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	<updated>2026-04-20T06:41:23Z</updated>
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	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Foxcourt&amp;diff=113414</id>
		<title>Foxcourt</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Foxcourt&amp;diff=113414"/>
		<updated>2026-04-18T22:54:59Z</updated>

		<summary type="html">&lt;p&gt;Martin: /* Governance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Bowcourt]][[Category: Martin Dickson]][[Category:County]]&lt;br /&gt;
{| border=1 align=right cellpadding=4 cellspacing=0 width=250 style=&amp;quot;margin: 0 0 1em 1em; background: #f9f9f9; border: 1px #aaaaaa solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
|colspan=2|[[Image:Foxcourt.gif|center|Arms of Foxcourt]]&lt;br /&gt;
|-&lt;br /&gt;
|+&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Foxcourt&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
| Northeast [[Bowcourt]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Government&#039;&#039;&#039;&lt;br /&gt;
| County of [[Bowcourt]], [[Richard of Foxcourt|Count Richard]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Common&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;[[Lalange]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Literacy&lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
50%&amp;lt;br&amp;gt; &lt;br /&gt;
95%&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
4%&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Taxes&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Property Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Bonding rate:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Visitor Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
% per annum&amp;lt;br&amp;gt; &lt;br /&gt;
% of goods&#039; value/month&amp;lt;br&amp;gt; &lt;br /&gt;
sp/person&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Imports&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exports&#039;&#039;&#039;&lt;br /&gt;
| Sheep, Wool, [[Warpstone]] and Treachery.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div &amp;gt;__NOTOC__&amp;lt;/div&amp;gt;[[Image:MapFoxcourt.gif|left|150px]]&lt;br /&gt;
The County of Foxcourt is a large area within [[Bowcourt]]. &lt;br /&gt;
&lt;br /&gt;
Prior to 805 WK it encompassed the regions of [[Newcourt]] and [[Faircourt]] and was Bowcourt&#039;s largest vassal, but in more recent times these lands became direct vassals of [[Bowcourt]]. The Barony of [[Maumains]] was returned to the County in 817 WK.&lt;br /&gt;
&lt;br /&gt;
Its lands are primarily cultivated farmlands and the formerly forested land now imports wood. &lt;br /&gt;
The northern borders reach into the hills and mountains, from there is discrete access to the secretive [[Warpstone]] mines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Foxcourt is a very old county that has been civilised for 1000 years or more which is 200 years prior to the establishment of the Western Kingdom - the area was an elven march at the time. &lt;br /&gt;
&lt;br /&gt;
The lands are rich and fertile having benefited from informed and planned cultivation, pasturing and retention of numerous woodland areas and there are windmills, lots of towers, millponds, manmade lakes of water reserves, good sized towns, roads, several castles and the well-built city of Foxcourt.&lt;br /&gt;
&lt;br /&gt;
== Places ==&lt;br /&gt;
===Towns and Cities===&lt;br /&gt;
;Foxcourt, City of&lt;br /&gt;
* Population ~19,000.&lt;br /&gt;
* Fulken&#039;s Rest - Castle of the de Foxcourt family.&lt;br /&gt;
;Raze&lt;br /&gt;
* Fort and Village on the border with [[Sylvanwold]]. &lt;br /&gt;
* The placement of Raze led to a land dispute with the Barony.&lt;br /&gt;
* Sylvanwold still officially claims the area.&lt;br /&gt;
;Garde-sur-Loup&lt;br /&gt;
* Strongly walled town on the edge of the [[Lupine Wood]].&lt;br /&gt;
* The woods have a very poor reputation and are known to be home to many shapechangers.&lt;br /&gt;
;Chateaufort&lt;br /&gt;
* Fortress and town on the border with [[Chagny]]&lt;br /&gt;
* The exact border is disputed between the rulers of Chagny and Foxcourt.&lt;br /&gt;
;Chateauvillain&lt;br /&gt;
* Fortress and town on the border with Chagny&lt;br /&gt;
* Trade disputes have arisen as a result of Foxcourt&#039;s intermittent attempts to tax the river traffic between Bastion and Marsan in Chagny.&lt;br /&gt;
;Lafauche&lt;br /&gt;
*Large trade town&lt;br /&gt;
;Montresor&lt;br /&gt;
* Fortress on the border with [[Faircourt]]&lt;br /&gt;
* Perched on a hill the fortress provides a considerable strong point overlooking the town of Choux.&lt;br /&gt;
;Deaux&lt;br /&gt;
*Castle and town on the border with [[Newcourt]]&lt;br /&gt;
*Several small castles are found in this area - the result of ongoing disputes over borders.&lt;br /&gt;
====Barony of Maumains====&lt;br /&gt;
;Alençon, Town of&lt;br /&gt;
*Population 6,500&lt;br /&gt;
*On the border of [[Tuscana]] and [[Waterford]].&lt;br /&gt;
*The exact border remains in dispute with Waterford.&lt;br /&gt;
;Montbazon&lt;br /&gt;
*Strongly fortified town in the ??? hills&lt;br /&gt;
;Port-sur-Aube&lt;br /&gt;
* Town on the ??? river south of Coeur-de-Fer&lt;br /&gt;
===Other Places of Interest===&lt;br /&gt;
* Ruins of town on the border with Waterford. Result of border clashes in the 760s and never rebuilt.&lt;br /&gt;
* Two ruined fortress in the foothills of the Dragonspine Mountains.&lt;br /&gt;
* [[Warpstone]] mines. These are near the ancient dwarven mines where the demon emperor [[Ahriman]] was entombed and where his dark dwarves are believed to still live.&lt;br /&gt;
** The Foxcourt mines skirt the edge of the dwarven area attempting to extract warpstone without upsetting the dwarves, which would be &#039;&#039;bad&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Governance ==&lt;br /&gt;
;Prior to 805WK &lt;br /&gt;
* The county was ruled by the [[de Foxcourt family]] who held the position of Count.&lt;br /&gt;
* Vassals of [[Bowcourt]] but with a long and complicated history.&lt;br /&gt;
&lt;br /&gt;
; 805 - 817 WK&lt;br /&gt;
* The county is administered by William Fortbrass, a cousin of the Marquessa of [[Bowcourt]], on her behalf.&lt;br /&gt;
&lt;br /&gt;
; Summer 817wk&lt;br /&gt;
* Richard is exonerated and rule of Foxcourt is officially restored to Richard de Foxcourt as Count of Foxcourt. &lt;br /&gt;
* William Fortbrass is thanked for his service at a grand ball before his return to Bowcourt.&lt;br /&gt;
* Shortly after this, Count Richard is named Marquess of the Eastern Marches, honouring his service and loyalty to the New Western Kingdom, technically making him equal in rank to the Marquessa of Bowcourt.&lt;br /&gt;
* Foxcourt however remains a County within Bowcourt making the politics and relationships even more complicated.&lt;br /&gt;
** Foxcourt&#039;s title is rendered as &#039;&#039;&#039;Marquis&#039;&#039;&#039; in [[Lalange]] for ancient legal reasons.&lt;br /&gt;
** Mauamains, a one time possession of Foxcourt is returned to him.&lt;br /&gt;
* &#039;&#039;Note: Several would be master Courtiers are taking notes and planning their masterwork dissertations...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== People of Note/Importance ==&lt;br /&gt;
;Count Richard &amp;quot;Tricky Dicky&amp;quot; Foxcourt.&lt;br /&gt;
*Formerly in exile for conspiracy in the murder of the Duke of Aquila, exonerated after 13 years.&lt;br /&gt;
*Reported to have been reduced to ashes during the [[Middle Duchies War]].&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
Foxcourt has always had a proud history of military competence, providing many skilled officers to the war colleges and combined armies of the Western Kingdom.&lt;br /&gt;
&lt;br /&gt;
The army of Foxcourt was deliberately scattered and diminished during the time of Richard&#039;s exile, while it is being regathered and rebuilt, it is not expected to reach its prior size and capabilities until new generations can be trained.&lt;br /&gt;
&lt;br /&gt;
=== Elite Guard ===&lt;br /&gt;
During his time in exile, Richard built an elite guard of specialist troops that were deployed to gather information and unofficially protect his people from threats external (Monsters from the mountains, Drow Invasion and bandit remnants) and internal (those looking to take advantage of the absence of de Foxcourt rule). In another time these troops might be referred to as Black Ops or Special Ops.&lt;br /&gt;
While not generally known, the Seagate guild is reasonably certain that most of this troop are Warpstone enhanced Shape Shifters skilled in Spycraft, Politics, pointed diplomacy and conventional Warfare.&lt;br /&gt;
Exact numbers are not known as they blend into the conventional troops when not covertly deployed.&lt;br /&gt;
&lt;br /&gt;
== Historical Counts of Foxcourt ==&lt;br /&gt;
* Fulk, Count of Foxcourt&lt;br /&gt;
* Damien, Count of Foxcourt&lt;br /&gt;
* Richard, Count of Foxcourt&lt;br /&gt;
&lt;br /&gt;
==Trade==&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&lt;br /&gt;
==Crime and Punishment==&lt;br /&gt;
&lt;br /&gt;
===Mundane Crime===&lt;br /&gt;
&lt;br /&gt;
===Magical Crimes===&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
=== The de Foxcourt family ===&lt;br /&gt;
See [[De Foxcourt family]]&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Lupine_Wood&amp;diff=113413</id>
		<title>Lupine Wood</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Lupine_Wood&amp;diff=113413"/>
		<updated>2026-04-18T09:11:48Z</updated>

		<summary type="html">&lt;p&gt;Martin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Bowcourt]][[Category:Borderlay]][[Category:Forest]][[File:Stormstout Brewery.jpg|500px|right|Stormstout Brewery and surrounds]]&lt;br /&gt;
A roungly triangular area of dense and virtually uncharted primeval forest lying between the east side of the [[Montrachet River]] south of [[Borderlay]], and the west side of the [[Alp River]] south of [[Sylvanwold]].&lt;br /&gt;
&lt;br /&gt;
The area has always had a poor reputation with many were-creatures known to live in the north-eastern area near the Alp River.&lt;br /&gt;
&lt;br /&gt;
Ownership of the area is disputed between [[Bowcourt]] and Borderlay, with the latter claiming most of the northern and western parts. Even within Bowcourt parts of the area are claimed by [[Foxcourt]] and Sylvanwold. Tensions over claims have increased recently with Foxcourt installing a vassal at the [[Stormstout Brewery]].&lt;br /&gt;
&lt;br /&gt;
The events of [[Gnome Way Home]] in Spring 823 wk led to the discovery of ancient elven ruins tainted by a magical poison 25 miles north-east of the brewery and a number of local inhabitants:&lt;br /&gt;
&lt;br /&gt;
===Hag Coven===&lt;br /&gt;
A group of three hags living in and making use of the taint in the ruins. One of these was killed and another is believed to have left the area.&lt;br /&gt;
;Galdr (?) aka The Green Lady&lt;br /&gt;
: A green hag (?) that sometimes appears as fair-faced woodlands maiden.&lt;br /&gt;
;Hrodpirin aka Granny Dwayberry&lt;br /&gt;
: A black or night hag.&lt;br /&gt;
: Keeps a black cat (this is also a giant Displacer Beast) as a pet.&lt;br /&gt;
: Has a walking cottage and is thought to have left the area.&lt;br /&gt;
;Baba Krave&lt;br /&gt;
: A red or blood hag that was experimenting with super-sizing gnolls.&lt;br /&gt;
: Slain by the party after abducting fauns.&lt;br /&gt;
;Animated trees&lt;br /&gt;
: Servants of the Green Lady&lt;br /&gt;
;Gnolls&lt;br /&gt;
: Servants (and experimental subjects) of Baba Krave. This tribe may have been brought south by the hag. With her dead it&#039;s not clear what they will do.&lt;br /&gt;
:Many more gnolls are known to live in the mountains to the north. &lt;br /&gt;
&lt;br /&gt;
===Fauns and Cervitaurs===&lt;br /&gt;
A tribe of fauns and faun-centaurs with which the group had friendly relations.&lt;br /&gt;
;Ulthar&lt;br /&gt;
: Elven druid and shapechanger (Owlbear) who helps protect the fauns and has some contacts in [[Alfheim]].&lt;br /&gt;
;Floralia &amp;quot;Flora&amp;quot; Half-Elven&lt;br /&gt;
: Daughter of Ulthar and a faun Flora has unusual abilities with moving via trees.&lt;br /&gt;
;Feralia &amp;quot;the Stag&amp;quot;&lt;br /&gt;
: Daughter of Ulthar and an unknown mother (possibly a Dryad)&lt;br /&gt;
;Pomona&lt;br /&gt;
: Faun loremaster and Bard.&lt;br /&gt;
;Hawthorne&lt;br /&gt;
: Faun elder, another druid.&lt;br /&gt;
===The Barrow===&lt;br /&gt;
Not far from the elven ruins lies a large barrow under which is believed to be entombed an ancient forest god that became corrupted. Legend has it that in ancient times something fell from the sky and poisoned the land. The forest god drew the corruption into itself to purify the land but went mad and have to be &amp;quot;slain&amp;quot; by the elves. Because the god would be reborn (mythic Green Man / Spring rebirth stuff) the elves buried it and set up a henge of stones that flared off ley energy depriving the mad god the means to regenerate. This henge was damaged by a crashing [[Serraine]] aircraft in Spring 823. The forest god is now though to be regrowing. What is not known is whether it is still mad.&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Lupine_Wood&amp;diff=113412</id>
		<title>Lupine Wood</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Lupine_Wood&amp;diff=113412"/>
		<updated>2026-04-18T09:05:23Z</updated>

		<summary type="html">&lt;p&gt;Martin: /* The Barrow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Bowcourt]][[Category:Borderlay]][[Category:Forest]][[File:Stormstout Brewery.jpg|500px|right|Stormstout Brewery and surrounds]]&lt;br /&gt;
A roungly triangular area of forest lying between the east side of the [[Montrachet River]] south of [[Borderlay]], and the west side of the [[Alp River]] south of [[Sylvanwold]].&lt;br /&gt;
&lt;br /&gt;
Ownership of the area is disputed between [[Bowcourt]] and Borderlay, with the latter claiming most of the northern and western parts. Even within Bowcourt parts of the area are claimed by [[Foxcourt]] and Sylvanwold. Tensions over claims have increased recently with Foxcourt installing a vassal at the [[Stormstout Brewery]].&lt;br /&gt;
&lt;br /&gt;
The events of [[Gnome Way Home]] in Spring 823 wk led to the discovery of ancient elven ruins tainted by a magical poison25 miles north-east of the brewery and a number of local inhabitants:&lt;br /&gt;
&lt;br /&gt;
===Hag Coven===&lt;br /&gt;
A group of three hags living in and making use of the taint in the ruins. One of these was killed and another is believed to have left the area.&lt;br /&gt;
;Galdr (?) aka The Green Lady&lt;br /&gt;
: A green hag (?) that sometimes appears as fair-faced woodlands maiden.&lt;br /&gt;
;Hrodpirin aka Granny Dwayberry&lt;br /&gt;
: A black or night hag.&lt;br /&gt;
: Keeps a black cat (this is also a giant Displacer Beast) as a pet.&lt;br /&gt;
: Has a walking cottage and is thought to have left the area.&lt;br /&gt;
;Baba Krave&lt;br /&gt;
: A red or blood hag that was experimenting with super-sizing gnolls.&lt;br /&gt;
: Slain by the party after abducting fauns.&lt;br /&gt;
;Animated trees&lt;br /&gt;
: Servants of the Green Lady&lt;br /&gt;
;Gnolls&lt;br /&gt;
: Servants (and experimental subjects) of Baba Krave. Many more gnolls are know to live in the mountains to the north. This tribe may have been brought south by the hag. With her dead it&#039;s not clear what they will do.&lt;br /&gt;
&lt;br /&gt;
===Fauns and Cervitaurs===&lt;br /&gt;
A tribe of fauns and faun-centaurs with which the group had friendly relations.&lt;br /&gt;
;Ulthar&lt;br /&gt;
: Elven druid and shapechanger (Owlbear) who helps protect the fauns and has some contacts in [[Alfheim]].&lt;br /&gt;
;Floralia &amp;quot;Flora&amp;quot; Half-Elven&lt;br /&gt;
: Daughter of Ulthar and a faun Flora has unusual abilities with moving via trees.&lt;br /&gt;
;Feralia &amp;quot;the Stag&amp;quot;&lt;br /&gt;
: Daughter of Ulthar and an unknown mother (possibly a Dryad)&lt;br /&gt;
;Pomona&lt;br /&gt;
: Faun loremaster and Bard.&lt;br /&gt;
;Hawthorne&lt;br /&gt;
: Faun elder, another druid.&lt;br /&gt;
===The Barrow===&lt;br /&gt;
Not far from the elven ruins lies a large barrow under which is believed to be entombed an ancient forest god that became corrupted. Legend has it that in ancient times something fell from the sky and poisoned the land. The forest god drew the corruption into itself to purify the land but went mad and have to be &amp;quot;slain&amp;quot; by the elves. Because the god would be reborn (mythic Green Man / Spring rebirth stuff) the elves buried it and set up a henge of stones that flared off ley energy depriving the mad god the means to regenerate. This henge was damaged by a crashing [[Serraine]] aircraft in Spring 823. The forest god is now though to be regrowing. What is not known is whether it is still mad.&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Lupine_Wood&amp;diff=113411</id>
		<title>Lupine Wood</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Lupine_Wood&amp;diff=113411"/>
		<updated>2026-04-18T09:04:12Z</updated>

