and some silk to the value of 3000sp. We stop to have some decent non reindeer based food and wine before portalling back with the goods back to Molima as well as grabbing the half of the party still in Rydean. <br/><br />
<br />
When we return to the inn with our boxes of goods we are greeted by a crowd who it seems has come to interact with us. The night is spent in conversation with the locals discussing everything and nothing and some of us are shown true hospitality by a local who shares openly with us.<br />
The night passes<br />
<br />
<br />
== 15th Frost ==<br />
The day dawns with clear skies and a full moon in the sky still. We eat and bid farewell as we go to the Temple to conclude the trade. We meet the Priest of the Feasts named Lur and we trade for 12 x Frenzy Brew, 2 dark bear skins for Eltan and Altazzina and 3 white wolf skins for Mordrin, Mebh and I. I trade away 2500sp of our goods which seems a fair exchange. <br/><br />
<br />
We depart and leave the town and then hook up with the Ravens who guide us to Mt Dagenholm in the Elegrin Mountains which is 8223ft tall. We are advised to drink the beer before we go to wrest the shard from the frozen man and so we all drink and then land on the mountaintop. We quickly reach the frozen man in our bolstered state and hack away the ice to reveal a shard of metallic crystal we discover to be the virtue of Serenity, We give it to Mebh along with another drink of the battle beer and then we get lost back to Orm’s cave as we judge the shard too dangerous for us to hold or store. <br/><br />
<br />
2pm sees us back at Orm’s cave where we quickly give him Serenity and Compassion before beating a hasty retreat and Eltan by accident. We decide that Mebh’s heightened state is dangerous so we get lost to Tavu Island and bunker down to wait for the other party and the 17th rendezvous as arranged. <br/><br />
<br />
The day and night pass<br />
<br />
== 16th Frost ==<br />
On Tavu Island - The day and night pass <br/><br />
<br />
== 17th Frost ==<br />
On Tavu Island - The day passes with messages finally from the other party and late in the day Braegon arrives to take us to the pre attack point. <br/><br />
We get lost with Braegon to a fort/castle near our intended target which is 2 ships of destinian types holding a mermaid captive and which we are going to release while at the same time keeping [[Moonshae]] and [[Raithe]] happy by leaving them the ships and cargo. We do preperations and get some sleep.<br />
<br />
== 18th Frost ==<br />
<br />
We complete our preperations and fly to within a mile of the bay the ships are anchored in and we go to ground - well underground actually via Braegons fascinating moving gallery of earth. <br/><br />
<br />
We close and get near our prey before we come up, lay down some walls to enable us to get to the boats and start our assault. Several walls and constructions later see some of us in the midst of the main deck crew of guards and skeletons with mages and heavier fighters on the upper levels. 2 fireballs to the upper levels do some damage which results in a crew member dying from horrible burns we suspect were transferred to him so as to heal the others. Onshore the enemy have reinforcements that will enter the fray soon and we need to clear the decks to enable the smash and grab of the mermaid below decks. No reaction yet from the other vessel but things could get hairy indeed. With [[Mebh]], [[Mordrin]], [[Toledo Steele]], [[Anooke]] and Eltan on the main deck, [[Lucius]] and [[Father Broc]] moving forward alongside the side of the vessel, [[Vychan]] toying with a water elemental, [[Braegon]] casting his support magics and Sheminah casting we have a long fight with many deaths but we finally get the mermaid and the piece of the heart we are wanting. We gather our walking wounded and once we are ready I expend myself and rip open the dimensional fabric and create portal back to the island where both the party's pass through each pulse until they are all through and I am bleeding from many orifices and I finally thrown myself through to close the portal rip. I land almost dead on the floor of the cave and Breagon helps me back to health.<br />
<br />
We spend the rest of the 18th resting<br />
<br />
== 19th Frost ==<br />
Resting<br />
<br />
== 20th Frost ==<br />
We present ourselves at the appointed time and place<br />
<br />
== 21st Frost ==<br />
We decide to head for Govyna to see if there is a piece of the heart there. We return to Rydean and pick up 2 of the wives that hail from there, namely Leonor and Rannveig. We fly and 6 hours later land somewhat north of our intended destination to the consternation of our mater ranger. We quickly adjust and fly south to land at Rosby. We stay at the Red beard Inn run by Brand Thanis Olfson who has distinctive scars, big red beard and a limp. We are regaled with tales of the disaster of Mandeb where the raiders tried to plunder the 5 sisters but suffered horrible losses in a storm and were driven off never to return. The night passes<br />
<br />
== 22nd Frost ==<br />
Up early and have a quick look around the village. There is the house of Brym, priestess at the other end of the village to the Inn and there is a priest of Odin there.There is a temple of Thor behind the Inn.<br />
<br />
We go see the king who is King Alis Olafson who is around 41 years of age and has 4 wives ranging from 30 to 13. He is known as a good king who likes fancy things from the south.<br />
They have started rebuilding some of the fortifications in stone rather than wood no doubt in preparation for near future hostilities.<br />
<br />
We are told that they apparently had a piece of the heart but they sent it to the Dagen’s as a gift. It was sent over 10years ago to the Dagen’s by Ligen. They say that the piece they sent was serenity.<br />
It appears 2 of the wives have different views of this with one being sad and another smug, so 2 of my ‘wives’ are despatched to console and share with and we discover the following information. Yorlaf of Ligen was sent to Dagen Mountain and the other lost a brother named Vermont Kosenburg 10yrs ago when he went away and never returned.<br />
<br />
We return the wives as instructed and pass on Orm’s message.<br />
<br />
I speak quickly with the priest of Odin, Brym who warns that deception and trickery are involved with the hunt for the pieces and the wise woman Arnkatler is involved.<br />
We go speak with the local fairies in the late afternoon but are warned against the bigger meaner fairies. Things go well until the dragon is mentioned and then the fairies disappear in the twinkling of an eye. We stay overnight again without event.<br />
<br />
== 23rd Frost ==<br />
We depart early and get lost to Eldeskaal thinking to discover what we have missed there. We summon giant ravens, getting 2 that we know and 2 new ones, who are all upset at being summoned but understand when we describe our air mage and their legendary lack of ….<br />
<br />
They cast the runes for us and we get “A Great warrior has courage but a close one covets it for another far-awayâ€<br />
We get lost back to Rydean.<br />
<br />
== 24th Frost ==<br />
<i> I think we missed a day here </i><br />
<br />
== 25th Frost ==<br />
In the morning we head out to deliver more of the dragon's messages and return wives to their home clans. Brock stays in Rydean with the Guild investigators. We start with the King of Seldenbaal, Faral II Ulderson, in Inderheim. He already had the words of the message, but was pleased to see the official tablet.<br />
<br />
Early afternoon we start a cloud towards the Isle of Lokis, knowing we'd be flying through the night, but the wind was just right. We arrive in the general area before dawn but circle around until the sun was up and we could make sure of the correct island. The wife who was a trainee Oracle had made another amulet overnight - Not My Fate (make the die roll of damage always = 1).<br />
<br />
== 26th Frost ==<br />
As Mehb was concentrating for 18 hours we stop at the inn and rest until lunchtime. After lunch we visit King Calgis Thorin. Compared to many of the viking leaders we have previously met he is very low key and friendly, more like a village mayor from down south. He gives us each a gold braclet in thanks for delivering Orm's message (unlike most, his message is positively friendly). We agree to escort the the young oracle onto Kiriheim (nothing to do with taking the oppurtunity to consult the Oracles on our own behalf, no we are completely selfless messengers).<br />
<br />
We hire a boat and arrive in Kiriheim an hour later. The beach has carved pillars, and the village is quite large as it serves many pilgrims in summer. Behind the village is a hill with barrows for the mortal remains of Valkiries, and in the hill are caves where the Oracle Branwyn is consulted (and presumably other oracles live and train).<br />
<br />
Mordrin donates a set of silver goblets with minor locating magic on them, and we are allowed one question each.<br />
<br />
Q) Should Wisdom be in the hands of Orm or remain with the ravens?<br />
<br />
a) It makes no difference<br />
<br />
Q) How do we get Wisdom off the Ravens without conflicting with the favour we owe them?<br />
<br />
a) we don't<br />
<br />
Q) The Gythia of Hel broke the heart originally, should we now pass the peices to them?<br />
<br />
a)If we give the peices to the dragon directly they will be unstable. There is healing to be done.<br />
<br />
Q) How do we get Courage off the Dagens?<br />
<br />
a) be courageous.<br />
<br />
We head back to Rydaen that evening, and have a long discussion about whether Bragon would be able to heal the heart, rather than risking the priestesses changing which of their two faces are turned toward Orm. Stein Erjolafson tells us that Irlon Dagenssen is with the army in Froybee for Winter, about so we decide that is our next destination.<br />
<br />
<br />
== 27th Frost ==<br />
After dawn We cloud directly east towards Froybee, and stop and camp towards dusk.<br />
<br />
<br />
== 28th Frost ==<br />
The weather has changed to heavy snowfall & we know the army has air elemental scouts so Mebh negotiates with an wind spirit to guide us towards the mountain pass and assist us in avoiding trouble (mountain sides, air elements, et al). We land mid afternoon when the spirit detects an elemental ahead. We are still several miles west of the pass so we hike through the snow storm for 3 hours (yeah Ice Traversal) then camp.<br />
<br />
== 29th Frost ==<br />
We hike through the pass, making sure any scouts can see us coming, and approach the army camp. They escort us to the Village of Froybee where Irlon Dagenssen is based. Over various discussions while camping we decided the most courageous approach was to be quite open and truthful with Irlon. Mebh, as our spokesperson, tells him what we are looking for, and asks about magical things that he holds that could be part of the heart.<br />
<br />
We discover that it has been made into Irlon's favourite armour, a lovely suit of chain, with a stylised dragon motif on the chest. Obviously he doesn't want to give this up, and we offer the Iron Armour that the other team had gained as loot. He counter bargins a martial challenge, the winner of a single combat gets the dragon armour, and the looser gets the iron armour. We negotiate the challenge terms to 1st blood, and Mebh represents us.<br />
<br />
Although they look very evenly matched to the knowledgable in the audience, Mebh is the warrior of the hour, touching on every blow and drawing 1st blood.<br />
<br />
Mordin & Shemin-ah get lost back to Rydean to pick up the Iron Armour, while Mebh and Eltan remain to show good faith. When return an Gythia of Hel questions us to confirm we are returning the armour to Dagens Castle and advising us that the peices we gave the dragon already will be needed for the ritual.<br />
<br />
Once back in Rydean we contact the others and discuss how we need to proceed. They suggest we get as many peices as possible together in Dagens Castle and Brock divinates them to see if Bragon will be able to heal them or if we need to give everything to the priestesses of Hel for their 'ritual in the dark time'. <br />
<br />
== 30th Frost ==<br />
We plot out carefully how we are going to move Serentity to Dagens Castle without falling into a daze (which mostly involves making sure Eltan isn't touching it); then go up the hill to visit Orm.<br />
<br />
He is noticeably under the effects of Serentity, even patting folk on the head, and easily agrees to let us take the two peices to be joined with the others.<br />
<br />
Brock sets up a portal as close to the peices as we can arrange and we relay the peices though the portal, making sure that at least two people are out of range of Serenity all the time.<br />
<br />
As soon as we arrive the preistesses bustle to get the ritual underway (as this is the last of the 'days of darkness'). This involves a group of them going thru a portal to the Lands of the Dead. Bragon, Mordin, Shemin-ah and Toledo Steele accompany them.<br />
<br />
The Lands of the Dead is an icy hell deep in blizzard. We travel for some hours and arrive at a small log building. Inside is an extremely elderly Gythia (maybe Hel herself?). After some discussion she agrees to heal the heart, and is assited by Bragon and a couple of the visiting priestesses. Some hours later Mordrin is handed a large metalic heart and a twisted knife. The Gythia tells her that Orm will need to plunge the dagger into the heart to complete the ritual.<br />
<br />
We return through the blizzard to Dagens Castle and, after catching the others up, decide to go straight on to Rydean and Orm.<br />
<br />
We arrive at Orm's caves in the early hours of the morning and give him the heart & dagger and explain the instructions. We have deliberately not sheilded our minds from him, and after some hesitation, he plunges the knife down. There is obviously great pain and then he curls up like a cat, and a sheen of metal covers him, leaving a life size statue of Orm. <br />
<br />
It is not clear if he is hibernating or dead; but as he solidifies he gasped out that the five who had me him before can each grab an item from his hoard without being cursed. <br />
<br />
Once he is no longer showing any signs of life (and has no aura) we decide to block up as many of the cave entrances as we can so that he isn't disturbed and his hoard isn't looted while he is comatose. We bind ice and into everywhere we can (distracting the Giants with the last of the dwarven beer).<br />
<br />
We then stumble back to Rydean for food and sleep.<br />
<br />
== 1st Snow - 5th Snow==<br />
We go up to Dagenscastle to report to the King. He seems very happy with our work. Over the next few days we return the remaining wives to Javenmark & Svenway, and escort Altazinna to Lokis so she can join the shield maidens training there. We barely have time for visiting Mordrin's family and tehn return to the guild by portals on the 5th.<br />
<br />
= Buffs =<br />
<css><br />
.buffs td { text-align: center; }<br />
.buffs td.text { text-align: left; }<br />
</css><br />
{| class="buffs" |<br />
!Align="left"| Magic<br />
! Rk <br />
!Align="Left"| Effects <br />
! Dur <br />
! Caster<br />
!width="30px" title="Mordrin" | Mord<br />
!width="30px" title="Broc" | Broc<br />
!width="30px" title="Sehminah" | Shem<br />
!width="30px" title="Mebh" | Mebh<br />
!width="30px" title="Eltan" | Eltn<br />
|-<br />
| class="text"| Rune Armour<br />
| 16<br />
| class="text"| +21 Def +4 Armour<br />
| 8.5 hrs <br />
| Broc<br />
| <!--Mordrin--> Yes<br />
| <!--Broc--> Yes<br />
| <!--Shem--><br />
| <!--Mebh--> yes<br />
| <!--Eltan--> Yes<br />
|-<br />
| class="text"| Cold Resistance <br />
| 12<br />
| class="text"| +3 on Temp Gauge; -4 cold damage<br />
| 13 hrs <br />
| Shem<br />
| <!--Mordrin--> Yes<br />
| <!--Broc--> Yes<br />
| <!--Shem--><br />
| <!--Mebh--><br />
| <!--Eltan--><br />
|-<br />
| class="text"| Ice Traversal <br />
| 12<br />
| class="text"| 4 targets, +5TMR<br />
| 4 hrs 20 <br />
| Shem<br />
| <!--Mordrin--><br />
| <!--Broc--><br />
| <!--Shem--><br />
| <!--Mebh--><br />
| <!--Eltan--><br />
|-<br />
| class="text"| Greater Heart Rune *<br />
| 9<br />
| class="text"| 8 EN cured on 1st EN Damage<br />
| 10 days<br />
| Broc<br />
| <!--Mordrin--> Yes<br />
| <!--Broc--> Yes<br />
| <!--Shem--> Yes<br />
| <!--Mebh--> Yes<br />
| <!--Eltan--> Yes<br />
|-<br />
| class="text"| Willow healing *<br />
| 6<br />
| class="text"| 3EN back each pulse for 8 pulses<br />
| 12 Hours<br />
| Broc<br />
| <!--Mordrin--> Yes<br />
| <!--Broc--> Yes<br />
| <!--Shem--> Yes<br />
| <!--Mebh--> Yes<br />
| <!--Eltan--> Yes<br />
|-<br />
| class="text"| Vapour Breathing <br />
| 6<br />
| class="text"| <br />
| 210 mins<br />
| Mebh<br />
| <!--Mordrin--> Yes<br />
| <!--Broc--> <br />
| <!--Shem--> Yes<br />
| <!--Mebh--> Yes<br />
| <!--Eltan--> Yes<br />
|-<br />
| class="text"| Feather Falling <br />
| 6<br />
| class="text"| <br />
| 210 mins<br />
| Mebh<br />
| <!--Mordrin--> Yes<br />
| <!--Broc--> <br />
| <!--Shem--> Yes<br />
| <!--Mebh--> Yes<br />
| <!--Eltan--> Yes<br />
|-<br />
| class="text"| Armour of Earth<br />
| 15<br />
| class="text"| +32 Def -1 Damage<br />
| 8 hrs <br />
| Elt<br />
| <!--Mordrin--><br />
| <!--Broc--> <br />
| <!--Shem--> <br />
| <!--Mebh--><br />
| <!--Eltan--><br />
|-<br />
| class="text"| Strength of Stone <br />
| 9<br />
| class="text"| +9 EN<br />
| 10 hrs <br />
| Elt<br />
| <!--Mordrin--> Yes<br />
| <!--Broc--> Yes<br />
| <!--Shem--> Yes<br />
| <!--Mebh--> Yes<br />
| <!--Eltan-->Yes<br />
|}<br />
: * GHR: Broc must draw this on the skin over the targets heart<br />
: * Willow: As GHR and I must expend a fire action on target <br />
: All times stated are unmodified<br />
<br />
; Mordrin - Hair Braiding (Rk 6 Skill)<br />
: Sometimes (30 mins per person per day): +50% resistance vs Charm (Demonic, Spells, Bardic Voice). -25% melee damage from attacks from behind. Enhance Duration of one 2+ hour spell until next dawn.<br />
: Rarely (1 hour per person per day) +3 AG (or +2 over racial max).<br />
: can't braid hair and have crown on<br />
<br />
;Mebh<br />
: +8 Defence and +8 Initiative</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=Southern_Ranke&diff=59592Southern Ranke2011-09-05T02:48:13Z<p>Rosemary: </p>
<hr />
<div>[[Category:Ranke]][[Category:Mordeaux]]Styled the "County of Southern Ranke" despite the absence of any Count this is a traditional territory of the Duchy of [[Ranke]], this area has been largely without organised government for many generations. Home to a number of robber barons and groups of brigands, some of whom pay occasional taxes to the Duchy, largely to ensure that Ranke leaves them alone.<br />
<br />
After the church forces swept away the Dark Circle army in Spring 805Wk [[Mordeaux]] took over the governership of this territory as the Comtat Venaissin. <br />
<br />
The Urielite Suffragan Bishop, Her Worship Sainte Marie de Chignac (Sister Grace, for short) is nominally in charge of the entire Comtat, which is at least as large as Mordeaux proper. However, less than a third of Venaissin accepts her authority; the rest consists of bandit-infested wilderness, rebel barons, bad country, and lands devastated by the retreating Dark Circle. Sister Grace is assisted in her mission to bring law and order to the people by several relocated Urielite and Michaeline Chapter Houses, and large deployments of Church Knights from Mordeaux and southern Bowcourt.<br />
<br />
'''Some Place Names'''<br />
<br />
<b>The South Road:</b> is a regularily used merchant route from Carzala to Ranke City and goes through Southern Ranke in a mostly north/south direction, running parallel to the rivers. Much of its route is through deep forest interspered by small cultivated areas with a small village. It is passable year around, although heavy carts avoid it in winter and early spring. From 806wk onwards it is periodically patrolled by armed calvalry.<br />
<br />
<b>Southgate:</b> is the southern most town and the first settlement north of Carzala. It is heavily fortified and run by Prior Jules Debois (Uriellite) assisted by some Michaline thugs, aka the Order of St Louis the Strong. There are many dairy herds on the river flats nearby and a ford where the South Road crosses the river.<br />
<br />
<b>La Ciotat:</b> a small village. As at 811wk this is still semi-ruined, with a new pub "The Burning Bones"<br />
<br />
<b>St Cernin:</b> a medium sized village with stone buildings and a large blacksmithy.<br />
<br />
<b>Labruguierre:</b> is a large pallisaded village/small town in the intersection two rivers. It is surrounded by apple and plum orchards. Facing onto all on the main square are a church, a chapterhouse for the knights, a gold smiths, an inn, a tailors and a luthiers. There are two inns in town, The Green Plum and the Five Wheeled Wagon. <br />
<br />
The South Road crosses the river via a ford north of the town, there is also an intermittant a ferry service (primarily in spring when the river is running high).</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=File:Ranke-1.2.jpg&diff=59591File:Ranke-1.2.jpg2011-09-05T02:41:31Z<p>Rosemary: </p>
<hr />
<div>Added some place names and the north road<br />
[[Category:Maps]] [[Category:Western Alusia]] [[Category:Ranke]]</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=File:Ranke-1.1.png&diff=59587File:Ranke-1.1.png2011-09-05T02:37:38Z<p>Rosemary: </p>
<hr />
<div><s>Map of Ranke updated with Silverstream and Kitty Hawk. </s><br />
<br />
Replaced sept 2011 with version 1.2 which includes more places and roads<br />
[[Image:ranke-1.2.jpg|thumb|right|Ranke 811 wk]]</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=File:Gracht.jpg&diff=59322File:Gracht.jpg2011-08-10T05:40:58Z<p>Rosemary: </p>
<hr />
<div>larger version of the file<br />
<br />
[[Category:Maps]]</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=Clarkesville&diff=59125Clarkesville2011-07-13T02:15:58Z<p>Rosemary: Map contradiction noted</p>
<hr />
<div>[[Category: Greg Graydon]][[Category:Clarkesville]]<br />
<br />
{| border=1 align=right cellpadding=4 cellspacing=0 width=300 style="margin: 0 0 1em 1em; background: #f9f9f9; border: 1px #aaaaaa solid; border-collapse: collapse; font-size: 95%;"<br />
|-<br />
|colspan=2|Arms<br />
|-<br />
| '''Vassal of'''<br />
| No-one (kind of)<br />
|-<br />
| '''Status'''<br />
| Barony<br />
|-<br />
| '''Location'''<br />
| North of Midheim<br />
|-<br />
| '''Area'''<br />
| mmmmm....<br />
|-<br />
| '''Geography'''<br />
| Large forested mountain valley, with central tarn and some marshy bits<br />
|-<br />
| '''Population'''<br />
| ~70 (human) (unknown pixies, merelves, nixies etc)<br />
|-<br />
| '''Urbanisation'''<br><br />
|2%<br />
|-<br />
| '''Major Towns'''<br><br />
|Clarkesville (a village)(67)<br />
|-<br />
| '''Languages'''<br><br />
&ndash;Common<br><br />
&ndash;Folksprach<br> <br />
&ndash;Reichspiel<br><br />
&ndash;Lalange<br><br />
&ndash;Elvish<br><br />
&ndash;Dwarvish<br><br />
&ndash;Halfling<br><br />
<br><br />
&ndash;Literacy<br />
| <br><br />
100%<br><br />
?%<br><br />
?%<br><br />
?%<br><br />
75%<br><br />
3%<br><br />
2%<br><br />
<br> <br />
80% (mostly urban)<br> <br />
|-<br />
| '''Exports'''<br> <br />
| Nothing (occasional tinker) <br> <br />
|-<br />
| '''Imports'''<br> <br />
| Nothing (occasional tinker)<br> <br />
|-<br />
|}<br />
<div >__NOTOC__</div><br />
<i>Note: the map shows Clarksville on the mountain plateau of Gracht. Given its relative population with Gracht it is probably in a smaller valley between Gracht and Borovia.</i><br />
<br />
==Overview==<br />
See also [http://dq.sf.org.nz/library/snwi9302.pdf Scribe Notes] for Lake Cartography circa Oct 1992 AP.<br />
See also [http://homepages.ihug.co.nz/~apollyon/dqfiles/DeepWoods1.gif Temporary Map] created by the honorable Martin D. <br />
<br />
Clarkesville is to be found to the north east of Syborite and to the North West of Borovia over a mountain range.<br />
It lies at the mountain end of a South West to North East valley, with a tarn below it (i.e. in the middle of the valley) and Syborite at the mouth end (South West). There is a mule track around the edge of the tarn to Clarkesville. The area itself is in the back end of nowhere... but between Alfheim and human lands.<br />
<br />
Clarkesville is an artificially created (and to an extent maintained) barony that strictly speaking owes allegiance to no one, but is involved with odd (odd as in peculiar as well as infrequent) tax exchanges with Alfheim.<br />
<br />
It was created originally as a buffer zone of no development between Alfheim and whatever was to the west in those days. Alfheim and the original western kingdom (and subsequent provinces) have an ongoing treaty to not violate its borders in any significant military way.<br />
<br />
These days most of the western baronies would never have heard of it. (and the elves like it that way)<br />
<br />
What must once have been acres of cultivated fields are now covered with blackberry. There are a few acres of tilled land remaining.<br />
The very worn down remains of buildings from a bygone age are also to be found around the village.<br />
At some point in the past there would seem to have been a bustling town here. The keep where the Baron lives is the one remaining of four towers and now non existent connecting walls. Foundation stones abound in the area about. A careful eye may discern signs of subsidence where a basement or root cellar has collapsed.<br />
<br />
==Places of Interest==<br />
Lake Clarke. A large tarn with some submerged ruins and merelves at the south western end.<br />
<br />
Clarksville Village. The only built up area excluding shepherds summer huts or foresters/charcoal burners temporary huts in the forest.<br />
<br />
Portal remnants. Remains of portals that were perhaps part of the [[Elven Portals]] system.<br />
<br />
Three sided pyramids. A small number of three sided pyramids are located on small hills or tors about Clarkesville. At least one of which has a symbol of a heart shape in a cup on a cross.<br />
This is believed to be associated with a group of elves known as the [[Beltan Elves]].<br />
Also known to be associated with the Seven; a group of powerful human elementalists, some of whom are dead and at least one of which is under heavy guard somewhere in Alfheim. (Thelanef the water mage described as Velanef in the scribe notes.)<br />
<br />
==People==<br />
Baron Orville Clarke<br />
<br />
Marion Clarke (the Baroness) (not to be confused with the other Marion or not...)<br />
<br />
Their children Peter, Paul, John and Wendy.<br />
<br />
Marion - Queen of the Pixies<br />
<br />
Queen Morolev - merelf</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=Seagate&diff=58842Seagate2011-06-21T06:16:35Z<p>Rosemary: /* The Seagate Watch */</p>
<hr />
<div><Div>__NOTOC__</div>[[Image:Seagate-806.jpg|left|150px]][[Category:Carzala]] [[Category:City]]<br />
{| border=1 align=right cellpadding=4 cellspacing=0 width=250 style="margin: 0 0 1em 1em; background: #f9f9f9; border: 1px #aaaaaa solid; border-collapse: collapse; font-size: 95%;"<br />
|colspan=2|[[Image:Seagate.gif|center|Arms of Seagate]]<br />
|-<br />
|+<big><big>'''Seagate'''</big></big> <br />
|-<br />
| '''Status'''<br />
| Feudal Town<br />
|-<br />
| '''Government'''<br />
| Duchy of [[Carzala]]<br />
|-<br />
| '''Location'''<br />
| North-west [[Carzala]] at the mouth of the [[Sweetwater]]<br />
|-<br />
| '''Population'''<br />
| 25,230<br />
|-<br />
| '''Taxes'''<br> <br />
&ndash; Property Tax (Residential):<br> <br />
&ndash; Property Tax (Guild):<br> <br />
&ndash; Hawking Licence Rate:<br><br />
&ndash; Bonding rate (per month):<br><br />
&ndash; Piloting Fee:<br> <br />
&ndash; Wharfage Fee:<br> <br />
&ndash; Vessel Registry:<br><br />
| <br><br><br />
5% per annum<br><br><br />
3% per annum<br><br />
9% of goods' value/month<br> <br />
1% of goods' value/month<br><br />
40sp (in or out)<br> <br />
2sp per foot per day<br> <br />
25sp per foot per year <br> <br />
|-<br />
| '''Languages'''<br><br />
&ndash;[[Common]]<br><br />
&ndash;[[Folksprach]]<br><br />
&ndash;Others<br><br />
<br><br />
&ndash;Literacy<br />
|<br><br />
99%<br><br />
80%<br><br />
40%<br><br />
<br> <br />
5% <br> <br />
|-<br />
| '''Exports'''<br> <br />
| <br />
|-<br />
| '''Imports'''<br> <br />
|<br />
|-<br />
|}<br />
<div >__NOTOC__</div><br />
Parts of the district of Seagate City; [[Seagate]], [[Old Seagate]], [[New Seagate]], [[Castle Chilton]].<br><br />
<br />
Seagate is a trading town positioned at the mouth of the [[Sweetwater]] River where it empties into [[Confederation Bay]].<br />
<br />
The principal settlement of [[Carzala]]. Seagate has for a long time enjoyed being the main trading port and access point to the [[Sea of Grass]] and other areas to the east which are land-locked. On any given day ships from many nations and ports can be found moored in harbour. Of note a large amount of trade happens to the south with ships from [[Novadom]] and The [[Five Sisters]] and [[Tycho City]]. Seagate is now more widely used and favoured than that of [[Sanctuary]] in [[Ranke]]. <br />
=Places=<br />
Parts of the district of Seagate City;<br />
* [[Old Seagate]]<br />
* [[New Seagate]]<br />
* [[Castle Chilton]]<br />
<br />
==Places of Interest==<br />
; [[Castle Chilton]]<br />
; [[Seagate Guild|Seagate Guild of Adventurers]]<br />
; [[Alchemists Guild of Seagate]]<br />
<br />
=People=<br />
* Tyrone El Shaldim, the harbour-master of Seagate. Tyrone is a rotund, middle aged human who runs a tight harbour and adheres to the regulations of the realm<br />
== Rulers of the Realm ==<br />
The current Duke of Carzala is [[Duke Leto]], Baron Bolton’s grandson. <br />
<br />
==Others of Note==<br />
<div class="PageStatus">As of Winter 807WK</div><br />
<div class="GuideBook"><br />
===[[New Seagate]]: People, Families, Household’s & Factions of importance.===<br />
Influence: These people, families, households and/or factions have a lot of power in [[New Seagate]] and beyond into [[Carzala]]. They are not only large in numbers of members, but they also spend huge amounts of money maintaining a high standard of living and influence. '''Of the moneys listed, 90% is on standard of living which is spent in small amounts throughout the year. The remaining ~10% is disposable coin. By spending large amounts on being seen and staying relevant, they maintain and extend their authority.'''<br><br />
<br />
The leaders of these groups are all well known, especially to the merchant community. They often have extensive credit lines and between them they spend millions of pennies in New Seagate annually. This expense is felt well beyond the walls of New Seagate. <br><br />
<br />
Most of the important members (supporting their leaders) of these groups are recognisable to courtly locals. They are often wooed by smaller groups trying to gain some foothold of influence. All of these groups understand the importance of maintaining their authority and relevance in the Duke’s Court. To this end, they employ the skills of courtiers and spies, keeping tabs on not only their own activities, but the activities of other groups. Local groups seek to gain access to the Duke’s ear to shape outcomes in their favour. Foreign groups such as ambassadors are often seeking access to the Seagate Adventurers’ Guild. <br><br />
</div><br />
<br />
==Groups==<br />
<div class="PageStatus">As of Winter 807WK</div><br />
<div class="GuideBook">[[Image:Crispin Abercrombie.JPG|125px|left]]<font color="red">Lord Mayor Crispin Abercrombie of New Seagate</font> is head of a large household of 120 members including family members, supporters and servants. The noble family of Abercrombie hails from South Gate. He often has the support of New Seagate merchant guilds. Crispin is aware of the expenditure of the ‘larger’ groups within New Seagate, and is it is in his interests to maintain their presence (spending money) in New Seagate. He works hard in his position and has done a good job for the Duke and the New Seagate Merchants’ Guild. <br><br />
<br />
New Seagate takes in ~1,400,000sp per year in rates, levies, taxes and guild dues. The Office of Mayor spends ~800,000sp on New Seagate annually. Lord Mayor Abercrombie is on a wage of 35,000sp per year. The remainder returns to the [[Leto DeWinter|Duke]]. Leading the guilds of New Seagate is a group of master tradesmen from a range of guilds. They have a strong influence with [[Leto DeWinter|Duke Leto]] over the appointment of the Mayor of New Seagate.<br><br />
<br><br />
<br />
[[Image:Monck.jpg|125px|left]]<font color="red">Lord George Monck</font> is the leader of the wealthy Monck family. The family once owned and held the title of Baron of [[Monck's Corner]] of [[Carzala]] (10 miles west of Old Seagate). He lost the family lands in a gambling game to Baron Rainer of Novadom and the two are now mortal enemies. Duke [[Leto DeWinter]] was very unhappy with this. Lord George’s extended family now lives in New Seagate, occupying all eighteen rooms of the Golden Arms (an upper class hotel). It is widely known that his family is very wealthy. The Moncks have recovered most of their investments from the Seagate Merchants’ Guild (of which the Duke is aware), and are planning to put their vast wealth to work at reclaiming their family lands. Some say they have over a million silver, mostly in the form of Seagate Merchants Guild promissory notes. They currently spend ~400,000sp per annum in New Seagate.<br />
<br />
<br />
[[Con Sartra#Victorya Con Sartra|Lady Victorya Con Sartra]], the Ambassador to Carzala is based in Seagate She has held the post since Spring 804 when the new embassy in Seagate was completed. She is a member of the royal family of the Kingdom of Eltrandor. She is polite and wealthy and always well dressed. She attends most of the functions held in Seagate. She often hosts around a dozen guests from Eltrandor. Lady Victorya is accompanied by her ladies in waiting - Larlith Heldane, Selena Lachlan and Anya Davish. These four women are all fabulously beautiful and have made quite a splash on the Carzalan social scene along with their friends and relatives who have been visiting Carzala and neighbouring realms since the embassy opened.<br />
<br />
The senior courtier at the embassy is the Consul General, Sir Ulur Consardral who runs the embassy along with Consel Glynfindor Lyndel and Vice Consul Charles Brindar. A number of staff are ‘retired’ members of ‘The Black Halberds’, a company of the Heavy Foot Rgt from the 10th Kiltary Legion that served in Carzala during the Dark Circle War (799-805).<br />
<br />
Both the Kingdom and the ambassador are well liked within Seagate and at the Dukes court, not only because of the [[Seagate Spending|~550,000 sp]] they spend in Seagate per annum, but also for the extensive man-power and help they provided against in the Dark Circle in 799WK to 805WK. The Eltrandor nobles have actively worked (in a friendly way) to maintain access to the Duke’s Court and the Seagate Adventurers’ Guild. It is know that they keep a watchful eye on the activities of Destiny. <br />
</div><br />
<br />
===Governance===<br />
The Duke has several hundred retainers who handle the taxes, trade and justice within the town and the Duchy. The bulk of these men and women work in a large building at the bottom of High Street.<br />
<br />
=== The 'Seagate Irregulars' ===<br />
This is a group of street kids who are modelled after the [[Tainsfield | Tainsfield Irregulars]]. They are based in the docks area of [[New Seagate]]. Information can be obtained from them about goings ons in both parts of Seagate, usually for a price. Set up and used by [[Phaeton]] in order to discretely keep abreast of events.<br />
<br />
== The Seagate Watch ==<br />
Historically the town guard was split into three companies, which in normal times would split between on duty in towns, on-duty at Castle Chilton and in reserve at the barracks.<br />
After the war vs the Dark Circle and the increase in urban population a need for peacekeepers within the city vs traditional soldiers was identified and the old Town Guard was given new uniforms in Black & Gold and renamed the Seagate Watch. There was aslo some re-organisation and retraining.<br />
<br />
Watchmen are mostly veteran soldiers with a good knowlege of Seagate, its people and businesses. They rarely use magic but for major disturbances they may use invested items to assist them (mostly enhancements to watchemn rather than attack spells). <br />
<br />
In both Old and New Seagate the Watch is has its own walled and fortified base, which serves as barracks, jail, training grounds etc.<br />
<br />
===The Companies===<br />
Each company is divided into three watches each run by a corporal, which are then split into patrols. <br />
<br />
==== Dragon Company ====<br />
The company is commanded by Sir Edward Abernathy, but Senior Sergeant Tarski handles the daily issues for the three watches.<br />
; Blue Watch :<br />
; Green Watch :<br />
; Red Watch :<br />
<br />
==== Griffin Company ==== <br />
The company is commanded by Sir Gordon Chisholm, but Senior Sergeant Boyce handles the daily issues.<br />
; Sea Watch : <br />
; Land Watch :<br />
; Air Watch :<br />
<br />
==== Phoenix Company ====<br />
The company is commanded by Sir Donald Jameson, who is very keen on 'community policing'. Senior Sergeant Albrecht handles the daily issues.<br />
; Gold Watch: Corporal Oats; Guardsman Gotry Shadrock <i>Dwarf, very stern trainer</i><br />
; Silver Watch: Corporal Bill Johnson; Guardsman Lofty Lyons <i>friendly human</i><br />
; Copper Watch: Mostly take the night shift. <br />
; Black Watch : There is not a Black Watch and there never has been! <br />
: In difficult and unusual situations a watch of specialists may be formed to deal with the situation. Guild members are rumoured to have been part of the Black Watch. [[Black Watch Chronicles]]<br />
Note: Harry Kale had an early career as a thief but now seems to be a 'useful lad' for Sergeant Albrecht. Not really a Watchman, and might actually be an influential criminal.<br />
<br />
==Crime and Punishment==<br />
<br />
===Mundane Crime===<br />
With very little in the way of casual violent crime in Seagate, merely drunken disturbances and domestic disputes. Theft is the main criminal activity and there is an active organisation amongst the thieves and beggars. This has led to even major crimes being modest and generally low enough not to incur the wrath of the Duke. Any petty theft is punished by a brand on the back of the hand - more serious crime generally involves removal of the hand or life of the criminal. <br />
<br />
===Magical Crimes===<br />
The use of Magic in Seagate is frowned upon and there is an outright ban on offensive magic in the town and environs. Any breach is taken very seriously indeed and the guard carry cold iron manacles for the purposes of restraining mages. Punishments for crimes involving magic are generally punishable by prison (cold iron cells), confiscation of property and effects or, for more serious crimes, exile or death. The punishments often vary dependant on the Mage and the Guild is often consulted in these cases.<br />
<br />
=Magic=<br />
While the Guild avoids providing magical items and investeds to the citizenry there is always someone willing to trade things and so the levels of magic are higher in Seagate than most other towns. This is reflected in the abilities of the Guardsmen who need to be able to cope with Magic when things get out of hand. A 25% Tax exists for all Mages practicing in Seagate - however this is waived for Guild members - as such there are very few Mages in Seagate that are not Guild members. <br />
<br />
=Resources=<br />
Trade is an important part of Seagate and, outside of the Guild, the largest source of income for the Duke. With land trade through the Sea of Grass from the Lunar Empire as well as sea trade from the Five Sisters and Arabie, Seagate is a major hub of Trade for the region. It is said that you can buy just about anything in Seagate and anything you can’t buy is illegal and available in Sanctuary.<br />
<br />
=History=<br />
Carzala had been primarily wilderness with a few small fortified settlements up until about 1900AP (700WK) when Chilton [[Dewinter]], younger brother of Count Alexis of County Erisberg arrived at the settlement now known as Old Seagate with his family and retainers and started construction of Castle Chilton. <br />
Six years later the Barony of Carzala was officially recognised by Bowcourt and Aquila when Baron Chilton of Carzala and his wife attended the mid-summer festival in Bowcourt. <br />
<br />
Baron Chilton was succeeded by his son Regar in 727WK when he was killed in the Sweet Riding by raiding Barbarians. <br />
<br />
Baron Regar was reported to hate the Barbarians with a passion, he commissioned the construction of Regar's Keep as a southern outpost for his Barony and spent most of his life in the field driving the Barbarian raiders out of the Sweet Riding. <br />
<br />
Baron Regar died without issue of wounds received in battle in 739WK. He was succeeded by his nephew Bolton. <br />
<br />
Like his father, Baron Bolton was not a man of war but he demonstrated a shrewd ability in diplomacy and strategy. In the summer of 740WK, Baron Bolton negotiated a peace with the barbarians and Carzala has been a peaceful realm up until the encroachment of the Dark Circle. <br />
<br />
In 751WK Brastor was founded originally as a trading location for miners working the local hills, and grew as foresters, farmers and other settlers headed for the riches of unclaimed territory. <br />
Baron Bolton died in his bed in 771WK attended by his three surviving children and his grandson Leto.<br />
<br />
== Events==<br />
=== Culture===<br />
====Religion====<br />
Citizens of Seagate predominantly follow the Church of Light and there are a number of places of worship in the town. However there is still a number of other places of worship in the town, most of them in Old Seagate, that are dedicated to other deities. While the Church of Light would like to see these buildings razed, the Duke has indicated his displeasure at such enthusiasm and so the churches survive and tithe well to the Duke. This however is the cause of significant friction between the Church and the Duke and is the cause of poor relations with Mordeaux. <br />
====High Holidays====<br />
The seasonal nature of the Guild’s business also affects the town and at the High holidays there are huge markets with people having travelled from hundreds of miles away. Most merchants will plan routes such that they will be in Seagate on the high holidays. These markets are complimented by parades by the Guards and Local Guilds and Churches. With the arrival of Guild members prior to the Guild meeting ale sellers and temporary drinking establishments will spring up in warehouses and on street corners, and while the Duke's taxes are high on these temporary retailers, the profits can be excellent during these holidays. <br />
<br />
===Scribe Notes===</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=Black_Watch_Chronicles&diff=58836Black Watch Chronicles2011-06-21T05:21:46Z<p>Rosemary: </p>
<hr />
<div>[[Category:Scribe Notes]][[Category:Ben Taberner]]These adventures are based around the Black Watch, a label given to groups of outsiders (often from the Guild) called in to investigate the most complicated of crimes within the [[Seagate]] environs. <br />
<br />
;Black Watch I<br />
The [[Black Watch Chronicles: Nightmare Murders|Nightmare Murders]] was the first case in this series and involved a guild party hunting down a killer from another reality who was killing children in Summer 806. <br />
:''Characters :'' [[Pennlucien]], [[Aryan]], [[Father Broc]], [[Faith]], [[Dramus]] and [[Shemin-ah]].<br />
<br />
;Black Watch II<br />
In [[Black Watch Chronicles II: The Absent Physician|The Case of the Absent Physician]] the party was requested to find a missing healer and stumbled into a complex web involving madness causing artefacts in Spring 807. <br />
:''Characters :'' [[Lyric]], [[Kirgoth]], [[Ibrihim]], [[Teeanna]], [[Peter Smith]] and others.<br />
<br />
;Black Watch III<br />
In the third instalment, [[Black_Watch_Chronicles_III:_Tidings_of_Comfort_and_Joy| Tidings of Comfort and Joy]], doughty adventurers thwart art forgery, unnatural thinking, and cheery singing.<br />
<br />
:''Characters :'' [[Lyric]], [[Vapour]], [[Athelston]], [[Bodric]], [[Mavric]] and [[Henric]].<br />
<br />
;Black Watch IV<br />
In [[Black Watch Chronicles IV: Watching the Watchmen|Watching the Watchmen]] young & unknown guild members go under cover as new watch recruits to investigate rumours of corrupt recruiting practices and 'narks' for organised crime within The Watch. In the course of their duties they learn the essential Watch skills of saluting. walking in time so our boots echo ahead oof us and how to swing the truncheon.<br />
<br />
:''Characters :'' [[Koltherna]], [[Boris]], [[Imri]], [[Pierre the Halfling]], [[Julius]] & [[Reg]]<br />
Reg</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=Twelve_footprints,_shadows_and_trails_of_a_new_Carzala&diff=58536Twelve footprints, shadows and trails of a new Carzala2011-06-12T05:13:17Z<p>Rosemary: moved Twelve footprints, shadows and trails of a new Carzala to Carzala Grieves</p>
<hr />
<div>#REDIRECT [[Carzala Grieves]]</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=Elfenburg&diff=57557Elfenburg2011-03-13T21:10:54Z<p>Rosemary: /* History and Events */</p>
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<div>[[Category:Elfenburg]][[Category:Alfheim]][[Category:Michael Parkinson]] [[Category:Lisa Rose]]<br />
'''Barony:''' old human city, built on 5 steep hills, and surrounding valley; client-state of [[Alfheim]]. Ancient source of plagues. Also known as Bergelfen or Elfanburg.<br />
<br />
'''Resources:''' trade, starsilver mine, poisonous plants, magic, a season pass into Alfheim, a 'semi-public' magical portal which can exit in various notable towns in the Western Kingdom and Alfheim.<br />
<br />
POI: Don't eat the food!<br />
<br />
'''Languages:''' Elvish, Kravonian, Common<br />
<br />
<br />
== People ==<br />
<br />
* Baron Anastasius-Grendl (son of *Grendl, Guild necromancer)<br />
* [[Silken]]<br />
* Ambassador Prospero<br />
* Treasurer Alberich or Aubrey<br />
* [[Serendipity]], Lady Godrock, the Burgraf (Minister of Police)<br />
* [[Isil Eth]]<br />
* Previous persons of note include Aurelius and Ambrose.<br />
<br />
===Persona-non-Grata===<br />
* [[Gerald/Glass|Gerald]]<br />
<br />
== Places ==<br />
<br />
'''Keep & Waterfall'''<br><br />
The Keep, on Bergfriedhügel (the SE hill), is the fortress controlled by the Burgraf and guards the only bridge into the city. Beside the keep, there is a waterfall, a gift from the Elves, fed directly from the elemental plane of Water. The waterfall is the source of the city's drinking water, the city moat, and the river that flows down the valley. <br />
<br />
'''The Regency Hotel'''<br><br />
This luxurious stone mansion is renown as the finest hotel in Western Alusia. It is on Namensgeberberg (the SW hill), with commanding prospects of the river and approach road.<br />
<br />
'''Treasury'''<br><br />
The Treasury is on Botschaftbuckel (the N hill), across the piazza from the Elvish Embassy. The Treasury is over the old starsilver mine: trespassers will eaten and/or melted down for their metal content.<br />
<br />
'''The Elven Consulate'''<br><br />
This jewel of Elvish architecture houses includes an extensive library of Elvish political history and, on the top floors, private apartments belonging to Elvish notables. Airships to and from Alfheim moor at the Embassy; on market days, duty-free but expensive Elvish goods are sold in the piazza.<br />
<br />
In Autumn 808 the [[Beltan Elves]] requisitioned the eastern wing as a base of operations and hospital for their wars against the [[Calamar]] and other threats to Elves.<br />
<br />
'''Museum'''<br><br />
- available by invitation only<br />
<br />
'''Surrounding Countryside'''<br />
On the lower slopes of the city hills the land is cultivated. Beyond, the valley levels out and the river becomes a wide noxious swamp of a few square miles. <br />
<br />
The South Road to Bowcourt skirts the swamp before crossing a low pass and into wild forested hills. The Alfheim Road climbs northwards into the Dragonspine Mountains, passing over a high saddle and eventually drops into the Wintergarden province of Alfheim. This road snows in over winter.<br />
<br />
'''Elfenburg Forresters Guild'''<br />
The hunters, wood-choppers, and herbalists etc of Elfenburg belong to the Forresters Guild. The Guild Hall is a large 'log cabin' in the forest above the southern end of the swamp. The hall can be reached by a cart track off the South Road or by a foot track along the hillside from near the Keep. In addition to supplying meat and wood to the city, the guild supplies guides for the Dragonspine Mountains and archery training.<br />
<br />
<br />
=== Slow Portal ===<br />
The Elfenburg Slow Portal, is a roadway through ephemeral mists, and takes approximately 3 hours to walk from one end to the other. While in the portal, other transport magics will not work and you will only encounter entities who have entered the portal in the same direction and within 20 mins of you. Use of the portal is free to Guild Members, citizens of Elfenburg, and various other friends of the Baron.<br />
<br />
The Elfenburg end is in a small unused stable inside the keep, very near the gatehouse. There is a watchman on duty who will take brief details of travellers, and record any unusual portal behaviour. There is a faint chance that you may come out in the Elfenburg swamp rather than within the Keep.<br />
<br />
The other end of the portal can be moved to anywhere within 700 miles of Elfenburg. It takes a couple of days to move and set up. Various merchant houses have regular bookings and other wealthy individuals sometimes utilise it.<br />
<br />
<b>Seagate Booking:</b><br><br />
The portal end is in the Seagate Adventurers Guild carrot closet. It always ends in Seagate for two weeks before Guild day and one week afterwards. The end is not moved until the next booking so it may be available for some time. NB merchants also use the Seagate booking by arrangement with the Baron and the Guild. <br />
<br />
Outside of these times enquire with the GM where the non-Elfenburg end is and whether it is freely available (some destinations only allow use by agreed parties).<br><br><br />
<br />
''Trouble Inside the Portal''<br><br />
For a period between Autumn 809 & Autumn 810 the portal was dangerous as it was dumping travellers out in various dangerous swamps and sometimes hungry [[fossegrim]] came through the hole to hunt on the road. This was due to a guild party using a null magic item within it. The Guild were obliged to repair the portal - which was neither cheap nor easy. The next party to break is liable to be required to fix it themselves.<br><br />
<br />
== History and Events ==<br />
<br />
25000- 20000 years ago<br><br />
Settled by human auxiliary troops, for services to the Elvish Crown, and refuges from the War of Tears.<br />
<br />
787 wk<br><br />
First Guild involvement ("A New Hope") when a Party comprised of [[Character:Motley|Motley]], Fenris, Grrth, D'ma, [[Character:Serendipity|Serendipity]] and [[Character:Mortimer|Mortimer]] were involved with the accidental assassination of the Baron.<br />
<br />
Subsequent events in the Barony lead to the death of many of the nobles, at which point Guild Member Serendipity became Burgraf.<br />
<br />
807 wk [[The Legacy of Kael]]<br><br />
Beltan Elves return from the outer reaches of the universe.<br />
Swords World Raiders attack and burn some of the city, particularly the Elvish Embassy and Treasury raiding for specific artefacts on behalf of the Calamar. <br />
<br />
808 wk [[In Her Majesty's Somewhat Secret Service]]<br><br />
Beltan Elves take over the east wing of the Elvish Embassy as a hospital and training base for their war against the Calamar and other threats to Elves. They repair the building in a rather more austere style than previously. The addition of a large military 'camp' starts to change the nature of the Barony.<br />
<br />
809 wk [[Looking for the Ladle]]<br><br />
The Slow Portal is broken by a guild member using an anti-magic substance. While partially repaired quickly, safe passage is no longer reliable.<br />
<br />
810 wk [[Slow Portal to China]] and 811 wk [[We are still walking to China]]<br><br />
The first party gathered information to identify how to fix the Slow Portal and found two missing travellers. The second group collected material components and assisted a professional with rituals to repair the portal.</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=Gracht&diff=56978Gracht2011-03-03T02:04:38Z<p>Rosemary: /* People */ pixies</p>
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<div>[[Category:Gracht]][[Category:Michael Parkinson]][[Category:Halfling]]<br />
[[Image:Gracht.jpg|right|300px]]<br />
<br />
County: Upland plateau in the [[Dragonspine Mountains]] north of [[Syborite]]. It is a quiet bucolic backwater, mostly halfling, with a gentle climate and fertile lands.<br />
<br />
Oddities: Causes nausea in death-aspected persons and "big-ins' do not seem to prosper. <br />
<br />
;Resources : food, wool, beer, mead, forests. <br />
;Population : perhaps 5000+ [[Halflings|hobbits]]; 300 pixies; 200 humans; 1 giant;. <br />
;Languages : Halfling, Common. <br />
;GM : Mike P<br />
<br />
= People =<br />
; Graf Alfred-Grendl XVI : Son of [[Grendl]] the [[Seagate Guild|Guild]] Necromancer<br />
; Baron & Baroness Jotenburg : [[Arthur]] & [[Amelia]] Pendragon<br />
; [[Motley]] A. Giant : Alias Old Mott.<br />
<br />
; Pixies : There are many pixies inhabiting (infesting) Gracht, particually in the Rising & Dark Forests. They seem to live comfortably alongside the halflings but are notorious for bothering the 'Big'Uns".<br />
<br />
= Places =<br />
; Mt. Gravenrest : tombs of Grafs are near the summit<br />
; the High Drop Inn : a modern and popular inn at White Cliffs<br />
; Castle Gracht : seat of the Graf, most of the humans live in farms between here and Westwold.<br />
; City-Bywater : the largest settlement is mostly halfling.<br />
; the Long Canal : a "Paddle Steamer" travels the canal between the Castle & Bywater. It mostly carries dollied-up halflings on "days out" rather than commercial cargo.<br />
; Monastery of Tarnheim : Raphaelites<br />
; Schloss Jotenburg : seat of the Warden of the Rising Forest ([[Amelia]])<br />
; White Cliffs : perched on the cliffs above Syborite. Most of the cargo (& many people) are hauled up and down the cliffs in a system of heavy duty pulleys and platforms. There is no 'road' down the cliffs, and folk who don't want to pay for "The Lift" have to scramble up the creek gully.</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=A_Little_Magic&diff=56425A Little Magic2011-01-26T08:52:13Z<p>Rosemary: /* Low Infant Mortality */</p>
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<div>[[Category:User Guides]][[Category:Discussion]]<div style="float: right; margin-left: 10px; ">__TOC__</div><br />
=What a difference a little magic makes.=<br />
Associated topics [[Standard Numbers]]<br />
<br />
Alusia is (or at least the Western Kingdoms are) largely based in terms of technology and culture in the late Middle Ages, and appears for the most part, despite the influence of other cultures and certain rogue genii, to be happy there. However magic, no matter how rare it might be, is responsible for important changes between the source history (RL?) and game.<br />
<br />
This page is a working document that hopes to examine some of the differences that have affected the game to date and discuss others that might not have appeared yet or been completely fleshed out. Feel free to link out to specific examples rather than embedding them in this page<br />
<br />
==Healing==<br />
<br />
===Life Prolonging===<br />
<br />
The big change here is not resurrection but life prolonging and it's effect on human populations. If someone could retain a noble seat for 2-300 years the place would be awash with annoyed heirs who stand virtually no chance of ever gaining the title. As Life Prolonging (a Rank 2 ability) is great deal easier to achieve, it will naturally be more prevalent.<br />
<br />
#One possibility is that assassination becomes the norm in terms of the death of a ruler. This leads to a very dark game with a greater level of suspicion and paranoia than appears to be the standard in DQ at the moment. <br />
#Nobles are expected to voluntarily step down when they get to a certain age. This does provide for a number of adventuring hooks around nobles who are not going voluntarily but it seems strange that a society would develop in this way without a driver for it. It also generates situations where a Baron may have 6 generations of former barons sitting behind them critiquing everything they do. <br />
#Healers above the lowest ranks are exceptionally rare and necromancers even rarer. Assassins wouldn't target the nobles directly but their healers thus taking out all those whose lives have been prolonged. Healers of good rank would be like caged birds, treated very well but kept secure. However the game so far has shown no such lack of healers. <br />
#Life prolonging renders the recipient irreversibly infertile, or simply fails to prevent fertility from declining as effectively as it does the rest of the body.<br />
#Half the adult population died from violence. Life expectancy was ~40. Those nobles who made it through died between 50 and 80 of "old-age". If you have a 2%/year chance of dying as an adult, then (a) life prolonging only helps the cautious, (b) some of the truly powerful may choose to skip life prolonging and go for resurrection.<br />
#The Destinian Dons live to several hundred. It doesn't seem to make much difference to them.<br />
#Another possiblity is that as prolonging life doesn't protect from the infirmities of age, unless you have access to a healer of close to master quality while one may not die until one is over 200, one will have spent the majority of the last 100 years bed riden, blind, deaf, senile and eating mush. The lack of very old nobles may be due to a quality of life issue. [[user:helen|Helen]]<br />
<br />
===Mortality===<br />
<br />
==== Low Infant Mortality ====<br />
Above a certain level of wealth, infant mortality should drop off to near zero due to the influence of healers. Any child born to a noble stands a very good chance of surviving to adulthood. Also we can expect more conceptions due to fertility potions, where a couple would be barren otherwise.<br />
<br />
With life prolonging a particuarly fecund and wealthy family could have in excess of 30 children. With all of them surviving this creates a different set of problems than those of the historical period.<br />
<br />
*Can you tell a man wrote the above! Female fertility would be the controling factor that governs the number of children a wealth family would have. A woman carries a child for nine months, and Charms against miscarrage would see most babies going to term. However one can still only pop out so many babies before age starts to catch up and the likely hood of defects creeps in. Also Mothers just like children are less likely to die; so far fewer of those young second or third wives. Yes great grandma might live to be well over 100 but not even a witches brew has been able to quicken her woom since she hit menapause. I think the current record is about 19 or 20 children from a single woman.[[user:Helen|Helen]]<br />
*It is also well documented that children born to middle aged women are far more likely to suffer from a number of mental disablilties. There's a 'county myth' that the youngest child of a large family is often "slow" or "touched" but it's sadly not untrue. [[user:Rosemary|Rosemary]]<br />
<br />
Warning - Spurious Logic Ahead!<br />
<br />
1) A noble family is never short of heirs. Coupled with the avaliability of resurrection could lead to heirs not being as protected as they were. An heir might even be required to 'earn' their right to inherit, because if they don't, a more ambitious sibling will.<br />
<br />
2) Fratricide is likely to be a leading cause of death as ambitious younger sibs assassinate their way to an inheritence. (Also fraticide post-inheritence to secure position - see Ottomans - EGC).<br />
* I expect Dukes and higher nobles will investigate such deaths closely (with magical assistance), so I'm not sure about this point --[[User:ErrolC|Errol]] 17:35, 3 Aug 2006 (NZST))<br />
<br />
3) A larger number of noble warriors would lead to even larger top heavy armies than historically. This is liable to adversly affect tactics or familiarity with different units. It will also lead to states of near constant warfare as various lesser sibs seek to impress the senior ruling nob.<br />
<br />
This leads to nobles having an active reason to adventure, hire mercanaries (and assasins/intriguers) and be dangerous and exciting to be around.<br />
<br />
==== Birth Control ====<br />
Another factor to this is Birth Control. In a world where Wiccans and Herbalist can provide potions, spells and charms to affect your fertility, anyone middle class and up who wants to should be able to control when they have children.<br />
<br />
Nobles may choose to only have 3 or 4 children. One to inherit, one for the military, one to marry off, and one for the priesthood or magical training.<br />
<br />
Alusian society has more gender equality than our history does. It is more likely to have women who choose not to have children to pursue their 'career' particularly those at the top end of society.<br />
<br />
Societal patterns in Alusia are a blend of modern post sexual revolution society and sanitised medieval society.<br />
<br />
* On the other hand there are wiccan magics of increased fertility and herbalist potions of ensuring a 'bountiful harvest'. While female PCs may not be interested in such effects it is not to say the rest of the populace won't be. <br />
<br />
People in general tend to have as many children as they can afford, if not more. However there are good reasons for a noble to limit his offspring. The first is to prevent day to day assination attempts in the nursery and civil war on the noble's death and the other is that with longevity and absolute fertility it is easy to crank out a new heir (or even five). <br />
<br />
* Not necessarily. Post Black Death, when peasants' standard of living improved, they married later, had fewer children, and generally did what has been happening in Europe & Japan for the last 50 years. Speculation - they didn't need as many kids to look after them in their old age, or they chose to spend their new wealth on themselves - 1350s was a me-generation.<br />
<br />
* People tend to forget the darker periods of some cultures histories when while it wasn't possibly to prevent conception, infantacide by exposure was a valid method of disposing of unwanted newborns. Birth Control seems a much nicer alternative to the grim reality of times pass. [[user:Helen|Helen]]<br />
<br />
And then there is the problem that humans and advanced food production cause population growth figures not normally seen outside a petri dish. Perhaps the Wild Elves were on to something with their regular cullings of the humans after all...<br />
<br />
==== Other stuff ====<br />
<br />
* *Why investigate assainations? When you have the potential for 30 children, why investigate so closely? In any case, the assassian is ambitious and capable, while the victim is not so good heir material since they clearly got tired of looking for ground glass in their porridge.<br />
<br />
What I want is the oppotunity for viscious political infighting and short nasty wars where life is exceedingly cheap. <br />
<br />
The guild's gender equality, tolerance of race, religion and desire to end the universe is a bizzaro artifact of the game. I dont think it should be applied to the campaign society at large.<br />
<br />
[[William]]<br />
<br />
==="Cosmetic" Differences===<br />
<br />
People without access to magical healing will appear, due to the ravages of a "minor" diseases (ones with catchy names like Impetigo, Scroffula, and various types of Pox) and injuries, to be markedly different to those who do. The wealthy Middle class and Nobility would likely seem to glow with good health and be miracluously free of the blights of the less fortunate.<br />
<br />
[[The Renaisence]]<br />
<br />
==Transport==<br />
This is one area not too badly messed with by Magic as the trandportation of bulk items is still fairly trickly. The main impacts are probably shipboard mages. Realistically if you company has an Air/Water Mage they would train as many of their officers as possbile in the important spells.<br />
<br />
==Gender==<br />
In the Guild, you can come from anywhere and be anyone you want because its a game.<br />
<br />
And also because it's a game, the question of how hard it would be to be a female adventurer is often avoided because it is considered to be obnxious to behave in as sexist a fashion as was common 100 years ago, let alone 500. Even if you are "just pretending".<br />
<br />
While the Guild is in no way the norm for it's society, but it does reflect some of the changes that magic might have wrought. Magic is a great leveller over physical strength and exposure to elder races, who's sexes are apparently as powerful and awesome as each other, may have prevent such inequalities from becoming as entrenched in societies on Alusia.<br />
<br />
So you can play a female hobbit who decided to see the world rather than stay at home making, um, more hobbits. It's your character, go ahead. Just accept that you're a little wierd. That you are not the norm.<br />
<br />
Of course if there is potential for super-sized families then mabye it isn't so wierd for a certain level of society. The young noblewoman who is the 22nd daughter of Baron Whocareswhere doesn't have any real prospects of inheriting or getting married off and so may be free to make her own way.<br />
<br />
=Concepts to provide solutions=<br />
<br />
==The Renaissance==<br />
<br />
The campaign could be set in an similar period. College magic, semi magical skills like healer a were very rare to non existant in society until only recently in the baronies. As a result the magical 'technology' of the area has undergone a rapid jump recently and almost everyone is scrambling to catch up and catch on to what all the new possiabilities are.<br />
<br />
If abundantly availiable college magic is only recently availiable then we have room for old style castles and suspicious peasants right along side those embracing the new knowledge (like the guild).<br />
<br />
We can then don't have to spend too much time being concerned on how wierd a society with magic would be if it had been that way for the last few centuries, because it hasn't. If it is a recent thing then people won't of had time to work out all the kinks and immortal barons or ones fielding entire soccer divisions of offspring are rare aberations rather than the norm.<br />
<br />
We get to play in a fantasy setting which isn't too wierd while having the oppotunity for a few odd occurances.<br />
<br />
It also gives us a chance to make the non human societies of the game more than 'people with beards or spock ears'.<br />
<br />
Dwarves could be extremly long lived because of life prolonging and have cultural positions such as 'living anscestor', where a particuarly valuable member of dwarven society is effectivly immortal. In dwarven society, while a long life is a given, all the extras, including children, have to be earned. And dwarves live in their mountain homes because anything smaller is just too vulnerable to magical assault.<br />
<br />
As for giants, why are there no giant civilisations except in really remote areas? It could be that they have already been down the super magical food and families route. Every giant these days is still scarred from the memories of the "Great Hunger" when their society collapsed and stoically refuse to breed anything in those numbers ever again. Or live that long, or get anything resembling an agrian society.<br />
<br />
With Elves, again it gets interesting. They 'know' that reproduction beyond replacement is a Bad Thing. From an Immortals point of view, it is. The Wild Hunt was probably a cruel but needed element from the veiwpoint of an individual who could easily garuntee he'ld be around in 12,000 years. However the recent (yes, to an immortal 20,000 years is recent) scism of elven society and demon war has neatly removed everyone who actually knew that and all we have now is 2000 yr old whippersnappers trying to remember why uncle Vernon said to do things this way. Of course it might be a schock for anyone to discover that elves regard diplomacy in the same way most think of gardening.<br />
<br />
Orcs can get back to their true roots as sick degraded elves who have chucked all this 'care for your home' shit and gone for totally viral like fecundity. They have drastically shortened thier lives to add a certain built in imperitive to the cause of outbreeding every other bastard on the planet. All the 'prospect of being hanged in a fortnight' schtick and all that. Orcs breed, to breed and gain power solely for the cause of breeding. As a result an orc will go the path of having super family any time it's offered. <br />
<br />
- [[User:William|William]]</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=File:Elfenburg_Portal.jpg&diff=55761File:Elfenburg Portal.jpg2010-12-17T03:39:18Z<p>Rosemary: rough map for my adventure</p>
<hr />
<div>rough map for my adventure</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=File:BowcourtMaster.gif&diff=55760File:BowcourtMaster.gif2010-12-17T03:28:58Z<p>Rosemary: add to maps category</p>
<hr />
<div>[[Category:Maps]]</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=MMHS&diff=55741MMHS2010-12-16T01:25:19Z<p>Rosemary: </p>
<hr />
<div>==Overview==<br />
Commonly abbreviated MMHS, Mittelmarkhauptstadt is a city with a long history of laws & traditions built on, and mostly into, the volcano-spur spur at the end of a mountain ridge.<br />
<br />
It has long been a fortified place of temporal power, and was a vital control point of the King’s Highway, the [Old] [[North Road]], although [[Aquila]] has since built newer Highways & posting services in their territory.<br />
<br />
The quality of the inhabitants & dwellings varies greatly. MMHS has overcrowded slums (in the S.), ornate palace & apartments (in the N & N.W), with an extensive merchant community and middle class in the centre & E. Nonetheless, it is a great place to live or visit, if you can afford it.<br />
<br />
Paradoxically, MMHS has both a strong local culture and a cosmopolitan world-view. The city’s wealth and spectacular festivals have engendered a sense of “High Societyâ€. The midsummer Ball and the fortnight-long harvest festival both eclipse any other celebrations in any of the human baronies; and there are lesser festivals throughout the year.<br />
<br />
Even before the [[Middle Duchies War]], petty nobles & merchant princelings for hundred of miles around would “winter†in MMHS, usually from the Harvest-festival to the Spring-festival -- but sometimes for years at a stretch.<br />
<br />
==History==<br />
Although the city long predates the original [[Western Kingdom]], it is known as the City of Ulrich, the first of the kings. <br />
<br />
The Cathedral, built on the highest point is dedicated to the deified Ulrich, although some scholars believe Ulrich deliberate assumed the name & symbols of an even more ancient cult. MMHS was the seat of the Margraves of Mittelmark: their marcher lands lying between the March of [[Baratary]] (the river that [[Innesburg]] lies on) and the March of [[Bowcourt]]. When the last Margrave disappeared in the Last King’s [[Great Crusade|Crusade]], the Graf of [[Midheim]] also took over the territories of [[Hochland|Hochland-Bergsburg]], [[Blutsanger]], [[Groenstadt]], and [[Drakenwold]] -- all the other territories (including [[Syborite]]) being “inherited†by the counts, later Dukes of Aquila. These days the city controls the valley it resides in plus the forests to its west, and the whole is refered to as [[Midheim]] or,more recently, the Marquisite of Middlemarch.<br />
<br />
During the War, the city thrived, as a nexus for spies, arms-dealers, and the better sorts of refugee.<br />
<br />
On 1/1/800, although courted by King Carlos, Graffin Flavia (the heiress of the last Graf) actually married his rival, Don Diego de la Vega (a friend and occasional employer of the Guild). Diego has assumed the title of Marquis of Middlemarch, undaunted by the fact that the new Western Kingdom surrounds him on all sides, except the North (where [[Borovia]] is).<br />
<br />
Even locals cannot distinguish between MMHS’s truly ancient pre-Royal traditions, the many laws & “freedoms†granted by various of the Western Kings (the real kings, mind you, not that new pretender), the righteous laws of the Grafs; the variously romantic or pragmatic frauds “discovered†by the Grafs’ bureaucrats and functionaries; and merely bad habits laid down over the centuries.<br />
<br />
==Economics==<br />
===Major Resources===<br />
*accommodation & trade (especially in luxuries);<br />
*skilled craftsmen & guilds;<br />
*medicinal baths;<br />
*magical university;<br />
*good living;<br />
*history;<br />
*some technological innovation;<br />
*etc. <br />
<br />
===Points of Interest===<br />
*Cathedral;<br />
*Baths;<br />
*MUMS;<br />
*shops;<br />
*Opferhaus.<br />
*[[MMHS Mechanicians Guild|Maschine Aufbauakademie]]<br />
*[[College of Heralds]]<br />
*The MMHS Sanatorium<br />
:This slightly worn building in need or minor repairs is a centre for the rehabilitation of the mentally ill. Known for it's descretion and high success rate it has had a number of nobles pass through it's doors over the years. <br />
:Known Staff include<br />
:Brother Bernard a raphealite priest who comforts the patients and provides spiritual guidance in their time of need.<br />
<br />
'''Warning:''' Some streets are too steep for wheeled transport.<br />
<br />
==Population==<br />
Mostly human (or passably human); however many of the skilled artisans are Dwarven or Elvish, and many of the city’s clerks & bureaucrats are hobbits.<br />
<br />
There is a curfew in all districts except near the Magical University [in the N.E.], with a varying hours: dusk in the slums, up to midnight in the “entertainment†areas: the opera, brothels, chocolate houses, eateries, drinking establishments -- do not attempt to tell the difference without the assistance of a well-informed guide; some places are multi-purpose (although one does not drink chocolate at the opera).<br />
<br />
Night-faring nobles will not be arrested in the Noble district [N.W.], but any one else will be. <br />
<br />
===Languages===<br />
*Reichspiel;<br />
*Elvish (in the more expensive shops).<br />
*One can usually get by in Common or Basic Destinian.<br />
<br />
===Magic=== <br />
Do not cast magic unless you are certain you will not offend or alarm those nearby. It is specifically illegal to perform necromancy, treason, gain undue influence, disturb the peace, or litter through magical means.<br />
<br />
If a citizen or guard accuses you of Magickal Malfeasance, and there are any grounds or suspicious circumstances, the correct response is to pay a large bribe.<br />