		<summary type="html">&lt;p&gt;Martin: /* Hag Coven */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Bowcourt]][[Category:Borderlay]][[Category:Forest]][[File:Stormstout Brewery.jpg|500px|right|Stormstout Brewery and surrounds]]&lt;br /&gt;
A roungly triangular area of forest lying between the east side of the [[Montrachet River]] south of [[Borderlay]], and the west side of the [[Alp River]] south of [[Sylvanwold]].&lt;br /&gt;
&lt;br /&gt;
Ownership of the area is disputed between [[Bowcourt]] and Borderlay, with the latter claiming most of the northern and western parts. Even within Bowcourt parts of the area are claimed by [[Foxcourt]] and Sylvanwold. Tensions over claims have increased recently with Foxcourt installing a vassal at the [[Stormstout Brewery]].&lt;br /&gt;
&lt;br /&gt;
The events of [[Gnome Way Home]] in Spring 823 wk led to the discovery of ancient elven ruins tainted by a magical poison25 miles north-east of the brewery and a number of local inhabitants:&lt;br /&gt;
&lt;br /&gt;
===Hag Coven===&lt;br /&gt;
A group of three hags living in and making use of the taint in the ruins. One of these was killed and another is believed to have left the area.&lt;br /&gt;
;Galdr (?) aka The Green Lady&lt;br /&gt;
: A green hag (?) that sometimes appears as fair-faced woodlands maiden.&lt;br /&gt;
;Hrodpirin aka Granny Dwayberry&lt;br /&gt;
: A black or night hag.&lt;br /&gt;
: Keeps a black cat (this is also a giant Displacer Beast) as a pet.&lt;br /&gt;
: Has a walking cottage and is thought to have left the area.&lt;br /&gt;
;Baba Krave&lt;br /&gt;
: A red or blood hag that was experimenting with super-sizing gnolls.&lt;br /&gt;
: Slain by the party after abducting fauns.&lt;br /&gt;
;Animated trees&lt;br /&gt;
: Servants of the Green Lady&lt;br /&gt;
;Gnolls&lt;br /&gt;
: Servants (and experimental subjects) of Baba Krave. Many more gnolls are know to live in the mountains to the north. This tribe may have been brought south by the hag. With her dead it&#039;s not clear what they will do.&lt;br /&gt;
&lt;br /&gt;
===Fauns and Cervitaurs===&lt;br /&gt;
A tribe of fauns and faun-centaurs with which the group had friendly relations.&lt;br /&gt;
;Ulthar&lt;br /&gt;
: Elven druid and shapechanger (Owlbear) who helps protect the fauns and has some contacts in [[Alfheim]].&lt;br /&gt;
;Floralia &amp;quot;Flora&amp;quot; Half-Elven&lt;br /&gt;
: Daughter of Ulthar and a faun Flora has unusual abilities with moving via trees.&lt;br /&gt;
;Feralia &amp;quot;the Stag&amp;quot;&lt;br /&gt;
: Daughter of Ulthar and an unknown mother (possibly a Dryad)&lt;br /&gt;
;Pomona&lt;br /&gt;
: Faun loremaster and Bard.&lt;br /&gt;
;Hawthorne&lt;br /&gt;
: Faun elder, another druid.&lt;br /&gt;
===The Barrow===&lt;br /&gt;
Not far from the elven ruins lies a large barrow under which is believed to be entombed an ancient forest god that became corrupted. Legend has it that in ancient times something fell from the sky and poisoned the land. The forest god drew the corruption into itself to purify the land but went mad and have to be &amp;quot;slain&amp;quot; by the elves. Because the god would be reborn (mythic Green Man / Spring rebirth stuff) the elves buried it and set up a henge of stones that flared off ley energy depriving the mad god the means to regenerate. This henge was damaged by a crashing [[Serraine]] aircraft in Spring 823. The forest god is now though to be regrowing. What is not know is whether it is still mad.&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Lalange&amp;diff=113410</id>
		<title>Lalange</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Lalange&amp;diff=113410"/>
		<updated>2026-04-18T09:03:02Z</updated>

		<summary type="html">&lt;p&gt;Martin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Language]]A Western human language predominantly used by [[Bowcourt]] and its vassals, and in parts of [[Mordeaux]]. The language has its roots in Elven, but has acquired vocabulary from neighbouring languages such as [[Folksprach]] and [[Reichspiel]].&lt;br /&gt;
&lt;br /&gt;
For GMing purposes the language has been portrayed as similar to French, often with an outrageous accent.&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Bowcourt&amp;diff=113409</id>
		<title>Bowcourt</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Bowcourt&amp;diff=113409"/>
		<updated>2026-04-18T09:02:14Z</updated>

		<summary type="html">&lt;p&gt;Martin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Bowcourt]][[Category:Western Kingdom]][[Category: Martin Dickson]]__NOTOC__&lt;br /&gt;
{| border=1 align=right cellpadding=4 cellspacing=0 width=250 style=&amp;quot;margin: 0 0 1em 1em; background: #f9f9f9; border: 1px #aaaaaa solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
|colspan=2|[[Image:Bowcourt.gif|center|Arms of Bowcourt]]&lt;br /&gt;
|-&lt;br /&gt;
|+&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Bowcourt&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vassal of&#039;&#039;&#039;&lt;br /&gt;
| [[Western Kingdom]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Status&#039;&#039;&#039;&lt;br /&gt;
| Marquisate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
| North of [[Mordeaux]], [[Tuscana]], and [[Waterford]], West of [[Aquila]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Area&#039;&#039;&#039;&lt;br /&gt;
| 63,340 square miles (excluding high mountain areas).&amp;lt;br&amp;gt;&lt;br /&gt;
GM Note: For real world comparison; about the size of Wisconsin or Tunisia.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| 6,357,000 (800 WK census) &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Common&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;[[Lalange]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Literacy&lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
30%&amp;lt;br&amp;gt; &lt;br /&gt;
95%&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
7%&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Taxes&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Property Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Bonding rate:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Visitor Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
% per annum&amp;lt;br&amp;gt; &lt;br /&gt;
% of goods&#039; value/month&amp;lt;br&amp;gt; &lt;br /&gt;
sp/person&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Imports&#039;&#039;&#039;&lt;br /&gt;
| Various by area.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exports&#039;&#039;&#039;&lt;br /&gt;
| Various by area.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Large and prosperous ancient Marquisate predating the Old Western Kingdom by over 400 years; part of the Old and New [[Western Kingdom]]s.&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Bowcourt was initially established as a &amp;quot;March&amp;quot; of [[Alfheim]] around 200 years after [[Panjari]]; a human population under elven nobility and governorship, created to protect the borders of Alfheim.&lt;br /&gt;
&lt;br /&gt;
From 700 AP onwards the elven rulers were slowly and deliberately replaced with human nobility as the elves gradually withdrew back to Alfheim. The area became the &amp;quot;Marquisate of Bowcourt&amp;quot; as a distinct entity in title and lands around 800 AP, with the last of the elven nobility withdrawing from the area by 1100 AP. The population of the area has always been mainly human, but the ruling nobles were initially elven, this giving way to human nobility with a gradual withdrawl of elves from the area around 1100 AP.&lt;br /&gt;
&lt;br /&gt;
When the northern migrations / invasions began around 1000 AP Bowcourt was a major source of resistance, largely limiting the earlier migrations to the west of the [[Baratary River]].&lt;br /&gt;
&lt;br /&gt;
After [[Ulric the Wolf]] founded the Western Kingdom around 1200 AP he married the Marquessa of Bowcourt and the kingdom&#039;s borders were redrawn to encompass the Marquisate.  Part of the marriage agreement stated that Bowcourt, and the title of Marquessa would be granted to their eldest daughter, and that the area would continue to be passed in a matrialinear succession.&lt;br /&gt;
&lt;br /&gt;
The area shows a strong elven influence even today in customs and [[Lalange|language]], and like Alfheim is traditionally matrialinear, although some areas, most notable [[Foxcourt]], follow a predominantly patrialinear model of inheritance.&lt;br /&gt;
[[Image:Bowcourt820.jpg|right|thumb|Borders &amp;amp; Towns]]&lt;br /&gt;
Over the years of the Old Kingdom the line of Kings married into Bowcourt a number of times. The noble women of Bowcourt are said by many to have &amp;quot;elven blood&amp;quot; despite the apparent impossibility of such a cross-breeding, and it is known that the daughters of many of the noble families possess notable beauty and appear to age significantly slower than most humans (their lifespans appear little altered but their apparent age is usually much less than their chronological age).&lt;br /&gt;
&lt;br /&gt;
Two of the Marquessas have also borne the title &amp;quot;Queen of the West&amp;quot;: [[Isabel_de_Bowcourt|Isabel the Good]], and her daughter [[Yolanda_de_Bowcourt|Yolanda]].&lt;br /&gt;
&lt;br /&gt;
===Drow Invasion===&lt;br /&gt;
The main thrust of the Drow Invasion of 813WK was focused up the Baratary River, the western border of Bowcourt. The potential damage to Bowcourt from the Drow&#039;s Ice River and associated magic was reduced through the ritual creation of magical wardings and barriers along the border, completed in late Thaw of Spring 813WK. (See scribe notes: [[Kill Them All]].)&lt;br /&gt;
&lt;br /&gt;
Despite this mitigation a number of settlements situated directly on the river were damaged or destroyed including (from South to North): [[Valliere]], [[Vannes]], Beaumont, Montsoreau, and Bragelonne. While both Valliere and Vannes have seen significant recovery and rebuilding in the years since, the three more northern settlements remain ruined, and magical &#039;&#039;contaminants&#039;&#039; have had adverse effects on even Bowcourt&#039;s magically protected land.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
* Fertile arable lands in north, west, and central areas.&lt;br /&gt;
* Forested highlands and mountains in east.&lt;br /&gt;
* Highly fertile lowlands in the south becoming bog in the south-west and forested hills in the south-east.&lt;br /&gt;
===Major Areas &amp;amp; Settlements (820WK) ===&lt;br /&gt;
====Counties====&lt;br /&gt;
* Bowcourt (direct holdings)&lt;br /&gt;
** Bowcourt, Captial City of (40,200)&lt;br /&gt;
** &#039;&#039;Montsoreau (Ruins)&#039;&#039; previously (8,700)&lt;br /&gt;
*** Tuquant (~3,500)&lt;br /&gt;
** Lafère (7,600)&lt;br /&gt;
* [[Chagny]]&lt;br /&gt;
** Saint-Michel (23,700)&lt;br /&gt;
** Rochefort (8,600)&lt;br /&gt;
** Vallon (7,400)&lt;br /&gt;
** Carrefour (~5,000)&lt;br /&gt;
* [[Foxcourt]]&lt;br /&gt;
** Foxcourt, City of (18,900)&lt;br /&gt;
** Alençon (6,500) &lt;br /&gt;
* [[Remy]]&lt;br /&gt;
** Treville, City of (18,500)&lt;br /&gt;
** &#039;&#039;Bragelonne (Ruins)&#039;&#039; previously (8,700)&lt;br /&gt;
** Deville (~4,500)&lt;br /&gt;
&lt;br /&gt;
==== Viscounties ====&lt;br /&gt;
* [[Nevers]]&lt;br /&gt;
** Lencré, City of (14,500)&lt;br /&gt;
** [[Valliere | Vallière]] (~3,000)&lt;br /&gt;
* [[Vole]]&lt;br /&gt;
** Campagnol, City of (9,500)&lt;br /&gt;
* [[Faircourt]]&lt;br /&gt;
** Coeur-de-Fer (7,900)&lt;br /&gt;
* [[Newcourt]]&lt;br /&gt;
** Newcourt, City of (8,800)&lt;br /&gt;
==== Baronies (Coronet) ====&lt;br /&gt;
The Barons who hold &amp;quot;Coronet&amp;quot; Baronies are direct vassals of the Marquessa and rank higher in precedence than Barons who hold their lands from one of her Counts or Viscounts. The [[College of Heralds]] affords them the courtesy and precedence equal to a Viscount from outside of Bowcourt.&lt;br /&gt;
* [[Chartres]]&lt;br /&gt;
** Tenarèze (7,100)&lt;br /&gt;
* [[Lotharia]]&lt;br /&gt;
** [[Vannes]], City of (~7,000)&lt;br /&gt;
* [[Mulberry|Mûre]]&lt;br /&gt;
** Armagnac (8,500)&lt;br /&gt;
* [[Sylvanwold]]&lt;br /&gt;
** Bar-sur-Loup (5,100)&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
===Population===&lt;br /&gt;
The total population of Bowcourt as at the 800 WK census was 6,357,000:&lt;br /&gt;
*5,725,000 Humans (approx. 90%)&lt;br /&gt;
*200,000 Halflings&lt;br /&gt;
*150,000 Elves&lt;br /&gt;
*135,000 Dwarves&lt;br /&gt;
*64,000 Orcs&lt;br /&gt;
*48,000 Giants (mostly Hill Giants)&lt;br /&gt;
*20,000 Shapechangers (estimated)&lt;br /&gt;
*15,000 various other races&lt;br /&gt;
&lt;br /&gt;
Livestock also recorded at the time of the census:&lt;br /&gt;
* 9509772 fowls (including chickens, geese, and ducks)&lt;br /&gt;
* 4475188 dairy and meat animals (including cows, goats, pigs, and sheep)&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
* [[Lalange]] (95%)&lt;br /&gt;
* [[Common]] (30% mostly urban)&lt;br /&gt;
* Literacy 7% (predominately urban)&lt;br /&gt;
&lt;br /&gt;
===Government===&lt;br /&gt;
* Feudal Aristocracy&lt;br /&gt;
** Current Marquessa (since 782) is [[Dulciena de Bowcourt]] (b. 757), second wife of the late Duke Frederick of [[Aquila]], and mother of [[Ulric Schwarzrotgold]] (b. 793), the Western King.&lt;br /&gt;
* The Heads of the incorporated areas exercise considerable autonomy regarding matters internal to their area.&lt;br /&gt;
====Social====&lt;br /&gt;
The Marquisate of Bowcourt is a very large, reasonably wealthy, and well populated area. The current ruler is a strong leader, and shrewd politician. There are no particularly unusual social conditions in Bowcourt. Courtesy is highly regarded. Troublemakers will not be tolerated, and will be swiftly dealt with by the well trained and equipped city guards or rural militia. If the troublemakers prove too difficult for the local constabulary, a request for help will be sent to the nearest [[Michaelines|Michaeline]] chapter house or other Powers of Light enclave.&lt;br /&gt;
=====Note on Noble Titles=====&lt;br /&gt;
Although Bowcourt has at least the power and influence of any of the western duchies, the rulers of Bowcourt have steadfastly refused to alter the ruling title of &amp;quot;Marquessa&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Part of the reason appears to stem from the area&#039;s long and prestigious history dating back to being an elven march, and continuing &#039;&#039;special relationship&#039;&#039; with [[Alfheim]], part is based on the original documents of enoblement, and part is bloody minded traditionalism.&lt;br /&gt;
&lt;br /&gt;
But whatever the reason, the highest title in Bowcourt remains &amp;quot;Marquessa&amp;quot;, and this has caused considerable congestion in noble titles and comparative ranks within the Marquisate. The Count of [[Chagny]] holds lands that would make him a Marquis in any of the Duchies, or even a Duke in his own right. Several of the Viscounts and Barons hold lands that would make them Counts in other areas. They in turn command hereditary knights (Lalange: &amp;quot;Chevalier-héréditaires&amp;quot;), who are styled as knights but hold lands fully equivalent to Baronies in other lands.&lt;br /&gt;
&lt;br /&gt;
This mismatch between given titles and practical possessions and power is something of a headache for the [[College of Heralds]] when determining [[Western Kingdom Nobility|exact precedence]] for formal events involving Bowcourt and foreign nobility.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Official religion is [[Powers of Light]], and all of the major chapters have substantial holdings in Bowcourt. Urielites have official status as Justices of the Peace, and serve in many functions throughout the judiciary. The religion is well respected by the general population with about 80% being actively religious (most of these being [[Raphaelites|Raphaelite]] in tendency).&lt;br /&gt;
&lt;br /&gt;
== Other Factions of Note ==&lt;br /&gt;
&lt;br /&gt;
* [[Royal Wizardry Squadron]]&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Bowcourt&amp;diff=113408</id>
		<title>Bowcourt</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Bowcourt&amp;diff=113408"/>
		<updated>2026-04-18T09:01:53Z</updated>