<br />
['''Warning:''' prices in MMHS are expensive. Moreover, bribing a guard is more expensive, since he will have to give a backhander to his informant].<br />
<br />
Do not attempt to fly in MMHS -- it will fail in a pulse or two, even if flying naturally or ritually. Some spells & rituals may be purchased at the Magical University (at guild prices, by special arrangement).<br />
<br />
Creating a portal inside MMHS is as highly illegal as attempting to fly over the city (just not as fatal). <br />
Both are serious breaches of security - something the city, it merchants, & its nobles take seriously.<br />
<br />
There are NO public portals into the city; and any ''hypothetical'' portals are either in the hands of ''discrete'', trusted individuals whose worth or devotion is well known to the State, or else in the hands evil criminals who are highly motivated in enforcing their own secrecy on a "Don't-need-to-know" basis.<br />
<br />
There is a small range of invested that are also available at guild evaluation +20% especially the more socially acceptable spells of Namer, Celestial, Earth, Air, and E&E; few spells, apart from Flying or dark Wings, above rank 10. Healing up to Rank 9 is available, at a price, but you may have to wait a day or so for healing over rank 5.<br />
<br />
===VIPS (& Guild contacts)===<br />
*Marquis Diego, long may he reign;<br />
*Graffin Flavia<br />
*Herr Doktor F. Einstein (the "healer")<br />
*Father Bob;<br />
*[[Isil Eth]]<br />
*[[Axis]] the [[College of Heralds|Dragon Herald.]]<br />
<br />
----<br />
<br />
<br />
MMHS pops up in many games, but the quintessential adventure is perhaps “Enter the Cockroach†(Winter 799)<br />
<br />
[[Category:MMHS]][[Category:Ian Wood]] [[Category:Michael Parkinson]]</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=Midheim&diff=55739Midheim2010-12-16T01:14:00Z<p>Rosemary: add map</p>
<hr />
<div>[[Category:MMHS]]Artificial name, used by foreigners, to describe the independent “Country†ruled by the Grafs of [[MMHS|MittelMarkHauptStadt]] – now the Marquisate of Middlemarch.<br />
<br />
[[Image:Midheim.JPG|centre|400px]]</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=File:Midheim.JPG&diff=55738File:Midheim.JPG2010-12-16T01:10:20Z<p>Rosemary: Map of the lands controlled by MittelMarkHauptStadt</p>
<hr />
<div>Map of the lands controlled by MittelMarkHauptStadt</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=MiddleMarch&diff=55737MiddleMarch2010-12-15T20:39:43Z<p>Rosemary: /* Geography */</p>
<hr />
<div>[[Category:Fae]][[Category:Rosemary Mansfield]]<br />
<br />
MiddleMarch is an Un-Seelie fae realm. If if has a terrestial location or association this is un-known. It is thought to have regular contact with both the Seelie and UnSeelie Realms near [[D'arbres]]<br><br />
<br />
Inhabitants are known to speak a range of fae languages but not any mortals ones.<br />
<br />
===Geography===<br />
The realm seems to cover tens, if not hundreds, of miles. It is hot and humid, and the air resonates with the sound of birds and insects. The water sparkles and the flora and fauna are in rich vibrant colours. In contrast the sky is always hazy, and mists drift through frequently.<br />
<br />
It is mostly forested wetlands, with huge old trees and many, many waterways. The waterways team with fish, and many birds and small furry critters hunt them.<br />
<br />
One large region is more open with few trees but tall reedbeds, occasional open water and coastal birdlife. Hidden in the reeds are occasional low grassy mounds.<br><br />
<br />
There is a single low rocky hill, known to all as The Highlands. It is covered with open deciduous woods. One small valley has a ring of Silver Birch and travellers using the fae mists always arrive in this dell. From there is a path leading down to the Kobold village and waters edge. The Kobold village is a dozen small stone cottages with slate roofs in a circle. Nearby is a small stone wharf with a few punts.<br><br />
<br />
The Court is in a deep dark forest pool, the edges interlaced with roots from the huge trees.<br><br />
<br />
===Court===<br />
The court of Middle March is made up of at least a dozen [[nixie|nixies]]. They are human sized with white/green skin, golden hair, webbed digits, gills and sharp green teeth. They wear bright feather cloaks, aligator skin armour and use harpoons. They have both fey and water magics.<br><br />
<br />
It is unknown if they have names amoungst themselves as they use titles with the other fey, eg. Lord, Lady, Crone, Witch, Warrior, Hunter, Bard, Hostess, Sheild, Healer.<br><br />
<br />
While Un-Seelie they are not automatically hostile to visiting fae, but are completely indifferent to the fate, interests or wealfare of mortals.<br />
===Subjects===<br />
'''[[Fossegrim]]: ''' live wholely in the water and have nests deep in mud banks. They are omnivores with ¾ of their diet animal based. While intelligent these fossegrim are not really tool users and their only magic is that intrinsic to fey. They live mostly solitary. They will happily eat sentients unless they have been recognised by the Court.<br><br />
<br />
'''Fenlings: ''' (cf [[brownie]]) The fenlings are small cheerful folk with Mediterranean colourings. They are very social and musical (singing, bird calls, reed pipes). They live in extended family groups on floating reed rafts with small houses, and move around on little reed canoes (maybe 3" by 1"). They are hunter/gatherers especially fishing, bird trapping, harvesting water plants and seeds and also do simple weaving from flax & water plant fibres. They dress in feathers and linen, normally in natural colours but have festival clothes in bright colours.<br />
Names are one syllable from natural noises & sights, eg: Splash, Drip, Flutter, Sway, Chirp, Squeak<br><br />
<br />
Unlike most of the Realm they are curious and predisposed to be friendly.<br><br />
<br />
'''Will'o'wisps: ''' (cf [[pixie]]). Tiny winged fey with chameleon abilities, mostly appearing as large insects. They move in flocks of 6-12. It is hard to hear them speak as they have high quiet voices which fade into the background ambient noise. They have only a short term memory and are very easily distracted so it is difficult to relate to them as sentients.<br><br />
<br />
'''[[Kobold|Kobolds]]: ''' There is a village of Kobolds living in the "Highlands". They look superficially like elderly dwarves, a smaller, weaker and greyer with very gnarly faces. They are artisans and dress in bright clothes. <br><br />
<br />
They are general shy, but as they are near the main travelling route they are courteous to unknown fae, and <i>may</i> help mortals. They will ferry appropriate visitors to the Court.<br><br />
<br />
'''Mortals''' There are no mortals living in this realm</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=Rosemary_Mansfield&diff=55406Rosemary Mansfield2010-12-09T01:44:49Z<p>Rosemary: </p>
<hr />
<div>[[Category:Rosemary Mansfield]]<br />
Rosemary GMs and plays.<br />
<br />
Rosemary has a number of characters including<br />
<br />
* [[Amelia|Amelia Pendragron]], Halfling, Non-Mage, High<br />
* [[Kayseri|Kayseri Nevsehir]], Human, Illusion, Medium<br />
* [[Imri|Imri Athaliah]], Elf, Celestial Mariner, Low<br />
* [[Phyzakerlea]], Human, E&E, Low (retired)<br />
* [[Shemin-ah]], Human, Ice, Medium<br />
<br />
Adventures:<br><br />
<br />
Summer 811 [[We are still walking to China]]<br><br />
Autumn 810 [[Slow Portal to China]]<br><br />
Spring 809 [[A Pirate's Lament]]<br><br />
Winter 807 [[Neither Hare nor Thar]]<br><br />
Summer 804 Coming Forth by Day (no scribe notes)<br><br />
Summer 802 [http://dq.sf.org.nz/library/snsu0203.pdf Joe the Balrog]<br><br />
Summer 801 [http://dq.sf.org.nz/library/snsu0101.pdf The Great Mummy Hunt]<br><br />
Winter 798 [http://dq.sf.org.nz/library/snwi9803.pdf Kali and the Five Dwarves]<br><br />
Summer 798 The Twisted Avatar (no scribe notes)<br><br />
Spring 796 Neverland (scribe notes held by Rosemary)<br><br />
Winter 796 Delta Baby (no scribe notes)<br><br />
Spring 795 [http://dq.sf.org.nz/library/snsp9503.pdf Delta Blues]<br><br />
Autumn 795 [http://dq.sf.org.nz/library/snau9502.pdf Illusion, Delusion, and Dainty Danger]<br><br />
Spring 794 Lost Hobbit Adventure (no scribe notes)<br><br />
Spring 791 Trevaris the Ghost City (no scribe notes)<br><br />
Winter 791 Jellinfeld's Pumping Machine (no scribe notes)<br><br />
Autumn 791 The Monumental Blunder (scribe notes hel by Rosemary)<br><br />
Spring 790 Zoo Quest (no scribe notes)<br><br />
Winter 789 Eringdale Kidnaps(no scribe notes)<br><br />
<br />
<br />
<br />
----<br />
<br />
example syntax for font colours:<br />
<font color="#CD5C5C">test</font><br />
<br />
for a list of colours by hex reference see: http://en.wikipedia.org/wiki/Web_colors#X11_color_names</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=Kheledgundu&diff=55334Kheledgundu2010-12-07T00:49:52Z<p>Rosemary: details from the last adventure</p>
<hr />
<div>'''"The best spider silk in the world comes from Kheledgundu"'''<br />
<br />
Amoungst the weaver and fabric trades and this place is semi-mythical as No individual individual guild or trading house seems to be able to source Kheledgundu silk reliably. However every 5 - 8 years some of this yarn comes onto the markets in [[Elfenburg]], [[MMHS]] or in [[Alfheim#Eidolon|Selkai]] .<br />
<br />
The guild has identified that Kheledgundu is a dwarven mine deep in the [[Dragonspine Mountains]] west of [[Elfenburg]] & north of [[Bowcourt]].<br />
<br />
In Common Kheledgundu translates to Glass Hall or Glass Cavern.<br />
<br />
The dwarves of Kheledgundu worship [[Ahriman]] whose tomb was in their halls, and over the years have become changed by [[warpstone]] into [[Dark Dwarves]]. In 790wk Kheledgundu was abandoned as the dwarves chose to become Ahriman's mortal army. It is not know where they are now based but in recent times this army assisted in the alliance against the [[Dark Circle]] and have been active in [[Terranova]] fighting [[Apollyon|Apollyon's]] forces. <br />
<br />
Those who remained in Kheledgundu are of dubious sentience and resemble dwarves crossed with crabs with pincers, spindly legs and small heads.</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=Ahriman&diff=55331Ahriman2010-12-07T00:36:22Z<p>Rosemary: adding a link</p>
<hr />
<div>[[Category: Powers of Darkness]][[Category:Ancient Dragon]][[Category:Martin Dickson]]<br />
Ahriman is the eldest son of [[Baal]] and [[Anu]] and his powers lie in darkness and the cthonic realms. He is called "The Master of the Dark City", and was known in ancient days as ''Nergal''.<br />
<br />
Slain in the war that brought about the fall of his father, Ahriman's spirit stayed in the mortal realms, manifesting as a shapeless cloud of utter darkness with two red glowing eyes. He was known as a demon to the elves from ancient times to the fall of their empire, and was consulted by great wizards and sages.<br />
<br />
After the [[War of Tears]] he was cast down by the new demons and imprisoned in a magical tomb, fashioned from a block of obsidian and hidden deep within the [[Dragonspine Mountains]] near the area of present day [[Foxcourt]]. A second piece of obsidian, shaped like a large egg, formed the key to the tomb and that was cast into the aether, coming to rest in the plane of [[Empyrea]].<br />
<br />
During the thousands of years after the War of Tears the tomb under the mountains leaked some of Ahriman's power, which seeped into the rocks to form [[Warpstone]], the effects of which warped and twisted the dwarven miners who lived in the area [[Kheledgundu]] turning them into [[Dark Dwarves]]. The tomb was located by one of Baal's balrog servants named [[Garthron]] who took it upon himself to protect the tomb, and to one day free his master. In the meantime he nurtured the dwarvs, and taught them that Ahriman was their sleeping god, (and Garthron his servant). He gained the chance to release Ahriman when in 789 WK a Guild party ventured into the area and Garthron gave them the task of finding the key to his master's tomb (on pain of his considerable displeasure). <br />
<br />
While Ahriman remained trapped in his tomb, two avatars had manifested in Empyrea, the controlling, ambitious and power hungry being known as ''The One'', and the kindly arch-mage ''Doc'', champion of the free peoples of Empyrea. Both felt compelled to influence events on Empyrea, touching off many wars over the millenia. Thirty years ago, The One, helped a dark lord named Krelloc into power and slowly beat back the free Emypreans. In 790 WK a Guild party procured the key to the tomb and returned to Alusia freed Ahriman. With Ahriman's release both Doc and The One vanished.<br />
<br />
The Ahriman who was released however was a very different being to the one who had been trapped. Thousands of years of contact with mortals on Empyrea, and seeing (and causing) both sides of the struggle between tyranny and freedom had changed Ahriman considerably.<br />
<br />
Thanking the party for their assistance, he dismissed Garthron, and disappeared into the dark under the mountains with his dwarven followers.<br />
<br />
Ahriman resurfaced after the release of his brother [[Apollyon]], and it became known that he opposed Apollyon's plans to release their father [[Baal]], and bring about the destruction of Alusia. He also became involved in local situations sending some 500 of his heavily armed and armoured Dark Dwarves to join alliance forces against the [[Dark Circle]]. Over in [[Terranova]] Ahriman's forces, bolstered by local primitive dwarves fought a bitter underground battle against Apollyon's northern army who were attempting to breach the hills surrounding the central Drow lands and drive towards the city of [[Kadath]].<br />
<br />
It also came to light that under the same Red Hills in Terranova Ahriman's local minions had for thousands of years been tending enormous reservoirs, a dark graal containing the waters that would one day revitalise that arid land. This great work appears to have been a favour or obligation that Ahriman was discharging to [[Xanadu]] the dragon-father.<br />
<br />
Apollyon's forces finally pushed through the hills, though it is believed that Ahriman may have guided their exact route in line with his eventual plan. Apollyon's forces flooded the sea of silt in the central Drow lands, and attacked Kadath which was defended by the armies of the [[Ruby Scourge]], assisted by Ahriman, and elementals working for [[Istu]]. In the climatic battle for the city, Ahriman's forces withdrew, and Istu's elementals undermined the crags surrounding Kadath (which they had been defending), causing Apollyon's floodwaters to surge into the volcanic area around the city. A vast explosion obilterated Apollyon's army, and destroyed the city.<br />
<br />
With the release of Baal and his subsequent departure with most of the remaining [[Ancient Dragons]] from mortal realms, Ahriman is believed to be back working with his dwarven followers, and now reunited with his wife from the ancient days, [[Eriskigal]].<br />
<br />
His (and her) current whereabouts are not known.</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=Imri&diff=54616Imri2010-10-28T00:37:39Z<p>Rosemary: add latest adventure</p>
<hr />
<div>[[Category:Character]][[Category:Rosemary Mansfield]][[Category:Celestial Mage]][[Category:Elves]]<br />
<br />
<div id="rotkTravel" style="float: left; width: auto; border: none; <br />
<br />
text-align: center; margin: 2px 20px 2px 2px;"><br />
[[Image:Imri.jpg|165px]]</div><br />
<br />
<br />
<br />
Imri Athaliah is a young Elvish woman from a naval family in the Elvish Isles. <br />
She joined the Guild in Summer 807, under the guidance of [[Tari]].<br />
<br />
She is a [[Celestial Mariner]], and Cutlass is her prefered weapon.<br />
<br />
<br />
Originally a water mage, during Summer 810 Imri offered to give up her college in return for [[Aim|The Fire Duke's]] assistance in destroying a greater undead that was threatening the party and the local villagers. Instead, he transmuted her magic to Fire College. As she was extremely uncomfortable with the destructive nature of this, Sammael (who was one of the parties to the original deal) arranged to transmute it again, this time to [[Celestial Mariner]] (which is Celestial Star with a few minor changes).<br />
<br />
<br />
<br />
<br />
<b>Awards:</b><br />
:Smartest 1 Fruit 810 (for plan during [[Ghost Town]] contract)<br />
<br />
<b>Guild Contracts:</b><br />
:[[The Rainbow Gates]] Spring 810<br />
:[[Ghost Town]] Summer 810<br />
:[[Watching the Watchmen]] Autumn 809<br />
:[[Thanks for all the fish]] Summer 809<br />
:[[Fair-bound Ride]] Spring 808<br />
:[[Horse Thieves]] Spring 807<br />
:[[Scouting for Silus]] Summer 807</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=Amelia&diff=52577Amelia2010-06-16T02:02:52Z<p>Rosemary: </p>
<hr />
<div>[[Category:Character]][[Category:Rosemary Mansfield]][[Category:Ranger]][[Category:Herbalist]][[Category:Noble]][[Category:Gracht]]<br />
<div id="rotkTravel" style="float: right; width: auto; border: none; text-align: center; margin: 2px 20px 2px 2px;"><br />
[[Image:Sheild-sml.JPG]]<br>Warden of the Rising Forest</div><br />
<br />
Amelia is a mature female halfling. She is a non mage, specializing in Ranger, Herbalist and a variety of outdoor abilities. She has been a guild member for 2 decades.<br />
<br />
She is married to a retired guild member Arthur Pendragon and they have two daughters: Theodora (b. 3 Vintage 806) and Madeline (b.18 Harvest 809). The Pendragons have lands and titles in [[Gracht]]<br />
<br />
Amelia owns an [[Aeir Scooter]]<br />
<br />
<br />
<br />
Amelia likes concrete results of her efforts and has:<br />
* [http://www.dragonquest.org.nz/dqwiki/index.php/Image:Gracht-sml.png created the maps of Gracht] <br />
*[http://homepages.ihug.co.nz/~rmansfield/Wiki/Amelias_Herbal.pdf writen this Herbal for Rank 8 Herbalist]. <br><br />
* [http://homepages.ihug.co.nz/~rmansfield/Wiki/DaffodilPotion.pdf invented the Potion of Joyous Recollection (Venenum recordationis gaudentis)]</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=In_Her_Majesty%27s_Somewhat_Secret_Service&diff=52516In Her Majesty's Somewhat Secret Service2010-06-15T02:29:21Z<p>Rosemary: spelling</p>
<hr />
<div><div style="float: right; font-size: smaller; margin-left: 10px; ">__TOC__</div><br />
[[Category:William Dymock]][[Category:Scribe Notes]]<br />
[[Scribe_Notes#Winter_808_WK|Scribe Notes]]<br><br />
== Summary ==<br />
'''Adventure''': In Her Majesty's Somewhat Secret Service<br><br />
'''GM''': [[:Category:William Dymock|William Dymock]]<br><br />
'''Session''': [[Winter]] 808 wk<br><br />
'''Night''': Mostly Tuesdays - Nights shall be rather random due to erratic work schedule<br><br />
'''Level''': [[Experience#Quest_Level | Extreme]]<br><br />
'''Location''': Chez Ellis, 34 Heretaunga Ave, Onehunga <br><br />
; Party<br />
<br />
*[[Isil Eth]] - played by Ian Wood<br />
*[[Silverfoam]] - played by Michael Parkinson (Mil Sci)<br />
*[[Naden]] - played by Michael Young<br />
*[[Sabrina]] - played by [[User:Dean|Dean Ellis]] (Party Leader) Suppose I better move to the frontline :-)<br />
*[[Amelia]] - played by Rosemary Mansfield (Secondary Mil Sci)<br />
*[[Bleyze]] - played by Craig Harper<br />
*[[Axis]] - played by Greg Graydon<br />
<br />
Scribe will be per session rotation starting in alphabetical order from Amelia<br />
<br />
<br><br />
; Employer<br />
: Her Majesty's Privy Councillor, Maristal<br />
; Mission<br />
: Alfhiem is a beautiful, utopian pardise where elves happily spend their years in idyllic pursuits. Life is perfect, serene and untroubled by the maladies that plague other lands. As a result, the adventurers are hired to see that this happy state of affairs is seen to be continuing.<br />
; Pay<br />
: Pay will be 30,000 each (payable in items or gold) and paid out of the Privy Purse (which still has some small change for these little tasks). Our employer's expectation that we will be able to solve all of Alfheim's problems in 3 days is gently refuted.<br />
<br />
= Scribe Notes =<br />
== 1st of Frost 808 Introduction ==<br />
We organise guild contracts and set the <br />
::'''1st Rule:''' No Smoking in the Elven Court.<br />
<br />
A discussion on the current affairs in [[Alfheim]] indicates that the party recently in Alfheim, discovered a curse of apathy on all those resident within its borders, probably set by [[Savnok]] - Marquis of Corruption. However the written information seemed unclear. They also have bought the province of Lalhaudh and [[Lucius]] (as Lord Protector) to the active attention of the Court.<br />
<br />
<br />
We then visit the Alfheim Embassy to discuss the contract. We note a force of [[Alfheim#Elvandar|Elvandar]] camped in the grounds. The meeting is held during a informal and energetic party. <br />
<br />
Maristal says that there are a large number of issues facing Alfheim, and he believes that the most important issue is that they have no money because no-one is paying their taxes. He suggests that we should "take tea with the Queen" and spends some time describing the tax situation, and some of the other issues he sees as needing action.<br />
<br />
<br />
; Unpaid Taxes<br />
* The land taxes from each province are due every decade, but haven't been paid by most for hundreds of years. The only exceptions are the [[Elven Isles]] (3 provinces) which has paid once in the last century, and Lalhaudh which paid last quarter.<br />
*Receiving taxes is the responsibility of the Most High Minister of the Counts, Basan.<br />
*There are twenty-four provinces in Alfheim and three in the Elven Isles. The taxes are set at 50,000 sp, this figure has not changed for millennia (and we suspect wouldn't pay for the Queen's pocket handkerchiefs).<br />
*Each province has an excuse for not paying the taxes, e.g. <br />
**Nagarine cults, demon worshipers.<br />
**a dragon, <br />
**swarms of halflings causing agricultural disaster, <br />
**giant beast men being lead by undead, <br />
** there was a rumour that one of the excuses is "wild daffodils", but this wasn't mentioned by Maristal as a concern of his.<br />
*One of the Elvandar provinces have sent troops in lieu of taxes, but they have previously requested not to do so.<br />
*Maristal thinks it is especially important that all the provinces are seen to pay taxes this decade, because there is an unfortunate precedent set by the last time Lalhaudh was the only province to pay. In that instance shortly there after the Lord Protector of Lalhaudh removed the Queen's head. As Lalhaudh currently has a Lord Protector again; Maristal does not want history to repeat itself. <br />
<br />
; Other Issues<br />
*Lake Eidolon is bubbling (in patches) for no natural reason<br />
*There is a movement agitating for the Queen of abdicate in favour of her heir the Princess<br />
*A deputation from the Sword World ([Calamar]) was murdered at Court; and they don't know how it was done.<br />
*The [[Beltan Elves]] have made demands of the crown: 12 flying ships, 18 nexus stones, and a fae ring for [[Elfenburg]] (aka Bergelfen). (we note that the University in Teranova probably has spare parts for flying ships).<br />
*and the various issues used as excuses for not paying taxes.<br />
<br />
<br />
Maristal says the Queen may have other priorities and we should present ourselves to the Master of Ceremonies in Eidolon to arrange Tea.<br />
<br />
We ask for an introduction to Basan, but this is refused with gentle hints that the Most High Minister and the Privy Councillor are in competition, and the former will probably not freely assist us. <br />
<br />
<br />
We return to the Guild to organise travelling, with a tentative plan:<br />
*to go via Elfenburg and talk to the Beltan Elves<br />
*then to travel to Eidolon (probably flying) and visit the Queen.<br />
*we can probably use the unpaid taxes as an excuse to poke around the provinces asking nosy questions, but we need a writ or such.<br />
<br />
<br />
We receive an invitation to dinner, followed by hunting, from Lady Nimue, who is the Lady of one of the [[Alfheim#Elvandar|Elvandar]] provinces. We meet her in one of Seagate's nicer restaurants.<br />
<br />
Lady Nimue is visiting her cousin Carreanne, who is a guild member. Her company is booked on the slow portal to Elfenburg in the morning, as they are going to Eidolon. Lady Nimue is sending troops as taxes as she is highly concerned at the incursions into Alfheim that she feels are not being addressed forcefully enough. She offers us their escort to Elfenburg or further. As they will take several weeks to march from Elfenburg to Eidolon we accept only to the first.<br />
<br />
The evenings hunting is with the Lady and a few of her attendants. As they are part of the Wild Hunt we arrange with the Seagate Guard to target a know nest of undead beyond the border.<br />
<br />
== 2nd of Frost 808 Elfenberg ==<br />
We caught the slow portal to Elfenberg. With a company of 150 [[Alfheim#Elvandar|Elvandar]] troops as escort nothing untoward happened.<br />
<br />
On arrival at [[Elfenburg]] we visited the embassy. It was undergoing repairs after the attempted surgical strike by the [[Calamar]]. A bunch of Beltan workmen were being very industrious. They had cleared out the last five centuries accumulated bric-a-brac and were recreating the killing zones and arcs of fire so beloved of the Beltan elves. They are looking to put in a new fairy ring which will hopefully brighten the place up a bit. They have repainted the embassy in very austere colours. Its very drab and makes it look a bit dwarvish. We may need to add redecorating the embassy to our list of tasks.<br />
<br />
[[Isil Eth]] seemed quite put out by the modifications to the embassy but it is one of her <br />
houses. She lives in the attic. A very modest 4 floors which the workmen hadn't quite reached. We briefly discussed warding the place against the workmen.<br />
<br />
We were heralded up the stairs by Amelia (like sheep) and presented before Force Commander Ellia of the Beltan. He is the head architect, decorator and colour consultant. He is a bit miffed that he has been relegated to this rural backwater to create hospitals, staging areas and fire up recruitment. He would rather be in the front line in Ruska in the Beltans war against the Calamar. <br />
<br />
The Beltan elves want 6 ships, not 12 as previously quoted and they want to set up a series of Nexus stones to stop portals and summonings, Real time clocks so that no one is ever late and Fairy rings to stop multi-dimensional beings.<br />
<br />
They are stressing the importance of the Calamar war as if its a good thing that Alfheim needs to be involved in.<br />
<br />
In the Afternoon we went to see Aubrey the treasurer of Alfheim. Amelia had to do some urgent herb shopping and was last seen travelling rapidly away from the party. Aubrey was very upset about the dissappearance of the Chalice of Kwallier and appeared to blame the hobbits. Normally he would be right but this time it was the Calamar. Unfortunatley we were there when he caught a few hobbits and shook them down to see how much missing silver ware they had. We didn't know if healing them would be considered aiding and abetting.<br />
<br />
== 2nd of Frost 808 MMH and Borovia ==<br />
We detoured to MMH so that [[Isil Eth]] could pick up a few dresses. The rest of us took the opportunity to get something more courtly than field plate and hand and halves as well. Then a quick port to Borovia for [[Silverfoam]] to pick up a boat to sailing to Eidelon.<br />
<br />
== 3rd of Frost 808 Eidelon ==<br />
In Eidelon we bumped into [[Isil Eth]]'s father, The Warden of the Southern Marches.<br />
<br />
He was quite put out at being recalled to Eidelon because of the recent attacks. It had spoiled a year of fishing. He's looking forward to retirement now that the Beltan are taking over the military and is hoping to get pensioned off soon. He appears to have succumbed to Savnoks curse. He mentions that while he has been recalled to Eidelon the Elvandar want the Warden of the Eastern marches and the guard withdrawn from the East and that hasn't happened. We convinced him to stay at his post and encourage the Eastern Warden to do like wise with his guard.<br />
<br />
== some time later ==<br />
We had tea with Aunty.<br />
As we spoke the city came under attack, so we rushed to defend the court. Nasty things are phasing in and out and killing courtiers as they looked for the Stone of Rulership. A Nasty slit the throat of a courtier and began a ritual, whereon Amelia sured the dying courtier and the Nasty became stunned. Blyze charged and killed a fire Elemental! <br />
We got outside in time to see a large pillar of basalt disappear into the void.<br />
Interogating a captured Nasty we learn that Mousy, a Red Dragon, wanted the Stone and that the bassalt collumn as a transport ship for the Nasties. Mousy had told a story:<br />
''When the lake befins to boil<br />
The one on the throne will loose their head.''<br />
So Mousy wanted the Stone taken from Aunty's head (where it normally is) and also wanted one of the infernal engines that holds the city in the air. I did not know we used magic to hold this city up, I just thought it floated. This is far to simple to be an astrology reading.<br />
The Nasties were also told to look for ''Shool'' a Greater Summoner who talks to powers and knows many things.<br />
We were also told:<br />
*Watch for Old Masters = Calamar?<br />
*Cold = farm (bury undergound and they will grow large and can be mined after many years) crystals for their spires<br />
*Hot = seed field for foods<br />
There are 15,000 Nasties<br />
There are 25,000 Calamar all up.<br />
<br />
Continuing our interupted Tea, Aunty would like us to rally the provinces to kill the miscreants.<br />
We got permission to visit her at any time.<br />
<br />
'''Discussions'''<br />
''Coincidence?''<br />
#An attack - opportune?<br />
#A prophecy, which were two lines of common sense gibberish<br />
#Mousy pointed them here: is Mousy a big threat?<br />
#Red Dragon in provinces. = Mousy?<br />
#Beltans know what defences should be in the city and these Nasties weakened those defences that are there<br />
#Rallying the provinces<br />
##Elven Apathy?<br />
##Could the provinces see the weak capital as an opportunity to secede?<br />
# Provinces claim they cannot cope<br />
# Curse from a Demon - can we remove it? Big S? What happens if the curse is removed? How old is the curse? <br />
#Beltan want to restore some of the old lore<br />
#City shook 4 seconds after Aunty said "Big S's" name<br />
#Elvandar elves want retrospection<br />
#The Nasties took on their Basalt Pillar some people, pretties (=defences?) and support magics<br />
<br />
''some options''<br />
#Curse<br />
#Mountain<br />
#A province<br />
#The greater summoner<br />
#Research ELves and their status<br />
#Restoration of Defences of Eidolon<br />
#Talk to Unseelie Elves<br />
<br />
<br />
<br />
== <Five> <Six> Seven! go wild in Munsterland ==<br />
<br />
Isil Eth was off doing royal stuff, Bleyze was off polishing his knuckle bones and Axis just stepped out I suspect to shag that silver dragon we met earlier. The rest of us (Sabrina, Amelia, Silverfoam, Ajax and Naden) decided that we weren't quite up to slaying a dragon with half the party AWOL so we would investigate the Nagarine cults up north. We decided to disguise ourselves as a traveling Troubadour group as we all had some skills in this area. So we purchased 5 invested illusionist scrolls (to disguise Sabrina) for 6 Royals and hired a barge for the journey north.<br />
<br />
We spent a week traveling north up the canals. stopping off to do a show at various towns long the way and gather local information. We learn that Munster is a province where much of Alfheim's heavy industry is located with mining in the eastern hills. Hazards, include Goblins, Gibbons and a certain red dragon we were trying to avoid who roams east of Koln in the foothills and mountains. He taxes travelers and miners but isn't found near the river much. We met the local sheriff, a staunch chap by the name of Lord Caldyr who agreed to accompany us against a village of Nagarine cultists that he hadn't been able to wipe out in the area.<br />
<br />
We leave that night on Silverfoam's ship with Lord Caldyr and 9 of his friends. The ground is heavily snow covered making the approach to the village difficult. Amelia scouts the area in her bird form and finds 2 guards on each of two gates and 2 wandering guards. She narrowly avoids some tame gryphon's(?). We also determine there is some powerful pattern/effect, protecting the village which is pacted to [[Seir]], The Willing Prince. We decide to just sail the ship straight over the front gate so we can disembark at the entrance to the long house. After a few pre-combat spells and rituals, Ajax kicks the front door in and we clear the long house quickly apart from a couple of elves who ran out the far exits and two children we take captive. Approximately a dozen elves and two devils are dispatched.<br />
<br />
Fortunately everyone (Bleyze, Isil Eth and Axis) turned up in the event and we found an underground place of horror. The demon prince Big S had created a type of creche, similar to the Calamar, but here people seemed to be drawn into a writhing mass of sentients, cruelly morphed with limbs and torsos all interwoven. The cult could force the cursed mass to spit out some sort of flesh golem's. We killed the creatures protecting it and then Sabrina turned the entire mass to stone to be dealt with later.(After divination we determined there was nothing we could do for the unfortunates trapped. We changed the horror into straw, blessed it and burnt it. Seemed to stop the screaming of the inhabitants, so that was good). There where two exits from the chamber. One lead to a portal to the Elemental Plane of Air, the other lead to a prison of sorts where 20 assorted women were fused into the floor while being tormented by Imps (who wisely fled). The women had been ravished by assorted demonic beings and were all now pregnant with foul campion offspring. Silverfoam was able to abort all of the cursed offspring and we freed all but one of the women (she had been slain when the fetus had erupted from her body on our first approach) who were being used in a satanic rite and Isil Eth called on Manwe, Varda and Yavanna to bless them and cure their futures (ease memories and so on). A bit of a Sacrifice but worth it.<br><br />
<br />
We cleared the rest of the village, divinated, looted etc (fortunately Sabrina had sealed the area so Big S et al were kept at some distance while we tidied up).<br />
<br />
Off we went to do battle with Big S, whose companions included two rocs, three daemons, a air elemental and some others. Sabrina and Naden destroyed the daemons in close combat while we took on the rocs. Mental Attack seemed to work on one roc and Agony did for the other. Axis and Silverfoam banished the Air Elemental after it tenderized Naden a bit. Big S then took hold of Blyze and teleported with him to the bottom of a deep lake, abandoning him there. Sabrina prevented his twinkling eye so he went for Isil Eth after instantly resurrecting the slain roc. However she struck him with her Royal Rapier in her iconic hand (blessed relic) and destroyed him - for three months. <br />
<br />
Naden charmed the remaining roc as a pet. Anyone have some spare Hippopotamus as food for a cute pet? It turns out that you can prevent Seir from teleporting away with you with an amulet made from the eyelash's of virgins, but of course we didn't have any, but we should get hold of some for next time.<br />
<br />
Lord Caldyr gave us a letter to his wife, the countess ??? who is resident in Eidolon.<br />
<br />
So we went to Eidonlon, via the lake to get Blyze who had almost walked out. He had found a (dead) saint/knight of St Michael, so he took his sword and holy symbol(dagger) as identifiers.<br />
<br />
==Eidolon 2==<br />
We breifed Aunty, spoke with the head of the Beltans (who will owe me a favour if we go to the west and bless an area) and with the Countess (who does owe me a favour). (one of the women we rescued was her cousin).<br><br />
<br />
An academician, Tangleweed, had been investigating the curse and it's effects. He alterted us to the existance of eight foci which maybe places or probably artifacts. These are scattered throughout the empire. He gave us a bunch of research to help us locate these.<br><br />
<br />
He also advised that the Elven peoples are declining in number, as we never replace those lost in tragedies. He surmised the race is doomed, possibly in the next few centuries. The only times the birth rate has increased was in rare instances of the Spring Rites of the Elder Gods. He thinks that if the Spring Rites were held thoughout Alfheim for a decade then the birth rate would rise enough to increase the population.<br />
<br />
==Daffodils==<br />
On about the 11th swe identified that the daffodils were not related to curse but a "blessing" from Sharmanez (elven trickster god). Amelia solved the daffodil problem. <br />
<br />
We locate the priest of Sharmenez who has been spreading the daffodils and have words with him. The daffodils have been growing in the area for 100's of years and the impact of them has waxed and waned a number of times. This time is has just got completely out of hand. He tells us a few other useful things:<br />
* Sharmenez can teach any language<br />
* This priest knows how to build nexus stones<br />
* He tells us how to find the Wizards Tower of Mythalagos<br />
* He says that the eldar gods are tired and want to retire. (Isil Eth suggests we find an honorable way for their followers to transfer to newer gods and a way for the gods to retire gracefully. after all, what does a disgruntled god become? Demon? 72 are enough already.)<br />