		<summary type="html">&lt;p&gt;Martin: /* Languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Bowcourt]][[Category:Western Kingdom]][[Category: Martin Dickson]]__NOTOC__&lt;br /&gt;
{| border=1 align=right cellpadding=4 cellspacing=0 width=250 style=&amp;quot;margin: 0 0 1em 1em; background: #f9f9f9; border: 1px #aaaaaa solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
|colspan=2|[[Image:Bowcourt.gif|center|Arms of Bowcourt]]&lt;br /&gt;
|-&lt;br /&gt;
|+&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Bowcourt&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vassal of&#039;&#039;&#039;&lt;br /&gt;
| [[Western Kingdom]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Status&#039;&#039;&#039;&lt;br /&gt;
| Marquisate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
| North of [[Mordeaux]], [[Tuscana]], and [[Waterford]], West of [[Aquila]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Area&#039;&#039;&#039;&lt;br /&gt;
| 63,340 square miles (excluding high mountain areas).&amp;lt;br&amp;gt;&lt;br /&gt;
GM Note: For real world comparison; about the size of Wisconsin or Tunisia.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| 6,357,000 (800 WK census) &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Common&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;[[Lalange]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Literacy&lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
50%&amp;lt;br&amp;gt; &lt;br /&gt;
95%&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
5%&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Taxes&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Property Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Bonding rate:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Visitor Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
% per annum&amp;lt;br&amp;gt; &lt;br /&gt;
% of goods&#039; value/month&amp;lt;br&amp;gt; &lt;br /&gt;
sp/person&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Imports&#039;&#039;&#039;&lt;br /&gt;
| Various by area.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exports&#039;&#039;&#039;&lt;br /&gt;
| Various by area.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Large and prosperous ancient Marquisate predating the Old Western Kingdom by over 400 years; part of the Old and New [[Western Kingdom]]s.&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Bowcourt was initially established as a &amp;quot;March&amp;quot; of [[Alfheim]] around 200 years after [[Panjari]]; a human population under elven nobility and governorship, created to protect the borders of Alfheim.&lt;br /&gt;
&lt;br /&gt;
From 700 AP onwards the elven rulers were slowly and deliberately replaced with human nobility as the elves gradually withdrew back to Alfheim. The area became the &amp;quot;Marquisate of Bowcourt&amp;quot; as a distinct entity in title and lands around 800 AP, with the last of the elven nobility withdrawing from the area by 1100 AP. The population of the area has always been mainly human, but the ruling nobles were initially elven, this giving way to human nobility with a gradual withdrawl of elves from the area around 1100 AP.&lt;br /&gt;
&lt;br /&gt;
When the northern migrations / invasions began around 1000 AP Bowcourt was a major source of resistance, largely limiting the earlier migrations to the west of the [[Baratary River]].&lt;br /&gt;
&lt;br /&gt;
After [[Ulric the Wolf]] founded the Western Kingdom around 1200 AP he married the Marquessa of Bowcourt and the kingdom&#039;s borders were redrawn to encompass the Marquisate.  Part of the marriage agreement stated that Bowcourt, and the title of Marquessa would be granted to their eldest daughter, and that the area would continue to be passed in a matrialinear succession.&lt;br /&gt;
&lt;br /&gt;
The area shows a strong elven influence even today in customs and [[Lalange|language]], and like Alfheim is traditionally matrialinear, although some areas, most notable [[Foxcourt]], follow a predominantly patrialinear model of inheritance.&lt;br /&gt;
[[Image:Bowcourt820.jpg|right|thumb|Borders &amp;amp; Towns]]&lt;br /&gt;
Over the years of the Old Kingdom the line of Kings married into Bowcourt a number of times. The noble women of Bowcourt are said by many to have &amp;quot;elven blood&amp;quot; despite the apparent impossibility of such a cross-breeding, and it is known that the daughters of many of the noble families possess notable beauty and appear to age significantly slower than most humans (their lifespans appear little altered but their apparent age is usually much less than their chronological age).&lt;br /&gt;
&lt;br /&gt;
Two of the Marquessas have also borne the title &amp;quot;Queen of the West&amp;quot;: [[Isabel_de_Bowcourt|Isabel the Good]], and her daughter [[Yolanda_de_Bowcourt|Yolanda]].&lt;br /&gt;
&lt;br /&gt;
===Drow Invasion===&lt;br /&gt;
The main thrust of the Drow Invasion of 813WK was focused up the Baratary River, the western border of Bowcourt. The potential damage to Bowcourt from the Drow&#039;s Ice River and associated magic was reduced through the ritual creation of magical wardings and barriers along the border, completed in late Thaw of Spring 813WK. (See scribe notes: [[Kill Them All]].)&lt;br /&gt;
&lt;br /&gt;
Despite this mitigation a number of settlements situated directly on the river were damaged or destroyed including (from South to North): [[Valliere]], [[Vannes]], Beaumont, Montsoreau, and Bragelonne. While both Valliere and Vannes have seen significant recovery and rebuilding in the years since, the three more northern settlements remain ruined, and magical &#039;&#039;contaminants&#039;&#039; have had adverse effects on even Bowcourt&#039;s magically protected land.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
* Fertile arable lands in north, west, and central areas.&lt;br /&gt;
* Forested highlands and mountains in east.&lt;br /&gt;
* Highly fertile lowlands in the south becoming bog in the south-west and forested hills in the south-east.&lt;br /&gt;
===Major Areas &amp;amp; Settlements (820WK) ===&lt;br /&gt;
====Counties====&lt;br /&gt;
* Bowcourt (direct holdings)&lt;br /&gt;
** Bowcourt, Captial City of (40,200)&lt;br /&gt;
** &#039;&#039;Montsoreau (Ruins)&#039;&#039; previously (8,700)&lt;br /&gt;
*** Tuquant (~3,500)&lt;br /&gt;
** Lafère (7,600)&lt;br /&gt;
* [[Chagny]]&lt;br /&gt;
** Saint-Michel (23,700)&lt;br /&gt;
** Rochefort (8,600)&lt;br /&gt;
** Vallon (7,400)&lt;br /&gt;
** Carrefour (~5,000)&lt;br /&gt;
* [[Foxcourt]]&lt;br /&gt;
** Foxcourt, City of (18,900)&lt;br /&gt;
** Alençon (6,500) &lt;br /&gt;
* [[Remy]]&lt;br /&gt;
** Treville, City of (18,500)&lt;br /&gt;
** &#039;&#039;Bragelonne (Ruins)&#039;&#039; previously (8,700)&lt;br /&gt;
** Deville (~4,500)&lt;br /&gt;
&lt;br /&gt;
==== Viscounties ====&lt;br /&gt;
* [[Nevers]]&lt;br /&gt;
** Lencré, City of (14,500)&lt;br /&gt;
** [[Valliere | Vallière]] (~3,000)&lt;br /&gt;
* [[Vole]]&lt;br /&gt;
** Campagnol, City of (9,500)&lt;br /&gt;
* [[Faircourt]]&lt;br /&gt;
** Coeur-de-Fer (7,900)&lt;br /&gt;
* [[Newcourt]]&lt;br /&gt;
** Newcourt, City of (8,800)&lt;br /&gt;
==== Baronies (Coronet) ====&lt;br /&gt;
The Barons who hold &amp;quot;Coronet&amp;quot; Baronies are direct vassals of the Marquessa and rank higher in precedence than Barons who hold their lands from one of her Counts or Viscounts. The [[College of Heralds]] affords them the courtesy and precedence equal to a Viscount from outside of Bowcourt.&lt;br /&gt;
* [[Chartres]]&lt;br /&gt;
** Tenarèze (7,100)&lt;br /&gt;
* [[Lotharia]]&lt;br /&gt;
** [[Vannes]], City of (~7,000)&lt;br /&gt;
* [[Mulberry|Mûre]]&lt;br /&gt;
** Armagnac (8,500)&lt;br /&gt;
* [[Sylvanwold]]&lt;br /&gt;
** Bar-sur-Loup (5,100)&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
===Population===&lt;br /&gt;
The total population of Bowcourt as at the 800 WK census was 6,357,000:&lt;br /&gt;
*5,725,000 Humans (approx. 90%)&lt;br /&gt;
*200,000 Halflings&lt;br /&gt;
*150,000 Elves&lt;br /&gt;
*135,000 Dwarves&lt;br /&gt;
*64,000 Orcs&lt;br /&gt;
*48,000 Giants (mostly Hill Giants)&lt;br /&gt;
*20,000 Shapechangers (estimated)&lt;br /&gt;
*15,000 various other races&lt;br /&gt;
&lt;br /&gt;
Livestock also recorded at the time of the census:&lt;br /&gt;
* 9509772 fowls (including chickens, geese, and ducks)&lt;br /&gt;
* 4475188 dairy and meat animals (including cows, goats, pigs, and sheep)&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
* [[Lalange]] (95%)&lt;br /&gt;
* [[Common]] (30% mostly urban)&lt;br /&gt;
* Literacy 7% (predominately urban)&lt;br /&gt;
&lt;br /&gt;
===Government===&lt;br /&gt;
* Feudal Aristocracy&lt;br /&gt;
** Current Marquessa (since 782) is [[Dulciena de Bowcourt]] (b. 757), second wife of the late Duke Frederick of [[Aquila]], and mother of [[Ulric Schwarzrotgold]] (b. 793), the Western King.&lt;br /&gt;
* The Heads of the incorporated areas exercise considerable autonomy regarding matters internal to their area.&lt;br /&gt;
====Social====&lt;br /&gt;
The Marquisate of Bowcourt is a very large, reasonably wealthy, and well populated area. The current ruler is a strong leader, and shrewd politician. There are no particularly unusual social conditions in Bowcourt. Courtesy is highly regarded. Troublemakers will not be tolerated, and will be swiftly dealt with by the well trained and equipped city guards or rural militia. If the troublemakers prove too difficult for the local constabulary, a request for help will be sent to the nearest [[Michaelines|Michaeline]] chapter house or other Powers of Light enclave.&lt;br /&gt;
=====Note on Noble Titles=====&lt;br /&gt;
Although Bowcourt has at least the power and influence of any of the western duchies, the rulers of Bowcourt have steadfastly refused to alter the ruling title of &amp;quot;Marquessa&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Part of the reason appears to stem from the area&#039;s long and prestigious history dating back to being an elven march, and continuing &#039;&#039;special relationship&#039;&#039; with [[Alfheim]], part is based on the original documents of enoblement, and part is bloody minded traditionalism.&lt;br /&gt;
&lt;br /&gt;
But whatever the reason, the highest title in Bowcourt remains &amp;quot;Marquessa&amp;quot;, and this has caused considerable congestion in noble titles and comparative ranks within the Marquisate. The Count of [[Chagny]] holds lands that would make him a Marquis in any of the Duchies, or even a Duke in his own right. Several of the Viscounts and Barons hold lands that would make them Counts in other areas. They in turn command hereditary knights (Lalange: &amp;quot;Chevalier-héréditaires&amp;quot;), who are styled as knights but hold lands fully equivalent to Baronies in other lands.&lt;br /&gt;
&lt;br /&gt;
This mismatch between given titles and practical possessions and power is something of a headache for the [[College of Heralds]] when determining [[Western Kingdom Nobility|exact precedence]] for formal events involving Bowcourt and foreign nobility.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Official religion is [[Powers of Light]], and all of the major chapters have substantial holdings in Bowcourt. Urielites have official status as Justices of the Peace, and serve in many functions throughout the judiciary. The religion is well respected by the general population with about 80% being actively religious (most of these being [[Raphaelites|Raphaelite]] in tendency).&lt;br /&gt;
&lt;br /&gt;
== Other Factions of Note ==&lt;br /&gt;
&lt;br /&gt;
* [[Royal Wizardry Squadron]]&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Bowcourt&amp;diff=113407</id>
		<title>Bowcourt</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Bowcourt&amp;diff=113407"/>
		<updated>2026-04-18T08:59:21Z</updated>

		<summary type="html">&lt;p&gt;Martin: /* Geography */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Bowcourt]][[Category:Western Kingdom]][[Category: Martin Dickson]]__NOTOC__&lt;br /&gt;
{| border=1 align=right cellpadding=4 cellspacing=0 width=250 style=&amp;quot;margin: 0 0 1em 1em; background: #f9f9f9; border: 1px #aaaaaa solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
|colspan=2|[[Image:Bowcourt.gif|center|Arms of Bowcourt]]&lt;br /&gt;
|-&lt;br /&gt;
|+&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Bowcourt&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vassal of&#039;&#039;&#039;&lt;br /&gt;
| [[Western Kingdom]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Status&#039;&#039;&#039;&lt;br /&gt;
| Marquisate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
| North of [[Mordeaux]], [[Tuscana]], and [[Waterford]], West of [[Aquila]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Area&#039;&#039;&#039;&lt;br /&gt;
| 63,340 square miles (excluding high mountain areas).&amp;lt;br&amp;gt;&lt;br /&gt;
GM Note: For real world comparison; about the size of Wisconsin or Tunisia.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| 6,357,000 (800 WK census) &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Common&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;[[Lalange]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Literacy&lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
50%&amp;lt;br&amp;gt; &lt;br /&gt;
95%&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
5%&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Taxes&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Property Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Bonding rate:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Visitor Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
% per annum&amp;lt;br&amp;gt; &lt;br /&gt;
% of goods&#039; value/month&amp;lt;br&amp;gt; &lt;br /&gt;
sp/person&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Imports&#039;&#039;&#039;&lt;br /&gt;
| Various by area.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exports&#039;&#039;&#039;&lt;br /&gt;
| Various by area.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Large and prosperous ancient Marquisate predating the Old Western Kingdom by over 400 years; part of the Old and New [[Western Kingdom]]s.&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Bowcourt was initially established as a &amp;quot;March&amp;quot; of [[Alfheim]] around 200 years after [[Panjari]]; a human population under elven nobility and governorship, created to protect the borders of Alfheim.&lt;br /&gt;
&lt;br /&gt;
From 700 AP onwards the elven rulers were slowly and deliberately replaced with human nobility as the elves gradually withdrew back to Alfheim. The area became the &amp;quot;Marquisate of Bowcourt&amp;quot; as a distinct entity in title and lands around 800 AP, with the last of the elven nobility withdrawing from the area by 1100 AP. The population of the area has always been mainly human, but the ruling nobles were initially elven, this giving way to human nobility with a gradual withdrawl of elves from the area around 1100 AP.&lt;br /&gt;
&lt;br /&gt;
When the northern migrations / invasions began around 1000 AP Bowcourt was a major source of resistance, largely limiting the earlier migrations to the west of the [[Baratary River]].&lt;br /&gt;
&lt;br /&gt;
After [[Ulric the Wolf]] founded the Western Kingdom around 1200 AP he married the Marquessa of Bowcourt and the kingdom&#039;s borders were redrawn to encompass the Marquisate.  Part of the marriage agreement stated that Bowcourt, and the title of Marquessa would be granted to their eldest daughter, and that the area would continue to be passed in a matrialinear succession.&lt;br /&gt;
&lt;br /&gt;
The area shows a strong elven influence even today in customs and [[Lalange|language]], and like Alfheim is traditionally matrialinear, although some areas, most notable [[Foxcourt]], follow a predominantly patrialinear model of inheritance.&lt;br /&gt;
[[Image:Bowcourt820.jpg|right|thumb|Borders &amp;amp; Towns]]&lt;br /&gt;
Over the years of the Old Kingdom the line of Kings married into Bowcourt a number of times. The noble women of Bowcourt are said by many to have &amp;quot;elven blood&amp;quot; despite the apparent impossibility of such a cross-breeding, and it is known that the daughters of many of the noble families possess notable beauty and appear to age significantly slower than most humans (their lifespans appear little altered but their apparent age is usually much less than their chronological age).&lt;br /&gt;
&lt;br /&gt;
Two of the Marquessas have also borne the title &amp;quot;Queen of the West&amp;quot;: [[Isabel_de_Bowcourt|Isabel the Good]], and her daughter [[Yolanda_de_Bowcourt|Yolanda]].&lt;br /&gt;
&lt;br /&gt;
===Drow Invasion===&lt;br /&gt;
The main thrust of the Drow Invasion of 813WK was focused up the Baratary River, the western border of Bowcourt. The potential damage to Bowcourt from the Drow&#039;s Ice River and associated magic was reduced through the ritual creation of magical wardings and barriers along the border, completed in late Thaw of Spring 813WK. (See scribe notes: [[Kill Them All]].)&lt;br /&gt;
&lt;br /&gt;
Despite this mitigation a number of settlements situated directly on the river were damaged or destroyed including (from South to North): [[Valliere]], [[Vannes]], Beaumont, Montsoreau, and Bragelonne. While both Valliere and Vannes have seen significant recovery and rebuilding in the years since, the three more northern settlements remain ruined, and magical &#039;&#039;contaminants&#039;&#039; have had adverse effects on even Bowcourt&#039;s magically protected land.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
* Fertile arable lands in north, west, and central areas.&lt;br /&gt;
* Forested highlands and mountains in east.&lt;br /&gt;
* Highly fertile lowlands in the south becoming bog in the south-west and forested hills in the south-east.&lt;br /&gt;
===Major Areas &amp;amp; Settlements (820WK) ===&lt;br /&gt;
====Counties====&lt;br /&gt;
* Bowcourt (direct holdings)&lt;br /&gt;
** Bowcourt, Captial City of (40,200)&lt;br /&gt;
** &#039;&#039;Montsoreau (Ruins)&#039;&#039; previously (8,700)&lt;br /&gt;
*** Tuquant (~3,500)&lt;br /&gt;
** Lafère (7,600)&lt;br /&gt;
* [[Chagny]]&lt;br /&gt;
** Saint-Michel (23,700)&lt;br /&gt;
** Rochefort (8,600)&lt;br /&gt;
** Vallon (7,400)&lt;br /&gt;
** Carrefour (~5,000)&lt;br /&gt;
* [[Foxcourt]]&lt;br /&gt;
** Foxcourt, City of (18,900)&lt;br /&gt;
** Alençon (6,500) &lt;br /&gt;
* [[Remy]]&lt;br /&gt;
** Treville, City of (18,500)&lt;br /&gt;
** &#039;&#039;Bragelonne (Ruins)&#039;&#039; previously (8,700)&lt;br /&gt;
** Deville (~4,500)&lt;br /&gt;
&lt;br /&gt;
==== Viscounties ====&lt;br /&gt;
* [[Nevers]]&lt;br /&gt;
** Lencré, City of (14,500)&lt;br /&gt;
** [[Valliere | Vallière]] (~3,000)&lt;br /&gt;
* [[Vole]]&lt;br /&gt;
** Campagnol, City of (9,500)&lt;br /&gt;
* [[Faircourt]]&lt;br /&gt;
** Coeur-de-Fer (7,900)&lt;br /&gt;
* [[Newcourt]]&lt;br /&gt;
** Newcourt, City of (8,800)&lt;br /&gt;
==== Baronies (Coronet) ====&lt;br /&gt;
The Barons who hold &amp;quot;Coronet&amp;quot; Baronies are direct vassals of the Marquessa and rank higher in precedence than Barons who hold their lands from one of her Counts or Viscounts. The [[College of Heralds]] affords them the courtesy and precedence equal to a Viscount from outside of Bowcourt.&lt;br /&gt;
* [[Chartres]]&lt;br /&gt;
** Tenarèze (7,100)&lt;br /&gt;
* [[Lotharia]]&lt;br /&gt;
** [[Vannes]], City of (~7,000)&lt;br /&gt;
* [[Mulberry|Mûre]]&lt;br /&gt;
** Armagnac (8,500)&lt;br /&gt;
* [[Sylvanwold]]&lt;br /&gt;
** Bar-sur-Loup (5,100)&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
===Population===&lt;br /&gt;
The total population of Bowcourt as at the 800 WK census was 6,357,000:&lt;br /&gt;
*5,725,000 Humans (approx. 90%)&lt;br /&gt;
*200,000 Halflings&lt;br /&gt;
*150,000 Elves&lt;br /&gt;
*135,000 Dwarves&lt;br /&gt;
*64,000 Orcs&lt;br /&gt;
*48,000 Giants (mostly Hill Giants)&lt;br /&gt;
*20,000 Shapechangers (estimated)&lt;br /&gt;
*15,000 various other races&lt;br /&gt;
&lt;br /&gt;
Livestock also recorded at the time of the census:&lt;br /&gt;
* 9509772 fowls (including chickens, geese, and ducks)&lt;br /&gt;
* 4475188 dairy and meat animals (including cows, goats, pigs, and sheep)&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
* [[Lalange]], [[Common]] (30% mostly urban)&lt;br /&gt;
* Literacy 7-8% (predominately urban)&lt;br /&gt;
&lt;br /&gt;
===Government===&lt;br /&gt;
* Feudal Aristocracy&lt;br /&gt;
** Current Marquessa (since 782) is [[Dulciena de Bowcourt]] (b. 757), second wife of the late Duke Frederick of [[Aquila]], and mother of [[Ulric Schwarzrotgold]] (b. 793), the Western King.&lt;br /&gt;
* The Heads of the incorporated areas exercise considerable autonomy regarding matters internal to their area.&lt;br /&gt;
====Social====&lt;br /&gt;
The Marquisate of Bowcourt is a very large, reasonably wealthy, and well populated area. The current ruler is a strong leader, and shrewd politician. There are no particularly unusual social conditions in Bowcourt. Courtesy is highly regarded. Troublemakers will not be tolerated, and will be swiftly dealt with by the well trained and equipped city guards or rural militia. If the troublemakers prove too difficult for the local constabulary, a request for help will be sent to the nearest [[Michaelines|Michaeline]] chapter house or other Powers of Light enclave.&lt;br /&gt;
=====Note on Noble Titles=====&lt;br /&gt;
Although Bowcourt has at least the power and influence of any of the western duchies, the rulers of Bowcourt have steadfastly refused to alter the ruling title of &amp;quot;Marquessa&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Part of the reason appears to stem from the area&#039;s long and prestigious history dating back to being an elven march, and continuing &#039;&#039;special relationship&#039;&#039; with [[Alfheim]], part is based on the original documents of enoblement, and part is bloody minded traditionalism.&lt;br /&gt;
&lt;br /&gt;
But whatever the reason, the highest title in Bowcourt remains &amp;quot;Marquessa&amp;quot;, and this has caused considerable congestion in noble titles and comparative ranks within the Marquisate. The Count of [[Chagny]] holds lands that would make him a Marquis in any of the Duchies, or even a Duke in his own right. Several of the Viscounts and Barons hold lands that would make them Counts in other areas. They in turn command hereditary knights (Lalange: &amp;quot;Chevalier-héréditaires&amp;quot;), who are styled as knights but hold lands fully equivalent to Baronies in other lands.&lt;br /&gt;
&lt;br /&gt;
This mismatch between given titles and practical possessions and power is something of a headache for the [[College of Heralds]] when determining [[Western Kingdom Nobility|exact precedence]] for formal events involving Bowcourt and foreign nobility.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Official religion is [[Powers of Light]], and all of the major chapters have substantial holdings in Bowcourt. Urielites have official status as Justices of the Peace, and serve in many functions throughout the judiciary. The religion is well respected by the general population with about 80% being actively religious (most of these being [[Raphaelites|Raphaelite]] in tendency).&lt;br /&gt;
&lt;br /&gt;
== Other Factions of Note ==&lt;br /&gt;
&lt;br /&gt;
* [[Royal Wizardry Squadron]]&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Bowcourt&amp;diff=113406</id>
		<title>Bowcourt</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Bowcourt&amp;diff=113406"/>
		<updated>2026-04-18T08:58:02Z</updated>

		<summary type="html">&lt;p&gt;Martin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Bowcourt]][[Category:Western Kingdom]][[Category: Martin Dickson]]__NOTOC__&lt;br /&gt;
{| border=1 align=right cellpadding=4 cellspacing=0 width=250 style=&amp;quot;margin: 0 0 1em 1em; background: #f9f9f9; border: 1px #aaaaaa solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
|colspan=2|[[Image:Bowcourt.gif|center|Arms of Bowcourt]]&lt;br /&gt;
|-&lt;br /&gt;
|+&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Bowcourt&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vassal of&#039;&#039;&#039;&lt;br /&gt;
| [[Western Kingdom]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Status&#039;&#039;&#039;&lt;br /&gt;
| Marquisate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
| North of [[Mordeaux]], [[Tuscana]], and [[Waterford]], West of [[Aquila]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Area&#039;&#039;&#039;&lt;br /&gt;
| 63,340 square miles (excluding high mountain areas).&amp;lt;br&amp;gt;&lt;br /&gt;
GM Note: For real world comparison; about the size of Wisconsin or Tunisia.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| 6,357,000 (800 WK census) &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Common&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;[[Lalange]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Literacy&lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
50%&amp;lt;br&amp;gt; &lt;br /&gt;
95%&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
5%&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Taxes&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Property Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Bonding rate:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Visitor Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
% per annum&amp;lt;br&amp;gt; &lt;br /&gt;
% of goods&#039; value/month&amp;lt;br&amp;gt; &lt;br /&gt;
sp/person&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Imports&#039;&#039;&#039;&lt;br /&gt;
| Various by area.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exports&#039;&#039;&#039;&lt;br /&gt;
| Various by area.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Large and prosperous ancient Marquisate predating the Old Western Kingdom by over 400 years; part of the Old and New [[Western Kingdom]]s.&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Bowcourt was initially established as a &amp;quot;March&amp;quot; of [[Alfheim]] around 200 years after [[Panjari]]; a human population under elven nobility and governorship, created to protect the borders of Alfheim.&lt;br /&gt;
&lt;br /&gt;
From 700 AP onwards the elven rulers were slowly and deliberately replaced with human nobility as the elves gradually withdrew back to Alfheim. The area became the &amp;quot;Marquisate of Bowcourt&amp;quot; as a distinct entity in title and lands around 800 AP, with the last of the elven nobility withdrawing from the area by 1100 AP. The population of the area has always been mainly human, but the ruling nobles were initially elven, this giving way to human nobility with a gradual withdrawl of elves from the area around 1100 AP.&lt;br /&gt;
&lt;br /&gt;
When the northern migrations / invasions began around 1000 AP Bowcourt was a major source of resistance, largely limiting the earlier migrations to the west of the [[Baratary River]].&lt;br /&gt;
&lt;br /&gt;
After [[Ulric the Wolf]] founded the Western Kingdom around 1200 AP he married the Marquessa of Bowcourt and the kingdom&#039;s borders were redrawn to encompass the Marquisate.  Part of the marriage agreement stated that Bowcourt, and the title of Marquessa would be granted to their eldest daughter, and that the area would continue to be passed in a matrialinear succession.&lt;br /&gt;
&lt;br /&gt;
The area shows a strong elven influence even today in customs and [[Lalange|language]], and like Alfheim is traditionally matrialinear, although some areas, most notable [[Foxcourt]], follow a predominantly patrialinear model of inheritance.&lt;br /&gt;
[[Image:Bowcourt820.jpg|right|thumb|Borders &amp;amp; Towns]]&lt;br /&gt;
Over the years of the Old Kingdom the line of Kings married into Bowcourt a number of times. The noble women of Bowcourt are said by many to have &amp;quot;elven blood&amp;quot; despite the apparent impossibility of such a cross-breeding, and it is known that the daughters of many of the noble families possess notable beauty and appear to age significantly slower than most humans (their lifespans appear little altered but their apparent age is usually much less than their chronological age).&lt;br /&gt;
&lt;br /&gt;
Two of the Marquessas have also borne the title &amp;quot;Queen of the West&amp;quot;: [[Isabel_de_Bowcourt|Isabel the Good]], and her daughter [[Yolanda_de_Bowcourt|Yolanda]].&lt;br /&gt;
&lt;br /&gt;
===Drow Invasion===&lt;br /&gt;
The main thrust of the Drow Invasion of 813WK was focused up the Baratary River, the western border of Bowcourt. The potential damage to Bowcourt from the Drow&#039;s Ice River and associated magic was reduced through the ritual creation of magical wardings and barriers along the border, completed in late Thaw of Spring 813WK. (See scribe notes: [[Kill Them All]].)&lt;br /&gt;
&lt;br /&gt;
Despite this mitigation a number of settlements situated directly on the river were damaged or destroyed including (from South to North): [[Valliere]], [[Vannes]], Beaumont, Montsoreau, and Bragelonne. While both Valliere and Vannes have seen significant recovery and rebuilding in the years since, the three more northern settlements remain ruined, and magical &#039;&#039;contaminants&#039;&#039; have had adverse effects on even Bowcourt&#039;s magically protected land.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
* 63,340 square miles (excluding high mountain areas).&lt;br /&gt;
** GM Note: For real world comparison; about the size of Wisconsin or Tunisia.&lt;br /&gt;
* Fertile arable lands in north, west, and central areas.&lt;br /&gt;
* Forested highlands and mountains in east.&lt;br /&gt;
* Highly fertile lowlands in the south becoming bog in the south-west and forested hills in the south-east.&lt;br /&gt;
===Major Areas &amp;amp; Settlements (820WK) ===&lt;br /&gt;
====Counties====&lt;br /&gt;
* Bowcourt (direct holdings)&lt;br /&gt;
** Bowcourt, Captial City of (40,200)&lt;br /&gt;
** &#039;&#039;Montsoreau (Ruins)&#039;&#039; previously (8,700)&lt;br /&gt;
*** Tuquant (~3,500)&lt;br /&gt;
** Lafère (7,600)&lt;br /&gt;
* [[Chagny]]&lt;br /&gt;
** Saint-Michel (23,700)&lt;br /&gt;
** Rochefort (8,600)&lt;br /&gt;
** Vallon (7,400)&lt;br /&gt;
** Carrefour (~5,000)&lt;br /&gt;
* [[Foxcourt]]&lt;br /&gt;
** Foxcourt, City of (18,900)&lt;br /&gt;
** Alençon (6,500) &lt;br /&gt;
* [[Remy]]&lt;br /&gt;
** Treville, City of (18,500)&lt;br /&gt;
** &#039;&#039;Bragelonne (Ruins)&#039;&#039; previously (8,700)&lt;br /&gt;
** Deville (~4,500)&lt;br /&gt;
&lt;br /&gt;
==== Viscounties ====&lt;br /&gt;
* [[Nevers]]&lt;br /&gt;
** Lencré, City of (14,500)&lt;br /&gt;
** [[Valliere | Vallière]] (~3,000)&lt;br /&gt;
* [[Vole]]&lt;br /&gt;
** Campagnol, City of (9,500)&lt;br /&gt;
* [[Faircourt]]&lt;br /&gt;
** Coeur-de-Fer (7,900)&lt;br /&gt;
* [[Newcourt]]&lt;br /&gt;
** Newcourt, City of (8,800)&lt;br /&gt;
==== Baronies (Coronet) ====&lt;br /&gt;
The Barons who hold &amp;quot;Coronet&amp;quot; Baronies are direct vassals of the Marquessa and rank higher in precedence than Barons who hold their lands from one of her Counts or Viscounts. The [[College of Heralds]] affords them the courtesy and precedence equal to a Viscount from outside of Bowcourt.&lt;br /&gt;
* [[Chartres]]&lt;br /&gt;
** Tenarèze (7,100)&lt;br /&gt;
* [[Lotharia]]&lt;br /&gt;
** [[Vannes]], City of (~7,000)&lt;br /&gt;
* [[Mulberry|Mûre]]&lt;br /&gt;
** Armagnac (8,500)&lt;br /&gt;
* [[Sylvanwold]]&lt;br /&gt;
** Bar-sur-Loup (5,100)&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
===Population===&lt;br /&gt;
The total population of Bowcourt as at the 800 WK census was 6,357,000:&lt;br /&gt;
*5,725,000 Humans (approx. 90%)&lt;br /&gt;
*200,000 Halflings&lt;br /&gt;
*150,000 Elves&lt;br /&gt;
*135,000 Dwarves&lt;br /&gt;
*64,000 Orcs&lt;br /&gt;
*48,000 Giants (mostly Hill Giants)&lt;br /&gt;
*20,000 Shapechangers (estimated)&lt;br /&gt;
*15,000 various other races&lt;br /&gt;
&lt;br /&gt;
Livestock also recorded at the time of the census:&lt;br /&gt;
* 9509772 fowls (including chickens, geese, and ducks)&lt;br /&gt;
* 4475188 dairy and meat animals (including cows, goats, pigs, and sheep)&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
* [[Lalange]], [[Common]] (30% mostly urban)&lt;br /&gt;
* Literacy 7-8% (predominately urban)&lt;br /&gt;
&lt;br /&gt;
===Government===&lt;br /&gt;
* Feudal Aristocracy&lt;br /&gt;
** Current Marquessa (since 782) is [[Dulciena de Bowcourt]] (b. 757), second wife of the late Duke Frederick of [[Aquila]], and mother of [[Ulric Schwarzrotgold]] (b. 793), the Western King.&lt;br /&gt;
* The Heads of the incorporated areas exercise considerable autonomy regarding matters internal to their area.&lt;br /&gt;
====Social====&lt;br /&gt;
The Marquisate of Bowcourt is a very large, reasonably wealthy, and well populated area. The current ruler is a strong leader, and shrewd politician. There are no particularly unusual social conditions in Bowcourt. Courtesy is highly regarded. Troublemakers will not be tolerated, and will be swiftly dealt with by the well trained and equipped city guards or rural militia. If the troublemakers prove too difficult for the local constabulary, a request for help will be sent to the nearest [[Michaelines|Michaeline]] chapter house or other Powers of Light enclave.&lt;br /&gt;
=====Note on Noble Titles=====&lt;br /&gt;
Although Bowcourt has at least the power and influence of any of the western duchies, the rulers of Bowcourt have steadfastly refused to alter the ruling title of &amp;quot;Marquessa&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Part of the reason appears to stem from the area&#039;s long and prestigious history dating back to being an elven march, and continuing &#039;&#039;special relationship&#039;&#039; with [[Alfheim]], part is based on the original documents of enoblement, and part is bloody minded traditionalism.&lt;br /&gt;
&lt;br /&gt;
But whatever the reason, the highest title in Bowcourt remains &amp;quot;Marquessa&amp;quot;, and this has caused considerable congestion in noble titles and comparative ranks within the Marquisate. The Count of [[Chagny]] holds lands that would make him a Marquis in any of the Duchies, or even a Duke in his own right. Several of the Viscounts and Barons hold lands that would make them Counts in other areas. They in turn command hereditary knights (Lalange: &amp;quot;Chevalier-héréditaires&amp;quot;), who are styled as knights but hold lands fully equivalent to Baronies in other lands.&lt;br /&gt;
&lt;br /&gt;
This mismatch between given titles and practical possessions and power is something of a headache for the [[College of Heralds]] when determining [[Western Kingdom Nobility|exact precedence]] for formal events involving Bowcourt and foreign nobility.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Official religion is [[Powers of Light]], and all of the major chapters have substantial holdings in Bowcourt. Urielites have official status as Justices of the Peace, and serve in many functions throughout the judiciary. The religion is well respected by the general population with about 80% being actively religious (most of these being [[Raphaelites|Raphaelite]] in tendency).&lt;br /&gt;
&lt;br /&gt;
== Other Factions of Note ==&lt;br /&gt;
&lt;br /&gt;
* [[Royal Wizardry Squadron]]&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Bowcourt&amp;diff=113405</id>
		<title>Bowcourt</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Bowcourt&amp;diff=113405"/>
		<updated>2026-04-18T08:49:13Z</updated>