<br />
He gives us a "counter-name" for the daffodils that takes them <u>completely</u> out of existence. Silverfoam saying the name clears about 50' diametre of daffodils, but namers hear a large bell tone. We've been advised that namers are aware that something has been "un-named".<br />
<br />
<br />
==Finding the Fergensee Foci==<br />
We locate the Wizards tower where the black mage Mythalagos and the Queen of the Dryads have been cursed to be deeply in love with each other. Mythalagos is pacted to Palamides, but the foci for the Alfheim Curse is found in a long buried temple to Bune under the tower. <br />
<br />
Everyone who touches or enters the tower becomes geased to "not rescue the queen". The local village is made up almost entirely of ex-adventures / mercenaries who have been caught in the geas and have worked out cunning ways of preventing allies of Mythalagos rescuing him. The baker, who used to be a bounty hunter/assassin is particually helpful.<br />
<br />
<br />
We decide to break the love pact, making an ally of the Queen. Amelia gets caught in the geas for a while but a discrete sleep spell prevents unfortunate consequences.<br />
<br />
==Episode the 10th==<br />
<p>The party removed over 100 miles so that the <em>Greater Curse</em> could be removed without interruption. But we were tracked down by the bounty-hunter/baker/assassin … who offered us congratulations &amp; fresh muffins.</p><br />
<p>Resolved: that the sub-committee/party will give the evil wizard (known as Mythallaghos) to the villagers to dispose of, given that they have tendered to soul-trap his spirit in its decaying body. Carried unanimously.</p><br />
<p>Speaking of soul-trapping, the <strong>Dryad Queen</strong> turned down Naden’s marriage offer as she would rather marry a troll. On returning to the wizard’s tower, we confirm the <em>Geas</em> is gone. We breach the space under the hill: ambiance is also creepy &amp; oppressive &amp; also drains 1 pt per pulse. So Naden instantly divinates the altar (very impressive). It hold the tormented spirits of two elves sacrificed by Bune cultists. The altar is confirmed to be one of the focuses of the Curse. Isil Eth releases the spirits &amp; the altar crumbles.</p><br />
<p>Party proceeds to gut tower (especially its wine-cellar): alembics, books, booze, golems, a few tons of masonry, … the usual looting. Many locals are preparing to leave, now that they are no longer <em>Geas</em>ed. We offer the baker a lift &amp; take the Dryad Queen with us. <br />
<br />
==13th of Frost-ish==<br />
After quickly getting Aunty-approval, we visit <strong>Lady Fangbreaker</strong> to get permission to attempt to cure the death-crater in her land, which lie within Elvander territory. Apparently the trees within a mile or so of the crater’s edge are “sickeningâ€. Permission granted. According to mythology the area was (Before Crater) a sacred site.</p><br />
<p>The crater is about 500’ wide &amp; moderately deep. It has a dark glassy surface; the centre has a death-aura &amp; is demon-tainted (<strong>Malthus</strong>). Isil Eth goes into a trance to confirm that it is correct to purify the place. She learns the history: It was where some of the younger gods first beheld the world &amp; a temple was consecrated there. The demons were jealous &amp; Malthus rained down destruction. <br><br />
I.E.’s consecration weakens the taint but does not banish it. Naden speaks to spirits (<strong>Elwe</strong> &amp; <strong>Maurhyn</strong>) who are impressed with the rapidity of our response to their attack — “Did you see what hit us?â€Â After touching the ceremonial pick to glass, IE <em>MolRec</em>s the glassy slag to air &amp; we eventually uncover an object. Divination reveals it is '''Kyanite''' (the same stuff that powered the Dark circle), which was forged by Malthus into a <strong>spearhead</strong> for the express purpose of destroying the holy site. Wielder gains Death-aspect, but must slay at least one sentient per day. Those whom it slays enter a moment of timeless twilight &amp; their souls are detained indefinitely. It is confirmed as one of the focuses of the Curse.<br><br />
Although such items are traditionally stored in the guild vaults, we decide to destroy it. Bleyse gets it red-hot, but it is undamaged, so SF suggests dowsing it in cold water. This destroys the item &amp; effect; the ensuing fine dust &amp; slivers are carefully swept into several silk bags.</p><br />
<p>The Dryad Queen stays behind to re-pine. And after a thanksgiving feast, we decide to return to the frozen north (Seir-beria?) to destroy the connection with that demon code-named Sally, after some basic preparations (cladding the wine-bottles).<br><br />
<br />
==Back to the Nagarine Village==<br />
Axis starts the usual subterranean Wiz-Eye search for the presumed Seirite artefact. It does not appear to be buried under the expected place. Silverfoam goes outside &amp; looks directly up with his spyglass. The item is a sigil of Seir “buried†in the air, far above normal flying height. By various magical means most of the party goes up &amp; confirms that fine wisps of cloud have been bound into an artefact that rains blessings on any Seirites dwelling below, but is also confirmed as one of the focuses of the Curse. It is too big for use to handle, but after talking politely to the inhabitants of the elemental plane of air, we persuade them to bring the sigil down in contact with the Earth, which destroys it. In thanks, Sabrina gave them a sword, Luftklinger. </p><br />
<br />
==Halflings and Rebels==<br />
Our next target is North Lisoene the 'rebel province'. We want an respectable excuse to nosy around so we head to it's neighbour, Erfurt, a non-tax paying province, rumoured to be over run with halflings.<br />
<br />
There ''are'' a lot of halflings in small villages all over the plains of Erfurt. The youngsters looking for training head to the towns and join the elvish households. The elves have no need to do any manual labour and have a very high standard of living (approching that of the wealthy in the southern provinces). <br />
<br />
The elves have long forgotten managing resources as there is always plenty, and the halflings have no provincial wide politics but manage each village individually. They have contacts across the continent as adventurous youngsters are encouraged to travel.<br />
<br />
Elves are rare outside of the towns and the halflings consider the countryside theirs. Every 60 years or so they start up a new village to absorb the increasing population. It will take a few more centuries for this to impact other provinces. The ratio of halflings to elves is about 4:1.<br />
<br />
Any spare 'wealth' generated by the industrious halflings is absorbed by improving civic infrastruce; roads, canals, public buildings. This summer they want to start an aqueduct.<br />
<br />
The provincial accounts are a complete mess so Isil Eth loans them her father's chancellor to sort it out.<br />
<br />
The halflings mostly forget that they are part of the Elven Empire, and there is not much cash in the culture so the whole tax thing gets overlooked. We arrange with the Lady and the mayors of the larger villages to have a new holiday "Erfurt's Birthday" where the province gives a birthday gift to the Queen. This allows the paying of taxes to fit easily into halfling culture (where holidays are keenly appreciated and birthdays are occasions to give things away).<br />
<br />
= Nominations and SGT Snippets =<br />
<br />
== Nominations ==<br />
; Best Death<br />
<br />
; Smartest <br />
# Silverfoam for his misdirection of Seir towards the orcs <br />
# Silverfoam for finding Seir's airbourne curse<br />
# Sabrina for actively resisting Seir's attempt to teleport her to the bottom of a lake<br />
<br />
; Bravest<br />
<br />
== Quotes ==<br />
<br />
<p>Isil Eth: So Alfhiem is beset by eight demons, a dragon AND daffoldils?</p><br />
<p>Axis to Naden: “Does this look necrotic to you?â€</p><br />
<p>Isil Elth: “When are the Spring rites?†— Helpful elf: “In spring, Ma’amâ€</p><br />
<p>"Stowing Eight tons of slightly-used masonry with the rest of the loot -- this is so definitely an ''Ameila'' adventure"</p><br />
<p>Sabrina: But how do we get rid of the taint of 'Sally' [Seir]?" -- Bleyse: “Just burning ''enough'' villages should do it".</p><br />
<br />
== Hot and Not ==<br />
; Hot<br />
# Demon Avatars going "pop" when you stab them<br />
# Giant amonoids that are not calamar<br />
; Not<br />
# Demon Avatars taking you to the bottom of a lake<br />
<br />
= Reference Information =<br />
== People ==<br />
Maristal, Privy Councillor to Her Majesty, the Queen of [[Alfheim]]<br><br />
Lady Nimue, lady of one of the [[Alfheim#Elvandar|Elvandar]] provinces of Alfheim<br><br />
Diametris, an Illusionist of Alfheim with the investment ritual.<br><br />
Lord Caldyr, a sheriff of Munster, one of the central northern provinces of Alfheim.<br><br />
<br />
== The Curse on Alfheim ==<br />
<br />
The curse was originated with Savnok but is held in place with eight foci, each associated with a different demon.<br />
<br />
The orginal conditions were that it would be lifted when the elves reunited; ie the Alfhiem elves and other splinter groups re-united with the drow.<br />
<br />
Associations Known<br />
<br />
{| border=0<br />
! width="100px" align="left" | Demon<br />
! width="100px" | Location<br />
! align="left" | Focal Point & Notes<br />
|-<br />
| [[Savnok]] || || set the curse (we don't know if one of the foci is dedicated to him)<br />
|-<br />
| [[Foras]] || Eidolon || Queen's ring<br />
|-<br />
| [[Seir]] || Far North || Altar of Sier above one of the Nagarine cult villages<br />
|-<br />
| [[Malthus]] || Elvandar || Crater where temple to Manwe destroyed<br />
|-<br />
| [[Bune]] || Fergensee || Altar of Bune under the Mythalagos' Wizards Tower (association disguised as Mythalagos was pacted to Palimedes)<br />
|-<br />
| [[Leraje]] || North Lisone || Rebel Province<br />
|-<br />
| ??? || Lake District || <br />
|-<br />
| ??? || The University || <br />
|-<br />
<br />
|}<br />
<br />
==Loot==<br />
<br />
Two Handed Sword of Saint Cuthbert???- Ignores demonic defences. - Sabrina<br><br />
Holy Symbol of Saint Cuthbert??? Stick it through the heart of a demon and he will be trapped there until its removed. - Naden<br><br />
Amulet vs Demons - amulet that sheilds you from <b>unwanted</b> demonic attention<br />
<br />
== Preliminary Report on the Alfheim Daffodil Issue ==<br />
<div id="rotkTravel" style="float: right; width: auto; border: none; text-align: center; margin: 2px 20px 2px 2px;"><br />
[[Image:Drawing1.jpg|250px]]</div><br />
<br />
<br><br />
[http://homepages.ihug.co.nz/~rmansfield/Wiki/AlfheimDaffodilReport.pdf Preliminary Report on the Alfheim Daffodil Issue] <br><br />
submitted by Amelia Pendragon. <br><br />
<br />
<br />
[http://homepages.ihug.co.nz/~rmansfield/Wiki/FergenseeDaffodil.pdf Herbalist Paper on the Fergensee Daffodils] <br><br />
Narcissus Pseudo-narcissus var. Fergensee <br><br />
<br />
<br />
[http://homepages.ihug.co.nz/~rmansfield/Wiki/DaffodilPotion.pdf Venenum recordationis gaudentis] <br><br />
Potion of Joyous Recollection<br />
<br><br />
<br><br />
<br />
== Standard Buffs ==<br />
<br />
=== Long Term (on all the time) ===<br />
'''Enchant Armour''': Axis<br><br />
*Rank 20 +42 Def, +1 AP (Only required by Naden on request)<br><br />
'''Fire Armour''': Bleyze<br><br />
*Rank 20, 100 ablative points vs magical fire damage <br />
'''Heat Shield''': Bleyze<br><br />
*Rank xx, reduces damage from cold by xx<br />
'''Fire Proofing''': Bleyze<br><br />
*Protection vs normal fire<br />
<br />
=== Short Term (pre combat stuff) ===<br />
'''Quickness''': Axis<br><br />
*Rank xx, Two actions, +10 IV, xx secs <br><br />
'''Spectral Weapon''': Naden<br><br />
*Rank 20 +21 SC, +7 Dmg, 25 minutes (specific weapon) <br><br />
'''Counterspells''': Silverfoam, Sabrina<br><br />
*Rank 6+, >48 MR, xx minutes (specific college) <br><br />
<br />
=== Situational (may be in play) ===<br />
'''Highlands Bonus''': Amelia <br><br />
only in effect when in a highlands terrain type<br />
*+10 DEF vs melee or missles<br />
*+10 INIT vs melee or missles<br />
*+10 Strike chance with melee weapons<br />
*+10 Perception<br />
'''Senators Command Ring''': Silverfoam <br><br />
only in effect when in melee<br />
*+10 DEF<br />
*+10 Engaged IV <br />
*+10 Strike chance<br />
*Free Pass Action at end of Pulse<br />
<br />
== Mil Sci ==<br />
<br />
; Watches<br />
: <br />
<br />
; Marching Order<br />
Sabrina<br />
Amelia Axis<br />
Isil Eth Silverfoam<br />
Naden Bleyze<br />
<br />
= Calendar =<br />
<i>this is not a complete list but just an indication of when we arrived some places and to calculate when we returned to Seagate.</i><br />
<br />
{| cellspacing="1" class="Season" id="Winter" <br />
| class="calMoon" | <br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
! colspan=15 | <b>Winter: Frost (7)</b><br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]] <br />
| class=day | <br />
| <i>Samhain</i><br />
| class=day | 1<br />
| <i>Guild Meeting</i> Seagate Dinner with Lady Nimue<br />
| class=day | 2<br />
| travel to Bergelven<br />
| class=day | 3<br />
| Eidolon<br />
| class=day | 4<br />
| <br />
| class=day | 5<br />
| <br />
| class=day | 6<br />
| <br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]] <br />
| class=day | 7<br />
| <br />
| class=day | 8<br />
| <br />
| class=day | 9<br />
| <br />
| class=day | 10<br />
| <br />
| class=day | 11<br />
| Collecting Bleyze from Lake District<br />
| class=day | 12<br />
| In Fergensee freeing the Dryad Queen<br />
| class=day | 13<br />
| <br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]] <br />
| class=day | 14<br />
| Erfurt<br />
| class=day | 15<br />
| <br />
| class=day | 16<br />
| North Lisoene<br />
| class=day | 17<br />
| <br />
| class=day | 18<br />
| <br />
| class=day | 19<br />
| Searching Shemanine<br />
| class=day | 20<br />
| Laughing God Hills<br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]] <br />
| class=day | 21<br />
| Back to Shemanine<br />
| class=day | 22<br />
| Eidolon then Lake District<br />
| class=day | 23<br />
| <br />
| class=day | 24<br />
| Eidolon then Erlingen<br />
| class=day | 25<br />
| Eidolon<br />
| class=day | 26<br />
| <br />
| class=day | 27<br />
| <br />
|- <br />
! colspan=15 | <b>Winter: Snow (8)</b><br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]] <br />
| class=day | 28<br />
| <br />
| class=day | 29<br />
| <br />
| class=day | 30<br />
| <br />
| class=day | 1<br />
| <br />
| class=day | 2<br />
| <br />
| class=day | 3<br />
| Ceremony to Destroy the Queen's Ring<br />
| class=day | 4<br />
| <br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]] <br />
| class=day | 5<br />
| <br />
| class=day | 6<br />
| <br />
| class=day | 7<br />
| <br />
| class=day | 8<br />
| <br />
| class=day | 9<br />
| <br />
| class=day | 10<br />
| <br />
| class=day | 11<br />
| <br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]] <br />
| class=day | 12<br />
| <br />
| class=day | 13<br />
| Return to Seagate<br />
| class=day | 14<br />
| <br />
| class=day | 15<br />
| <i>Solstice</i> <br />
| class=day | 16<br />
| <br />
| class=day | 17<br />
| <br />
| class=day | 18<br />
| <i>Yuletide</i> <br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]] <br />
| class=day | 19<br />
| <i>Days of Chaos</i> <br />
| class=day | 20<br />
| <i>2nd DoC</i> <br />
| class=day | 21<br />
| <i>3rd DoC</i> <br />
| class=day | 22<br />
| <i>4th DoC</i> <br />
| class=day | 23<br />
| <i>5th DoC</i><br />
| class=day | 24<br />
| <i>6th DoC</i><br />
| class=day | 25<br />
| <i>7th DoC</i> <br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]] <br />
| class=day | 26<br />
| <i>8th DoC</i> <br />
| class=day | 27<br />
| <i>9th DoC</i> <br />
| class=day | 28<br />
| <i>10th DoC</i> <br />
| class=day | 29<br />
| <i>11th DoC</i> <br />
| class=day | 30<br />
| <i>Twelth Night</i> <br />
| class=day | 1<br />
| <br />
| class=day | 2<br />
| <br />
|- <br />
! colspan=15 | <b>Winter: Ice (9)</b><br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]] <br />
| class=day | 3<br />
| <br />
| class=day | 4<br />
| <br />
| class=day | 5<br />
| <br />
| class=day | 6<br />
| <i>First Plough</i> <br />
| class=day | 7<br />
| <br />
| class=day | 8<br />
| <br />
| class=day | 9<br />
| <br />
|- <br />
| class="calMoon" | [[Image:moon0.jpg]] <br />
| class=day | 10<br />
| <br />
| class=day | 11<br />
| <br />
| class=day | 12<br />
| <br />
| class=day | 13<br />
| <br />
| class=day | 14<br />
| <br />
| class=day | 15<br />
| <br />
| class=day | 16<br />
| <br />
|- <br />
| class="calMoon" | [[Image:moon1.jpg]] <br />
| class=day | 17<br />
| <br />
| class=day | 18<br />
| <br />
| class=day | 19<br />
| <br />
| class=day | 20<br />
| <br />
| class=day | 21<br />
| <br />
| class=day | 22<br />
| <br />
| class=day | 23<br />
| <br />
|- <br />
| class="calMoon" | [[Image:moon2.jpg]] <br />
| class=day | 24<br />
| <br />
| class=day | 25<br />
| <br />
| class=day | 26<br />
| <br />
| class=day | 27<br />
| <br />
| class=day | 28<br />
| <br />
| class=day | 29<br />
| <br />
| class=day | 30<br />
| <br />
|}</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=The_Legacy_of_Kael&diff=52514The Legacy of Kael2010-06-15T02:11:57Z<p>Rosemary: fix links</p>
<hr />
<div><div style="float: right; font-size: smaller; margin-left: 10px; ">__TOC__</div><br />
[[Category:Scribe Notes]][[Category:William Dymock]]<br />
<<--Back to [[Scribe_Notes#Autumn_808_WK|Scribe Notes]]<br><br />
<br><br />
GM: William<br><br />
Session: Autumn 808 <br><br />
Night: Tuesdays Variable<br><br />
Level: Medium<br><br />
Location: Avondale / negotiable<br />
<br><br />
<br />
== Introduction ==<br />
The Laughing God lies stricken with a mortal wound. It could be that only his brother <br>knows how to save him. That requires finding his followers and the worship of the old <br>elven gods is illegal. However with the Wild Elves getting restless, elven attentions <br>elsewhere and the land waking up this may not be as hard as may be imagined. Read the scribe notes from the last adventure. [[The Laughing Hills]]<br />
<br />
== Party ==<br />
<br />
# [[Anooke]] Halfling; Ice mage fighter played by Michael Haycock<br />
# [[Serra Angelus]] Elven; Earth mage played by [[User:Michael|Michael Scott]] '''Scribe'''<br />
# [[Lucius]] Elven; E&E played by Bridget<br />
# [[Eltan aka Stupid Stupid Rat Creature|Eltan]] Halfling; Earth mage played by Joe<br />
# [[Douglas]] Human; a rather special Mind Mage [[Gordon Lewis]] '''Mil Sci'''<br />
<br />
= The Adventure Begins =<br />
<br />
'''"Sanity is for the weak"''' ''Wild Elf's proclamation after looking upon the Face of The Laughing God.''<br />
<br />
== 1st of Fruit ==<br />
<br />
Anooke party leader<br><br />
After the usual introductions and sizing up of the party members Lucius and Anooke regal us with the accounts of there actions last session and how these impact on the current mission. It quickly becomes apparent that I am not drunk enough and as the story progresses I attempt to rectify the matter.<br />
<br />
Anooke is a barbarous little Hobbit whose presence keeps slipping from my awareness while Lucius is what the humans would call a good stolid salt of the earth type. i.e. dull, dull, dull. Eltan is his annoying usual self, vibrating on the spot like a puppy eager to slip the leash. Lastly there is Douglas "call me Sir" a mind mage who always seems to be grinning as if he is reading your thoughts and is amused by what he finds.<br />
<br />
While the rest of us complete our shopping Douglas puts his quaffing skills (philosopher) to good use by researching everything the guild library has on the old Elven gods, which unfortunately consists of a children’s primer discarded by [[Isil Eth]]. The assistant librarian does mention the Princess Carrianne should have more information being as she is descended from those who once followed the old gods.<br />
<br />
Determining that the princess is riding to [[Slippery Rock]] and beyond for hunting we borrow some mounts and proceed after her. We catch up with the princess and her companions and continue into Slippery Rock at a more sedate pace while chatting about the Elven situation.<br />
<br />
We are told to seek out the old Loremasters if they still exist, and are given the name of Lord Veltan her betrothed who may know more and be willing to speak of it; And Sharn an outlaw in the northern wastes who is rumoured to be a priest of the old Gods. We shop at Slippery Rock and learn of a wise human of some renown who lives in a travelling tower and knows strange and arcane lore and is currently in Seagate.<br />
<br />
Returning to the City we locate the tower in the commons and join the cue to see the wise man, a master Alchemist named [[John Pontanus]]. In the cue we meet a Lady Moria who is trying to purchase a potion to win Duke Leto's heart. Douglas can not help himself and 'suggests' that she focus her attention on Duncan the court Mage.<br />
<br />
Inside Master Pontanus tells provides us a list of ingredients to make a healing salve that might cure a god and supplies that should we come across he would pay top guinea for.[[Alchemy Ingredients Needed]]<br />
<br />
'''Ingredients'''<br />
<br />
Need:<br />
: Fresh shell of a phoenix<br />
: Water from the source of the [[Sweetwater]]<br />
: Blood of a powerful Healer<br />
<br />
Would be useful to include<br />
: Griffin feathers<br />
: Harpy Eggs<br />
: Gem of a Naga<br />
: Breath of a Titan<br />
<br />
Will pay 50,000sp for knowledge of why Balrogs inhabit places of power.<br />
<br />
== 5th of Fruit ==<br />
<br />
Serra party leader<br><br />
We travel by slow portal to [[Elfenburg|Burgelfen]] and discover the palace in chaotic disarray. Apparently the Old Ones have returned and encamped in the eastern wing and thrown a spanner into the normally ordered and sedentary workings of the elven bureaucracy.<br />
<br />
'''Who are the Old Ones?'''<br />
<br />
Known as the [[Beltan]]. Apparently they are a contingent of elves who left [[Alusia]] millennia ago to fight a powerful agency of darkness. They or in most cases their descendents have followed that threat back home. Further investigation leads us to concluded that they are talking of the [[Calamar]].<br />
<br />
We seek an audience with them to see if they have information about the old Elven gods and are directed to the Seermaster, [[Yarbareal]]. He knows little of the old myths and legends but does provide us with the Runes depicting [[Kael]], his brother the [[Laughing God]] and two others; [[Sha'mez]] god of magic and [[Nuckavalee the Skinless]].<br />
<br />
He also informs us that these were primal/elemental gods form before the age of reason and that worshipers would sacrifice one who was worthy to become the living [[avatar]] of their God on this plane.<br />
<br />
He also tells of the olden times when a barrier protected these lands, the healer corps kept disease from the people and the light crystal mines provided the power for wondrous war engines. Inquiry about these mines gives the location of the nearest as within the area we were told to search for Kael's followers. Yarbareal says that if we rediscover these mines and clear them for a return to operation we will be greatly rewarded.<br />
<br />
The Seermaster mentions working together with [[Sabrina]] among others to eliminate the Calamar presence on this plane.<br />
<br />
We inform him of the state of the eleven nation including the pertinent texts his people should research in order to understand the political climes the have returned to. We also provide some contacts to help them negotiate the intricacies of the modern elven court. We also recount the current events in the province of Lalhaudh and the dire consequences should no action be taken.<br />
Upon learning of the undead slime thing he asks why we do not simply borrow one of the [[Swords of Ascendancy]] to eliminate the problem.<br />
<br />
The swords are apparently powerful artefacts left in the care of the Elven court for just such occurrences. We leave him to his studies with the intent of petitioning the court for the use of one of the swords.<br />
<br />
Deciding to wait until the next morning to take our request to the court we take rooms in the East wing and set forth to explore, (for purely Mil Sci reasons of course).<br />
<br />
Lucius takes the chance to train with some experienced battle mages while the rest of us sift though the detritus left in the wake of the Beltan's spring cleaning of the wing. They are removing all the decadent and irrelevant trappings of extravagance and over indulgence. We aid them to this end by taking the unwanted barrels of silverware and other goods and having them shipped to the guild.<br />
<br />
== 6th of Fruit ==<br />
<br />
Anooke Leader<br><br />
We are woken several hours before dawn by the Sgt of the squad (wing/flight?) we have been assigned to escort us to [[Alfheim|Eidolon]] to retrieve the swords. The Squads Minor Shaper (Binder) will cast Instil Flights to transport all of us.<br />
<br />
Arriving at the capital we buttonhole the first flunky we see and convince him to get us a Ministry of War clerk to take us to the Minister himself. The clerk Ash is barely able to stand due to intoxication but after a rapid magical detox thanks to Douglas leads us to the Ministers bed chamber. Ash explains that the whole department is engaged in a celebration of the last guild party’s victory over the Orcs and have been for several days.<br />
<br />
Having lost Eltan already to the orgy we quickly question the Minister and determine that the sword have been hidden to protect them from Engelton and Liessa who hit town just after the guild day. Supposedly there is a prophecy that the elves believe refers to the two: '''"The two agents of darkness before they fall, will seek out the swords of ascendancy in there desire to conquer the world."'''<br />
<br />
To this end the location of the swords have been ripped from the memory of all who knew to ensure the security of the blades. We are told that the Consort and the Keeper of Antiquities/Secrets should be able to help us obtain the sword. We get a sealed warrant from the Minister allowing us to collect and use the swords and then Douglas uses some unique mind magic to discern what happened to the swords and Lucius manages to 'locate' them 50 miles out side the city.<br />
<br />
It being late we decide to join the orgy and set out tomorrow<br />
<br />
== 7th of Fruit ==<br />
<br />
Douglas Leader<br><br />
We fly to the [[Tower of the Betrayer]] outside of [[Alfheim|Eidolon]], it is in a ring of ancient trees and is shaped to resemble a mighty Oak. We knock on the front door and on the trap door at the top but determine from a wizards eye courtesy of Lucius that the guards are absent. Determining that the tower is protected by a Major Curse Serra pulls a monkey out of a sack and get it to unlock and open the trapdoor. Entering the tower Serra activates the curse and can not return back across the threshold. Wandering down Serra pockets the Chimera, that Lucius has just skin-changed into a mouse utilising wizards eye and telekinesis, and picks up '''[[Raphael|Fedei]] (Faith), [[Uriel|Jus]] (Justice)''' and '''[[Gabriel|Veritas]] (Truth)'''.<br />
<br />
A mercurial entity ( a wheel) appears to help Serra exit the tower and tells the party to hurry on with the mission so we leave a note for the guards should they return and fly to Lalhaudh and the Summer Palace and make camp and touch base with the 23rd Legion.<br />
<br />
During dinner Lucius Meditates over Fedei and after talking to the voice in his head becomes the '''Protector of the Land'''. Serra not to be outdone meditates over Jus and becomes an '''Agent of Justice'''.<br />
<br />
== 8th of Fruit ==<br />
<br />
Eltan Leader<br><br />
Taking their new roles to heart, the party travel into the village and start judging and protecting the local peasants. We fly to the Winter palace and smite the Undead slime corruption and then call the dryads to reclaim the area with the provision to allow the party and no one else to descend into the caverns where the Laughing God sleeps.<br />
<br />
== 9th of Fruit ==<br />
<br />
Lucius Leader<br><br />
Lucius takes us to where he and Anooke buried the pots of Gods blood. He convinces Serra to expose herself to the blood in order to obtain a spell-casting reserve with which to aid the party. All goes well until the last exposure when Serra's skin turns to stone greatly affecting her agility and dexterity. For some reason no-one else feels like going near the God’s Blood.<br />
<br />
Heading back to the Summer palace we are bickering when and arrow strikes Eltan followed by a grenado which emits an annoying screeching sound. Examining the arrow we turn to the trees and berate the wild elves for playing games when there is work to be done.<br />
The wild elves inform us that to gain the services of the Fachans in securing Lalhaudh's borders we should beseech the Low King of the Fae, bringing him a gift. However one of there number Malaal has an uncle who is a priest of Kael who has been fighting a drow shade in a forgotten temple above a glacier to the north. He offers to guide us while the rest of his band remain to protect the province.<br />
<br />
We discuss our plans with the 23rd Legion Trooper Tarahell Alatáriël and our Beltan contingent and decide to fly out the next morning with the Legion remaining behind to secure the province.<br />
<br />
== 11th of Fruit ==<br />
<br />
Anooke Leader<br><br />
We arrive on the glacier and are immediately abandoned by the Beltan squad. Apparently they have received a summons back to Bergelfen to deal with an inter-dimensional rift that has suddenly appeared throwing the city into a panic. We give them '''Jus''' and '''Veritas''' to return or use should the need arise and mention that we will only summon '''Jus''' if in great peril and could they check up on us in that event.<br />
<br />
With Protections from cold all round we Snow Shovel our way up the glacier towards where the temple should be. Progress is slow and, as wood is limited, mostly on cold rations.<br />
<br />
== 14th of Fruit ==<br />
<br />
Lucius Leader<br><br />
The temple, carved out of the living rock of the mountains is dedicated to [[Savnok]]. We use Wizards Eye to recon and find Malaal's uncle Alphr still locked in combat with the shade, the other worshipers having been killed or fled long ago.<br />
<br />
We cross the threshold and are immediately set upon by five demons who erupt from the rock floor surrounding the party. Things look grim for a number of seconds, Malaal taking the worst of it, until the spells kick in and Anooke performs his impression of a barbarian horde. The demons are sent fleeing back to the hells they manifested from. The interior of the temple has been carved to resemble the inside of the digestive track giving the impression that you are being swallowed as you descend towards the altar room.<br />
<br />
We learn from Alphr that we need the petals of the Black Lotus to effect a healing salve for the Laughing God, and that he would be happy to assist us were it not for the shade he is currently binding. He explains that while he could kill the shade the master would be to powerful and after despatching him would simply resurrect the drow, thus the only way to prevent the corruption from spreading is to hold it in eternal stalemate.<br />
<br />
Upon hearing this we offer our aid in destroying the drow's shade and '''Savnok''' when he appears in order to free Alphr so he can aid us in our quest. Alphr is dubious until we show him '''Fedei''' and at Lucius' command Serra summons '''Jus''' at which point he seems to look at us with more respect, or trepidation, possibly unease.<br><br />
With '''all''' our buff spells on we take up positions and finish off the Drow shade poised ready for the Avatar. Despite this '''Savnok''' still gets in the first hit with Agony and other Necro spells buffeting the party as he arrives, but in the end it takes just one mighty blow apiece from Serra and Lucius to smite the Marquis of Corruption from the plane.<br />
<br />
The party then runs like Hell as the temple starts to collapse around them, Lucius having blessed the place in the Name of [[Raphael]] and starting a chain reaction. Back out in the fresh untainted air of the glacier we make camp and discuss our options. Alphr ritually prepares the Drow's brains and offer each of us a piece to celebrate the victory over a mighty agent of evil. Those who accept and imbibe the grey matter are blessed with the knowledge and ability to cast a spell of the Dark Celestial college.<br />
<br />
Alphr speaks of the Nagaroth a cult of mostly Drow Necromancer's who cultivate (no pun intended) the Black Lotus for their evil rituals. He remembers a village of these foul cultists down below the snow line where we could with skill and daring steal the plants we need for the healing.<br />
<br />
== 15th of Fruit ==<br />
<br />
Serra leader<br><br />
After placing a portal for us to use and inscribing runes upon those that want them, Alphr and Malaal leave vowing to meet us back at the Laughing God. The party proceeds to the village and spends the morning in surveillance and planning. We spy approx 50 drow, a quarter of which are children, and four undead, probably zombies. Every structure in the village is hollowed out of a living tree. There is the entrance to some caverns, purpose and form unknown and a pit containing five elves, two hobbits, a human and a goblin. Another captive elf is being tied to an altar and being ritually painted and bled. All signs point to an impending sacrifice with the whole village in attendance, unfortunately the lotus are grown in the temple where this is going to take place.<br />
<br />
A rather boisterous debate ensues as to whether we save the victim thus killing the villages or use stealth to come and go and leave the captives to their fate.<br />
<br />
Upon spying a greater summoner and realising that the villagers intend to summon [[Sallos]], the party crystallizes in there resolve not to let the ritual go forward and launch their assault. After several attempts to sleep and stun the Summoner from range fail, Lucius Black Fires the villagers as they concentrate in the temple entrance in their rush to attack Serra who strides forward calling for them to come forth and be judged in [[Uriel|Uriel's]] name.<br />
The wave of magic stuns most of the worshipers, killing all of the children with those adults who resisted turning to either flee or engage Serra and now Eltan who is kept busy watching the Justicars back as she smites wraiths and drow alike attempting to cut her way to the Summoner.<br />
<br />
Anooke not to be outdone frees and arms the captives leading them into the fray. Douglas is left behind as he continues to use his control and telekinesis to good effect.<br />
<br />
The Summoner tries to run only to be slept by Lucius and the other drow surrender throwing themselves upon [[Uriel|Uriel's]] mercy. Serra orders the Imp found in the Summoner's rooms to depart before turning to the task of pronouncing Judgement on the village.<br />
<br />
The party frees the sacrificial victim an Elf named Lord Denias, and collects all the Lotus plants they can find. Serra use '''Jus''' to destroy the altar while Lucius cleanses the taint with holy water. Finally they depart with the Summoner and all of his gear as well as a skin changed giant snake, with Lucius stopping to Bless the ground at the front gate in an attempt to restrict any other dark followers from again enthralling the people.<br />
<br />
== 16th of Fruit ==<br />
<br />
Anooke leader<br><br />
At midnight we here a loud booming crack coming from the direction of the village but continue on up the glacier until we reach Alphr's portal. Back in Lalhaudh we sleep and refresh guarded by the Wild Elves and fae. In the morning we hold counsel with Malaal, Alphr and the dryads and learn that a reward of 5,000sp has been placed on Lucius' head by Lady Celeblothel and are told of an ancient fae prophecy;<br />
<br />
'''"The swords will be claimed by those who will mend the scars left by the war and this will signal the fall of the gods and the end of this world"'''<br />
<br />
or words to that effect it being kind of hard to understand fae at the best of times.<br />
<br />
To gain a Phoenix’s fresh shell we decide to head to the volcano known as the [[Mountain of Baal]]. We travel by Ent and start our assent just after lunch reaching the craters rim by evening. Spying worked stone steps leading into a cavern we investigated and meet Allan Smith. Allan is a apparently human Smith/shaper of weapons who accepts commissions and offers us his hospitality.<br />
Allan tells us of the Phoenix who call the lake of fire home and offers to help us with buffs and translation in our parlay with the magnificent avian. We ask a boon of the Phoenix when it returns to dies and upon hearing us plead our cause grants us our wish telling us to be careful for when it was reborn it would not remember this conversation.<br />
<br />
== 17th of Fruit ==<br />
<br />
Douglass Leader<br><br />
The party are up with the dawn to collect the eggshell and saying fare thee well to Allan proceed back down to where we parked the Ent. Half way down we encounter a group of six elven warriors all dressed in scale climbing up. We invite them to share our midday repast and catch up on gossip and news. After tea in a shocking display of bad manners they try to arrest us, citing a warrant for Lucius as cause.<br />
<br />