		<summary type="html">&lt;p&gt;Martin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Bowcourt]][[Category:Western Kingdom]][[Category: Martin Dickson]]__NOTOC__&lt;br /&gt;
{| border=1 align=right cellpadding=4 cellspacing=0 width=250 style=&amp;quot;margin: 0 0 1em 1em; background: #f9f9f9; border: 1px #aaaaaa solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
|colspan=2|[[Image:Bowcourt.gif|center|Arms of Bowcourt]]&lt;br /&gt;
|-&lt;br /&gt;
|+&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Foxcourt&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
| North of [[Mordeaux]], [[Tuscana]], and [[Waterford]], West of [[Aquila]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Government&#039;&#039;&#039;&lt;br /&gt;
|  Marquessa Dulciena de Bowcourt (b. 757)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Common&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;[[Lalange]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Literacy&lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
50%&amp;lt;br&amp;gt; &lt;br /&gt;
95%&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
4%&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Taxes&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Property Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Bonding rate:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Visitor Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
% per annum&amp;lt;br&amp;gt; &lt;br /&gt;
% of goods&#039; value/month&amp;lt;br&amp;gt; &lt;br /&gt;
sp/person&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Imports&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exports&#039;&#039;&#039;&lt;br /&gt;
| Sheep, Wool, [[Warpstone]] and Treachery.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Large and prosperous ancient Marquisate predating the Old Western Kingdom by over 400 years; part of the Old and New [[Western Kingdom]]s.&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Bowcourt was initially established as a &amp;quot;March&amp;quot; of [[Alfheim]] around 200 years after [[Panjari]]; a human population under elven nobility and governorship, created to protect the borders of Alfheim.&lt;br /&gt;
&lt;br /&gt;
From 700 AP onwards the elven rulers were slowly and deliberately replaced with human nobility as the elves gradually withdrew back to Alfheim. The area became the &amp;quot;Marquisate of Bowcourt&amp;quot; as a distinct entity in title and lands around 800 AP, with the last of the elven nobility withdrawing from the area by 1100 AP. The population of the area has always been mainly human, but the ruling nobles were initially elven, this giving way to human nobility with a gradual withdrawl of elves from the area around 1100 AP.&lt;br /&gt;
&lt;br /&gt;
When the northern migrations / invasions began around 1000 AP Bowcourt was a major source of resistance, largely limiting the earlier migrations to the west of the [[Baratary River]].&lt;br /&gt;
&lt;br /&gt;
After [[Ulric the Wolf]] founded the Western Kingdom around 1200 AP he married the Marquessa of Bowcourt and the kingdom&#039;s borders were redrawn to encompass the Marquisate.  Part of the marriage agreement stated that Bowcourt, and the title of Marquessa would be granted to their eldest daughter, and that the area would continue to be passed in a matrialinear succession.&lt;br /&gt;
&lt;br /&gt;
The area shows a strong elven influence even today in customs and [[Lalange|language]], and like Alfheim is traditionally matrialinear, although some areas, most notable [[Foxcourt]], follow a predominantly patrialinear model of inheritance.&lt;br /&gt;
[[Image:Bowcourt820.jpg|right|thumb|Borders &amp;amp; Towns]]&lt;br /&gt;
Over the years of the Old Kingdom the line of Kings married into Bowcourt a number of times. The noble women of Bowcourt are said by many to have &amp;quot;elven blood&amp;quot; despite the apparent impossibility of such a cross-breeding, and it is known that the daughters of many of the noble families possess notable beauty and appear to age significantly slower than most humans (their lifespans appear little altered but their apparent age is usually much less than their chronological age).&lt;br /&gt;
&lt;br /&gt;
Two of the Marquessas have also borne the title &amp;quot;Queen of the West&amp;quot;: [[Isabel_de_Bowcourt|Isabel the Good]], and her daughter [[Yolanda_de_Bowcourt|Yolanda]].&lt;br /&gt;
&lt;br /&gt;
===Drow Invasion===&lt;br /&gt;
The main thrust of the Drow Invasion of 813WK was focused up the Baratary River, the western border of Bowcourt. The potential damage to Bowcourt from the Drow&#039;s Ice River and associated magic was reduced through the ritual creation of magical wardings and barriers along the border, completed in late Thaw of Spring 813WK. (See scribe notes: [[Kill Them All]].)&lt;br /&gt;
&lt;br /&gt;
Despite this mitigation a number of settlements situated directly on the river were damaged or destroyed including (from South to North): [[Valliere]], [[Vannes]], Beaumont, Montsoreau, and Bragelonne. While both Valliere and Vannes have seen significant recovery and rebuilding in the years since, the three more northern settlements remain ruined, and magical &#039;&#039;contaminants&#039;&#039; have had adverse effects on even Bowcourt&#039;s magically protected land.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
* 63,340 square miles (excluding high mountain areas).&lt;br /&gt;
** GM Note: For real world comparison; about the size of Wisconsin or Tunisia.&lt;br /&gt;
* Fertile arable lands in north, west, and central areas.&lt;br /&gt;
* Forested highlands and mountains in east.&lt;br /&gt;
* Highly fertile lowlands in the south becoming bog in the south-west and forested hills in the south-east.&lt;br /&gt;
===Major Areas &amp;amp; Settlements (820WK) ===&lt;br /&gt;
====Counties====&lt;br /&gt;
* Bowcourt (direct holdings)&lt;br /&gt;
** Bowcourt, Captial City of (40,200)&lt;br /&gt;
** &#039;&#039;Montsoreau (Ruins)&#039;&#039; previously (8,700)&lt;br /&gt;
*** Tuquant (~3,500)&lt;br /&gt;
** Lafère (7,600)&lt;br /&gt;
* [[Chagny]]&lt;br /&gt;
** Saint-Michel (23,700)&lt;br /&gt;
** Rochefort (8,600)&lt;br /&gt;
** Vallon (7,400)&lt;br /&gt;
** Carrefour (~5,000)&lt;br /&gt;
* [[Foxcourt]]&lt;br /&gt;
** Foxcourt, City of (18,900)&lt;br /&gt;
** Alençon (6,500) &lt;br /&gt;
* [[Remy]]&lt;br /&gt;
** Treville, City of (18,500)&lt;br /&gt;
** &#039;&#039;Bragelonne (Ruins)&#039;&#039; previously (8,700)&lt;br /&gt;
** Deville (~4,500)&lt;br /&gt;
&lt;br /&gt;
==== Viscounties ====&lt;br /&gt;
* [[Nevers]]&lt;br /&gt;
** Lencré, City of (14,500)&lt;br /&gt;
** [[Valliere | Vallière]] (~3,000)&lt;br /&gt;
* [[Vole]]&lt;br /&gt;
** Campagnol, City of (9,500)&lt;br /&gt;
* [[Faircourt]]&lt;br /&gt;
** Coeur-de-Fer (7,900)&lt;br /&gt;
* [[Newcourt]]&lt;br /&gt;
** Newcourt, City of (8,800)&lt;br /&gt;
==== Baronies (Coronet) ====&lt;br /&gt;
The Barons who hold &amp;quot;Coronet&amp;quot; Baronies are direct vassals of the Marquessa and rank higher in precedence than Barons who hold their lands from one of her Counts or Viscounts. The [[College of Heralds]] affords them the courtesy and precedence equal to a Viscount from outside of Bowcourt.&lt;br /&gt;
* [[Chartres]]&lt;br /&gt;
** Tenarèze (7,100)&lt;br /&gt;
* [[Lotharia]]&lt;br /&gt;
** [[Vannes]], City of (~7,000)&lt;br /&gt;
* [[Mulberry|Mûre]]&lt;br /&gt;
** Armagnac (8,500)&lt;br /&gt;
* [[Sylvanwold]]&lt;br /&gt;
** Bar-sur-Loup (5,100)&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
===Population===&lt;br /&gt;
The total population of Bowcourt as at the 800 WK census was 6,357,000:&lt;br /&gt;
*5,725,000 Humans (approx. 90%)&lt;br /&gt;
*200,000 Halflings&lt;br /&gt;
*150,000 Elves&lt;br /&gt;
*135,000 Dwarves&lt;br /&gt;
*64,000 Orcs&lt;br /&gt;
*48,000 Giants (mostly Hill Giants)&lt;br /&gt;
*20,000 Shapechangers (estimated)&lt;br /&gt;
*15,000 various other races&lt;br /&gt;
&lt;br /&gt;
Livestock also recorded at the time of the census:&lt;br /&gt;
* 9509772 fowls (including chickens, geese, and ducks)&lt;br /&gt;
* 4475188 dairy and meat animals (including cows, goats, pigs, and sheep)&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
* [[Lalange]], [[Common]] (30% mostly urban)&lt;br /&gt;
* Literacy 7-8% (predominately urban)&lt;br /&gt;
&lt;br /&gt;
===Government===&lt;br /&gt;
* Feudal Aristocracy&lt;br /&gt;
** Current Marquessa (since 782) is [[Dulciena de Bowcourt]] (b. 757), second wife of the late Duke Frederick of [[Aquila]], and mother of [[Ulric Schwarzrotgold]] (b. 793), the Western King.&lt;br /&gt;
* The Heads of the incorporated areas exercise considerable autonomy regarding matters internal to their area.&lt;br /&gt;
====Social====&lt;br /&gt;
The Marquisate of Bowcourt is a very large, reasonably wealthy, and well populated area. The current ruler is a strong leader, and shrewd politician. There are no particularly unusual social conditions in Bowcourt. Courtesy is highly regarded. Troublemakers will not be tolerated, and will be swiftly dealt with by the well trained and equipped city guards or rural militia. If the troublemakers prove too difficult for the local constabulary, a request for help will be sent to the nearest [[Michaelines|Michaeline]] chapter house or other Powers of Light enclave.&lt;br /&gt;
=====Note on Noble Titles=====&lt;br /&gt;
Although Bowcourt has at least the power and influence of any of the western duchies, the rulers of Bowcourt have steadfastly refused to alter the ruling title of &amp;quot;Marquessa&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Part of the reason appears to stem from the area&#039;s long and prestigious history dating back to being an elven march, and continuing &#039;&#039;special relationship&#039;&#039; with [[Alfheim]], part is based on the original documents of enoblement, and part is bloody minded traditionalism.&lt;br /&gt;
&lt;br /&gt;
But whatever the reason, the highest title in Bowcourt remains &amp;quot;Marquessa&amp;quot;, and this has caused considerable congestion in noble titles and comparative ranks within the Marquisate. The Count of [[Chagny]] holds lands that would make him a Marquis in any of the Duchies, or even a Duke in his own right. Several of the Viscounts and Barons hold lands that would make them Counts in other areas. They in turn command hereditary knights (Lalange: &amp;quot;Chevalier-héréditaires&amp;quot;), who are styled as knights but hold lands fully equivalent to Baronies in other lands.&lt;br /&gt;
&lt;br /&gt;
This mismatch between given titles and practical possessions and power is something of a headache for the [[College of Heralds]] when determining [[Western Kingdom Nobility|exact precedence]] for formal events involving Bowcourt and foreign nobility.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Official religion is [[Powers of Light]], and all of the major chapters have substantial holdings in Bowcourt. Urielites have official status as Justices of the Peace, and serve in many functions throughout the judiciary. The religion is well respected by the general population with about 80% being actively religious (most of these being [[Raphaelites|Raphaelite]] in tendency).&lt;br /&gt;
&lt;br /&gt;
== Other Factions of Note ==&lt;br /&gt;
&lt;br /&gt;
* [[Royal Wizardry Squadron]]&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Foxcourt&amp;diff=113404</id>
		<title>Foxcourt</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Foxcourt&amp;diff=113404"/>
		<updated>2026-04-18T08:29:00Z</updated>

		<summary type="html">&lt;p&gt;Martin: /* Places */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Bowcourt]][[Category: Martin Dickson]][[Category:County]]&lt;br /&gt;
{| border=1 align=right cellpadding=4 cellspacing=0 width=250 style=&amp;quot;margin: 0 0 1em 1em; background: #f9f9f9; border: 1px #aaaaaa solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
|colspan=2|[[Image:Foxcourt.gif|center|Arms of Foxcourt]]&lt;br /&gt;
|-&lt;br /&gt;
|+&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Foxcourt&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
| Northeast [[Bowcourt]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Government&#039;&#039;&#039;&lt;br /&gt;
| County of [[Bowcourt]], [[Richard of Foxcourt|Count Richard]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Common&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;[[Lalange]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Literacy&lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
50%&amp;lt;br&amp;gt; &lt;br /&gt;
95%&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
4%&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Taxes&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Property Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Bonding rate:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Visitor Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
% per annum&amp;lt;br&amp;gt; &lt;br /&gt;
% of goods&#039; value/month&amp;lt;br&amp;gt; &lt;br /&gt;
sp/person&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Imports&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exports&#039;&#039;&#039;&lt;br /&gt;
| Sheep, Wool, [[Warpstone]] and Treachery.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div &amp;gt;__NOTOC__&amp;lt;/div&amp;gt;[[Image:MapFoxcourt.gif|left|150px]]&lt;br /&gt;
The County of Foxcourt is a large area within [[Bowcourt]]. &lt;br /&gt;
&lt;br /&gt;
Prior to 805 WK it encompassed the regions of [[Newcourt]] and [[Faircourt]] and was Bowcourt&#039;s largest vassal, but in more recent times these lands became direct vassals of [[Bowcourt]]. The Barony of [[Maumains]] was returned to the County in 817 WK.&lt;br /&gt;
&lt;br /&gt;
Its lands are primarily cultivated farmlands and the formerly forested land now imports wood. &lt;br /&gt;
The northern borders reach into the hills and mountains, from there is discrete access to the secretive [[Warpstone]] mines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Foxcourt is a very old county that has been civilised for 1000 years or more which is 200 years prior to the establishment of the Western Kingdom - the area was an elven march at the time. &lt;br /&gt;
&lt;br /&gt;
The lands are rich and fertile having benefited from informed and planned cultivation, pasturing and retention of numerous woodland areas and there are windmills, lots of towers, millponds, manmade lakes of water reserves, good sized towns, roads, several castles and the well-built city of Foxcourt.&lt;br /&gt;
&lt;br /&gt;
== Places ==&lt;br /&gt;
===Towns and Cities===&lt;br /&gt;
;Foxcourt, City of&lt;br /&gt;
* Population ~19,000.&lt;br /&gt;
* Fulken&#039;s Rest - Castle of the de Foxcourt family.&lt;br /&gt;
;Raze&lt;br /&gt;
* Fort and Village on the border with [[Sylvanwold]]. &lt;br /&gt;
* The placement of Raze led to a land dispute with the Barony.&lt;br /&gt;
* Sylvanwold still officially claims the area.&lt;br /&gt;
;Garde-sur-Loup&lt;br /&gt;
* Strongly walled town on the edge of the [[Lupine Wood]].&lt;br /&gt;
* The woods have a very poor reputation and are known to be home to many shapechangers.&lt;br /&gt;
;Chateaufort&lt;br /&gt;
* Fortress and town on the border with [[Chagny]]&lt;br /&gt;
* The exact border is disputed between the rulers of Chagny and Foxcourt.&lt;br /&gt;
;Chateauvillain&lt;br /&gt;
* Fortress and town on the border with Chagny&lt;br /&gt;
* Trade disputes have arisen as a result of Foxcourt&#039;s intermittent attempts to tax the river traffic between Bastion and Marsan in Chagny.&lt;br /&gt;
;Lafauche&lt;br /&gt;
*Large trade town&lt;br /&gt;
;Montresor&lt;br /&gt;
* Fortress on the border with [[Faircourt]]&lt;br /&gt;
* Perched on a hill the fortress provides a considerable strong point overlooking the town of Choux.&lt;br /&gt;
;Deaux&lt;br /&gt;
*Castle and town on the border with [[Newcourt]]&lt;br /&gt;
*Several small castles are found in this area - the result of ongoing disputes over borders.&lt;br /&gt;
====Barony of Maumains====&lt;br /&gt;
;Alençon, Town of&lt;br /&gt;
*Population 6,500&lt;br /&gt;
*On the border of [[Tuscana]] and [[Waterford]].&lt;br /&gt;
*The exact border remains in dispute with Waterford.&lt;br /&gt;
;Montbazon&lt;br /&gt;
*Strongly fortified town in the ??? hills&lt;br /&gt;
;Port-sur-Aube&lt;br /&gt;
* Town on the ??? river south of Coeur-de-Fer&lt;br /&gt;
===Other Places of Interest===&lt;br /&gt;
* Ruins of town on the border with Waterford. Result of border clashes in the 760s and never rebuilt.&lt;br /&gt;
* Two ruined fortress in the foothills of the Dragonspine Mountains.&lt;br /&gt;
* [[Warpstone]] mines. These are near the ancient dwarven mines where the demon emperor [[Ahriman]] was entombed and where his dark dwarves are believed to still live.&lt;br /&gt;
** The Foxcourt mines skirt the edge of the dwarven area attempting to extract warpstone without upsetting the dwarves, which would be &#039;&#039;bad&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Governance ==&lt;br /&gt;
;Prior to 805WK &lt;br /&gt;
* The county was ruled by the [[de Foxcourt family]] who held the position of Count.&lt;br /&gt;
* Vassals of [[Bowcourt]] but with a long and complicated history.&lt;br /&gt;
&lt;br /&gt;
; 805 - 817 WK&lt;br /&gt;
* The county is administered by William Fortbrass, a cousin of the Marquessa of [[Bowcourt]], on her behalf.&lt;br /&gt;
&lt;br /&gt;
; Summer 817wk&lt;br /&gt;
* Richard is exonerated and rule of Foxcourt is officially restored to Richard de Foxcourt as Count of Foxcourt. &lt;br /&gt;
* William Fortbrass is thanked for his service at a grand ball before his return to Bowcourt.&lt;br /&gt;
* Shortly after this, Count Richard is named Marquess of the Eastern Marches, honouring his service and loyalty to the New Western Kingdom, technically making him equal in rank to the Marquessa of Bowcourt.&lt;br /&gt;
* Foxcourt however remains a County within Bowcourt making the politics and relationships even more complicated.&lt;br /&gt;
** Foxcourt&#039;s title is rendered as &#039;&#039;&#039;Marquis&#039;&#039;&#039; in [[Lalange]] for ancient legal reasons.&lt;br /&gt;
* &#039;&#039;Note: Several would be master Courtiers are taking notes and planning their masterwork dissertations...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== People of Note/Importance ==&lt;br /&gt;
;Count Richard &amp;quot;Tricky Dicky&amp;quot; Foxcourt.&lt;br /&gt;
*Formerly in exile for conspiracy in the murder of the Duke of Aquila, exonerated after 13 years.&lt;br /&gt;
*Reported to have been reduced to ashes during the [[Middle Duchies War]].&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
Foxcourt has always had a proud history of military competence, providing many skilled officers to the war colleges and combined armies of the Western Kingdom.&lt;br /&gt;
&lt;br /&gt;
The army of Foxcourt was deliberately scattered and diminished during the time of Richard&#039;s exile, while it is being regathered and rebuilt, it is not expected to reach its prior size and capabilities until new generations can be trained.&lt;br /&gt;
&lt;br /&gt;
=== Elite Guard ===&lt;br /&gt;
During his time in exile, Richard built an elite guard of specialist troops that were deployed to gather information and unofficially protect his people from threats external (Monsters from the mountains, Drow Invasion and bandit remnants) and internal (those looking to take advantage of the absence of de Foxcourt rule). In another time these troops might be referred to as Black Ops or Special Ops.&lt;br /&gt;
While not generally known, the Seagate guild is reasonably certain that most of this troop are Warpstone enhanced Shape Shifters skilled in Spycraft, Politics, pointed diplomacy and conventional Warfare.&lt;br /&gt;
Exact numbers are not known as they blend into the conventional troops when not covertly deployed.&lt;br /&gt;
&lt;br /&gt;
== Historical Counts of Foxcourt ==&lt;br /&gt;
* Fulk, Count of Foxcourt&lt;br /&gt;
* Damien, Count of Foxcourt&lt;br /&gt;
* Richard, Count of Foxcourt&lt;br /&gt;
&lt;br /&gt;
==Trade==&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&lt;br /&gt;
==Crime and Punishment==&lt;br /&gt;
&lt;br /&gt;
===Mundane Crime===&lt;br /&gt;
&lt;br /&gt;
===Magical Crimes===&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
=== The de Foxcourt family ===&lt;br /&gt;
See [[De Foxcourt family]]&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Foxcourt&amp;diff=113403</id>
		<title>Foxcourt</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Foxcourt&amp;diff=113403"/>
		<updated>2026-04-18T08:18:52Z</updated>