We explain that we are under orders from a higher authority, ie the Minister of War himself, and that they can place Lucius under arrest on the proviso they accompany him as we complete the tasks before us. Seeing the sense of this statement (and recognising the swords over our backs) the troop "escort" us back to the remains of the winter palace where Alphr begins to prepare the healing salve aided by Serra. The ritual must climax with the first rays of the Sun so the party settle in for a long night.<br />
<br />
== 18th of Fruit ==<br />
<br />
Eltan Leader<br><br />
We wake early to watch the completion of the ritual. Alphr presents us with three doses of potion which must be feed to the Laughing God, preferably before sundown. Serra volunteers and wearing a resistance vs God effects ring courtesy of Anooke descends into the caverns. She encounters a being or possibly three shaped as a child who constantly merge and split wavering in and out of focus. The entity(s) claim to be the guardians of the gods resting body and lead Serra to His personification with the admonishment to return Him to His slumber quickly.<br />
<br />
An androgynous young Elf appears and asks Serra if the stage has been set and if the players are in place before accepting the healing draught and swallowing it down. The God Laughs and attacks Serra knocking her to the ground and racing for the surface, she gives chase tackling the God as Douglas takes control of His mind and sends Him back to sleep. The Guardian(s) pick up the sleeping deity and convey Him back to His place of rest.<br />
<br />
We travel via Ent to the City of Lalhaudh to speak to the authorities and announce Lucius' ascension to the position of Lord Protector and his plans for both the city and the province. The party were directed to the home of Lady Anellia a hard working servant of the people with an outstanding mind between her pointed ears. She expressed her frustration at her sister’s mismanagement and neglect and was only to willing to entertain bold and decisive ideas for securing her beloved homelands future.<br />
<br />
We enlist the services of Beriadan, an Air mage that the last party established a relationship with, to take us by cloud to first [[Artzdorf]] then [[Elfenburg|Bergelfen]].<br />
<br />
== 20th of Fruit ==<br />
<br />
Serra Leader<br><br />
Upon arriving in [[Artzdorf]] we secure lodgings and then proceed immediately to the Academy to see [[John Pontanus]] and sell him the rare ingredients we have managed to procure. In payment we each receive our choice of his wares to the value of 10,000sp. While we wait for our order to be made up we decided to take the day off and relax sampling the varied sights and sounds of the city or just catching up on lost sleep.<br />
<br />
== 21st of Fruit ==<br />
<br />
Anooke Leader<br><br />
Refreshed we return to [[John Pontanus|Master Pontnus']] to collect our goods before departing for [[Elfenburg|Bergelfen]]<br />
<br />
== 23rd of Fruit ==<br />
<br />
Eltan Leader<br><br />
As we descend into [[Elfenburg|Bergelfen]] we can see the unmistakeable signs of magical combat inflicted upon the city by the [[Swordworlds]] Raiders, in the melted and blasted stonework. Fires are still burning with Elven troops running and flying all over trying to bring order back to the once beautiful city. The bulk of the organised forces are surrounding a shrinking tear in reality through which the enemy attacked and then withdrew.<br />
<br />
Upon landing we report to the Seermaster in the east wing and are told that the main focus of the raid seems to be to steal artefacts of great magical and political significance. The most important of the items stolen is the Wild Elven blade [[Mortal Dread]] normally carried by [[Lord Veltyn]] of the [[Alfheim|Elvandar]]. [[Yarbareal]], mistaking us for another group of mercenaries, asks if we are ready to undertake the mission into the void to attempt to retrieve the short-sword and any of the other stolen artefacts. Lucius, drunk on either power or the pursuit of riches and glory, signs the party up without hesitation or any undue questions like "what’s the pay like, how do we get back and where is this void thingy anyway".<br />
<br />
We are given potions of Mind Cloak, Innocence and Comprehend Languages to go with Disguise Illusions to allow us to pass as [[Swordworlds]] troops and a staff of Banishment. All this is done on the bounce as the tear is closing and the voidship on the other side won't hang around for stragglers. We leave the [[Swords of Ascendancy]] with the [[Beltan]], the [[Calamar]] and there client races being a tad sensitive about holy artefacts and especially weapons. The ruse is simple, pretend to be the last of the returning strike force and infiltrate the ship/complex on the other side of the tear, locate the artefacts, suppress any guards and banish home with the loot.<br />
<br />
Beyond the tear we find a huge spiked sphere in the distance before us, with wave after wave of demonic beings pressing forth an attack upon on one of the flanks. We dodge random wild discharges of magic and missiles as we make for the lee side of the fortification and are ushered into the structure via a sally port/hatch by the guards. Bluffing we demand to be taken to the captured artefacts in order to secure them until handover as per our orders. We are led through the warren like passages to a larger assembly area still within the outer shell of the base/ship but are jumped by Demons before we can lay our hands on the artefacts.<br />
<br />
We easily despatch the demons with only the loss of the Swordworlders who were accompanying us, secure [[Mortal Dread]] and the other stolen artefacts and Banish ourselves back to [[Alusia]].<br />
<br />
We surprise the Beltan with our swift return and are given 45,000sp in [[Alfheim|Eidolon]] notes for our troubles. Taking the other stolen artefacts back to the curator we manage to score a writ for another 100,000sp and the use of the [[Chalice of Princess Isoral]] for the duration, (of what is never discussed).<br />
<br />
We spend the rest of the evening in research and conversation with the Beltan sifting for any and all information we can pry from there collected notes and memories of the old ways, specifically in regards to the light crystal. An engineer informs us that he wants at least three tonnes of the processed crystal a.s.a.p. should we find it. We decided to take the 24th off for rest and relaxation before continuing via cloud to Lalhaudh City.<br />
<br />
== 25th of Fruit ==<br />
<br />
Serra Leader<br><br />
Lucius arranges a intimate dinner between himself and Lady Anellia so they can discuss the plans for the province, the rest of us listening in on mind speech explore the city. Despite our nudges and hints that Lucius should look at Lady Anellia as a potential political match he remains all business as she explains the financial hole her sister’s mismanagement has plunged the province into. She expresses doubts about Lucuis' plans for reinvigorating the economy and the role the Elvandar and Beltan will play. With the parties consent, to help assuage her fears and start the ball rolling, Lucius exchanges the writ for 100,000sp we earned in return for lands left vacant by the plague. As this is an entire year’s taxes for the whole of Lalhaudh both parties are more than happy with the arrangement.<br />
<br />
== 26th of Fruit ==<br />
<br />
Anooke Leader<br><br />
We continue our investigations into the old portal system and the other wonders described by the Beltan sifting through the cities libraries and records. A visit to the site of the old portal revels that it has been metaphorically capped by a temple to Maniway. The boundary between worlds can still be detected by those who know how and Lucius looks into the other side and finds that the gates still stand there. Nothing else of much note is discovered and we complete our prep for the journey to the crystal mines on the morrow.<br />
<br />
== 27th of Fruit ==<br />
<br />
Douglas Leader<br><br />
As Beriadan circles his cloud over the mountains which hold the crystal mine we spy a Black Dragon some miles off sunning itself on another peak. The landing is the fastest anyone has seen from an air mage using this spell and we are all comfortably ensconced in a mine shaft by the time the Black flies over looking for his midday meal. We meet a [[Farqaun]] who tell us that the dragon, named [[Anghamerabad]] comes to the mine every day at noon and enters the main shaft, the [[Farqaun]] also tells of goblins who have made a home of the abandoned mines.<br />
<br />
Through the wonders of modern magic we watch the dragon consume a goblin who had been chained in the central cavern eat some crystal and leave. The crystal, which is lying about all over the place, DAs as a long lived sentient as well as an Earth elemental. We determine that the Control Earth elemental spell should work on the crystal and the crystal is waiting to be given purpose. After we are sure that the Dragon is not coming back we investigate the tunnel it took down to the main cavern. <br />
<br />
Being the usual paranoid guild maniacs our obsessive DA-ing of every footstep is rewarded by the discovery of a Mol Rec Ward aimed at (in order of importance) Elves, Dwarves and Humans. Halflings don't make the scale. After the normal argument of who to throw through we wander out and look for another entry and find ourselves in a smaller tunnel backed up against the same ward (which Lucius triggers) when the goblins attack.<br />
<br />
2/3rds of a village later (ie 70 seconds) we interrogate the survivors. Apparently the goblins have a truce of sorts with [[Anghamerabad]] and sacrifice someone to him daily. The ones we have encountered are an outpost place here to guard the entrance and placate the dragon.<br />
<br />
== 28th of Fruit ==<br />
<br />
Eltan Leader<br><br />
The captives lead us to their city where we give their leader an ultimatum, bog off or die in various horrible ways. Disproving traditional thinking on goblin intelligence they take the hint and start packing immediately. Further interrogation of the goblins city elder leads to the information that the Black may be searching for or guarding '''The Saint'''. This person or place resides deep in the lower caverns where few goblins travel however a few of them are convinced to take us down so the party can poke at it with sticks.<br />
<br />
== 1st of Harvest ==<br />
<br />
Anooke Leader<br><br />
Two days later we find a geode of Light Crystal and in the centre is a translucent formation/pillar an elven lady seemingly asleep within. An aura read reveals that she is the consort (read; pacted with benefits) to [[Sha'mez]] old elven God of Magic. With Douglas carrying us in his mind (bar Anooke who stayed to watch over us) we enter her Dream hoping to find the answers to some of our questions.<br />
<br />
The lady, [[Iratheyma]] was voluntarily placed inside the crystal millennia ago in order to grow the crystal so it could be harvested for the fight against the darkness. She was to be awoken only for the last great war. Whether this is the Reunification of the Elves ([[War of Tears|War of Tears part deux]]) or the War of the Gods is unclear.<br />
<br />
Before Douglas can inquire further another Elf appears and manifests the rest of the party inside Iratheyma's Dream so we can more easily converse. [[Sha'mez]] is at once a completely androgynous and wholly hermaphroditic Elf dressed in typical Wild Elf attire and eyes that spark and dance like pools of raw chaotic mana.<br />
<br />
We pester [[Sha'mez]] with questions and amazingly gain insight into the shaping of the Light Crystal, the motives of Black Dragons, [[Anghamerabad]] in particular and the history of the Elves and their Gods. Included are some 'how to' instructions on starting and surviving the coming Wars mentioned above. <br />
<br />
'''"To Win do not trust the Green Man"'''<br />
<br />
Fun Fact #1: The words to control [[Anghamerabad]] are in the nest of the [[Leviathan]] at the bottom of the [[Abyssal Ocean]].<br />
<br />
Fun Fact #2: Coucolain's sword is made of permanently bound Light Crystal<br />
<br />
We are told we need to slay Coucolain of the [[Erelheine]] before Reunification can be achieved. We demur slightly and change the subject.<br />
<br />
Lucius tells [[Sha'mez]] of what’s been happening in the elven empire (or what’s left of it) since [[Iratheyma]] entered her Dream, [[Sha'mez]] is both shocked and amused by the news, especially of those who have sort to replace Him/Her/It and outlawed his followers. For a God He/Her/It seems remarkably uninformed. With Lucius making promises and dreaming of empire building we return to the waking world.<br />
<br />
== 4th of Harvest ==<br />
<br />
Lucius Leader<br><br />
Back at the entrance we leave a note for the Dragon and retire to a safe local to await his response. In the meantime we experiment with shaping the crystal; Anooke creates a deformed bunny, Serra a main gauche and Eltan a menhir.<br />
<br />
[[Anghamerabad]] seems amenable to a chat so we leave our cover and introduce ourselves.<br />
The Black is full of helpful advice, including slaughtering our gods ourselves to get the [[Calamar]] to leave us in peace, using a circle of maidens to entrap [[Seir]] and constructing a circlet from the eyelash of a Titan maiden’s eyelash to protect against demonic powers.<br />
He does seem content for the elves to reopen the mines as long as he is guaranteed a daily Light crystal snack. Lucius asks what he would require to protect the province for a century to which he replies he wishes to know '''"the true reason why the province is undefended"''' but is willing to settle for the knowledge of what caused the hatred between the sisters Lady Anellia and Lady Celeblothel.<br />
<br />
We consider [[Anghamerabad|Anghamerabad's]] offer and how or if we should approach Lady Anellia over the matter as we cloud back to Lalhaudh City.<br />
<br />
The Beltan have arrived in the form of Star Commander Tashan and a company of troops sent ahead to ensure accommodation and security. We direct them to the old militia barracks and grant them carte blanch to fix and upgrade the premises. Tashan asks about the security including the [[Nexus Stones]]. At our looks of confusion he explains that the Nexus Stones were 9ft shaped light crystal monoliths that protected the empire from demon manifestations and inter-dimensional portals. The Star Commander is shocked to hear that we no nothing of these vital links in the nations defence network. We assure him that we will investigate the matter and take our leave.<br />
<br />
We arrange an appointment with Lady Anellia and catch her up on our dealings and concerns but she can shed no light on what has happened to this areas defences. When we broach the subject of the Dragon's proposal the lady loses her composure and flees into her private rooms. We leave her to her sorrows and secrets and retire for the night.<br />
<br />
== 5th of Harvest ==<br />
<br />
Serra Leader<br><br />
While making arrangements to travel to [[Elfenburg|Bergelfen]] the Lady Anellia informs us that while taken by surprise she is willing to endue the pain of telling her secret to [[Anghamerabad]] for the protection of Lalhaudh. We agree to take her up to see the Black after we get back when a Pixie appears with a message from the 23rd Legion reporting a contingent of priests were trying to cross the border and asking for orders.<br />
<br />
The party travels to the border where the priests of Manway tell us that they have come to warn us off after detecting our investigations of the old portal gates. We are informed that a great evil arose in the Shadow realm and that the portals were destroyed to stop it invading our world and that any attempt to interact with the portals could draw its attention and provide a conduit. The priests do not know or are unwilling to share whether the evil came from the Shadow realm or from somewhere else. We assure them that now we know why the portals were destroyed we won't go near them again and the priests return home.<br />
<br />
We continue with our travel plans.<br />
<br />
== 6th of Harvest ==<br />
<br />
Anooke Leader<br><br />
After an extensive search through historys, records and the memories of the oldest citizens we learn that most of the [[Nexus Stones]] were broken up to make magical road markers and only a few still exsist intact. Trolling through verious pubs we pick up many rumours and start a few of our own but learn nothing useful. Silia the Beltan emmissary to the Elven court picks our brains about the current situation both inside and outside the empire. We do learn that the last time an Elven Queen was deposed was 800 years ago during the reign of Queen Manway the Mad.<br />
<br />
== 7th of Harvest ==<br />
<br />
Douglas Leader<br><br />
We pick up the Lady Anellia and together with some Beltan engineers travel to the mines. The lady converses with [[Anghamerabad]] completing her side of the bargin while the rest of us play with the crystal and begin mapping the mines. A pixie arrives in the afternoon with a message from Tarahell asking for orders. He is camped on the border and has engaged an invading force of Elves who are demanding he stand down and allow them to enter the provence. [[Anghamerabad]] sensing his first chance to legally eat some elf flesh flys with us to the border where we find the 525th Legion encamped.<br />
<br />
The 525th 2000 elves under the command of War Leader Garath have been ordered by the Queen to escort Lady Maris to Lalhaudh City to discover what is going on and surpress any seditous persons. Tarahell informs us that he has won all the challengers sent against he to date and as a result has a nice little pile of arms and armour and the 525ths parole that they will not advance or attack for five more days.<br />
<br />
Under flag of truce we attempt to parlay with War leader Garath and explain that there has been a misunderstanding and would he please stop making threats. Lacking the imagination to interprit his orders for the good of the empire, or realise the threat a 10,000 year old unkillable warrior, a black dragon, a Seagate Guild Party and two holders of the [[Swords of Ascendancy]] pose to him and his men Garath demands surrender.<br />
<br />
Serra refuses to accept his surrender until he meets our demands and gives him five days to consider his options, relay our objections and send to the queen for further orders. The pompus idiot finally pushes Serra to far questioning her Word and her Honour and she insults the Queen goading him into challenging him to a duel. She promtly accepts naming [[Anghamerabad]] as her second and two handed swords as her weapon of choice.<br />
<br />
Tarahell Alatáriël tells us that the reason the Queen is so upset by Lucuis' new title of Lord Protector is that it was the last Lord Protector that led the forces, including the 23rd legion, that overthrew the monarchy 800 years ago.<br />
<br />
== 8th of Harvest ==<br />
<br />
Eltan Leader<br><br />
Meeting at midday Serra enters the deul naked and unarmed. The amusement of the war leader and his troops vanishes as Serra raises her voice and summons [[Uriel|Jus]] into her hands. Serra takes Garath to task pronouncing judgement on him providing him lessons in humility, hubris and respect. Two hours later Serra accepts the sweat stained and blooded War Leader's apologey and offers her own for her comments about the Queen.<br />
<br />
With four days before the deadline expires the party talk to the dryads about planting a garden in the shape of a spellform. We travel to a secluded valley where the Earth mages assist the drayds layout the spellform over the next day and a half.<br />
<br />
== 10th of Harvest ==<br />
<br />
Serra Leader<br><br />
Returning to Lalhaudh City we check on the progress of the Beltan in making the barracks liveable and secure. Star Commander Tashan tells us that he and some of his men can sense a dark pressence upon the land and asks if we know what is causing it. Perplexed we investigate and find that he is correct, and subtle curse has infected both the Land and the people. Determining that the curse was laid by the Marquis of Corruption we Ent back to the resting place of the Laughing God to talk with High Priest Alphr given his history of conflict with [[Savnok|Savnok's]] minions.<br />
<br />
The curse cast mellenia ago is one of Entropy and Ennui and goes a long way to explaining the declining birthrate and attitudes in modern eleven society.<br />
<br />
With no namer we resort to DA's and a Crystal of Vison's Limited precog.<br />
<br />
DA question: "what event(s) will end the curse?"<br />
Answer: "A Birth!" (note capitalization) <br />
<br />
Crystal: "when we find the source of the curse and go to destroy it, what does it look like?"<br />
Vision: a vast mound of drow bodies in a excavated site.<br />
<br />
In talking to the dryads we descover that their King is the '''Green Man''' and that he lives in the court of the '''Low King''' and that his Queen was captured by an elven wizard called Mythalaygos and imprisioned by the elven court. They allso tell us that the Fire trolls gaurd the secret of '''True Iron''' and that the lake below [[Alfheim|Eidolon]] was formed after Melchor was cast down by the tears of his sister. Also that the original city was sucked beneath the waters and is now home to an old evil.<br />
<br />
== 11th of Harvest ==<br />
<br />
Anooke Leader<br><br />
Our avenues of research exhusted we return to the border via the city where we passed on our findings to the Beltan. As per Serras sugestion the 23rd has been training the 525ths troopers hard while Lady Anellia has been visiting with her aunt Lady Maris and gather information. The War Leader is apparently still in the capital trying to obtain clearer orders. We take tea with the Ladies and Serra explains the missunderstandings and what has actually been happening.<br />
<br />
Lady Maris realising the truth when she hears it then turns her attentions to matchmaking which Serra is only to happy to help along. Dispairing at the bumbling efforts of her niece and Lucuis to even look each other in the eye she takes matters into her own hands and slips them a mickey.<br />
<br />
Packing up the camp we move the 525th and the two sleeping paramours back to Lalhaudh City and install the legion in the barracks and lock Lucuis and Anellia in the lady's suite.<br />
We refrain (just) from beating them with the clue stick and wonder of wonders are rewarded with chemistry.<br />
<br />
With our tasks completed, the immediate crisis adverted, solid information on how to secure the future of the Elven Empire and most importantly with our pay in hand the party disbands to go thier seperate ways until the next Guild meeting.<br />
<br />
= Summery =<br />
<br />
== People ==<br />
<br />
Tarahell Alatáriël - The sole surviving member of the Elvandian 23rd Legion<br />
<br />
Lady Moria - Noble of Duke Leto's court<br />
<br />
Seermaster Yarbareal - Recorder of histories for the Old Ones<br />
<br />
The Beltan - Elves and there descendants who left to fight the Calamar several millennia ago<br />
<br />
Lord Veltyn - Wild Elf nobility, betrothed to Princess Carrianne<br />
<br />
[[John Pontanus]] - Human Master Alchemist who lives in a moving tower<br />
<br />
Sharn - Wild Elf outlaw said to be a priest of the old gods<br />
<br />
Sha'mez - Old Elven God of magic<br />
<br />
Nuckavalee the Skinless - Old elven god of death and rebirth<br />
<br />
Lady Isil - Douglas' contact in Eidolon.<br />
<br />
Malaal - Wild Elf<br />
<br />
Alphr - Priest of Kael and Malaal's Uncle<br />
<br />
[[Savnok]] - Marquis of Corruption, one of the 72<br />
<br />
The Nagaroth - Necromancer cult<br />
<br />
[[Sallos]] - The Mighty Duke, one of the 72<br />
<br />
Lord Denias - Elven Noble rescued from Nagaroth<br />
<br />
Allan Smith - Smith/shaper living and working in Baal's Mountain volcano<br />
<br />
Lord Fenar - customer of Allan Smith<br />
<br />
Lady Anellia - Younger sister to Lady Celeblothel<br />
<br />
Beriadan - An air mage residing in Lalhaudh City<br />
<br />
[[Anghamerabad]] - Black Dragon<br />
<br />
[[Iratheyma]] - Consort to [[Sha'mez]] ritually bound to the Light Crystal in Lalhaudh province<br />
<br />
Coucolain - Erelheine who must die if reunification of the Elves is to happen.<br />
<br />
Manway - One of the New Elven Gods<br />
<br />
Star Commander Tashan - Leader of the Beltan presence in Lalhaudh<br />
<br />
Silia - Beltan emissary to the Elven Court<br />
<br />
Ta'sheri'an - Master of the Hunt<br />
<br />
Garath - Poltroon, War leader of the 525th Legion<br />
<br />
Lady Maris - Aunt to Lady Anellia and Lady Celeblothel<br />
<br />
Mythalaygos - Great Elven Wizard<br />
<br />
The Green Man - The dryad's King<br />
<br />
The Low King - Fae<br />
<br />
== Points to Note ==<br />
<br />
Two Precognitive Visions were performed by Lucius last season.<br />
<br />
*The first vision showed the Elven court destroyed and occupied by demons if the Laughing God dies.<br />
<br />
*The second vision showed the Elven court overrun by the wild Elves if the Laughing God was Divinated.<br />
<br />
The words to control Anghamerabad are in the nest of the Leviathan at the bottom of the Abyssal Ocean. <br />
<br />
Coucolain's sword is made of permanently bound Light Crystal<br />
<br />
The Nexus Stones were shaped long ago to protect the Elven empire against inter-diamensional threats and most have been destroyed.<br />
<br />
The '''Green Man''' is the King of the dryads who resides in the court of the Low King.<br />
<br />
A curse is upon the Elves and their lands placed there mellenia ago by [[Savnok]] Marquis of Corruption.<br />
<br />
The Fire trolls guard the secert of True Iron<br />
<br />
The Queen of the dryads was imprisoned by the elves, specifically the mage Mythalaygos.<br />
<br />
[[Alfheim|Eidolon]] sits on the lake formed when the goddess cried for her brother [[Melchor]] when he was cast down. The city below the lake is home to an old evil.<br />
<br />
== Party Leader Rotation ==<br />
<br />
Decided to split the blame with a five day cycle starting from Duesday 1st of Fruit 808WK going alphabetically:<br />
<br />
Anooke<br><br />
Douglas<br><br />
Eltan<br><br />
Lucius<br><br />
Serra<br><br />
<br />
== Goods available from Master Alchemist John Pontanus ==<br />
<br />
See [[The Potions of John Pontanus]]</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=Dragonspine_Mountains&diff=52512Dragonspine Mountains2010-06-15T01:34:08Z<p>Rosemary: </p>
<hr />
<div>Common name given to the entire range of mountains predominately running east-west that separates [[Alfheim]] from the [[Western Kingdom]] and other human lands to the south.<br />
<br />
In Aquila and other lands that use Folksprach and Reichspiel they are known as the ''Drachenzahnberge''.<br />
<br />
The Dragonspine range is virtually impassable in many places, and the few passes are generally heavily guarded or regulated.<br />
<br />
There are known passes in:<br />
* [[Elfenburg]]<br />
* [[Borovia]] (also has a canal under the mountain range)<br />
<br />
<br />
{{stub}}</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=File:Ffenargh_sml.jpg&diff=52509File:Ffenargh sml.jpg2010-06-15T01:16:42Z<p>Rosemary: </p>
<hr />
<div>'''Ffenargh map as at 810wk'''<br />
<br><br />
<br />
[[Media:FfenarghA3.jpg|A3 version for downloading/printing]]</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=File:FfenarghA3.jpg&diff=52506File:FfenarghA3.jpg2010-06-15T00:57:25Z<p>Rosemary: Ffenargh A3 version</p>
<hr />
<div>Ffenargh A3 version</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=Talk:Slow_Portal_to_China&diff=50316Talk:Slow Portal to China2010-03-15T07:41:54Z<p>Rosemary: start date</p>
<hr />
<div>We are definitely starting on 16 March. I like to get started about 6.30 - 6.45 pm.<br />
--[[User:Rosemary|Rosemary]] 07:41, 15 March 2010 (UTC)</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=High_Castle&diff=50059High Castle2010-03-09T07:12:27Z<p>Rosemary: a little more detail</p>
<hr />
<div>[[Category:Dwarven Lands]]<br />
<--[[Map of Dwarven Lands]]<br><br />
<br />
A large Dwarven underground city, with a substantial population of goblins. The city is poor due to isolation and lack of regular trade, and subsequently political unrest and civil riots are common.<br />
<br />
Historically they mined Mithral, and supplied arms and armour to [[Alfheim]].<br />
<br />
<br> They are an active member of the [[Axe Alliance]].<br><br />
<br />
[[Category:Rosemary Mansfield]]</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=Celestial_Mariner&diff=50055Celestial Mariner2010-03-09T06:40:06Z<p>Rosemary: fixing a link</p>
<hr />
<div>The College of Celestial Mariner is a variant of Celestial Star and has the same restrictions, base chance and lighting modifiers. Most of the spells, including counterspells, are identical, and Celestial Mariners can learn the identical spells from Celestial Star Adepts. <br />
<br />
===Summary of Differences===<br />
{| border=0<br />
! width="350px" align="left" | Ability<br />
! align="left" | Changes<br />
|-<br />
! colspan="3" align="center" | Talents<br />
|-<br />
|Speak to Creatures of Light/Darkness (T-1)|| identical<br />
|-<br />
|Celestial Navigation (T-2)|| new<br />
|-<br />
|<i>Night Vision (T-2)</i>|| not available<br />
|-<br />
|Detect Aura (T-3)|| identical<br />
|-<br />
! colspan="3" align="center" | General Knowledge Spells<br />
|-<br />
|Blending (G-1)|| identical<br />
|-<br />
|Star Lights (G-2)|| visual change only<br />
|-<br />
|Darkness (G-3)|| identical<br />
|-<br />
|Coruscade (G-4)|| identical<br />
|-<br />
|Dome of Starlight (G-5)|| new<br />
|-<br />
|<i>Wall of Light</i> (G-6)|| not available<br />
|-<br />
|Wall of Darkness (G-6)|| identical<br />
|-<br />
|Witchsight (G-7)|| identical<br />
|-<br />
|Resistance to Dark (G-8)|| new<br />
|-<br />
|<i>Walking Unseen (G-8)</i>|| not available<br />
|-<br />
|Illumination (G-9)|| visual change only<br />
|-<br />
|General Knowledge Counterspell|| identical<br />
|-<br />
|Special Knowledge Counterspell|| identical<br />
|-<br />
! colspan="3" align="center" | General Knowledge Rituals<br />
|-<br />
|Reading the Night Sky (Q-1)|| identical<br />
|-<br />
|Bind Light(Q-2)|| new<br />
|-<br />
|<i>Summoning and Binding Creatures of Light/Darkness (Q-2)</i>|| not available<br />
|-<br />
! colspan="3" align="center" | Special Knowledge Spells<br />
|-<br />
|Healing (S-1)|| identical<br />
|-<br />
|Creating Light Sword (S-2)|| identical<br />
|-<br />
|Bolt of Starfire (S-3)|| identical<br />
|-<br />
|Meteorite Shower (S-4)|| identical<br />
|-<br />
|Star Boat (S-5)|| new<br />
|-<br />
|<i>Star/Shadow Wings (S-5)</i>|| not available<br />
|-<br />
|Net of Light (S-6)|| visual change only<br />
|-<br />
|Message In The Stars (S-7)|| new<br />
|-<br />
|<i>Fear (S-7)</i>|| not available<br />
|-<br />
|Increased Gravity (S-8)|| identical<br />
|-<br />
|Whitefire (S-9)|| identical<br />
|-<br />
|Falling Star (S-10 Star)|| identical<br />
|-<br />
! colspan="3" align="center" | Special Knowledge Rituals<br />
|-<br />
|Conjuring and Controlling Light Sphere (R-1)|| identical<br />
|-<br />
|Ship Of The Stars (R-2)|| identical<br />
|}<br />
<br><br><br />
[[Imri|Imri Athaliah]] is the only Guild Member who has this college and she was taught it by Sammael.<br />
<br><br><br />
[[Rosemary Mansfield]] or [[User:Bernard|Bernard Hoggins]] have the full college if you are really interested.</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=A_Pirate%27s_Lament&diff=50051A Pirate's Lament2010-03-09T05:21:39Z<p>Rosemary: /* Calendar */ how you got home</p>
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[[Category: Rosemary Mansfield]][[Category:Scribe Notes]]<br />
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Return to [[Scribe_Notes#Spring 809 WK| Scribe notes]]<br><br />
<br />
== Summary ==<br />
'''Adventure''': A Pirate's Lament<br><br />
'''GM''': [[Rosemary Mansfield]]<br><br />
'''Season''': [[Spring]] 809 wk<br><br />
'''Night''': Thursday from 17 Sept<br><br />
'''Level''': Medium+<br><br />
; Party<br />
*[[Cher]] - Binder Lizard Chick played by Sean<br />
*[[Vapour]] - Air Hunk played by Neil - Leader<br />
*[[Wordsmith]] - Namer Dwarf played by Errol - Mil Sci <br />
*[[Thorn]] - Mind Chick played by Helen<br />
*[[Teeanna]] - Mind Elf Chick played by Hannah<br />
*[[Sam_the_Ork|Dr Sam]] - Pacifist Ork played by Andrew<br />
*[[Menolly]] Pacifist Elf Chick played by Karen - Scribe<br />
<br />
; Employer<br />
: Captain Hook (ret'd) and Ensign Pan (Peter) <br />
<br />
<br />
; Mission<br />
: Make The Island safe for 'great adventures' again.<br />
<br />
; Pay<br />
: One in three chests of pirate loot.<br />
<br />
==Scribe Notes==<br />
<br><br />
===Day One: 1st day of Thaw: Guild meeting.===<br />
<br />
We slowly gathered in one of the guild meeting rooms and worked out who knew each other, and introductions were made. One more person was coming but we started without them.<br />
We were introduced to our employer, Captain Hook. He seemed a pleasant enough chap. He described the life he wished for in the islands and how it had gone down hill recently. And so he had come to the guild to hire some people to fix it back the way it was. <br />
<br />
Some of the problems were:<br />
<br />
- the Red Skins weren't just capturing people for ransom, they were torturing now. (and his ensign was suffering from a recent attack and with the Guild healers at the moment) <br />
<br />
- the mermaids in the lagoon weren't just singing to the sailors, they were drowning ships. And sending dead sailors down to Davy Jones's Locker.<br />
<br />
- the blue people in the hills were doing blood sacrifices.<br />
<br />
- someone had built a building on top of the big mountain. And now there was a lot more ligntning and storms. And the lighting seems to hit the building a lot. And that strange big animals have come out of the forest around the mountain ever since the building has been there. Big "sneak up behind you with big teeth in the death of night" sort of creatures. A bit like giant chickens but with huge teeth.<br />
<br />
- in the mountain there is a yeti or troll just as there has always been. But usually it gets killed when it gets too old and another takes it's place... haven't seen one in the hills for a while.<br />
<br />
- the Lost Boys have gone wild.<br />
<br />
- Wendy the witch has been not very nice and let the boys run wild.<br />
<br />
- goblins are digging up the valley.<br />
<br />
and other general stuff.<br />
<br />
He mentioned that they had run into some trouble on the way here and his Ensign Pan, Peter Pan, was being fixed by the guild healers. When Ensign Pan arrived the healers mentioned they had done their best but there was some things not quick fixes (magically linked tattoo on his arm)<br />
<br />
<br><br />
<br><br />
[[Image:PeterPan_Tattoo.jpg|200px|Right|Peter's Tattoo]]<br />
<br><br />
<br><br />
We discuss pay and we have to leave the following evening (day 2) to travel by the stars. We spend the day shopping. Some potions, greaters and skin changes are purchased. Wordsmith divinated the good Captain and the Ensign to see what else we could find out. And an [[#Astrology Reading|astrology reading]] was done using the question "what is the dark influence on the islands of Neverland?"<br />
<br />
<div class="wordsmith" style="background-color: #FFFF66; border: thin solid #333"><br />
'''Examination of Cptn Hook'''<br><br />
Morning of the 1st, Ancient Div, and Div (20 weeks)<br />
* LLS, GTN Human, changing to Fae<br />
* administered Sooth Pain for hangover<br />
* Has received recent healing<br />
* Evil Eye (med rank) expired 2 weeks ago ''(GM? was this in effect ~16 weeks, or different instance?)''<br />
* No Flying (assume ship travel to Seagate leaves no magical indicator on crew)<br />
* Several effects 18 weeks ago<br />
** Wicca curse (boils)<br />
** Evil Eye (med rank)<br />
** healing potions<br />
** Swashbuckle, Heroism-like effect, Illusion Counter useful<br />
''Wordsmith''<br />
</div><br />
<div class="wordsmith" style="background-color: #FFFF66; border: thin solid #333"><br />
'''Examination of Peter'''<br><br />
Late Afternoon of the 1st, healer plus Ancient Div<br />
* LLS, GTN Fae (due to having many GTN of Fae types, can treat has having rk0)<br />
* Has received healing<br />
* Suffered mana draining, physical damage<br />
* magical damage, small amounts over a long time (Rune for purposes of Counters)<br />
* tattoo is expected to 'grow back' if physically removed<br />
* Flying (possible Talent?)<br />
* Translation spell in effect<br />
''Wordsmith''<br />
</div><br />
<br />
===Day Two: 2nd day of Thaw: travel to the Island===<br />
<br />
We spent the day completing our shopping, packing and checking out the notes in the library of the last guild party who travelled to the island. The scribe notes looked like they had been through the wash, it took me ages to read them. I took some notes so I hope I've read them right. Stuff about where some of the things are on the island... will see if I can make up a map when we are finished.<br />
<br />
I pack up the dogs and head to our meeting point. We have to leave at dusk to get back. We have a range of people who either get a fly spell on them and carry people, or can fly under their own means. Thorn was carrying Teanna, Sam was carrying me, Wordsmith was dragging his trunk, Vapour was flying, and so was Ensign Pan and Captain Hook. Sher was using her own flying. Borage enjoyed the take off, got to hang his head out of the backpack and catch the breeze. But he got a bit tired and popped back inside for a nap. I heard him snoring... for such a small dog, boy can he snore. Anyway, we flew for ages and ages, with Peter leading. He kept looking at the stars and things and moving a bit and changing the way he was flying.<br />