		<summary type="html">&lt;p&gt;Martin: /* Towns and Cities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Bowcourt]][[Category: Martin Dickson]][[Category:County]]&lt;br /&gt;
{| border=1 align=right cellpadding=4 cellspacing=0 width=250 style=&amp;quot;margin: 0 0 1em 1em; background: #f9f9f9; border: 1px #aaaaaa solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
|colspan=2|[[Image:Foxcourt.gif|center|Arms of Foxcourt]]&lt;br /&gt;
|-&lt;br /&gt;
|+&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Foxcourt&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
| Northeast [[Bowcourt]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Government&#039;&#039;&#039;&lt;br /&gt;
| County of [[Bowcourt]], [[Richard of Foxcourt|Count Richard]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Common&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;[[Lalange]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Literacy&lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
50%&amp;lt;br&amp;gt; &lt;br /&gt;
95%&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
4%&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Taxes&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Property Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Bonding rate:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Visitor Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
% per annum&amp;lt;br&amp;gt; &lt;br /&gt;
% of goods&#039; value/month&amp;lt;br&amp;gt; &lt;br /&gt;
sp/person&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Imports&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exports&#039;&#039;&#039;&lt;br /&gt;
| Sheep, Wool, [[Warpstone]] and Treachery.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div &amp;gt;__NOTOC__&amp;lt;/div&amp;gt;[[Image:MapFoxcourt.gif|left|150px]]&lt;br /&gt;
The County of Foxcourt is a large area within [[Bowcourt]]. &lt;br /&gt;
&lt;br /&gt;
Prior to 805 WK it encompassed the regions of [[Newcourt]] and [[Faircourt]] and was Bowcourt&#039;s largest vassal, but in more recent times these lands became direct vassals of [[Bowcourt]]. The Barony of [[Maumains]] was returned to the County in 817 WK.&lt;br /&gt;
&lt;br /&gt;
Its lands are primarily cultivated farmlands and the formerly forested land now imports wood. &lt;br /&gt;
The northern borders reach into the hills and mountains, from there is discrete access to the secretive [[Warpstone]] mines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Foxcourt is a very old county that has been civilised for 1000 years or more which is 200 years prior to the establishment of the Western Kingdom - the area was an elven march at the time. &lt;br /&gt;
&lt;br /&gt;
The lands are rich and fertile having benefited from informed and planned cultivation, pasturing and retention of numerous woodland areas and there are windmills, lots of towers, millponds, manmade lakes of water reserves, good sized towns, roads, several castles and the well-built city of Foxcourt.&lt;br /&gt;
&lt;br /&gt;
== Places ==&lt;br /&gt;
===Towns and Cities===&lt;br /&gt;
;Foxcourt, City of&lt;br /&gt;
* Population ~19,000.&lt;br /&gt;
* Fulken&#039;s Rest - Castle of the de Foxcourt family.&lt;br /&gt;
;Raze&lt;br /&gt;
* Fort and Village on the border with [[Sylvanwold]]. &lt;br /&gt;
* The placement of Raze led to a land dispute with the Barony.&lt;br /&gt;
* Sylvanwold still officially claims the area.&lt;br /&gt;
;Garde-sur-Loup&lt;br /&gt;
* Strongly walled town on the edge of the [[Lupine Wood]].&lt;br /&gt;
* The woods have a very poor reputation and are known to be home to many shapechangers.&lt;br /&gt;
;Chateaufort&lt;br /&gt;
* Fortress and town on the border with [[Chagny]]&lt;br /&gt;
* The exact border is disputed between the rulers of Chagny and Foxcourt.&lt;br /&gt;
;Chateauvillain&lt;br /&gt;
* Fortress and town on the border with Chagny&lt;br /&gt;
*Lafauche - large trade town&lt;br /&gt;
*Montresor - fortress on the border with [[Faircourt]]&lt;br /&gt;
*Deaux - castle and town on the border with [[Newcourt]]&lt;br /&gt;
;Barony of Maumains&lt;br /&gt;
* Alençon, Town of (pop. 6,500), on the border of [[Tuscana]] and [[Waterford]]&lt;br /&gt;
* Montbazon - fortified town in the ??? hills&lt;br /&gt;
* Port-sur-Aube - town on the ??? river south of Coeur-de-Fer&lt;br /&gt;
* Ruins of town on the border with Waterford&lt;br /&gt;
* Ruined fortress in the foothills of the Dragonspine Mountains&lt;br /&gt;
&lt;br /&gt;
===Other Places of Interest===&lt;br /&gt;
* [[Warpstone]] mines. These are near the ancient dwarven mines where the demon emperor [[Ahriman]] was entombed and where his dark dwarves are believed to still live.&lt;br /&gt;
** The Foxcourt mines skirt the edge of the dwarven area attempting to extract warpstone without upsetting the dwarves, which would be &#039;&#039;bad&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Governance ==&lt;br /&gt;
;Prior to 805WK &lt;br /&gt;
* The county was ruled by the [[de Foxcourt family]] who held the position of Count.&lt;br /&gt;
* Vassals of [[Bowcourt]] but with a long and complicated history.&lt;br /&gt;
&lt;br /&gt;
; 805 - 817 WK&lt;br /&gt;
* The county is administered by William Fortbrass, a cousin of the Marquessa of [[Bowcourt]], on her behalf.&lt;br /&gt;
&lt;br /&gt;
; Summer 817wk&lt;br /&gt;
* Richard is exonerated and rule of Foxcourt is officially restored to Richard de Foxcourt as Count of Foxcourt. &lt;br /&gt;
* William Fortbrass is thanked for his service at a grand ball before his return to Bowcourt.&lt;br /&gt;
* Shortly after this, Count Richard is named Marquess of the Eastern Marches, honouring his service and loyalty to the New Western Kingdom, technically making him equal in rank to the Marquessa of Bowcourt.&lt;br /&gt;
* Foxcourt however remains a County within Bowcourt making the politics and relationships even more complicated.&lt;br /&gt;
** Foxcourt&#039;s title is rendered as &#039;&#039;&#039;Marquis&#039;&#039;&#039; in [[Lalange]] for ancient legal reasons.&lt;br /&gt;
* &#039;&#039;Note: Several would be master Courtiers are taking notes and planning their masterwork dissertations...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== People of Note/Importance ==&lt;br /&gt;
;Count Richard &amp;quot;Tricky Dicky&amp;quot; Foxcourt.&lt;br /&gt;
*Formerly in exile for conspiracy in the murder of the Duke of Aquila, exonerated after 13 years.&lt;br /&gt;
*Reported to have been reduced to ashes during the [[Middle Duchies War]].&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
Foxcourt has always had a proud history of military competence, providing many skilled officers to the war colleges and combined armies of the Western Kingdom.&lt;br /&gt;
&lt;br /&gt;
The army of Foxcourt was deliberately scattered and diminished during the time of Richard&#039;s exile, while it is being regathered and rebuilt, it is not expected to reach its prior size and capabilities until new generations can be trained.&lt;br /&gt;
&lt;br /&gt;
=== Elite Guard ===&lt;br /&gt;
During his time in exile, Richard built an elite guard of specialist troops that were deployed to gather information and unofficially protect his people from threats external (Monsters from the mountains, Drow Invasion and bandit remnants) and internal (those looking to take advantage of the absence of de Foxcourt rule). In another time these troops might be referred to as Black Ops or Special Ops.&lt;br /&gt;
While not generally known, the Seagate guild is reasonably certain that most of this troop are Warpstone enhanced Shape Shifters skilled in Spycraft, Politics, pointed diplomacy and conventional Warfare.&lt;br /&gt;
Exact numbers are not known as they blend into the conventional troops when not covertly deployed.&lt;br /&gt;
&lt;br /&gt;
== Historical Counts of Foxcourt ==&lt;br /&gt;
* Fulk, Count of Foxcourt&lt;br /&gt;
* Damien, Count of Foxcourt&lt;br /&gt;
* Richard, Count of Foxcourt&lt;br /&gt;
&lt;br /&gt;
==Trade==&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&lt;br /&gt;
==Crime and Punishment==&lt;br /&gt;
&lt;br /&gt;
===Mundane Crime===&lt;br /&gt;
&lt;br /&gt;
===Magical Crimes===&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
=== The de Foxcourt family ===&lt;br /&gt;
See [[De Foxcourt family]]&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Foxcourt&amp;diff=113402</id>
		<title>Foxcourt</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Foxcourt&amp;diff=113402"/>
		<updated>2026-04-18T08:10:17Z</updated>

		<summary type="html">&lt;p&gt;Martin: /* Other Places of Interest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Bowcourt]][[Category: Martin Dickson]][[Category:County]]&lt;br /&gt;
{| border=1 align=right cellpadding=4 cellspacing=0 width=250 style=&amp;quot;margin: 0 0 1em 1em; background: #f9f9f9; border: 1px #aaaaaa solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
|colspan=2|[[Image:Foxcourt.gif|center|Arms of Foxcourt]]&lt;br /&gt;
|-&lt;br /&gt;
|+&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Foxcourt&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
| Northeast [[Bowcourt]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Government&#039;&#039;&#039;&lt;br /&gt;
| County of [[Bowcourt]], [[Richard of Foxcourt|Count Richard]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Common&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;[[Lalange]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Literacy&lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
50%&amp;lt;br&amp;gt; &lt;br /&gt;
95%&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
4%&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Taxes&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Property Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Bonding rate:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Visitor Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
% per annum&amp;lt;br&amp;gt; &lt;br /&gt;
% of goods&#039; value/month&amp;lt;br&amp;gt; &lt;br /&gt;
sp/person&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Imports&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exports&#039;&#039;&#039;&lt;br /&gt;
| Sheep, Wool, [[Warpstone]] and Treachery.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div &amp;gt;__NOTOC__&amp;lt;/div&amp;gt;[[Image:MapFoxcourt.gif|left|150px]]&lt;br /&gt;
The County of Foxcourt is a large area within [[Bowcourt]]. &lt;br /&gt;
&lt;br /&gt;
Prior to 805 WK it encompassed the regions of [[Newcourt]] and [[Faircourt]] and was Bowcourt&#039;s largest vassal, but in more recent times these lands became direct vassals of [[Bowcourt]]. The Barony of [[Maumains]] was returned to the County in 817 WK.&lt;br /&gt;
&lt;br /&gt;
Its lands are primarily cultivated farmlands and the formerly forested land now imports wood. &lt;br /&gt;
The northern borders reach into the hills and mountains, from there is discrete access to the secretive [[Warpstone]] mines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Foxcourt is a very old county that has been civilised for 1000 years or more which is 200 years prior to the establishment of the Western Kingdom - the area was an elven march at the time. &lt;br /&gt;
&lt;br /&gt;
The lands are rich and fertile having benefited from informed and planned cultivation, pasturing and retention of numerous woodland areas and there are windmills, lots of towers, millponds, manmade lakes of water reserves, good sized towns, roads, several castles and the well-built city of Foxcourt.&lt;br /&gt;
&lt;br /&gt;
== Places ==&lt;br /&gt;
===Towns and Cities===&lt;br /&gt;
* Foxcourt, City of (pop. ~19,000)&lt;br /&gt;
** Fulken&#039;s Rest - Castle of the de Foxcourt family&lt;br /&gt;
*Raze - Fort and Village on the border with Sylvanwold. &lt;br /&gt;
*Garde-sur-Loup - walled town on the edge of the [[Lupine Wood]]&lt;br /&gt;
*Chateaufort - fortress and town on the border with [[Chagny]]&lt;br /&gt;
*Chateauvillain - fortress and town on the border with Chagny&lt;br /&gt;
*Lafauche - large trade town&lt;br /&gt;
*Montresor - fortress on the border with [[Faircourt]]&lt;br /&gt;
*Deaux - castle and town on the border with [[Newcourt]]&lt;br /&gt;
;Barony of Maumains&lt;br /&gt;
* Alençon, Town of (pop. 6,500), on the border of [[Tuscana]] and [[Waterford]]&lt;br /&gt;
* Montbazon - fortified town in the ??? hills&lt;br /&gt;
* Port-sur-Aube - town on the ??? river south of Coeur-de-Fer&lt;br /&gt;
* Ruins of town on the border with Waterford&lt;br /&gt;
* Ruined fortress in the foothills of the Dragonspine Mountains&lt;br /&gt;
&lt;br /&gt;
===Other Places of Interest===&lt;br /&gt;
* [[Warpstone]] mines. These are near the ancient dwarven mines where the demon emperor [[Ahriman]] was entombed and where his dark dwarves are believed to still live.&lt;br /&gt;
** The Foxcourt mines skirt the edge of the dwarven area attempting to extract warpstone without upsetting the dwarves, which would be &#039;&#039;bad&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Governance ==&lt;br /&gt;
;Prior to 805WK &lt;br /&gt;
* The county was ruled by the [[de Foxcourt family]] who held the position of Count.&lt;br /&gt;
* Vassals of [[Bowcourt]] but with a long and complicated history.&lt;br /&gt;
&lt;br /&gt;
; 805 - 817 WK&lt;br /&gt;
* The county is administered by William Fortbrass, a cousin of the Marquessa of [[Bowcourt]], on her behalf.&lt;br /&gt;
&lt;br /&gt;
; Summer 817wk&lt;br /&gt;
* Richard is exonerated and rule of Foxcourt is officially restored to Richard de Foxcourt as Count of Foxcourt. &lt;br /&gt;
* William Fortbrass is thanked for his service at a grand ball before his return to Bowcourt.&lt;br /&gt;
* Shortly after this, Count Richard is named Marquess of the Eastern Marches, honouring his service and loyalty to the New Western Kingdom, technically making him equal in rank to the Marquessa of Bowcourt.&lt;br /&gt;
* Foxcourt however remains a County within Bowcourt making the politics and relationships even more complicated.&lt;br /&gt;
** Foxcourt&#039;s title is rendered as &#039;&#039;&#039;Marquis&#039;&#039;&#039; in [[Lalange]] for ancient legal reasons.&lt;br /&gt;
* &#039;&#039;Note: Several would be master Courtiers are taking notes and planning their masterwork dissertations...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== People of Note/Importance ==&lt;br /&gt;
;Count Richard &amp;quot;Tricky Dicky&amp;quot; Foxcourt.&lt;br /&gt;
*Formerly in exile for conspiracy in the murder of the Duke of Aquila, exonerated after 13 years.&lt;br /&gt;
*Reported to have been reduced to ashes during the [[Middle Duchies War]].&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
Foxcourt has always had a proud history of military competence, providing many skilled officers to the war colleges and combined armies of the Western Kingdom.&lt;br /&gt;
&lt;br /&gt;
The army of Foxcourt was deliberately scattered and diminished during the time of Richard&#039;s exile, while it is being regathered and rebuilt, it is not expected to reach its prior size and capabilities until new generations can be trained.&lt;br /&gt;
&lt;br /&gt;
=== Elite Guard ===&lt;br /&gt;
During his time in exile, Richard built an elite guard of specialist troops that were deployed to gather information and unofficially protect his people from threats external (Monsters from the mountains, Drow Invasion and bandit remnants) and internal (those looking to take advantage of the absence of de Foxcourt rule). In another time these troops might be referred to as Black Ops or Special Ops.&lt;br /&gt;
While not generally known, the Seagate guild is reasonably certain that most of this troop are Warpstone enhanced Shape Shifters skilled in Spycraft, Politics, pointed diplomacy and conventional Warfare.&lt;br /&gt;
Exact numbers are not known as they blend into the conventional troops when not covertly deployed.&lt;br /&gt;
&lt;br /&gt;
== Historical Counts of Foxcourt ==&lt;br /&gt;
* Fulk, Count of Foxcourt&lt;br /&gt;
* Damien, Count of Foxcourt&lt;br /&gt;
* Richard, Count of Foxcourt&lt;br /&gt;
&lt;br /&gt;
==Trade==&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&lt;br /&gt;
==Crime and Punishment==&lt;br /&gt;
&lt;br /&gt;
===Mundane Crime===&lt;br /&gt;
&lt;br /&gt;
===Magical Crimes===&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
=== The de Foxcourt family ===&lt;br /&gt;
See [[De Foxcourt family]]&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Foxcourt&amp;diff=113401</id>
		<title>Foxcourt</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Foxcourt&amp;diff=113401"/>
		<updated>2026-04-18T07:57:59Z</updated>