<br />
We got to a bit in the sky where Peter then turns a 90% turn and instructs us to head only in this new direction as straight as we can. While we are beginning this it is noticed that some of the stars in a patch of the sky moved. Teanna can listen to hear entities out and about, which is a pretty good skills. She said she could sense something out there. It was hungry and curious. We try to keep going in the straight line as instructed but it seems it's curiousity got the better of it and it came very close to the party to have a better look. Wordsmith was able to get a look at it, and told us it was a celestial elemental. Most of the time we couldn't see it, but it got very close and zapped Thorn and Teanna. And zapped a few others. We kept heading off in the straight line and eventually it went away.<br />
<div class="wordsmith" style="background-color: #FFFF66; border: thin solid #333"><br />
'''DA of Celestial Creature'''<br><br />
Night of 2nd/3rd, during inter-planer? travel<br />
* ???, GTN Elemental, Celestial (Star)<br />
* Health 8/10<br />
''Wordsmith''<br />
</div><br />
We carried on flying and as the sky lit up we headed into a small cloudy patch and then came through to see the island at dawn. It was a mighty fine sight. <br />
<br />
<br><br />
<br><br />
[[Image:Neverland_aerial_view.jpg|The Island]]<br />
<br />
===Day Three: 3rd day of Thaw: land on the Island and visit the boat===<br />
<br />
In the early hours of day 3 Captain Hook instructs us to land on a small windswept rocky off-shore island. We tried to ID/DA the ground and we get "no plan name" which is most curious.<br />
<br />
The captain heads over the edge of the island and whistles. A storming cloud appears heading in our direction and out of it comes a ship. A very oddly shaped ship which I can't work out how it stays afloat. Sam and I buff everyone while we are standing on earth, and we then head to bluff to get onto the boat. It's called the Jolly Roger but it doesn't seem all that jolly to me. It seems the crew are all undead, with the exception of ensign Peter and ourselves. We are shown to some rooms which will be ours while we are on the ship.<br />
<br />
Captan Hook then tells us about the ship, his crew and shows us the gallery where we can cook our food. Even though the crew are all ghostly revanants, the ghost cook seems to still give the captain, and the ensign real food. Very odd. We have some breakfast, set up a watch routine and crash for a few hours, since we had been flying all night. The other 2 dogs travelled all right. Had to feed them a swag of munchies. They are safely tucked into their special cage.<br />
<br />
After we had a rest we woke to find the ship very odd. We couldn't enter any areas we hadn't been shown. And we couldn't even walk around out on the deck. The ship seemed to be preventing us from moving freely about. Totally odd and totally unsafe. As we aren't part of the crew, if the ship leaves the coast we and all our belongings would be left behind like the ship had just disappeared... dropped into the sea. We decided this wasn't a safe option. When the captian finally awoke, we told him we would be heading off to the island now to begin our investigations.<br />
<br />
=== Afternoon: 3rd day of Thaw: head to the east coast and visit a witch and some fae===<br />
<br />
We had been over a map of the island with the captain. I drew up a rough copy of his map which I plan to amend as we are travelling around the island. In looking at the different parts it was decided to head over to the east coast to visit the local fae. Teanna wanted to meet the locals and introduce herself. So we flew over to the coast from the ship. Landed on some ground so Sam and I could cast buffing spells on everyone, and then off again to the faery woods.<br />
<br />
The landscape is very defined here. The coast looks one way and then changes to something quite different. Almost like a kids painting of an island. Coast here, forest here, mountain here etc. So we travelled past a coast with small islands off shore and a reef, and then arrived at the fae forest. Mostly decidious trees and plants, we did a fly by to see what was about in the forest. Saw a couple of places, a house with some out buildings (possibly Wendy's house), and not many clearings. We circle around for a bit and find a wee spot to land.<br />
<br />
Our flying is ok, our landings aren't so ok. I know I've been practising but still haven't got it quite right yet. Sam did a glorious faceplant into some nettles. While we are looking for some dock leaves to relieve the sting we notice the plants around here seem too many for a nature bush. Possibly planted on purpose, maybe the fae.<br />
<br />
Teanna decides here is a suitable spot and begins talking to the trees in some language I don't know yet. It seems there are some pixies out there, very hard to spot as they seem to hide in the plants. Teanna chats to them about fae things and she discovers they don't have a king or queen, or a court. They can do what ever they like to have "fun". They tell her about the other fae on the island. There are boggarts, pixies, brownies, nixies, something called a Grim, and some sort of fae nightmare creatures.<br />
<br />
They tell us about how Wendy is always feuding with John since the big fire. And how the lost boys place isn't theirs anymore. It's a fae place now, the boggarts live there and the boys can't have it back. And how there is a giant mushroom on the top of the mountain where there are lots of people in white robes doing things inside with tools and lots or iron. And the mountain top has lots of lightning.<br />
<br />
We farewell the pixies and take off and head back to the forest area with the house. We land a wee bit away so we can approach on foot. The front door is knocked and an old lady comes out, yells at us in something we can't understand (sounds like the language the captain uses with some of his crew) and she slammed the door on us. We tried that twice and then went around the back of the house.<br />
<br />
We found a small wee boy who is upset, scrapping carrots and vegetables. We got chatting to him and he tells us the old lady, Wendy, doesn't like strangers. And he has work to do so she doesn't yell at him. We ask what work does she yell about most, he mentioned chopping firewood since he is too small and she has to do it. He is called Anthony, he's 6 years old and he's from Britannia. He also speaks this other language we can't talk, but he also speaks brownie so that's what Teanna talks to him with.<br />
<br />
So Sam goes and starts chopping the firewood. The old lady charges out the house to yell at the boy since he's too small to chop wood. And we finally get to chat to her. Teanna finds brownie as a common language and chats to her.<br />
<br />
Our cover story is we have moved into the area and are travelling around to meet the neighbours and find a safe spot to live. Our neighbourly offer to chop her wood is accepted and gets her chatting about the island.<br />
<br />
She tells us a bit about the groups on the island, stuff we know. She also tells us about the Lost Boys are bad blood... couldn't do anything with them. John is into dead things, John is a bad "kischun" whatever a "kischun" is. Wendy is a good "kisschun", boys and John are bad.<br />
<br />
We make more pleasantries and excuse ourselves.<br />
<br />
Teanna has this cool spell thing she does where she can pick up on entities in the nearby area, as long as they aren't protected. While she was chatting to Wendy she had this turned on and picked up on another entity in the forest that was very curious about us and our visit to Wendy's.<br />
<br />
We leaves Wendy's house and head into the forest in the direction of the mind. Eventually Teanna finds a leprechaun. She chats to him about the island, Wendy, John, the house on the hill and stuff. He tells us about the chickeny type creatures in the jungle with big teeth.<br />
<br />
Eventually we head away and decide to camp the night on one of the islands off the coast. Thorn sets up her tower, some of us can sleep in it. It's made of iron so Teanna isn't comfortable in it, so a second camp is set up outside.<br />
<br />
===Day Four: Red skins, Orcs camp and lots of gossip===<br />
<br />
It rained during the night. Some of us were dry. We discussed a plan of action for the day. Vapour wanted to head out to the next island over, the one that looks like a skull as that's where some of our treasure, I mean pay is supposed to be... we did have to remind him that we had a job to do before we got paid in treasure... but it took some persuading.<br />
<br />
We decided to head out to the Red-Skins forest to see if we can chat to them. We are going to fly there skirting the hills of the north to have a wee look on the way there. Thorn has this nifty collar you can put on people and they can end up understanding a language you whisper in their ear.<br />
<br />
Well the trip around the hills was pleasant. The hills are another land type contrast. Rolling hills, wide open spaces, grassy fields. Saw no people but did see a few flocks of sheep so figure someone was about. Might not have liked flying people. Anyway, we travelled west along the hills and then turned south towards the Red Skins area.<br />
<br />
Coming around the western coast towards the forest we get a better look at areas on that side of the island. We knew there is a swamp, and some cliffs. Just didn't know how impressive the cliffs were. The cliffs cut across quite a big patch of land. And the Red Skins have their encampment along the plateau inward from the cliff. It's palisaded on top and have these odd triangle buildings. We found out later they are called TeePees. Most odd. There seemed to be many people, and many dogs. We didn't land there, as there wasn't anywhere safe to land. And they looked rather militant. So we landed on the edge of the forest with the plan to wait until someone comes out and have a chat to them.<br />
<br />
It was decided the girls would be bait, and the boys would be unseen sneaking along behind us. Teanna would have her sensing people thing on, and then told us when we got a hunting party coming out to check on us. That worked really well. They tried to "ambush" us but we were so all over it. They shot a couple of us, before we could subdue them. I got shot, and they use some sort of poison that slows people down. I didn't like that one bit but it would be an awesome poison to make. Slowing down your opponents would be handy.<br />
<br />
We captured the hunting party. All kids really except the leader, some old grey haired dude. We carry them off to outside the forest, patch up the wounded and feed them all. We put the collar on the leader dude and got him talking common. It seems they all talk the same language we keep encountering... that we don't know.<br />
<br />
''These are placeholder notes only''<br />
<br />
Visited Redskins in the morning. They ambushed us, and when we captured them and flew off to question them ,weren't very helpful. After a good meal, they told us a little. We arrange a possible time/place for meeting them. Day before the full moon (Day 6) on a beach, I think.<br />
<br />
After lunch we went inland to Slightly Gulch, which was a gold-prospecting hamlet recently founded by Alusian Orcs who had broken through from their tunnels in southern Raniterre. Big Ted runs the place. Maybe 50+ orcs, with supervisors, gold merchants, written claim-markers and price boards, and other civilised trappings. There is a big ?smelter? which requires no wood - seems to runs on magic. They have visiting healers, but R&amp;R happens back in Raniterre. We pay for three tents in Row J, and spend the night. As the orcs are worked hard, the camp is quiet apart from the snoring of our neighbours.<br />
<br />
===Day Five: up the mountain, Britanian place and borrowing John Fitzpatrick===<br />
We head up the mountain. When we are above all other hills it becomes high mana for Air magics. At the very top there is an old crater with one side crumbled down, and a few odd new houses there. More description needed, lightning rod, square building, round storage tanks, etc. Within a mile of this crater the mana is 'bad', low, and nausea-inducing. There are some lightning-based snare defences. We get to the top, and try to talk to the people. They are from Britannia, and won't talk to us savages. We retreat, then kidnap one of them for a good chat. Insert info gathered: witchsight potions, 'rifle'/'shot-gun' bang sticks, alchemy college, etc. We learn they are all professors and doctors and apprentice experimenters and stuff. There is one woman, with a different title, who knows languages including elvish. They have strange morals and gods, and are as self-righteous as elves. We return our apprentice 'John' with a letter of introduction, and assurances that we too are researchers, and that we would like to meet and compare notes. They are bureaucratic and we have to deal with a certain person who doesn't like savages (even compared to the rest of them).<br />
<br />
We camp 1000 feet from their houses, at the treeline but visible, so they know we mean no harm, and rest for the evening.<br />
<br />
''As I didn't start taking notes until the meeting, I'm not 100% sure on the timing, but my memory is that the meeting was mid-afternoon of the same day when we borrowed the boy. EC''<br />
<br />
A bird flies over with a note in Elven, inviting Dr Sam (or representative) and another to a meeting up the hill. After we recover from our power-ups, Sam and Teeanna go forward to the table set out. The rest of us attend from within Mindspeech range. Dr King-Jones is attended by their librarian/linguist, who operates a book-shaped translation device. The Lovelace Society has funded research on the island for 20-odd years, there have been semi-permanent facilities (unattended some seasons) for 11 years. The drawing of energy (which is used for household purposes) is noticed to have had an effect on the island's weather. Also much reduced is the island's mystical attraction effect on ships, which appeared to provide shipwrecks and a few survivors. People in power in 'Home Counties' like this change, as immigrants to 'Australia' and another place (both somewhat distant, but still on Britannia) were dying in numbers that they noticed. The buildings etc will be left unattended for the few months of the 'Typhoon' (hurricane) season starting in a few weeks. It is suggested that we may be able to meet other researchers as they start packing up. We return to our campsite, and take time to magically note that shrubs further up the mountain have an anti-social taint. We discuss we we have learned.<br />
<br />
===Day Five Evening: trading with the Red Skins and more gossip===<br />
We fly to the meeting place with the Redskins early evening. The three of them there leave us room to land, and let us arrange ourselves. They refuse the translation collar, but co-operate when WordSmith wears it. The three of them (old guy with pigtail and markings on arms, middle-aged man, warrior) are wary, but prepared to talk. They are happy with how things have been since the changes that started a decade ago - 'Live, Grow, Learn'. Note that the plain has become John's place. Previously births wear very rare (last last Princess that Peter stole), many since 9 years ago (night of a shipwreck that had no survivors). Strange creatures (e.g. big lizard-kin) sometimes come down mountain (although not this spring), are killed by them or Picts.<br />
<br />
Have low opinion of Peter, who makes trouble between groups. This trouble has always caused deaths, not as 'nice' as Hook would have us believe. They think Peter may always have been here. We gift a knife and shovel for goodwill, share pipe and whiskey in moderation.<br />
<br />
Return to orc camp to sleep.<br />
<br />
===Day Six: find a love sick giant reptile, a herd of green reptile rats and find a lost boy===<br />
After buffering ourselves for the day and a hearty breakfast, we decide that today we will go chicken hunting. Word even from the orcs is that there are some weird/big things in the forests on the mountains. No actual sightings but definitely some remains have been found that were mauled by something big. Sounds right up our alley.<br />
<br />
So we head out of the camp and fly off around the mountain looking for anything weird and a place to land. Around towards the southern end of the mountains and crocodile creek we spot a lake. We head in and land. It's more like a big pool at the top of the creek and once we landed we were able to observe the place looked very gardeny. There was a huge waterfall feeding into the pool. All very picturesque. Like someone takes care of the area. No big animals, nothing apart from small cute birds and pretty flowers etc. We didn't find anyone home.<br />
<br />
We follow the creek as it descends down towards the inlet and the southern part of the island. We clambered over rocks and the guys who were still air walking carried the girls as needed.<br />
<br />
Sher spotted something odd, and upon further investigation (unseen people going to have a look) we discover a giant carnivorous reptile creature sunning itself among the rocks. It had this huge ribbed fan thing running along it's back. GTN comes through oddly. Both rat and ancient rat... and that no rat. Seems this maybe one of the creatures the people on the hill have been experimenting on and letting loose.<br />
<br />
Sam ends up talking to it. It seems it's been here among the rocks for many summers, wants a mate but there are none here. Birds are good eating, well not the small ones. They are too fast. It claims ownership of the river "my river" and seems rather possessive. Sam throws it some food, and it moves lightning fast and grabs the food out of the air. This might be one of the "chickens" the fae were talking about.<br />
<br />
We leave and fly following down along the river some more. Looking for tracks or signs of other weird creatures. While we pause after landing on a large downed tree we hear a scream. <br />
<br />
We rush off to investigate the scream and discover a herd of weird green wilderbeast sized reptiles with horns on their heads, acting more like herd beasts, ganging up on a small boy in the middle of a clearing. Seems he's entered an area where they have their young and they are mobbing him to keep him away.<br />
<br />
We decide to rescue the boy (might be one of the Lost Boys) and sort of plan a way to grab him.<br />
<br />
Sam, carrying me, flies into the herd and I grab the boy. It took a few tries at getting the angle and position right but it works. Sam nearlly dropped me the first time we tried to get in position but luckily I am still here to write this down. The boy had been stomped, bitten and trampled. Vapour caused a distraction while we did the grabbing. And some of the beasts tried charging and head butting people.<br />
<br />
Teanna sensed other critters nearby, two more packs of something that seemed very interested in what was going over. They had started moving closer to see what all the noise was about. But then we all heard some stomping coming through the jungle and one of the group scatters as the stomping thing heads in our direction.<br />
<br />
As we are all making moves to increase the height we are flying at this huge weird creature breaks through the jungle and snatches one of the green herd things. The rest rush away protecting their young as the unfortunate gets munched by this enormous "rat/ancient rat - but different" creature. Enormous, reptile, walking on 2 big legs but with 2 small arm-like front paws. Big teeth and large head. Pretty vicious.<br />
<br />
We fly away back to the pool, where we know is safe so we can tend to the boy and the others who suffered some incoming herd creatures. The boy has a broken arm, internals and so forth. We stablise his wounds, and start some healing on him.<br />
<br />
Shers investigates the pool and the waterfall and discovers that in the water it's just as tidy and gardened as the land. Obviously someone lives here. And while swimming she sees a cave entrance. We leave it as it feels like they are "not in" at the moment. We may come back later to say hi.<br />
<br />
We fly back to the orc camp and set about fixing the boy.<br />
<br />
His name is Jack, he's from Britannia, came here due to fae, was with some other boys and got into the herd by mistake. Seems they all move about in the trees. He has some sort of fae taint to do with the full moon, which we will look into since that's only tomorrow night.<br />
<br />
He does mention about giant chickens that are big and nasty and brown and grey. Aparantly the smaller ones are just nasty as opposed to the big ones which are big and nasty... aha so there are chickens.<br />
<br />
===Day Seven: healing day at the Orcs and party with the fae in the mermaids grotto===<br />
<br />
===Day Eight: treasure hunting, smelly tar undead and the payroll===<br />
<br />
===Day Nine: mountain exploring, spying on scientists and the sylph fae===<br />
(I was away, will need to add more details)<br />
<br />
We explored the other side of the mountain, found the place where the fae jump off. Found some fae stuff, something to do with Sylph or air faes. Seems the site was bombarded by something, lots of destruction.<br />
<br />
Spent the afternoon spying on the Britannians, Wordsmith made himself deaf somehow, some had a chat with Cuthbert about some of the things we discovered and arranged an appointment for tomorrow with a doctor to check out his wife.<br />
<br />
While I was DAing the area when I was protecting Wordsmith I did discover that the area aura around the campsite area came up as Uplands, a distinctive name.<br />
<br />
===Day Ten: baby checking, chatting to Cuthbert, retirement fund and big chickens===<br />
From our campsite Dr Thorn and escort Wordsmith head back up to the Britannian's residence. Dr Thorn has an appointment with Cuthbert's wife to see if any of the magic in the area has affected her unborn child. <br />
<br />
Thorn's checks proclaim the wife healthy and fine. However the baby seems "Very" fine... too healthy and fine. She's pretty sure it's a girl and that it probably will be late. There is some sort of magical effect on the baby. Thorn mentions that her escort is wise in the effects of magic on people and the wife lets him in to examine her.<br />
It seems the baby has some funky things happening. The architype is the same as the mother, baby also has a blessing on it to give bonuses to MA and Int. (the mother's architype label has been changing in one of the spots in the last 23 weeks, upgrading. Something to do with being bored? It would explain the super tidy house and the neat and orderly garden outside etc.<br />
<br />
Thorn and Wordsmith have words with Cuthbert in asking if any of the other ladies in the complex are also with child. He sends out word and all the ladies come in for an examination. Only one of the other ladies has something funky happening. The Magister (the one that did the translating of things) seems to have GTN human but architype is fae... we discuss with her, and with Cuthbert about how we have discovered that fertility within some of the groups becomes hindered while living here... and it might pay to keep the ladies at home if they ever want to have families. We also mention it to the Magister as the fae have an even harder time to become pregnant.<br />
<br />
Cuthbert offers to pay them with potions for their services. Some of his potions are most interesting, including the ones that made the sheep different colours. I'm sure Thorn will find a use for some of those. Creating wool of certain colours that stays true to colour will be a nice income earner. Some of the other potions include things like our spells can do. Things like healing potions that heal burns, mend bones, fix infections and the like. I wonder if a skilled Alchemist could pull them apart and work out how they work to rebuild more... hmm...<br />
<br />
They both come back to the camp and we discuss the plan for the rest of the day. One of the other tasks we need to do is retrieve his retirement fund from the jungle location for Captain Hook. So we fly off to check out the area. It's in a small cave area in a clearing in the jungle. Warm rocks and open area have caused the area to become the nesting site of these huge weird bird things. Aha, finally we see the nasty chickens people have been talking about. And boy were they nasty. They are sheep sized, carnivores or omnivores, gliders rather than flyers, big back legs for running and leaping, big hard pointy beak.<br />
<br />
We plan while up in the air to wall off the cave to retrieve the chest, and cause a diversion. Vapour, Teanna, Wordsmith and I are to get the chest. Thorn, Sam and Cher are to cause the diversion. Wordsmith and I land on the wall to protect Vapour and Teanna who land inside the wall to get the chest. Sam, Thorn and Cher land at the far side of the clearing to draw them away. Fighting with weapons, walls, hands of earth and other things. However those birds can leap really high. They were making leaping attacks against Wordsmith and me and I got hit rather badly and fell off the wall. Luckily I landed inside and not on the dog. I had taken a puncture wound and it seems I lost a lot of blood before Teanna was able to cast a healing spell on me to stabilise me. Cher created a wall around the young birds, which did make several of the adults leave the battle to jump inside to protect them. Sam created ditches and trapped some of the birds in the holes. Eventually they stopped attacking us so we could rally together. The chest was too heavy to carry filled so we split up the payroll and were able to carry it and the chest all back to Captain Hook's ship. He spilts it up fairly and we rest and plan how we will head to Skull Island to retrieve the chests there, and put Captain Hooks retirement fund and payroll into the island.<br />
<br />
===Day Eleven: A hunting we will go on Skull Island=== <br />
(next weeks session) <br />
<br />
====Info from previous Scribe notes====<br />
For those going into the base (if any):<br />
<br />
: In Britannia there is a big city called London, with an area called Kensington, which includes Kensington Gardens (market gardens, from the sound of them). There is also a London Zoo, where they keep animals, like a menagerie. London is hours of walking across. We might be able to drop little snippets into conversation occasionally, to sound like we may have once visited London. It might make us seem less like primitive savages, and more like ignorant foreigners, which is a big step up!<br />
<br />
==People and Places==<br />
===People===<br />
* Dr King-Jones<br />
** Tall middle-aged gent, white hair and large moustache<br />
** wears high-quality but slightly strange clothes, and an odd tall hat.<br />
** has many strong opinions, much he is insistent on sharing.<br />
** very protective of high research, and other's views of him<br />
** College is 'Electro-magic'<br />
** doesn't like veterinarian colleges, but they pay well for permission to study the wildlife (not the savages)<br />
** likens the 'savages' to confined creatures fighting.<br />
** is clearly less threatened once we make it clear that we consider ourselves lower-status and studying different types of things (e.g. the savages)<br />
<br />
* Librarian/linguist<br />
** Has accompanied her husband<br />
** young woman, good quality long dress<br />
** Is bored with her duties (short and medium term)<br />
** appears protective of Prof Cuthburt<br />
<br />
* Prof Cuthburt<br />
** Is a well-known wizard-potion/master<br />
** we express interest in meeting, but are fobbed off.<br />
<br />
===Map===<br />
[[Image:Neverland Adventure Map .jpg|500px]]<br />
<br />
==On Archetypes==<br />
[[Image:Archetype_Map.JPG|340px]]<br />
<br />
Overview of the Archetype section added to auras of long term residents of Neverland<br />
<br />
==Astrology Reading==<br />
Question: What is the nature of the dark influence on the island of Neverland?<br><br />
Answer: (in elvish script)<br><br />
Everybody likes to keep up with the Joneses. When they get new curtains your wife will be shopping for fabric the very next day.<br />
<br />
:: Sounds likes its curtains for everyone - that's grim news. SAM<br />
<br />
<br />
==[[Pirate Pay]]==<br />
<br />
==Buffs Available==<br />
Vapour:<br />
* Vapour Breathing : 3hrs<br />
* Feather Falling : 90 mins<br />
* Air Walking : 3hrs<br />
* Flying : Rk 6 (3.5hrs) 36mph<br />
Menolly:<br />
* Strength of Stone : 10 hrs +10 EN<br />
Sam:<br />
* Armour of Earth : 6 hrs +24%/+1AP<br />
:(''men only'')<br />
:* Tracking +22%<br />
:* Detect Ambush +16%<br />
:* Herbal Lore +24%<br />
<br />
Thorn: <br><br />
Has a few investeds<br />
* 3 charges each of Rk 10 Shadowform, and Rk 20 Armour of Earth. <br><br />
* 2 charges of Rk 10 Weapon of Radiance. <br><br />
* 10 charges of Rk 1 Shells of Silence. No sound in or out of the 15ft dia. area. Good when you don't want to wake the neigbours.<br><br />
* 1 charge of Rk 15 Quickness.<br />
==Calendar==<br />
<br />
{| cellspacing=1 width="100%" border=0 class="Season" id="Spring" <br />
! colspan=15 | <h1>Spring</h1><br />
|- <br />
| class="calMoon" | <br />
! colspan=2 | Moonday<br />
! colspan=2 | Duesday<br />
! colspan=2 | W'ansday<br />
! colspan=2 | Th'rsday<br />
! colspan=2 | Frysday<br />
! colspan=2 | Reapsday<br />
! colspan=2 | Sunday<br />
|- <br />
| class="calMoon" | [[Image:moon3.jpg]]<br />
| colspan=14 | <b>[[Candlemansa]]</b><br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Thaw]] (10)</span><br />
|- <br />
| colspan=3 height=54px | &nbsp;<br />
| class=day | 1 || <i>Guild Meeting</i><br />
| class=day | 2 || Sorting Stuff out for a night flight<br />
| class=day | 3 || Arrive in Neverland with the dawn<br />
| class=day | 4 || Red skins and orcs<br />
| class=day | 5 || Tea Parties and Peace Pipes<br />
| class=day | 6 || Nixie pool and Big Lizards<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 7 || Healing the Lost Boy; Archetypes<br />
| class=day | 8 || Tar Babies; Joey and Tinks<br />
| class=day | 9 || Sylph Mausoleum, Spying on Cuthbert<br />
| class=day | 10 || &#9792;'s health; Chicken Raid<br />
| class=day | 11 || Skull Island<br />
| class=day | 12 || Sail to Alusia, Isles of Adventure<br />
| class=day | 13 || sailing<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || still sailing<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 21 || Britannia Airship ETA<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || are you sick of the ocean yet?<br />
| class=day | 25 || &nbsp; <br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 28 || Arrive in Seagate; pay taxes et al<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=8 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Seedtime]] (11)</span><br />
|- <br />
| colspan=7 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || <i>Rites of Thunor</i><br />
| class=day | 9 || &nbsp;<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || <i>Equinox</i><br />
| class=day | 16 || &nbsp;<br />
| class=day | 17 || <i>Eostre</i><br />
| class=day | 18 || <i>The Seagate Spring Ball</i><br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || &nbsp;<br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || &nbsp;<br />
| colspan=4 | &nbsp;<br />
|- <br />
! colspan=15 | <span style="font-size: 130%;">[[Blossom]] (12)</span><br />
|- <br />
| colspan=11 height=54px | &nbsp;<br />
| class=day | 1 || &nbsp;<br />
| class=day | 2 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon0.jpg]]<br />
| class=day | 3 || &nbsp;<br />
| class=day | 4 || &nbsp;<br />
| class=day | 5 || &nbsp;<br />
| class=day | 6 || &nbsp;<br />
| class=day | 7 || &nbsp;<br />
| class=day | 8 || &nbsp;<br />
| class=day | 9 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon1.jpg]]<br />
| class=day | 10 || &nbsp;<br />
| class=day | 11 || &nbsp;<br />
| class=day | 12 || &nbsp;<br />
| class=day | 13 || &nbsp;<br />
| class=day | 14 || &nbsp;<br />
| class=day | 15 || &nbsp;<br />
| class=day | 16 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon2.jpg]]<br />
| class=day | 17 || &nbsp;<br />
| class=day | 18 || &nbsp;<br />
| class=day | 19 || &nbsp;<br />
| class=day | 20 || &nbsp;<br />
| class=day | 21 || <i>Floralia</i><br />
| class=day | 22 || &nbsp;<br />
| class=day | 23 || &nbsp;<br />
|- <br />
| class="calMoon" height=54px | [[Image:moon3.jpg]]<br />
| class=day | 24 || &nbsp;<br />
| class=day | 25 || &nbsp;<br />
| class=day | 26 || &nbsp;<br />
| class=day | 27 || &nbsp;<br />
| class=day | 28 || &nbsp;<br />
| class=day | 29 || &nbsp;<br />
| class=day | 30 || <i>Walpurgisnacht</i><br />
|}</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=Alfheim_Maps&diff=48160Alfheim Maps2009-12-15T04:11:24Z<p>Rosemary: Routes to the rest of Alusia</p>
<hr />
<div>[[Category:Maps]][[Category:Alfheim]]<br />
<= Return to [[Alfheim#Places|Alfheim]]<br />
<center>[[Image:AlfheimMap.jpg]]</center><br />
<br />
''Notes:''<br />
* Most of the provincial borders follow natural features, but the provinces adjacent to Eidolon are noteable in that their shared borders follow the canals.<br />
* There are few cross country roads in Alfheim, but a wide array of canals and navigable rivers which are used for travel and transport<br>''(canal map in progress Summer 2010, RM)''<br />
* The Elvandar western border is as far deep into the mountains as they feel like patrolling.<br />
* The road through the pass from Elfenburg enters Alfheim in Winter Garden.<br />
* The canal under the mountains from Borovia connects with the Fergensee/Passau canal.<br />
* 250 miles ESE of Elsfield is the Inland Sea making Tac the nearest civilisation eastwards. There is no established trade route between them and, due to terrain, most travellers enter into Alfheim through southern Passau or Winter Garden. <br />
<br><br />
'''[[Media:Alfheim-printable.pdf|A4 printable version]]'''<br><br />
[[Media:Alfheim Political B&W.pdf|A4 grey-scale]] ''(the colour version does not print well in black and white)''<br />
<br><br />
<br><br />
<br><br />
''GM Note: The originals of these maps are held by Rosemary Mansfield. They are in Adobe Photoshop and if you want a layered version to tinker she is happy to help.''</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=File_talk:AlfheimMap.jpg&diff=48158File talk:AlfheimMap.jpg2009-12-15T04:00:18Z<p>Rosemary: some explainations</p>
<hr />
<div>Fantastic work Rosemary!<br />
<br />
May I ask for a bit more...<br />
* Could you stretch it out further NE and W to be closer to the shape indicated for Alfheim on this map: [[:Image:WK-with-good-names%28new_scale%29.jpg]], also making it slightly larger. The Western extension is larger and is presumably considered technically western Uvandor and Elvandar but in actuality is mostly wilderness. Maybe current boundaries are the extent of the weather control and further west is technically Alfheim but is not considered part of civilised Alfheim.<br />
** Now reading your comment about western borders and patrols, just ignore the above point.<br />
* Quickborn seems too far north to match William's descriptions on the Alfheim page. My impression is that it is a northern province, but not as northerly as Seensplate which is outside the weather control. Maybe more where N-NW Enwinolm is, sharing a border with Uvandor, and with Seensplate extending further west. Or talk to William about change the descriptions to match the map.<br />
* Could you indicate where the passes to Elfanburg and TAC are? I would guess Elfanburg pass to be S/SW Eidolon and TAC pass to be E/SE Elsfield.<br />
* Could you indicate the mountains that form the border of East, NE, and some of NW Alfheim similarly to the way you've shown them in southern Alfheim.<br />
<br />
-- [[User:Stephen|Stephen]] 21:42, 13 December 2009 (UTC)<br />
<br />
<br />
Thanks Steven.<br />
<br />
Some comments:<br />
* This is NOT made with mapping software so making changes is rather laborious (since it's based off real geography of Germany the background and borders are based on maps from the internet).<br />
* I've already checked the locations of places with Willam. Quickborn really is that far north and beyond it is frozen tundra. That's elven weather magic for you. <br />
* Also the Harn based map has its 'permafrost line' too far north when translated to the latitudes we are using for Alusia. In games when I've been north of Alfheim, Lunar Empire, or Inland Sea, it's all been tundra. I'm aware some games have had moderate climates up there but 'game history' seems to favour comparing Earth latitudes and climates to get an idea of climate in any given Alusian locale.<br />
* William didn't mention anything about mountains to the east - just vast tracts of empty forests (I was imagining something like the mid Russian beech forests - trees for 1000's of miles). In practice it's about 250 miles to Tac (going by the line map of the world).<br />
* I'll add some more comments about how it connects to the rest of the world.<br />
--[[User:Rosemary|Rosemary]] 04:00, 15 December 2009 (UTC)</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=File:Alfheim_Political_B%26W.pdf&diff=48075File:Alfheim Political B&W.pdf2009-12-13T21:30:06Z<p>Rosemary: A4 grey scale</p>
<hr />
<div>A4 grey scale</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=File:Alfheim-printable.pdf&diff=48073File:Alfheim-printable.pdf2009-12-13T20:52:42Z<p>Rosemary: A4 PDF version for easy printing</p>
<hr />
<div>A4 PDF version for easy printing</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=File:AlfheimMap.jpg&diff=48070File:AlfheimMap.jpg2009-12-13T20:19:48Z<p>Rosemary: A4 Colour map of Alfheim showing province boundaries.
The original map is in Photoshop and is held by Rosemary</p>
<hr />
<div>A4 Colour map of Alfheim showing province boundaries.<br />
The original map is in Photoshop and is held by Rosemary</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=File:Alfheim-thumb.jpg&diff=48069File:Alfheim-thumb.jpg2009-12-13T20:17:41Z<p>Rosemary: Thumbnail of main Alfhiem Map</p>
<hr />
<div>Thumbnail of main Alfhiem Map</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=File:Blade_venom.pdf&diff=47991File:Blade venom.pdf2009-12-10T23:53:13Z<p>Rosemary: Serpent Spawn blade venom</p>
<hr />
<div>Serpent Spawn blade venom</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=File:Medalians.pdf&diff=47990File:Medalians.pdf2009-12-10T23:51:15Z<p>Rosemary: Quechan Medalions</p>
<hr />
<div>Quechan Medalions</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=File:Dr_Cuthbert_Potions.pdf&diff=47928File:Dr Cuthbert Potions.pdf2009-11-29T08:57:52Z<p>Rosemary: Potions given to party in payment for Healer and Divination services</p>
<hr />
<div>Potions given to party in payment for Healer and Divination services</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=File:Neverland_Adventure_Map_.jpg&diff=47790File:Neverland Adventure Map .jpg2009-11-12T04:56:41Z<p>Rosemary: </p>
<hr />
<div></div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=File:Archetype_Map.JPG&diff=47788File:Archetype Map.JPG2009-11-12T03:07:04Z<p>Rosemary: Overview of the Archetype section added to auras of long term residents of Neverland</p>
<hr />
<div>Overview of the Archetype section added to auras of long term residents of Neverland</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=Talk:A_Pirate%27s_Lament&diff=47787Talk:A Pirate's Lament2009-11-12T02:15:00Z<p>Rosemary: </p>
<hr />
<div>Errol's Scribbles<br />
<br />
Did AD (Ancient Divination) on the boy at midnight. Changes in progress (role change, association, magic abilities). Later AD discovers an additional overlay/property of his Aura<br />
<br />
<br />
Property:Archetype - "Lost Child"<br />
: Reduced magic resistance to a set of magic<br />
: Base Chance mod associated to some external factor<br />
: Reaction modifiers<br />
:: positive like-to-like<br />
:: negative to those of another archetype<br />
: Effect is a curse<br />
:: Death curse, probably involving many beings<br />
:: MA is 60, but faded - 25-30 in effect?<br />
: Curse is multi-layed, boy resisted some of the aspects (sub-properties)<br />
<br />
Checked out AT (archetype) of orcs around camp after AD'ing one being healed.<br />
<br />
Archetype:Digger (presumably like dwarves from previous adventure)<br />
: Strongly infertile<br />
: Reaction modifiers (as above)<br />
: MR reduction (as above)<br />
: this individual didn't change last night<br />
: Lifespan adjusted (??longlived??)<br />
: 'blank pages' of archetype not yet filled in.<br />
<br />
About 1 in 5 orcs in camp at the time has AT, a bouncer and the head super are infertile. DA on Clerk, aura is Orc-ish, AT Digger, has talent 'nose for metal'.<br />
<br />
Conversation with Hook (plus Peter) re piracy 'trade'<br />
* Not much good on Australia route - no money, wool bulky<br />
* India route Ok<br />
* China route good, but local competition<br />
* South Atlantic used to have a lot of Gold<br />
* North Atlantic getting better<br />
* has heard of Raniterre (ivory trade)<br />
* Destiny route dangerous and profitable<br />
* often pirates on full moon - leght better, travel to places easier<br />
<br />
Pixies and Faeries are short-lived sentients, AT: Fae<br />
: Mermaids, Nixie, Fossigrim, Satyr, Fauns, Niad, Leprechaun<br />
: Mermaid has been under At curse for about a millennium<br />
: additional aspect is negative reaction to non-fae and non-same-race<br />
<br />
Peter AD later<br />
Archetype:Pirate<br />
: Ageless<br />
: most recent change made him more pirate<br />
: Talent of bonus to assess ship (for worth to pirate)<br />
: immune to sea illness<br />
: Reaction modifiers (as above)<br />
: MR reduction (as above)<br />
: Curse in high 60s - NOT faded</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=File:Neverland_aerial_view.jpg&diff=47250File:Neverland aerial view.jpg2009-09-18T00:22:52Z<p>Rosemary: "The Island" from the air (aka Neverland)</p>
<hr />
<div>"The Island" from the air (aka Neverland)</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=File:Neverland_Spring796_SN.pdf&diff=47207File:Neverland Spring796 SN.pdf2009-09-15T23:53:54Z<p>Rosemary: Scribe Notes for Neverland game, Spring 796</p>
<hr />
<div>Scribe Notes for Neverland game, Spring 796</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=Black_Watch_Chronicles_IV:_Watching_the_Watchmen&diff=46681Black Watch Chronicles IV: Watching the Watchmen2009-06-12T11:34:35Z<p>Rosemary: /* Equipment Issued */ errata</p>
<hr />
<div>[[Category:Ben Taberner]]<br />
<div class="TOC">__TOC__</div><br />
==Summary==<br />
'''Adventure''': Watching the Watchmen<br><br />
'''GM''': [[:Category:Ben Taberner|Ben Taberner]]<br><br />
'''Session''': Autumn 809WK <br><br />
''Night'': Thursday<br><br />
''Level'': Introductory (New (0-3 Adventure) Players)<br><br />
''Location'': Harlston Manor<br><br />
<br><br />
'''Party''' <br><br />
Aiming at recruiting four players still getting to grips with the DQ system and two experienced players with much patience and a suitably low character.<br><br />
<br><br />
* Koltherna - a new fire mage played by [[Clare|Clare Baldock]] (even newer than mentioned as I seem to have put the character sheet in the front of a library book and returned the book).<br />
* Boris - Orc Necromancer played by Michael Haycock<br />
* [[Ara]] - played by Zeb<br />
*[[Imri]] - Elven Water Mage played by [[Rosemary Mansfield]]<br />
*[[Pierre the Halfling]]- An Illusionist played by Ian Anderson<br />
*[[Julius]]- Human Enchanter played by Barnaby Wallace<br />
* Reg from Ruska- Human Warlock & healer played by Graham Caine (+ plus his ferret Vlosh)<br />
<br />
<br />
==The Job==<br />
<br />
'''Employer:''' The Seagate Watch<br><br />
<br />
'''Mission:''' Disturbing reports have reached the Watch Captain that suggest that some of the Watch are taking bribes and making deals with local criminal elements. He has struck on the idea of having independent contractors pose as new recruits to conduct an undercover investigation and has requested that the Guild supply some "fresh faces" to this end.<br />
<br />
On that basis Guild members with political careers, visible auras, wings, unspeakable or wondrous visages, fused-on armour, and <b>You, you know who you are!</b> need not apply.<br><br />
<br />
'''Pay''' <br><br />
Guild rates and free training in standing for long periods, proceeding in the cardinal directions (along, up, down, and towards), apprehending, keeping the peace, and community relations.br><br />
Watch Trainee stipend of 20sp per week.<br />
<br><br><br><br />
<br />
==Equipment Issued==<br />
'''Bronze Scale armour'''<br><br />
:Weight: 4 Protection: 3 Agility Modifier: -3 Stealth Modifier: -5<br> <br />
::<i> this is left over from mustered out troups and needs work to fit properly</i><br><br />
'''Bronze Short Sword''' <br><br />
:Weight: 2 PS: 10 MD: 12 Strike Chance: 45 Damage: D10+2 Class: A (thrust) Use: Melee<br><br />
'''Truncheon'''<i> (identical to sap except it's wooden)</i><br><br />
:Weight: 2 PS: 9 MD: 11 Strike Chance: 45 Damage: D10+1 Class: C (crush) Use: Melee & Close Max Rank 5<br><br />
Truncheon may be used for a knock out attact but only on targets wearing leather, cloth or no armour. Any hit stuns and 4 or more points of effective damage knocks out the target.<br />
This will not work on targets larger than the attackers size. Assassins get no bonus from this weapon.<br><br />
::<i>The truncheon is a short club of hard wood, about 20" long, with a leather wrist strap</i><br><br />
'''Watch Boots'''<br><br />
:Weight: 3 PS: 10 MD: 10 Strike Chance: 30 Damage: D10+1 Class: C (crush) Use: Close & Melee Max Rank 4<br><br />
A boot attack is a kick, but may not be combined with other attacks unless the attacker has Rk 3 in Unarmed.<br><br />
::<i>Solid black leather & hobnail boots. Those of us with small feet arrange to get properly fitted boots made, rather than standard issue.</i><br><br />
<br><br />
<br />
==Magic Bonuses (Buffs)==<br />
Julius' Greater Enchantment gives us +6 to one chosen area:<br><br />
Boris: Combat<br><br />
Imri: Skills & Stats<br><br />
Julius: Magic<br><br />
Kolferna: Skills & Stats<br><br />
Pierre: Magic<br><br />
Reg: Skills & Stats<br><br />
<br><br />
<br />
==NPCs==<br />
* Sergeant Albrecht, Seagate Watch: <i>Our employer. He seems to be in charge of the day to day running of the Watch</i><br />
* Captain Jamison, Commander of the Seagate Watch<br />
* Corporal Oats, Seagate Watch: <i>Looks after billeting and housekeeping</i><br />
* Harry Kale - watch recruit in Troop A: <i>a local lad, seems rather lazy & shiftless</i><br />
* Troop B - the other 7 watch recruits in training. <i>They are human and mostly Carzala townsfolk or farm boys. They work the night watch of both cities.</i><br />
* Nicholas 'Nick' Holt - Troop B <i>now deceased</i><br />
* Bill - Troop B <i>one of Nick's patsys</i><br />
* William - Troop B <i>another one of Nick's patsys</i><br />
* Guardsman Gotry Shadrock - Experienced watchman <i>Dwarf, very stern trainer</i><br />
* Guardsman Lofty Lyons - Experienced watchman <i>friendly human</i><br />
* Silas - Bounty Hunter <i>Human, tall, often wears a black pointed hat and dark cloak. His manner is smarmy and has a reputation as a coward. He is an E&E with Wizards Eye ranked high, and frequents the Grey Swan on Broad Street. He accepts commissions from the watch and civilians to locate and had people over. In the case of civilian commissions he doesn't ask why they are wanted.</i><br />
* Milo - Army Healer<br />
* Rebecca Moreson - Barmaid at the Dukes Arms. <i>She lives with her mother and two young siblings.</i><br />
* Zek and Ged Cawley - brothers who run a carting business. <i>Middle-aged tough looking men.</i><br />
* Elder Gumfudgeon - Justice of the Peace <i>(in the area near the Diamond Spider Tavern).</i><br />
* Mr Smiley - undertaker used by the Watch.<br />
* Mr John Cameron, Chief Clerk and Archivist for the Old Seagate Town Council<br />
* Mr Charmichael - Alchemist. <i>Dodgy reputatation, he will sell to anyone with out question.</i><br />
* Victor Simmons - criminal <i>intelligent excitable psychopath</i><br />
* Austin, Guild Namer <i>assists the Watch when requested</i><br />
* Oran Savage <i>a wealthy merchant and philanthropist, well travelled and with an excellant reputation. He helped with the building of the Abbatior, new cattle pier and theatre. He has been in Old Seagate for 5 years and is not on the Town Council.</i><br />
* Crusher, Lefty, Knuckles Clarkwell (dec'd), Killer Clarkwell, Chedder George, Frank and Mark (dec'd) - thugs for hire<br />
* Claude Viognier - Aquilan(?) agent for hire <i>smooth dresser, uses rapier/main-gauche and invested.</i><br />
* Rupert Viognier (dec'd) - Aquilan(?) agent for hire <i>smooth dresser, uses rapier/dagger, Dark Celestial mage.</i><br />
<br><br><br />
<br />
==Places of Interest==<br />
Updates will be made to the [[Old Seagate]] page where we find out new stuff<br><br />
<br><br />
==Diary==<br />
'''1 Fruit 809'''<br><br />
Guild meeting; briefing with Sgt Albrecht; party arranges varied modest accommodation in Old Seagate.<br><br />
<br><br />
'''2 Fruit 809'''<br><br />
Watch Recruitment Day<br><br />
Party arrive individually throughout the day and separately apply to join the Watch. Modest dress and accoutrements worn (and chosen to avoid association with the Adventurer's Guild), and information given during recruitment implying that we have recently arrived in Seagate. We do not volunteer that we are mages.<br><br><br />
Requirements of Watch Recruits:<br />
*<i>Work Shifts<br />
*Keep city peaceful<br />
*Fire fighting (particularly organising civilians)<br />
*Investigate criminal complaints<br />
*Detain criminals and return them to the Watchhouse<br />
*Be approachable</i><br><br />
<br><br />
We are taught to salute, fed and shown to the barracks.<br><br />
<br><br />
'''3 Fruit 809'''<br><br />
We are issued our uniform and start our training. This includes:<br><br />
*Walking in time so our boots echo ahead of us<br />
*How to swing the truncheon <br />
*Which end of a sword to hold onto and when <b>not</b> to use it<br />
*Laws of Carzala and Old Seagate<br />
<br><br />
'''4 Fruit 809'''<br><br />
2nd day of training. More of the same<br><br><br />
'''5 Fruit 809'''<br><br />
Recruits broken into two teams and we (Troop A) go on our first patrol in Old Seagate. We mostly walk around the crowded side of town closest to the river. Silas approaches G. Gotry & asks if there is any work.<br><br />
At the end of the day we move our gear to barracks in Old Seagate Fort. <br><br />
In the evening we have a couple of hours free. Harry Kale wanders off saying he will be back later. Julius has earlier planted a locatable coin on him so we discretely follow him to the Dukes Arms inn. He leaves without time to have even have a drink, but the coin has been passed to a barmaid (maybe its a tip for passing a message). Reg follows him back towards the fort but loses him in the side streets.<br><br />
Imri & Koltherna assist Julius back to the Guild to heal a backfire. He has to stay overnight but sneaks back before breakfast.<br><br />
<br><br />
'''6 Fruit 809'''<br><br />
Harry Kale has not returned, Corporal Oats assumes he has given up without letting anyone know (it is unusual for folk to disappear in Carzala so he doesn't suspect anything bad has happened to him).<br><br />
We do some more training, and then G. Lofty leads us on patrol. We patrol outside the wall, passing the market gardens, common, the abattoir. We have a break at the Hogsend, and then pass into town through the Blue Gate. We pass the wine & food place Mother's Lament, and then patrol through the wealthy quarter and along Dedication Road. While on patrol G. Lofty tells us stories of interesting happenings in town.<br><br />
In the evening some of us wander out for a drink and Julius runs into Milo, who he helped on a previous mission. Milo has a high opinion of the watchmen, as they seem good at their job and are better at knowing what is going on and dispersing trouble than the rotating army units that used to guard the town. From this gossip we discount the idea that there is major rivalry between the army & the Watch.<br><br />
<i>Ara pulls out</i><br />
<br><br><br />
<b>7 Fruit 809</b><br><br />
Sgt Albrecht is training us today. The morning is the usual drills followed by 'investigation training', e.g. what a jimmied window looks like, how to tell abnormal behaviour etc.<br />
<br><br />
<br><br />
On patrol we pause at the Fish Market on Blue Street. Sgt Albrecht instructs us to look around carefully as he is going to question us later.<br><br />
We quickly notice the wizards eye searching around, and Harry Kale skulking at an alley entrance. We can't find the E&E and a short contact with Harry shows that he is terrified, has been followed for two nights, and targeted by magic (probably sleep) a couple of times. Harry gives us a description of his attacker and flees when the eye gets near to finding him.<br><br />
We check in with Sgt Albrecht, who identifies the description as Silas the bounty hunter. We then (discretely) use magic to follow Harry into the slums behind the docks. We catch up with him in a shack in the slums. Our conversation gives us:<br><br />
*Harry was asked to join the Watch by some friends, so that he could pass on to them what the Watch is doing.<br />
*When Silas saw Harry at the Dukes Arms it was obvious he was looking for him, so Harry ran off towards the Fort. Something knocked him out and he woke up bruised on the street (as if he had fallen over). He also felt magic impact several times. He has been running since.<br><br />
We remind Harry that he is a Watchman and Silas is unlikely to attack him in the middle of the Watch so we take him back to the Fort.<br><br />
Sgt Albrecht gives us some more information on Silas, and we discuss our legal options for questioning Silas. He has good contacts in the city, and we can't prove he has done anything illegal, so we have to be careful. We let him know that Harry has been planted in the Watch.<br><br><br />
Its late afternoon when we head to the Grey Swan to find Silas but we have to wait until dinner for him to show. As planned Julius talks to Silas:<br><br />
*Julius implies that he can be bribed and is looking to make long term contacts in the city.<br />
*Silas implies that Harry will not be pursued when he is with the Watch.<br />
*Silas doesn't tell us anything about his commission for Harry.<br />
The conversation ends with Silas telling Julius that Harry is currently on a red tiled roof. Since a number of the buildings in the Fort have red tiles we head back as fast as we can. When we get back Harry is in the barracks looking rather subdued.<br />
<br><br><br />
After dinner the alarm is called and while we form up Corporal Oats is giving orders to the other watchmen. There is a disturbance at the Theatre and Corporal Oats marches us down there to help keep the peace.<br />
<br><br />
&#0160;&#0160;&#0160;A large group of dwarfs with torches are gathered before the entrance to the Theatre, preventing anyone from entering. Most are wearing badges "DMAD" meaning Dwarven Mothers Against Depravity.<br />
<br><br />
&#0160;&#0160;&#0160;The billboard for the latest play reads "The Shepherdess and the Goatherd" which has been badly mis-interpreted, not that these mothers approve of plays at the best of times. We organise the theatre folk to change the name of the play to "The Shepherdess and the <span<br />
style='color:red'>Goat-herder</span>", initially with a bit of paint but they are to get new billboards printed in the morning. <br />
<br><br />
&#0160;&#0160;&#0160;The dwarves are persuaded to leave quietly and we return to the Fort to notice that Harry is missing. He hasn't been seen since he received a message from the Dukes Arms.<br />
<br><br />
<br><br />
We are now off duty so we change into normal clothes and wander out for a drink, not at all co-incidentally at the Dukes Arms. Pierre sneaks around and eavesdrops on Harry upstairs with Rebecca the barmaid. The conversation concerns Rebecca or Harry finding an item that will 'save his life' and Mr Ketch is mentioned with no other context. Rebecca doesn't think much of Harry's behaviour or plans.<br />
<br><br />
&#0160;&#0160;&#0160;We move to another pub down the street and eventually Harry wanders by. We amble after him towards the Fort, when Julius' Locate shows him stationery and we hear sounds of a fight.<br />
<br><br />
&#0160;&#0160;&#0160;We find Harry cornered in a cul-de-sac being beaten by four men with another man directing them. We wade in to rescue Harry. During the fight one of the men is killed "Knuckles", another mortally wounded, one gets away and the other two surrender. We patch up the bleeding man (and Reg who is almost as bad), and go fetch Corporal Oats to sort things out.<br />
<br><br />
&#0160;&#0160;&#0160;Once the prisoners are sorted there is a long lecture about announcing you are the Watch before wading in, as many criminals will surrender at that point. We are reminded that we are not Watchmen yet, and in a similar situation should call for help rather than trying to deal with it ourselves.<br />
<br><br />
&#0160;&#0160;&#0160;Victor Simmons is the leader of this gang and he is a known criminal, suspected of arson with menaces around the town. (Victor had been using Greek Fire on us).<br />
<br><br />
<br><br />
Corporal Oats asked to 'find out what is up with Harry' so we find a quiet corner of the barracks to have a long chat with him. Since we saved his life, and helped by application of alcohol Harry is a lot more open with us.<br />
&#0160;&#0160;&#0160;He is a petty thief and a few weeks ago broke into the house Mr Mossman, a "high quality" tinker, who repairs jewellery and fancy artefacts. He stole a locket, two large candlesticks and an icon of Lord Bolton.<br />
&#0160;&#0160;&#0160;Later someone knocked on the door of his doss, and he thought it was the Watch so he took off. When he returned the stolen stuff was missing. Over the next few days he was increasingly shunned by his normal associates and at least two different groups were after him (Silas & Victor Simmons). They think he still has the locket.<br />
<br><br />
<br><br />
He also tells us a little about the criminal groups in Old Seagate:<br />
* Mr Ketch runs thievery & general thuggery. He has been asking around for someone to join the Watch to spy for him (Harry stole the idea)<br />
* Mad Abby runs the brothels<br />
* Mr Slocum runs crime on the docks and smuggling<br />
<br><br />
'''8 Fruit 809'''<br><br />
<br />
Morning starts with drills and going over procedures, especially those we forgot last night. <br />
* When off duty you are still The Watch<br />
* Since we are still on probation if we see a crime we are to call for Watchmen. The have whistles to signal each other but we are a way from being issued these.<br />
<br><br />
Over lunch we discuss Harry with Sgt Albretch, and then check the Evidence Room with him.<br />
* Records show an informant told Guardsman Gotry about the doss house and someone going in with obviously stolen stuff. He lead a raid on the house and removed the stuff that obviously didn't belong.<br />
* This stuff is now all in the Evidence Room, and no-one had reported it stolen.<br />
* Two floor standing brass candlesticks, very solid and basic looking.<br />
* Icon box, with worn gilded carving on the doors and sides. <br />
<br />
We exmaine the icon in detail:<br />
* Inside is a picture of Lord Bolton commemorating the signing of the Seagate City Charter. His cloak is painted in rich Imperial Purple.<br />
* The picture is on velum, obvious reused as traces of writing can still be seen.<br />
* The back of the icon box has been removed and we can see this is the side which has been written on. Is is upside down in the frame and barely scraped.<br />
* The document is in poor Elvish and initially reads like a will. Further translation indicates this maybe the first charter. It has signatures and seals with a faint magical trace.<br />
* It is 50 years old 'ish'<br />
* In addition to the known clauses there is a "rent" for the land of 100 Nephrite Nearous due from the city to the family Bolton each year.<br />
* Nephrite Nearous are shell fish that produce Imperial Purple die, but you need thousands and thousands to produce useful amounts. This shellfish is not known to be found locally, but in 200 years it could easily have been fished out, or the sea floor moved and shell beds lost.<br />
<br />
Harry confirms this is the stuff he stole from Mossman; he gave the locket to Rebecca. We get Mr Mossman's address and then go out to visit Rebecca at the Dukes Arms. She has pawned the locket as she thought it ugly. She describes it as plain dull brass with a chain. We drop Harry back at the fort and then redeem the locket for 40 sp.<br />
<br />
Sgt Albretch arranges for a Guild Namer, Austin, to visit. He advises the locket is completely non-magical, and identifies the magic on the Charter as 'signature authentication' and that it is one of two copies. He also goes over the translation for us (to confirm Imri's rather casual translation). The icon should be in the Mayor's House (there is no Mayor at present and there are no plans to have one). This implies we have the Council's copy of the Charter. <br />
<br />
We spend some time fretting the political implications with Sgt Albretch. He recommends Oran Savage as a neutral party if needed. Mr Savage is a wealthy merchant and philanthropist, well travelled and with an excellant reputation. He helped with the building of the Abbatior, new cattle pier and theatre. He has been in Old Seagate for 5 years and is not on the Town Council.<br />
<br />
We return to the Guild with Austin and ask Kali's opinion of the political implications. She thinks that might be a momentary scandal when the document is 'discovered' but in practice Duke Leto is a reasonalble practical person, who would re-negotiate the Charter without mucking the town around.<br />
<br><i>Julius pulls out</i><br />
<br><br />
<i>From here these scribe notes will be very abbreviated</i><br><br />
<br />
'''9 Fruit 809'''<i>a very early start</i><br><br />
<br><br />
Discover Mr Mossman, tortured to death in his shop, about 5 days ago.<br><br />
Shop door was trapped with greek fire grenados (yeah loot!).<br><br />
He had a valuble commision from Mr Cameron of the Council for restoration, and has done work for him previously. He has no local family, and his only known friends are the Cawley brothers, local carters. Spent the morning asisting Corp Oats deal with the body and shop.<br />
<br><br><br />
In the afternoon we visit Mr John Cameron, Chief Clerk and Archivist of the Town Council. We confirm:<br><br />
* The stolen items came from the Mayor's Residence and are being restored in preperation for the 50th anniversary of the town Charter (next year).<br />
* The Council no longer has a Mayor, as it sees no need for one.<br />
* The Mayor's Residence is the town's archive and Museum<br />
* It has a 'charter' displayed under glass. This is a fancy velum document, with with the writing laid out impressively. It looks a little younger than the icon.<br><br />
Later we take the greek fire jars to the Guild and the alchemist suggests it was made by Mr Charmichael of Old Seagate, who reputation is rather low. Stay overnight at the guild.<br />
<br />
'''10 Fruit 809'''<br><br><br />
Visit the Duke's Arms and talk to Rebecca (Harry's friend)<br />
* The Cawley brothers were 'happy' Mossman is dead<br />
* They were almost celebrating but also threatening retribution<br />
* They hinted to Rebecca that if she knows something she should tell them.<br />
* We think that they sold out Mr Mossman<br />
<br />
We set up a trap for the Cawley brothers or whoever they are associating with.<br />
* We transfer Rebecca's mother and two younger sibings to an inn in New Seagate<br />
* Rebecca drops gossip to the brothers that Harry left something with her for safekeeping<br />
* We lie in ambush in Rebecca's tenement home, while Rebecca joins her family out of the way.<br />
<br />
The ambush and after:<br />
* Thugs trickle up the stairs and we capture them: Zek & Ged Cawley, Crusher and Lefty.<br />
* Victor takes off and we catch up to him on a street corner (together with Killer Clarkwell, <i>brother to Knuckles</i> and Cheddar George)<br />
* While we are sneaking up on Victor a horseman approaches and swaps a blanket wrapped body for a fat purse.<br />
* The 'body' is a tied-up Silas<br />
* We capture Victor & thugs and free Silas.<br />
* We relieve Victor of many sharp or explosive things<br />
<br />
Silas was happy to talk, only out of Victor's earshot.<br />
* He had been retained by Mr Oran to keep Harry 'out of circulation'<br />
* He had been keeping an eye on the Cawley brothers, who were following Rebecca initially.<br />
* Something was following her to New Seagate, and he got jumped there.<br />
* His kidnapper was a rival, and he intends to deal with that himself, so we agree to his capture quiet<br />
<br />
Once the Watch has all our prisoners in cells questioning starts:<br />
* Victor says nothing and seems relaxed<br />
* His thugs finger him for Mossman<br />
* Killer gives us Victor's home address<br />
* Cawley brothers thought they were doing Mossman a favour<br />
<br><br><br />
'''11 Fruit 809'''<br><br />
<br />
Victor's home is on Cotter Alley off Fleet Street, an area of artisans and artists. He has the entire top floor of the boarding house. We search his, very messy, rooms and find<br />
* A wigmakers block with a number of sharp pointy things, some with bloodstains<br />
* A crate of grenados<br />
* A bunch of letters from a disappointed, disapproving father. Several are rejections to requests for money.<br />
* A map that looks rather like the Watch cells, with a suspicious X mark.<br />
We suspect an escape plan so Imri, our fastest runner, heads back to the Fort.<br><br />
<br />
Bill from Troop B is on the gate, and is surprised to see her. Corp Oats and Imri head to the barracks to collect reinforcements and overhear Nick questioning the others. He generally acts like they are <u>his</u> troops, and they look to him to confirm Corp Oats instructions.<br><br />
<br />
Corp Oats leads us to the cells, and is ambushed when he enters first. Victor is stuns him and threatens his throat with a knife. Imri tries to negotiate while Troop B dither. Everyone moves towards the yard but before Victor gets into the open Imri jumps him, and is backed up by Harry, who leaps from overhead<br><br />
<br />
During the debrief with Sgt Albrecht we discuss Nick's inappropriate annexing of Troop B (there had been some other suspicious behaviour). We also suggest the way to deal with the charter is to arrange a meeting with Duke Leto and a representative of the Town Council, to present the older charter to both parties together.<br><br />
<br />
We take Harry out to dinner at the Grey Swan to say thanks for backing up Imri (and continue drinking in random pubs on the way back).<br><br><br />
<br />
'''12 Fruit 809'''<br><br />
<br />
During morning training Sgt Albrecht swaps Reg into Troop B and gives us Nicholas Holt (Nick). We take Nick on patrol to get an idea what sort of guy he is. He seems very self-centred and narrow minded, and from the way he treats the humble townsfolk, probably a bully. The only such folk he ignores rather than intimidating are a couple of prosperous looking thugs. Boris finds out they are known as Mr Ketch's boys.<br><br><br />
<br />
'''13 Fruit 809'''<br><br />
<br />
At 4am Harry wakes us as Nick has sneaked out. We follow him to the dock area and observe him persuading a doorman to let him into the back entrance of a warehouse. Pierre sneaks into the warehouse and observes Nick meeting two 'foreign gentlemen' who resemble each other strongly. There are also two bodyguards and they collect in a boxed off 'office'. The leaders seem fairly relaxed but Nick is whinging 'it's all going pear shaped'. The conversation implies that Nick is working for these guys, and that he is coercing/tempting Troop B into trouble. The give Nick a glass of wine and he falls over. They pick him up and take him to the front of the warehouse where they stuff him in a barrel.<br><br />
<br />
When Boris feels a death buzz we break in through the back entrance, sending Harry for reinforcements. We find Pierre and get the general idea, then move to the front of the warehouse and engage with the murderers.<br><br />
<br />
This time we remember to tell them we are the watch and give them opportunities to surrender.<br><br />
One of the foreigners is a Dark Celestial, and the other uses Celestial invested. Two out of the four die, and almost two of us (Pierre and Imri both spend time unconscious and bleeding)<br><br />
<br />
We search the prisoners and collect:<br />
* 5 healing potions<br />
* A couple of invested Web of Darkness<br />
* some nice quality weapons: 2 rapiers, a main-gauche and a dagger<br />
<br><br />
Harry arrives after a couple of minutes with a motley crew of local helpers, some are just drunks looking for excitement, but some are a 'committee' of respectable folk including some of the dwarven lads we met earlier.<br><br />
<br />
The committee helps us secure the prisoners and the warehouse. The also 'arrest' Crusher and Killer who were hanging around nearby. Harry takes us aside and says that these foreigners have been messing with the local crims who want a bit of payback. He suggests that if they could have Claude (the surviving foreigner) they would question him and get him back to the Watch by daylight. We agree providing Harry lets us know what they find out.<br><br />
<br />
10 mins later the Watch arrive:<br />
* The foreigners are Rupert and Claude Viognier<br />
* Rupert is the Celestial and is now dead<br />
* The thugs were Frank and Mark (dead), previously identified as Mr Ketch's boys <br />
<br />
We drag everything back to the Fort and just before dawn a barrel is rolled into the gates with Claude, badly beaten, inside. He is very keen to 'confess' and Sgt Albrecht tells us:<br />
* The Viognier brothers work on commission and were in Seagate to cause chaos<br />
* They were behind the "Dwarven Mother's Riot"<br />
* He knows a lot about the icon, and from far earlier than even Victor.<br />
<br />
Mr Cameron identifies Rupert as someone who visited the Mayor's Residence 6 months ago and asked lots of questions about the 50th celebrations next year. We decide that these brothers engineered for the older charter to come to light, and made Victor think there was big deal in it.<br><br />
<br><br />
'''14 - 28 Fruit'''<br><br />
<br />
The next couple of week are routine training and patrolling. The Cawley brothers are freed but must work for the Council in reparation. Harry seems to be bustling in and out but is no longer a watchman per se. We don't manage to get a straight answer as to what he is doing. The Watch starts investigating properly individually fitted armour and a new uniform in black and gold. Imri recommends they get a new cobbler and individually fitted boots. <br />
<br><br><br />
<br />
<br />
'''29 Fruit 809'''<br><br />