		<summary type="html">&lt;p&gt;Martin: /* Towns and Cities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Bowcourt]][[Category: Martin Dickson]][[Category:County]]&lt;br /&gt;
{| border=1 align=right cellpadding=4 cellspacing=0 width=250 style=&amp;quot;margin: 0 0 1em 1em; background: #f9f9f9; border: 1px #aaaaaa solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
|colspan=2|[[Image:Foxcourt.gif|center|Arms of Foxcourt]]&lt;br /&gt;
|-&lt;br /&gt;
|+&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Foxcourt&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
| Northeast [[Bowcourt]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Government&#039;&#039;&#039;&lt;br /&gt;
| County of [[Bowcourt]], [[Richard of Foxcourt|Count Richard]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Common&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;[[Lalange]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Literacy&lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
50%&amp;lt;br&amp;gt; &lt;br /&gt;
95%&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
4%&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Taxes&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Property Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Bonding rate:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Visitor Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
% per annum&amp;lt;br&amp;gt; &lt;br /&gt;
% of goods&#039; value/month&amp;lt;br&amp;gt; &lt;br /&gt;
sp/person&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Imports&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exports&#039;&#039;&#039;&lt;br /&gt;
| Sheep, Wool, [[Warpstone]] and Treachery.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div &amp;gt;__NOTOC__&amp;lt;/div&amp;gt;[[Image:MapFoxcourt.gif|left|150px]]&lt;br /&gt;
The County of Foxcourt is a large area within [[Bowcourt]]. &lt;br /&gt;
&lt;br /&gt;
Prior to 805 WK it encompassed the regions of [[Newcourt]] and [[Faircourt]] and was Bowcourt&#039;s largest vassal, but in more recent times these lands became direct vassals of [[Bowcourt]]. The Barony of [[Maumains]] was returned to the County in 817 WK.&lt;br /&gt;
&lt;br /&gt;
Its lands are primarily cultivated farmlands and the formerly forested land now imports wood. &lt;br /&gt;
The northern borders reach into the hills and mountains, from there is discrete access to the secretive [[Warpstone]] mines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Foxcourt is a very old county that has been civilised for 1000 years or more which is 200 years prior to the establishment of the Western Kingdom - the area was an elven march at the time. &lt;br /&gt;
&lt;br /&gt;
The lands are rich and fertile having benefited from informed and planned cultivation, pasturing and retention of numerous woodland areas and there are windmills, lots of towers, millponds, manmade lakes of water reserves, good sized towns, roads, several castles and the well-built city of Foxcourt.&lt;br /&gt;
&lt;br /&gt;
== Places ==&lt;br /&gt;
===Towns and Cities===&lt;br /&gt;
* Foxcourt, City of (pop. ~19,000)&lt;br /&gt;
** Fulken&#039;s Rest - Castle of the de Foxcourt family&lt;br /&gt;
*Raze - Fort and Village on the border with Sylvanwold. &lt;br /&gt;
*Garde-sur-Loup - walled town on the edge of the [[Lupine Wood]]&lt;br /&gt;
*Chateaufort - fortress and town on the border with [[Chagny]]&lt;br /&gt;
*Chateauvillain - fortress and town on the border with Chagny&lt;br /&gt;
*Lafauche - large trade town&lt;br /&gt;
*Montresor - fortress on the border with [[Faircourt]]&lt;br /&gt;
*Deaux - castle and town on the border with [[Newcourt]]&lt;br /&gt;
;Barony of Maumains&lt;br /&gt;
* Alençon, Town of (pop. 6,500), on the border of [[Tuscana]] and [[Waterford]]&lt;br /&gt;
* Montbazon - fortified town in the ??? hills&lt;br /&gt;
* Port-sur-Aube - town on the ??? river south of Coeur-de-Fer&lt;br /&gt;
* Ruins of town on the border with Waterford&lt;br /&gt;
* Ruined fortress in the foothills of the Dragonspine Mountains&lt;br /&gt;
&lt;br /&gt;
===Other Places of Interest===&lt;br /&gt;
* [[Warpstone]] mine where the demon emperor [[Ahriman]] is making dwarves&lt;br /&gt;
&lt;br /&gt;
== Governance ==&lt;br /&gt;
;Prior to 805WK &lt;br /&gt;
* The county was ruled by the [[de Foxcourt family]] who held the position of Count.&lt;br /&gt;
* Vassals of [[Bowcourt]] but with a long and complicated history.&lt;br /&gt;
&lt;br /&gt;
; 805 - 817 WK&lt;br /&gt;
* The county is administered by William Fortbrass, a cousin of the Marquessa of [[Bowcourt]], on her behalf.&lt;br /&gt;
&lt;br /&gt;
; Summer 817wk&lt;br /&gt;
* Richard is exonerated and rule of Foxcourt is officially restored to Richard de Foxcourt as Count of Foxcourt. &lt;br /&gt;
* William Fortbrass is thanked for his service at a grand ball before his return to Bowcourt.&lt;br /&gt;
* Shortly after this, Count Richard is named Marquess of the Eastern Marches, honouring his service and loyalty to the New Western Kingdom, technically making him equal in rank to the Marquessa of Bowcourt.&lt;br /&gt;
* Foxcourt however remains a County within Bowcourt making the politics and relationships even more complicated.&lt;br /&gt;
** Foxcourt&#039;s title is rendered as &#039;&#039;&#039;Marquis&#039;&#039;&#039; in [[Lalange]] for ancient legal reasons.&lt;br /&gt;
* &#039;&#039;Note: Several would be master Courtiers are taking notes and planning their masterwork dissertations...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== People of Note/Importance ==&lt;br /&gt;
;Count Richard &amp;quot;Tricky Dicky&amp;quot; Foxcourt.&lt;br /&gt;
*Formerly in exile for conspiracy in the murder of the Duke of Aquila, exonerated after 13 years.&lt;br /&gt;
*Reported to have been reduced to ashes during the [[Middle Duchies War]].&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
Foxcourt has always had a proud history of military competence, providing many skilled officers to the war colleges and combined armies of the Western Kingdom.&lt;br /&gt;
&lt;br /&gt;
The army of Foxcourt was deliberately scattered and diminished during the time of Richard&#039;s exile, while it is being regathered and rebuilt, it is not expected to reach its prior size and capabilities until new generations can be trained.&lt;br /&gt;
&lt;br /&gt;
=== Elite Guard ===&lt;br /&gt;
During his time in exile, Richard built an elite guard of specialist troops that were deployed to gather information and unofficially protect his people from threats external (Monsters from the mountains, Drow Invasion and bandit remnants) and internal (those looking to take advantage of the absence of de Foxcourt rule). In another time these troops might be referred to as Black Ops or Special Ops.&lt;br /&gt;
While not generally known, the Seagate guild is reasonably certain that most of this troop are Warpstone enhanced Shape Shifters skilled in Spycraft, Politics, pointed diplomacy and conventional Warfare.&lt;br /&gt;
Exact numbers are not known as they blend into the conventional troops when not covertly deployed.&lt;br /&gt;
&lt;br /&gt;
== Historical Counts of Foxcourt ==&lt;br /&gt;
* Fulk, Count of Foxcourt&lt;br /&gt;
* Damien, Count of Foxcourt&lt;br /&gt;
* Richard, Count of Foxcourt&lt;br /&gt;
&lt;br /&gt;
==Trade==&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&lt;br /&gt;
==Crime and Punishment==&lt;br /&gt;
&lt;br /&gt;
===Mundane Crime===&lt;br /&gt;
&lt;br /&gt;
===Magical Crimes===&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
=== The de Foxcourt family ===&lt;br /&gt;
See [[De Foxcourt family]]&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Foxcourt&amp;diff=113400</id>
		<title>Foxcourt</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Foxcourt&amp;diff=113400"/>
		<updated>2026-04-18T07:45:23Z</updated>

		<summary type="html">&lt;p&gt;Martin: /* Places */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Bowcourt]][[Category: Martin Dickson]][[Category:County]]&lt;br /&gt;
{| border=1 align=right cellpadding=4 cellspacing=0 width=250 style=&amp;quot;margin: 0 0 1em 1em; background: #f9f9f9; border: 1px #aaaaaa solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
|colspan=2|[[Image:Foxcourt.gif|center|Arms of Foxcourt]]&lt;br /&gt;
|-&lt;br /&gt;
|+&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Foxcourt&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
| Northeast [[Bowcourt]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Government&#039;&#039;&#039;&lt;br /&gt;
| County of [[Bowcourt]], [[Richard of Foxcourt|Count Richard]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Common&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;[[Lalange]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Literacy&lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
50%&amp;lt;br&amp;gt; &lt;br /&gt;
95%&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
4%&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Taxes&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Property Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Bonding rate:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Visitor Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
% per annum&amp;lt;br&amp;gt; &lt;br /&gt;
% of goods&#039; value/month&amp;lt;br&amp;gt; &lt;br /&gt;
sp/person&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Imports&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exports&#039;&#039;&#039;&lt;br /&gt;
| Sheep, Wool, [[Warpstone]] and Treachery.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div &amp;gt;__NOTOC__&amp;lt;/div&amp;gt;[[Image:MapFoxcourt.gif|left|150px]]&lt;br /&gt;
The County of Foxcourt is a large area within [[Bowcourt]]. &lt;br /&gt;
&lt;br /&gt;
Prior to 805 WK it encompassed the regions of [[Newcourt]] and [[Faircourt]] and was Bowcourt&#039;s largest vassal, but in more recent times these lands became direct vassals of [[Bowcourt]]. The Barony of [[Maumains]] was returned to the County in 817 WK.&lt;br /&gt;
&lt;br /&gt;
Its lands are primarily cultivated farmlands and the formerly forested land now imports wood. &lt;br /&gt;
The northern borders reach into the hills and mountains, from there is discrete access to the secretive [[Warpstone]] mines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Foxcourt is a very old county that has been civilised for 1000 years or more which is 200 years prior to the establishment of the Western Kingdom - the area was an elven march at the time. &lt;br /&gt;
&lt;br /&gt;
The lands are rich and fertile having benefited from informed and planned cultivation, pasturing and retention of numerous woodland areas and there are windmills, lots of towers, millponds, manmade lakes of water reserves, good sized towns, roads, several castles and the well-built city of Foxcourt.&lt;br /&gt;
&lt;br /&gt;
== Places ==&lt;br /&gt;
===Towns and Cities===&lt;br /&gt;
* Foxcourt, City of (pop. ~19,000)&lt;br /&gt;
** Fulken&#039;s Rest - Castle of the de Foxcourt family&lt;br /&gt;
&lt;br /&gt;
*Barony of [[Maumains]]&lt;br /&gt;
** Alençon, Town of (pop. 6,500)&lt;br /&gt;
===Other Places of Interest===&lt;br /&gt;
* [[Warpstone]] mine where the demon emperor [[Ahriman]] is making dwarves&lt;br /&gt;
&lt;br /&gt;
== Governance ==&lt;br /&gt;
;Prior to 805WK &lt;br /&gt;
* The county was ruled by the [[de Foxcourt family]] who held the position of Count.&lt;br /&gt;
* Vassals of [[Bowcourt]] but with a long and complicated history.&lt;br /&gt;
&lt;br /&gt;
; 805 - 817 WK&lt;br /&gt;
* The county is administered by William Fortbrass, a cousin of the Marquessa of [[Bowcourt]], on her behalf.&lt;br /&gt;
&lt;br /&gt;
; Summer 817wk&lt;br /&gt;
* Richard is exonerated and rule of Foxcourt is officially restored to Richard de Foxcourt as Count of Foxcourt. &lt;br /&gt;
* William Fortbrass is thanked for his service at a grand ball before his return to Bowcourt.&lt;br /&gt;
* Shortly after this, Count Richard is named Marquess of the Eastern Marches, honouring his service and loyalty to the New Western Kingdom, technically making him equal in rank to the Marquessa of Bowcourt.&lt;br /&gt;
* Foxcourt however remains a County within Bowcourt making the politics and relationships even more complicated.&lt;br /&gt;
** Foxcourt&#039;s title is rendered as &#039;&#039;&#039;Marquis&#039;&#039;&#039; in [[Lalange]] for ancient legal reasons.&lt;br /&gt;
* &#039;&#039;Note: Several would be master Courtiers are taking notes and planning their masterwork dissertations...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== People of Note/Importance ==&lt;br /&gt;
;Count Richard &amp;quot;Tricky Dicky&amp;quot; Foxcourt.&lt;br /&gt;
*Formerly in exile for conspiracy in the murder of the Duke of Aquila, exonerated after 13 years.&lt;br /&gt;
*Reported to have been reduced to ashes during the [[Middle Duchies War]].&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
Foxcourt has always had a proud history of military competence, providing many skilled officers to the war colleges and combined armies of the Western Kingdom.&lt;br /&gt;
&lt;br /&gt;
The army of Foxcourt was deliberately scattered and diminished during the time of Richard&#039;s exile, while it is being regathered and rebuilt, it is not expected to reach its prior size and capabilities until new generations can be trained.&lt;br /&gt;
&lt;br /&gt;
=== Elite Guard ===&lt;br /&gt;
During his time in exile, Richard built an elite guard of specialist troops that were deployed to gather information and unofficially protect his people from threats external (Monsters from the mountains, Drow Invasion and bandit remnants) and internal (those looking to take advantage of the absence of de Foxcourt rule). In another time these troops might be referred to as Black Ops or Special Ops.&lt;br /&gt;
While not generally known, the Seagate guild is reasonably certain that most of this troop are Warpstone enhanced Shape Shifters skilled in Spycraft, Politics, pointed diplomacy and conventional Warfare.&lt;br /&gt;
Exact numbers are not known as they blend into the conventional troops when not covertly deployed.&lt;br /&gt;
&lt;br /&gt;
== Historical Counts of Foxcourt ==&lt;br /&gt;
* Fulk, Count of Foxcourt&lt;br /&gt;
* Damien, Count of Foxcourt&lt;br /&gt;
* Richard, Count of Foxcourt&lt;br /&gt;
&lt;br /&gt;
==Trade==&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&lt;br /&gt;
==Crime and Punishment==&lt;br /&gt;
&lt;br /&gt;
===Mundane Crime===&lt;br /&gt;
&lt;br /&gt;
===Magical Crimes===&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
=== The de Foxcourt family ===&lt;br /&gt;
See [[De Foxcourt family]]&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Foxcourt&amp;diff=113399</id>
		<title>Foxcourt</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Foxcourt&amp;diff=113399"/>
		<updated>2026-04-18T07:37:57Z</updated>