Sgt Albrecht arranges to attend the regular meeting between the Duke and Councillors, and ensures that Mr Cameron and ourselves are nearby. After their normal business we are called in and Sgt Albrecht goes over the discovery and background of the old charter. It comes out:<br />
* there is a tradition that the city dividend is paid to the Duke in a chest inlayed with shells (a very ugly chest according to the Duke).<br />
* the older charter was semi-private between the Baron and the Town Council<br />
* after the shellfish disappeared and the dye market dried up a more formal arrangement was made and the newer charter was publicly signed<br />
* it is agreed that the magic on the old charter need to be dispelled, but otherwise it is a historic curiosity<br />
<br><br />
Harry takes us out for drinks and to tell us about Claude's questioning. The Viognier brothers backer seemed to be one of the diffuse spy networks in the Western Kingdom that is not specifically aligned with any respectable power base. They were probably being watched by the backers. He also thanks us for helping get him clear of this trouble. During this evening Harry's character seems changed. He is confident and even his posture is better. He offers assistance in the future and if we have trouble finding him, "Just ask for Mr K".<br><br><br />
<br />
'''30 Fruit 809'''<br><br />
Our Guild contract is finished, though we are offered positions in the Watch, or the opportunity to remain with them for the rest of the season and continue training. We are issued our official Whistles and shown how to use them.<br />
<br><br><br />
==Benefits and Loot==<br />
<b>Guild Pay</b> 1000 sp<br><br />
<b>Watch pay</b> 20 sp per week, i.e. 100 sp to the end of Vintage<br><br />
<br />
<b>During Adventure training (Fruit):</b><br />
* Rank 0 Truncheon<br />
* Rank 0 Short Sword<br />
* Watch Whistle signals<br />
* Local Knowledge of Old Seagate<br><br />
<br />
<b>After Adventure training available (Harvest and Vintage):</b><br />
* Any common weapon<br />
* Military Scientist<br />
<br />
==Costs==<br />
3 coppers each: accommodation for night of 1 Fruit<br><br />
18 silvers: for those who had Watch Boots made to order<br><br />
4 silvers: Julius' ferryman on night of 5 Fruit<br><br />
Sundry drinks & meals 7 Fruit<br><br />
40 Silvers: redeem pawned locket<br><br />
20 silvers: carraige between Old & New Seagate, for Rebecca's family<br><br />
100 silvers: accomadation and meals in New Seagate for Rebecca's family<br></div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=Talk:Masterwork_Points_(Proposal)&diff=46766Talk:Masterwork Points (Proposal)2009-05-09T11:17:13Z<p>Rosemary: Comments on points & examples</p>
<hr />
<div>This is a summary of what ideas got tossed around last time this came up, plus some stuff I added for basic guidelines. Thanks to those I bounced some stuff off also for their advice.<br><br />
If people have any feedback as to issues, or which system is preferred (we could quibble over exact numbers for ever admittedly), please feel free to add comments.<br><br />
--[[User:Bernard|Bernard]] 19:26, 8 May 2009 (NZST)<br />
<br />
I'm probably being dense, but how does this page differ from [[Master Rank Points]]? Have you talked to Dean about where he is at with progressing this idea? Could you perhaps highlight the differences between the proposals and discuss the features/advantages of each? Or have I just misunderstood completely? Thanks --[[User:Andreww|Andreww]] 20:04, 8 May 2009 (NZST)<br />
<br />
Oh bother, I seem to have duplicated a lot of this info. I missed that page going up obviously. Ignore me. Was thinking nothing was moving on it.<br />
<br />
Mk II. Ah thats why I missed it going up, it's been around a year already. I did bump Dean about it three months ago but have heard nothing back in the mean time. I'll bump again.<br><br />
--[[User:Bernard|Bernard]] 20:20, 8 May 2009 (NZST)<br />
<br />
So do you want to amalgamate the two pages before marking one for deletion? No sense on having two separate pages on the same thing. --[[User:Keith|Keith]] 08:32, 9 May 2009 (NZST)<br />
<br />
This page is an excellent summary of the previous proposal and subsequent discussion. It alsi has some conclusions and examples to help us visualise and move forward. Thanks very much Bernard.<br />
--[[User:Rosemary|Rosemary]] 23:17, 9 May 2009 (NZST)<br />
<br />
<br />
'''Comment on the Content'''<br><br />
Currently to get a master rank (in my experience) you need to do the sort of thing described in your 2 point example (<i>2 Points: A major single use of the skill in question, requiring major planning and research to succeed. I.e. Orchestrating a major battle after carefully positioning elements during the lead up and planning as well as researching the enemy’s force.</i>)<br><br />
<br />
Therefore using these examples no single act or project will get you to even rank 8. In consequence, (as well as clarifying master works) in practice it maybe easier for a player to gain a master rank for a character, it will be more difficult for the character.<br><br />
<br />
<i>As an aside traditionally a 'master work'was a single peice of craftsmanship, recongnised by the journeyman's guild, that allowed them to change from journeyman to master (and those ranks were titles with legal and social implications in a similar way as knight or baron).</i><br><br />
<br />
Therefore I would like to suggest these examples:<br><br />
1 Point: A significant single use of the skill in question. Not taking much planning but with significant risk to it. I.e. A major duel for a Warrior, or Assassinating someone in an unplanned break in with decent body guards.<br><br />
2 Points: Dedicated and significate use of the skill over a sustained time (i.e. no training or other distractions). The length of time should be in excess of a season and require planning and research, e.g. running an entire military campaign with skill, training a Dragon.<br><br />
3 Points: A major single project using the skill, requiring extensive planning and research to succeed. I.e. Orchestrating a major battle after carefully positioning elements during the lead up and planning as well as researching the enemy’s force.<br><br />
<br />
With this suggestion you can reach rank 8 with one project but it will take more than one project to get any higher.<br><br />
--[[User:Rosemary|Rosemary]] 23:17, 9 May 2009 (NZST)</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=Neither_Hare_nor_Thar&diff=45031Neither Hare nor Thar2009-05-03T04:31:37Z<p>Rosemary: update links</p>
<hr />
<div><div style="float: right; font-size: smaller; margin-left: 10px; ">__TOC__</div><br />
[[Category:Rosemary Mansfield]][[Category:Andrew Withy]][[Category:Scribe Notes]]<br />
[[Scribe_Notes#Winter_807_WK|Scribe Notes]]<br><br />
<br />
The adventure takes place in [[Mos Kheer]]<br />
= Summary =<br />
'''GM''': Tag Team of [[Rosemary Mansfield|Rosemary]] and [[Andrew Withy|Andrew]]<br><br />
'''Session''': Winter 807<br><br />
'''Night''': Wednesday<br><br />
'''Level''': low end of Medium<br><br />
; Party<br />
<br />
# [[Christopher]] Human Ice mage, Party Leader and Military Scientist [[Micheal Young]]<br />
# [[Veor]] Human Ice mage. [[User:Bernard|Bernard]]<br />
# [[Prydera]] Dwarven Mind Mage, Scribe [[Clare]]<br />
# [[Rowan]] Elvish Binder, [[User:Helen|Helen Saggers]]<br />
# [[Ben]] non mage Human [[Ian Anderson]]<br />
# [[Tegan]] Human Earth Mage [[Kelsie]]<br />
<br />
<br><br />
; Employer<br />
: The Trolls of [[Mos Kheer]]<br />
: introduced by Teahnreu Kipchak (Sleeps With Trolls)<br />
; Mission<br />
: Drive off Mosquito and return Winter to the tundra. <br />
; Pay<br />
:Wool and Ivory<br />
<br />
==Day 1==<br />
<br />
We meet Teahnreu Kipchak ** (hereafter called Kipchak - not to be confused with his people, the Kipchak) and discuss the problems faced by his people and the Trolls. He is a shamen and can communicate with the trolls in his sleep. Basically winter didn't come. The humans in the area have a truce with the Trolls. They don't eat each other's herds and they don't bother each other. But the moose have been swimming a long time, and the mosquitoes are biting badly. Everyone is getting a bit tetchy. The Winter Spirits have left the Troll's domain and are weak in the Kipchak domain.<br />
<br />
...** also known as Sleeps with Trolls <br />
<br />
The Kipchak and Trolls live North-West of Larkmoor, and we consider options for travelling there. We finally decide to take the boat, and Veor's horses. We agree to meet Kipchak at the next full moon by a tall building in a village called Leimen. He is going to sleepwalk his way home. We stock up on a few things and prepare to leave on the morning tide.<br />
<br />
==Days 2 - 24==<br />
<br />
We travel by boat (2 weeks) and barge (1 week) and then ride (2 days) over the hills to Leimen. The weather seems very mild. We take it easy, travel slowly and talk to people about the weather.<br />
<br />
==Day 25==<br />
Sortly after midday we meet Kipchak and two companions in front of the church in Leimens. They have eight horses and no spares. We stock up on tents and provisions and head into the plains.<br> <br />
The water holes are very boggy. There are lots of insects and the swallows haven't flown south. It's a long day riding and we travel as fast as our horses can go, but eventually we get to a tent township. It's a smelly place filled with people, chickens, dogs, goats and of course horses. Their houses are sunken in the ground. Even smellier in there. They feed us and give us fermented mare's milk. Rowan listens in and finds that people are worried about their health. There are fleas and bedbugs, so we set up our own tents and set watches and settle down for the night.<br />
<br />
==Day 26==<br />
<br />
The Camp gets noisy at dawn and Kipchak says we need to be off so we pack up and head out with him. His two companions remain behind. We ride NNW. It's boring riding, as we slowly get rise up onto the plateau. We are breathing faster due to the altitude. Once we are on the plateau we set up camp and set watch again. Kipchak doesn't stand watch as he is going to try and talk to the trolls tonight.<br />
<br />
==Day 27==<br />
<br />
In the morning we see three trolls in the distance. We cast some spells and head out. We skirt ponds on hillocks. The plateau looks flat but in fact there are many many waterlogged dips so anyone could be hiding out there. There are swarms of nasty insects in the hollows. We meet up with the trolls. There is an adult female, Siasusem and two younger trolls, Hindegal (female, 12') and her young brother Vineke (11'). We introduce ourselves. Hindegal is off in a space of her own talking to plants and birds. She is a shamen. We aren't to eat reindeer, horses or mammoths. We sit down and Siasusem lights a pipe. The smoke clears away the insects - what a relief. Kipchak and Hindegal discuss how far he travelled in his sleep to get us and she seems very "with it" all of a sudden. Hindegal can take people to the spirit planes. You can enter the spirit world at any time of day or night. There we will be our totems. Hindegal will help us find out what our totems are. Hindegal is interested in Tegan's sleeplessness and nightmares. We need to be at the Troll home to dream, so we head of for a three hour ride. We see rotting vegetation and dead carcasses of deer and reindeer on our journey. The trolls are ill. The animals are ill. Infections aren't healing. The troll home has no structures - just another piece of tundra. <br />
<br />
We set up our sleeping furs on a patch of sand and Kipchak looks after the horses. We drink strong alcohol, and settle down. Hindegal starts to chant in a magic language. It's hypnotic, and we enter the spirit world. Christopher is a wolverine with a horse, Ben a tiger and Veor is a musk ox. Tegan, Rowan and Prydera are shimmering blobs. Hindegal is a moose. An arctic hare bounds up and says hi - he seems super-real. The hare invites Ben to go with him, but Ben doesn't go. That was Hare - with a very capital H. Mosquito rules the swamp. We need to clear (?) Mosquito. Winter can defeat Mosquito and winter is missing<br><br />
We see Kipchak - he is a ghost. He can't see the shimmering blobs - just the ones who have their totem. He seems real rather than ghostlike to Tegan. We are standing in a circle of snow - everything else is swamp.<br />
<br />
Prydera changes into a beaver. Tegan changes into a wolf. Rowan changes into two owls<br />
<br />
We ponder things. Tegan notices a predator coming towards us. A Lynx arrives and hisses at Ben. Lynx tells Chris to be quiet. Chris attacks Lynx, rips off Lynx's ear. Lynx runs away. The rangers have a bump of direction telling them where "home" is (here). They also detect that there is a problem to the west and have a bump north.<br />
<br />
We head west. I swim into the swamp. Wolverine tries to ride his horse (Storm) who is unimpressed. We all move in the way best suited to our totems. Most tip-toe around the pools, but I swim and the owls fly. I talk to a frog. Owl seems some "smoke" blowing against the wind. Wolf hears a hum. Moose retreats into the pond, and I dive down deep. Moose decides that as it is daytime and the noise isn't deafening this must be Midge not Mosquito. Midge swarms over everyone who didn't retreat into the ponds. Owl flies high. Some die trying to burrow into Wolverine's ice armour. Wolf bites some. Moose talks to Midge. Midge tries to talk to Wolf. Wolf jumps in the water. Midge talks to Tiger. Midge mistakes Wolverine for an armadillo. Once Midge discovers he's a wolverine he heads off to the next pond. It's hot. Air temp = 30°C and Water temp = 25°C. There are herbs nearby to help with insect bites. Hendegel heads off to find some. We follow. Musk Ox is suffering badly in the heat. We explore our abilities. Tiger leaps on a frog and gets beaver instead. We slowly head back. Musk Ox is doing really badly.<br />
<br />
We return to our bodies. Damage carries over and our max fatigue is down for a few hours. Kapchak has made dinner. We eat with him. Hendegel wants us to visit the ice trolls - they sound very scary. We compromise on going to visit the forest trolls.<br />
<br />
Rowan: You only have to fend them off for 15 seconds. After that...<br />
Prydera: After that you're dead.<br />
<br />
We discuss how to get to the trolls. There is a three day option and a two day option and I am confused. We also ask Kapchak and Hendegel about the spirit wall. Only dark shaman cast hostile magics in there. <br />
<br />
==Day 28==<br />
<br />
We sleep the night. Hendegel has been sleeping and talking to the Inuit trolls who are on the way. They are having trouble with Kraken - can we help? We say yes. The Inuit shaman's brother is dead, the Kraken is eating seals. In the early evening we travel back to the spirit world.<br />
<br />
We head NW. We travel in a rather odd way and go further than it seems. We get to rough highlands and crossing a scree slope Moose and Musk Ox slide down and Musk ox breaks a leg. I slide down afterwards and soothe pain on Musk Ox. I can't heal in the spirit world as it would take too long. I supervise making a sled to carry Musk Ox and Moose goes to make peace with the ice trolls so we can go to their home to heal Musk Ox. The ice trolls are heading our way - a flock of ptarmigan. They require a toll - grain or meat. It is difficult to move the Musk Ox as there is no rope and no way of making rope. Moose helps make him a summer ox which lightens him considerably and Owl instils flight on the sled and we carry him up the hill to the ice troll's cave.<br />
<br />
==Day 29==<br />
<br />
We exit the spirit world. I heal Veor (29 hours). Tegan summons goat to pay our toll. The ice troll seems to have some kind of blending talent. We sleep. <br />
<br />
==Day 30==<br />
<br />
Tegan summons more goats who attack us. Veor is healed, it is evening - dark and cold. We don't much want to travel but we don't wish to remain with the ice trolls either. Hendegel says there is a shortcut, so we might get there by morning. We decide to take the short cut after worrying for a moment if the ice trolls will eat our bodies while we are travelling.<br />
<br />
We enter the spirit world. There are ptarmigan there but they wander off. Following Moose's shortcut over a ridgeline. There is a blue tinge to the snow in the basin. Probably ice - glacial perhaps? There are likely to be crevasses. Musk Ox leads the way and we follow along. Musk Ox negotiates the dangerous areas well. Moose and Musk Ox take turns leading as it is hard work. This is damn hard work and my paws are getting very sore. I try riding Storm but that doesn't work any better than when Wolverine tried so I ride Musk Ox. I have to ride sideways. Thanks Veor. Everywhere is dark blue - the night sky is a deep indigo colour. Its very tiring for Musk Ox, Moose and me. We get to a tricky bit and Tiger carries me across it badly. Wolf helps him out of the hole he lands in. We carry on over the ice to the edge of the ocean and meet a Walrus on the ice. Walrus moves us along from his fishing hole. "Home" is under the ocean about 200ft out and 15-20ft down. Musk Ox resists strenuously (given how tired he is) the idea of continuing to home. He wants to rest first. Kapchak arrives. We see seals in the water. I swim down and talk to one. Its confused and tries to eat me but turns into a swarm of floating sparkles. Musk Ox is tired and icy and fails to communicate his problems well. In the end we have to wait for his ice armour to wear off. Everyone then swims out to home. Storm has some problems getting down to home and we exit the spirit world.<br />
<br />
We aren't underwater. Its very very dark. We are on rocky ground. There are big shifting rocks and it smells badly of fish. The Inuit trolls looks like giant walruses. They are speaking some strange woppish language. <br />
<br />
==Day 31==<br />
<br />
We sleep. Tegan gets her creeping senility removed. We wake up. It's still dark. There is a very damaged Walrus. We talk to the shaman (who is in perfect health). Kraken has lots of nasty weapons, it's an octopus, about 80 ft across. Hooks on tentacles to drag you down. Storms. There is an old ship wreak near where he is. Hasn't been seen in the spirit world. We discuss our lack of ability to fight under water and damage a Kraken. The Inuit shaman casts water breathing on us. We rest up for a while and power up. Storm gives back people's fatigue and stays here.<br />
<br />
We enter back into the spirit world, underwater. We float up to the surface. It isn't quite as dark here as in the real world. Owls can't fly and ride Moose back to shore. We clamber up onto the ice. Wolf can't draw mana. We head off towards where Hendegel think the Kraken is. We make good time due to ice traversal. We see a few seals - mostly faded ones that pop out when we get close. We talk to a few which get scared when we mention Kraken. Then we ask how to get to the shipwreck and one starts to lead me there. The seal then forgets where the shipwreck is and decides to eat me. I swim back to shore. We talk to a couple of puffins. One makes lots of bad jokes until Wolverine jumps on it. It flies into the air. They don't seem to know anything about anything. It thinks it is a Kraken and it wants to find out where there is more brass so it can make brass rubbings. He wants us to give a message to TDP about winches and port holes. We say we will pass on the message if they move away from the snacks and let the entrees eat them. He wants us to ask TDP to make a ship with a proper brass keel and decent brass fittings and he will go. If TDP doesn't make a good boat for them to sink then he will come back and rub the entrees. Wolf tries to find out what kind of magic the puffin can do. The puffin makes a puff of air. Wolf and I suggest that Wolverine bites its head off. Puffin suggests this is a great idea and they should take turns. Wolverine bites its head half off. Puffin says it tickles. They have at it. The puffin does a surprising amount of damage and seems very tough. It almost kills Wolverine and Tiger pins the puffin. The puffin oozes through Tiger's claws and we end the fight. The other big puffin is still flying up above and taunts us. We go back "home". We have some troubles swimming out to "home" and Wolf gets dragged down by a shadowy thing which looks like a seal with strange tentacle things and human feet. I try talking to it and try and pull Wolf from its mouth. Wolf wakes up and the shadowy thing disappears. We all leave the spirit world.<br />
<br />
=The Mare of the North Wind =<br />
<br />
;You are Trolls and friends of a Troll<br />
:Trolls roam the four corners of Alusia. I see you have come north.<br />
:Bring me ear tufts from the Fur Trolls of the Southern Continent;<br />
:The shed skin of a Jungle Troll; or the tail of a Great Western Troll;<br />
:Any one of these three will show you are truly friends to all Trolls.<br />
:<br/><br />
;Behave like Trolls<br />
:Also, Trolls fight Fire, heal any wound, and thrive in desolate wastes.<br />
:They take men from villages, to mate if Troll, or eat if human.<br />
:You’d better do all that.<br />
:<br/><br />
;Heroes<br />
:Hmm, and you had better prove that you are heroes:<br />
#Hold a Bridge of my choice for 3 days and nights against all comers.<br />
#:You can use wit, guile and brute-force, but don’t harm the bridge.<br />
#:<br/><br />
#Foul news travels faster than fair, and a storm faster than a breeze,<br />
#:Beat me in a race – any distance, any where, by foul means or fair.<br />
#:<br/><br />
#Finally, save a village of Trolls from their worst fear,<br />
#:At noon, 3 days from now, and right … there. <bump of trollhome><br />
:<br/><br />
:''And the bravest and most handsome of you may keep me company,''<br />
:''While the rest of you fulfill these tasks – if that’s alright with you, Storm!''<br />
<br />
=two missing evening of scribe notes=<br />
<br />
Sorry haven't typed them in yet.<br />
<br />
=The story continues.=<br />
<br />
We are in the swamp. We cook dinner (yeah!) and have a bad night's sleep. We decide to go to visit the North Wind again and get details about the bridge we need to hold, and try and find Winter while we are there. So we have breakfast and head back into the spirit world. Because we didn't come from a troll home we are very tired and beaten up. We head back the way we came. We arrive mostly utterly exhausted. The North Wind arrives after about 30 minutes and seems confused as to what she asked us to do. She says she will bring us a stream. We all sleep for about 8 hours.<br />
<br />
People (that is to say totems) go exploring the North Wind's valley, looking for winter and food and so on. I dam the stream and make a slide. We discuss not reminding the North Wind of the rest of our tasks. Hendergel says we have to guard the bridge as it is the bridge between life and death and if we don't lots of troll undead will start appearing. So we talk to the North Wind and she says we need to guard the bridge for the three days of the third new moon of the third season. Hendergel wants to consult with another shaman about how to get there. Veor says that we could get the troll shaman to tell us the story and Hendergel could translate and not need to admit she needs to know herself. The North Wind remembers the rest of the tasks as well. We try to talk our way out of the acting like trolls task but the North Wind won't brook any changes to it. In the evening we head south. The going is much easier than yesterday. The sun sets. We carry on. We come out to the real world about midnight. It's dark and stony. There are buildings and people around us. We are in the middle of a city. Four trolls wearing uniforms and carrying weapons. Hendergel talks to them. They are very rude to her. We go to the sleep house. It looks like an inn. We knock on the door. A troll with a Volksprach accent speaking common lets us in complainingly. There is no fire in the common room. He sends us off to an empty clean dormitory and we sleep. Hendregel is given a very poor room.<br />
<br />
We have yet another cold breakfast, although it is very good and we can have as much as we like. The innkeeper might tell us how to find a lore-master who can tell us the saga. We pay him a generous rate and he directs us to Old Suzy. We head off to visit her. It seems like a normal sort of city except for the fact that it is inhabited by trolls rather than humans. As well as Trollish we hear Volksprach and Common, We arrive at a herbalist's shop. She can tell us the sagas and how to guard the bridge. We go to her garden to hear the tales. The saga comprises both information about setting souls to rest and directions to get to the bridge. It takes all day and all we are offered is citrus drink. We head back to the inn for dinner. We talk with some human merchants, and discover we are in the mountains north of Aquila. We eat and sleep.<br />
<br />
Another good - but not cooked - breakfast. We go back to visit Old Suzy. She gives us a strange kind of cold tea, which makes you feel good, but has an odd taste. She tells us about how the men guard the bridge. She talks about threes and threes and threes, and about treaties between peoples and that on the last three days the trolls guard the gates and the troll dead don't come out. It is the men who go. There are two other peoples (perhaps humans) who guard the bridge at other times. We are to let all people from life to death through and not let people through from death to life. We can only be sure which is which by where they started from not which way they are going when we see them. There are six braids to the bridge. She doesn't know if there will be other trolls there to help us or not. In an aside we discuss the mating rituals of trolls. Troll society is matriarchal and women also marry outside the village. Sometimes the matriarchs arrange marriages by travelling out to find mates for their daughters, sometimes men show up and are interviewed. Hendergel is currently on her journeyman's journey to become a shaman and this is also her rite of passage into womanhood. So she is likely to have a mate found for her soon. More discussion but I doze off. Christopher gets some potions that will help us recover fatigue a bit better. We stay the night at the inn again and leave in the pre-dawn after another cold but good breakfast.<br />
<br />
We are back in the spirit world. We keep heading east. It will be three days travel. We walk for eight hours and end up in a desert. It's very hot. We walk an hour in the desert. We come out into the real world. There are trolls. We try to use the phrases we learned from Hendegel today. "Don't eat me, I'm an apprentice troll." Tegan and I do very badly, i wonder what we said. They try and sell us water. Veor gives them ice instead. It's dark and cold overnight, and we sleep in a sunken building (which is a cave in the spirit world).<br />
<br />
We head into the spirit world again. Its a long hot day, but Veor does stuff to make us feel better. We have to make an ice flying carpet. I fall off it a few times. Flying is hard and beavers aren't good at it. We arrive at the next troll home at night fall. The trolls aren't very friendly.<br />
<br />
Cap is down 11<br />
Veor is on -10 FT<br />
Ben is on 0 FT<br />
Prydera is also down 9 EN<br />
<br />
We fight the trolls and scare them off. We steal rugs and oils. In the spirit world we find two more rugs which we take. We head on to the jungle trolls and meet a snake by the "home" who won't let Ilor through. Ilor stays with the snake and we head into the jungle trolls home. Tegan and I somehow end up at the rug trolls home. It has something to do with the two spirit rugs - they are both "homes". Hendergel comes and gets us. We spent a few days there healing and teaching in return for a skin with a story. Rowan visited her stick inside the snake every day. We went through a death ceremony and head to the graveyard. It is expected to take 3 days but only takes 12 hours. We meet a few squirrels along the way which need rescuing. Tegan is very sceptical and says the squirrels are evil and trying to take over the world. When we're not watching they turn themselves inside out. Yeah right. We arrive at the graveyard and leave the spirit world. The locals are guarding the bridge. The next day the Michaelines arrive and take over. They guard for three nights. Tegan goes wolf hunting every day and ends up with one. The first night we do ok but two skeletons, one troll and a bunch of undead squirrels escape.<br />
<br />
Tegan: bravest adventurer for leaping into the trolls mouth to rescue Rowan.<br />
<br />
Tegan goes out and gets another wolf.<br />
<br />
The second night its more dribs and drabs and we clear up easily.<br />
<br />
We make cunning plans for the third night which we expect to be pretty bad. We succeed with some major injuries. I have a broken pelvis. Ben has a broken leg and concussion, and one of Tegan's wolves has a broken pelvis. Tegan has no sense of touch or smell for ages. Tegan makes me a stretcher and Rowan itemises the wolf and after an hour we head back to the village. Everyone is in the church. After a while they emerge and prepare for a big feast in the main courtyard. The day passes and I spend it healing myself. The next day life is getting back to normal and I finish healing, and Chris takes those who can walk and follows the troll that escaped. He finds where it killed and ate a shepherd and his flock. They head up the hill to a small cave.<br />
<br />
Rowan makes a wood golem and Tegan soaks it in tallow. They block most of entrance with ice and Chris heads in to do an assassination and then escape. He gets in does a few blows and gets caught by the troll. However he does pretty well. The flaming wood golem is sent in. Chris cuts the trolls head off while the golem burns him. We win!<br />
<br />
The next day Ben is still a tiger so I can't heal him so we just wait. The day after he is human again! I can start healing him. The next day I finish healing him and that night we head into the spirit world to find the skeletons. Cupcake takes us to where he lost the trail - only a few minutes down the path. We track after them for a while and then loose their tracks for a bit but then pick them up again. We find a small area that isn't part of the Troll spirit wall - its part of someone else's. The skeletons are on the edge of this area. Chris, Ben and Tegan drive them back to the rest of the party. They aren't as fast and tough as they were on the bridge. We head to the ice trolls, a very long day. <br />
<br />
We sleep all day and head back in that night. We head to the inuit trolls. There are lots of seals. We go back to the real world. The troll I tried to heal last time is noticeably better. We sleep the day away. We go back to the spirit world. We go to the North Wind, after looking unsuccessfully for an underwater place to race to. We rest up for a day and then we go find a loch with a cave down a couple of hundred underwater. We head back to the North Wind's valley. I race the North Wind to rescue Wolverine from the cave. The North Wind makes a tornado but I manage to win anyway. The North Wind gives us back Winter. <br />
<br />
We travel back 3 days to Hendegal's home. It's still hot and humid and nasty. The patch of ice is smaller. We rest for a day. Then we go searching for mosquito. We release Winter in the middle of Mosquito. There is an explosion of winter and Chris and I are blown a long way away (in different directions) and have to travel slowly back. Rowan and Ilor are blown further away by the winds. We all head back towards home. We go back to the real world. There is a blizzard. Veor makes an igloo after some prompting and we go inside. We sleep. Next dawn there is a adulthood ceremony. We are all given troll clubs. When we are strong enough we will be able to wield a troll club. We are also given 1/2 a dozen carved things which affect ranger abilities.</div>Rosemaryhttps://dq-nz.org/dqwiki/index.php?title=Mos_Kheer&diff=43289Mos Kheer2009-05-03T04:29:21Z<p>Rosemary: add links to adventures</p>
<hr />
<div>[[Category: Western Marches]][[Category: Andrew Withy]]__NOTOC__<br />
The Ice Plain of Mos Kheer is the frozen high steppes of the northwestern [[Western Marches]]. It is 80 to 100 miles across in any direction, although the western boundaries of Mos Kheer have not been mapped. The steppes are surrounded by the glacier-filled [[Northern Divide]], the [[Black Forest]] to the south, and the [[Kheer Tal]] grass steppes to the east.<br />
Mos Kheer is at an altitude of over 6,000 feet. The prevailing winds come down from the glaciers of the Northern Divide, bringing a continual cold flow, even in the summer months. The orcs and humans inhabiting the rest of the Marches are unable to survive here; instead, the only inhabitants are small groups of trolls.<br />
<br />
These trolls live in extended familes, living off the scattered mamoth and reindeer herds, and following their migrations from the summer pastures of the divide, to the winter calving grounds in the Kheer Tal. During this time, the trolls actively defend their herds from the [[Kipchak]], [[DeBourgnac]] and [[Cuman]] humans. This, combined with the invasion of [[Weisbaum County|Weisbaum]] and [[Aveice County|Aveice]] in the War of [[Cain]] in Summer 801WK, have given the trolls an unwanted reputation as violent marauders.<br />
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The trolls are not magic users, but know a fair bit about the dangers of facing earth and ice magics, of the darker side of ensorcellment.<br />
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See the adventures [[Neither Hare nor Thar]] and [[Hi Kipchac]] in for more information.</div>Rosemary