		<summary type="html">&lt;p&gt;Martin: /* Governance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Bowcourt]][[Category: Martin Dickson]][[Category:County]]&lt;br /&gt;
{| border=1 align=right cellpadding=4 cellspacing=0 width=250 style=&amp;quot;margin: 0 0 1em 1em; background: #f9f9f9; border: 1px #aaaaaa solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
|colspan=2|[[Image:Foxcourt.gif|center|Arms of Foxcourt]]&lt;br /&gt;
|-&lt;br /&gt;
|+&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Foxcourt&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
| Northeast [[Bowcourt]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Government&#039;&#039;&#039;&lt;br /&gt;
| County of [[Bowcourt]], [[Richard of Foxcourt|Count Richard]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Common&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;[[Lalange]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Literacy&lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
50%&amp;lt;br&amp;gt; &lt;br /&gt;
95%&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
4%&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Taxes&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Property Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Bonding rate:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Visitor Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
% per annum&amp;lt;br&amp;gt; &lt;br /&gt;
% of goods&#039; value/month&amp;lt;br&amp;gt; &lt;br /&gt;
sp/person&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Imports&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exports&#039;&#039;&#039;&lt;br /&gt;
| Sheep, Wool, [[Warpstone]] and Treachery.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div &amp;gt;__NOTOC__&amp;lt;/div&amp;gt;[[Image:MapFoxcourt.gif|left|150px]]&lt;br /&gt;
The County of Foxcourt is a large area within [[Bowcourt]]. &lt;br /&gt;
&lt;br /&gt;
Prior to 805 WK it encompassed the regions of [[Newcourt]] and [[Faircourt]] and was Bowcourt&#039;s largest vassal, but in more recent times these lands became direct vassals of [[Bowcourt]]. The Barony of [[Maumains]] was returned to the County in 817 WK.&lt;br /&gt;
&lt;br /&gt;
Its lands are primarily cultivated farmlands and the formerly forested land now imports wood. &lt;br /&gt;
The northern borders reach into the hills and mountains, from there is discrete access to the secretive [[Warpstone]] mines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Foxcourt is a very old county that has been civilised for 1000 years or more which is 200 years prior to the establishment of the Western Kingdom - the area was an elven march at the time. &lt;br /&gt;
&lt;br /&gt;
The lands are rich and fertile having benefited from informed and planned cultivation, pasturing and retention of numerous woodland areas and there are windmills, lots of towers, millponds, manmade lakes of water reserves, good sized towns, roads, several castles and the well-built city of Foxcourt.&lt;br /&gt;
&lt;br /&gt;
== Places ==&lt;br /&gt;
* [[Warpstone]] mine where the demon emperor [[Ahriman]] is making dwarves&lt;br /&gt;
* The town of Foxcourt &lt;br /&gt;
&lt;br /&gt;
== Governance ==&lt;br /&gt;
;Prior to 805WK &lt;br /&gt;
* The county was ruled by the [[de Foxcourt family]] who held the position of Count.&lt;br /&gt;
* Vassals of [[Bowcourt]] but with a long and complicated history.&lt;br /&gt;
&lt;br /&gt;
; 805 - 817 WK&lt;br /&gt;
* The county is administered by William Fortbrass, a cousin of the Marquessa of [[Bowcourt]], on her behalf.&lt;br /&gt;
&lt;br /&gt;
; Summer 817wk&lt;br /&gt;
* Richard is exonerated and rule of Foxcourt is officially restored to Richard de Foxcourt as Count of Foxcourt. &lt;br /&gt;
* William Fortbrass is thanked for his service at a grand ball before his return to Bowcourt.&lt;br /&gt;
* Shortly after this, Count Richard is named Marquess of the Eastern Marches, honouring his service and loyalty to the New Western Kingdom, technically making him equal in rank to the Marquessa of Bowcourt.&lt;br /&gt;
* Foxcourt however remains a County within Bowcourt making the politics and relationships even more complicated.&lt;br /&gt;
** Foxcourt&#039;s title is rendered as &#039;&#039;&#039;Marquis&#039;&#039;&#039; in [[Lalange]] for ancient legal reasons.&lt;br /&gt;
* &#039;&#039;Note: Several would be master Courtiers are taking notes and planning their masterwork dissertations...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== People of Note/Importance ==&lt;br /&gt;
;Count Richard &amp;quot;Tricky Dicky&amp;quot; Foxcourt.&lt;br /&gt;
*Formerly in exile for conspiracy in the murder of the Duke of Aquila, exonerated after 13 years.&lt;br /&gt;
*Reported to have been reduced to ashes during the [[Middle Duchies War]].&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
Foxcourt has always had a proud history of military competence, providing many skilled officers to the war colleges and combined armies of the Western Kingdom.&lt;br /&gt;
&lt;br /&gt;
The army of Foxcourt was deliberately scattered and diminished during the time of Richard&#039;s exile, while it is being regathered and rebuilt, it is not expected to reach its prior size and capabilities until new generations can be trained.&lt;br /&gt;
&lt;br /&gt;
=== Elite Guard ===&lt;br /&gt;
During his time in exile, Richard built an elite guard of specialist troops that were deployed to gather information and unofficially protect his people from threats external (Monsters from the mountains, Drow Invasion and bandit remnants) and internal (those looking to take advantage of the absence of de Foxcourt rule). In another time these troops might be referred to as Black Ops or Special Ops.&lt;br /&gt;
While not generally known, the Seagate guild is reasonably certain that most of this troop are Warpstone enhanced Shape Shifters skilled in Spycraft, Politics, pointed diplomacy and conventional Warfare.&lt;br /&gt;
Exact numbers are not known as they blend into the conventional troops when not covertly deployed.&lt;br /&gt;
&lt;br /&gt;
== Historical Counts of Foxcourt ==&lt;br /&gt;
* Fulk, Count of Foxcourt&lt;br /&gt;
* Damien, Count of Foxcourt&lt;br /&gt;
* Richard, Count of Foxcourt&lt;br /&gt;
&lt;br /&gt;
==Trade==&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&lt;br /&gt;
==Crime and Punishment==&lt;br /&gt;
&lt;br /&gt;
===Mundane Crime===&lt;br /&gt;
&lt;br /&gt;
===Magical Crimes===&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
=== The de Foxcourt family ===&lt;br /&gt;
See [[De Foxcourt family]]&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Foxcourt&amp;diff=113398</id>
		<title>Foxcourt</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Foxcourt&amp;diff=113398"/>
		<updated>2026-04-18T07:37:34Z</updated>

		<summary type="html">&lt;p&gt;Martin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Bowcourt]][[Category: Martin Dickson]][[Category:County]]&lt;br /&gt;
{| border=1 align=right cellpadding=4 cellspacing=0 width=250 style=&amp;quot;margin: 0 0 1em 1em; background: #f9f9f9; border: 1px #aaaaaa solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
|colspan=2|[[Image:Foxcourt.gif|center|Arms of Foxcourt]]&lt;br /&gt;
|-&lt;br /&gt;
|+&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Foxcourt&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
| Northeast [[Bowcourt]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Government&#039;&#039;&#039;&lt;br /&gt;
| County of [[Bowcourt]], [[Richard of Foxcourt|Count Richard]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Common&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;[[Lalange]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Literacy&lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
50%&amp;lt;br&amp;gt; &lt;br /&gt;
95%&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
4%&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Taxes&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Property Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Bonding rate:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Visitor Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
% per annum&amp;lt;br&amp;gt; &lt;br /&gt;
% of goods&#039; value/month&amp;lt;br&amp;gt; &lt;br /&gt;
sp/person&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Imports&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exports&#039;&#039;&#039;&lt;br /&gt;
| Sheep, Wool, [[Warpstone]] and Treachery.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div &amp;gt;__NOTOC__&amp;lt;/div&amp;gt;[[Image:MapFoxcourt.gif|left|150px]]&lt;br /&gt;
The County of Foxcourt is a large area within [[Bowcourt]]. &lt;br /&gt;
&lt;br /&gt;
Prior to 805 WK it encompassed the regions of [[Newcourt]] and [[Faircourt]] and was Bowcourt&#039;s largest vassal, but in more recent times these lands became direct vassals of [[Bowcourt]]. The Barony of [[Maumains]] was returned to the County in 817 WK.&lt;br /&gt;
&lt;br /&gt;
Its lands are primarily cultivated farmlands and the formerly forested land now imports wood. &lt;br /&gt;
The northern borders reach into the hills and mountains, from there is discrete access to the secretive [[Warpstone]] mines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Foxcourt is a very old county that has been civilised for 1000 years or more which is 200 years prior to the establishment of the Western Kingdom - the area was an elven march at the time. &lt;br /&gt;
&lt;br /&gt;
The lands are rich and fertile having benefited from informed and planned cultivation, pasturing and retention of numerous woodland areas and there are windmills, lots of towers, millponds, manmade lakes of water reserves, good sized towns, roads, several castles and the well-built city of Foxcourt.&lt;br /&gt;
&lt;br /&gt;
== Places ==&lt;br /&gt;
* [[Warpstone]] mine where the demon emperor [[Ahriman]] is making dwarves&lt;br /&gt;
* The town of Foxcourt &lt;br /&gt;
&lt;br /&gt;
== Governance ==&lt;br /&gt;
;Prior to 805WK &lt;br /&gt;
* The county was ruled by the [[de Foxcourt family]] who held the position of Count. Vassals of [[Bowcourt]] but with a long and complicated history.&lt;br /&gt;
&lt;br /&gt;
; 805 - 817 WK&lt;br /&gt;
* The county is administered by William Fortbrass, a cousin of the Marquessa of [[Bowcourt]], on her behalf.&lt;br /&gt;
&lt;br /&gt;
; Summer 817wk&lt;br /&gt;
* Richard is exonerated and rule of Foxcourt is officially restored to Richard de Foxcourt as Count of Foxcourt. &lt;br /&gt;
* William Fortbrass is thanked for his service at a grand ball before his return to Bowcourt.&lt;br /&gt;
* Shortly after this, Count Richard is named Marquess of the Eastern Marches, honouring his service and loyalty to the New Western Kingdom, technically making him equal in rank to the Marquessa of Bowcourt.&lt;br /&gt;
* Foxcourt however remains a County within Bowcourt making the politics and relationships even more complicated.&lt;br /&gt;
** Foxcourt&#039;s title is rendered as &#039;&#039;&#039;Marquis&#039;&#039;&#039; in [[Lalange]] for ancient legal reasons.&lt;br /&gt;
* &#039;&#039;Note: Several would be master Courtiers are taking notes and planning their masterwork dissertations...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== People of Note/Importance ==&lt;br /&gt;
;Count Richard &amp;quot;Tricky Dicky&amp;quot; Foxcourt.&lt;br /&gt;
*Formerly in exile for conspiracy in the murder of the Duke of Aquila, exonerated after 13 years.&lt;br /&gt;
*Reported to have been reduced to ashes during the [[Middle Duchies War]].&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
Foxcourt has always had a proud history of military competence, providing many skilled officers to the war colleges and combined armies of the Western Kingdom.&lt;br /&gt;
&lt;br /&gt;
The army of Foxcourt was deliberately scattered and diminished during the time of Richard&#039;s exile, while it is being regathered and rebuilt, it is not expected to reach its prior size and capabilities until new generations can be trained.&lt;br /&gt;
&lt;br /&gt;
=== Elite Guard ===&lt;br /&gt;
During his time in exile, Richard built an elite guard of specialist troops that were deployed to gather information and unofficially protect his people from threats external (Monsters from the mountains, Drow Invasion and bandit remnants) and internal (those looking to take advantage of the absence of de Foxcourt rule). In another time these troops might be referred to as Black Ops or Special Ops.&lt;br /&gt;
While not generally known, the Seagate guild is reasonably certain that most of this troop are Warpstone enhanced Shape Shifters skilled in Spycraft, Politics, pointed diplomacy and conventional Warfare.&lt;br /&gt;
Exact numbers are not known as they blend into the conventional troops when not covertly deployed.&lt;br /&gt;
&lt;br /&gt;
== Historical Counts of Foxcourt ==&lt;br /&gt;
* Fulk, Count of Foxcourt&lt;br /&gt;
* Damien, Count of Foxcourt&lt;br /&gt;
* Richard, Count of Foxcourt&lt;br /&gt;
&lt;br /&gt;
==Trade==&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&lt;br /&gt;
==Crime and Punishment==&lt;br /&gt;
&lt;br /&gt;
===Mundane Crime===&lt;br /&gt;
&lt;br /&gt;
===Magical Crimes===&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
=== The de Foxcourt family ===&lt;br /&gt;
See [[De Foxcourt family]]&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Bowcourt&amp;diff=113397</id>
		<title>Bowcourt</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Bowcourt&amp;diff=113397"/>
		<updated>2026-04-18T07:24:16Z</updated>

		<summary type="html">&lt;p&gt;Martin: /* Major Areas &amp;amp; Settlements (820WK) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__[[Category:Bowcourt]][[Category:Western Kingdom]][[Image:Bowcourt.gif|right|Arms of Bowcourt]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #ffff99; font-weight: bolder;&amp;quot;&amp;gt;&lt;br /&gt;
NOTE: This area of Alusia may be out of date, given the campaign events - [[The Drow Invasion]].  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Large and prosperous ancient Marquisate predating the Old Western Kingdom by over 400 years; part of the Old and New [[Western Kingdom]]s.&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Bowcourt was initially established as a &amp;quot;March&amp;quot; of [[Alfheim]] around 200 years after [[Panjari]]; a human population under elven nobility and governorship, created to protect the borders of Alfheim.&lt;br /&gt;
&lt;br /&gt;
From 700 AP onwards the elven rulers were slowly and deliberately replaced with human nobility as the elves gradually withdrew back to Alfheim. The area became the &amp;quot;Marquisate of Bowcourt&amp;quot; as a distinct entity in title and lands around 800 AP, with the last of the elven nobility withdrawing from the area by 1100 AP. The population of the area has always been mainly human, but the ruling nobles were initially elven, this giving way to human nobility with a gradual withdrawl of elves from the area around 1100 AP.&lt;br /&gt;
&lt;br /&gt;
When the northern migrations / invasions began around 1000 AP Bowcourt was a major source of resistance, largely limiting the earlier migrations to the west of the [[Baratary River]].&lt;br /&gt;
&lt;br /&gt;
After [[Ulric the Wolf]] founded the Western Kingdom around 1200 AP he married the Marquessa of Bowcourt and the kingdom&#039;s borders were redrawn to encompass the Marquisate.  Part of the marriage agreement stated that Bowcourt, and the title of Marquessa would be granted to their eldest daughter, and that the area would continue to be passed in a matrialinear succession.&lt;br /&gt;
&lt;br /&gt;
The area shows a strong elven influence even today in customs and [[Lalange|language]], and like Alfheim is traditionally matrialinear, although some areas, most notable [[Foxcourt]], follow a predominantly patrialinear model of inheritance.&lt;br /&gt;
[[Image:Bowcourt820.jpg|right|thumb|Borders &amp;amp; Towns]]&lt;br /&gt;
Over the years of the Old Kingdom the line of Kings married into Bowcourt a number of times. The noble women of Bowcourt are said by many to have &amp;quot;elven blood&amp;quot; despite the apparent impossibility of such a cross-breeding, and it is known that the daughters of many of the noble families possess notable beauty and appear to age significantly slower than most humans (their lifespans appear little altered but their apparent age is usually much less than their chronological age).&lt;br /&gt;
&lt;br /&gt;
Two of the Marquessas have also borne the title &amp;quot;Queen of the West&amp;quot;: [[Isabel_de_Bowcourt|Isabel the Good]], and her daughter [[Yolanda_de_Bowcourt|Yolanda]].&lt;br /&gt;
&lt;br /&gt;
===Drow Invasion===&lt;br /&gt;
The main thrust of the Drow Invasion of 813WK was focused up the Baratary River, the western border of Bowcourt. The potential damage to Bowcourt from the Drow&#039;s Ice River and associated magic was reduced through the ritual creation of magical wardings and barriers along the border, completed in late Thaw of Spring 813WK. (See scribe notes: [[Kill Them All]].)&lt;br /&gt;
&lt;br /&gt;
Despite this mitigation a number of settlements situated directly on the river were damaged or destroyed including (from South to North): [[Valliere]], [[Vannes]], Beaumont, Montsoreau, and Bragelonne. While both Valliere and Vannes have seen significant recovery and rebuilding in the years since, the three more northern settlements remain ruined, and magical &#039;&#039;contaminants&#039;&#039; have had adverse effects on even Bowcourt&#039;s magically protected land.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
* 63,340 square miles (excluding high mountain areas).&lt;br /&gt;
** GM Note: For real world comparison; about the size of Wisconsin or Tunisia.&lt;br /&gt;
* Fertile arable lands in north, west, and central areas.&lt;br /&gt;
* Forested highlands and mountains in east.&lt;br /&gt;
* Highly fertile lowlands in the south becoming bog in the south-west and forested hills in the south-east.&lt;br /&gt;
===Major Areas &amp;amp; Settlements (820WK) ===&lt;br /&gt;
====Counties====&lt;br /&gt;
* Bowcourt (direct holdings)&lt;br /&gt;
** Bowcourt, Captial City of (40,200)&lt;br /&gt;
** &#039;&#039;Montsoreau (Ruins)&#039;&#039; previously (8,700)&lt;br /&gt;
*** Tuquant (~3,500)&lt;br /&gt;
** Lafère (7,600)&lt;br /&gt;
* [[Chagny]]&lt;br /&gt;
** Saint-Michel (23,700)&lt;br /&gt;
** Rochefort (8,600)&lt;br /&gt;
** Vallon (7,400)&lt;br /&gt;
** Carrefour (~5,000)&lt;br /&gt;
* [[Foxcourt]]&lt;br /&gt;
** Foxcourt, City of (18,900)&lt;br /&gt;
** Alençon (6,500) &lt;br /&gt;
* [[Remy]]&lt;br /&gt;
** Treville, City of (18,500)&lt;br /&gt;
** &#039;&#039;Bragelonne (Ruins)&#039;&#039; previously (8,700)&lt;br /&gt;
** Deville (~4,500)&lt;br /&gt;
&lt;br /&gt;
==== Viscounties ====&lt;br /&gt;
* [[Nevers]]&lt;br /&gt;
** Lencré, City of (14,500)&lt;br /&gt;
** [[Valliere | Vallière]] (~3,000)&lt;br /&gt;
* [[Vole]]&lt;br /&gt;
** Campagnol, City of (9,500)&lt;br /&gt;
* [[Faircourt]]&lt;br /&gt;
** Coeur-de-Fer (7,900)&lt;br /&gt;
* [[Newcourt]]&lt;br /&gt;
** Newcourt, City of (8,800)&lt;br /&gt;
==== Baronies (Coronet) ====&lt;br /&gt;
The Barons who hold &amp;quot;Coronet&amp;quot; Baronies are direct vassals of the Marquessa and rank higher in precedence than Barons who hold their lands from one of her Counts or Viscounts. The [[College of Heralds]] affords them the courtesy and precedence equal to a Viscount from outside of Bowcourt.&lt;br /&gt;
* [[Chartres]]&lt;br /&gt;
** Tenarèze (7,100)&lt;br /&gt;
* [[Lotharia]]&lt;br /&gt;
** [[Vannes]], City of (~7,000)&lt;br /&gt;
* [[Mulberry|Mûre]]&lt;br /&gt;
** Armagnac (8,500)&lt;br /&gt;
* [[Sylvanwold]]&lt;br /&gt;
** Bar-sur-Loup (5,100)&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
===Population===&lt;br /&gt;
The total population of Bowcourt as at the 800 WK census was 6,357,000:&lt;br /&gt;
*5,725,000 Humans (approx. 90%)&lt;br /&gt;
*200,000 Halflings&lt;br /&gt;
*150,000 Elves&lt;br /&gt;
*135,000 Dwarves&lt;br /&gt;
*64,000 Orcs&lt;br /&gt;
*48,000 Giants (mostly Hill Giants)&lt;br /&gt;
*20,000 Shapechangers (estimated)&lt;br /&gt;
*15,000 various other races&lt;br /&gt;
&lt;br /&gt;
Livestock also recorded at the time of the census:&lt;br /&gt;
* 9509772 fowls (including chickens, geese, and ducks)&lt;br /&gt;
* 4475188 dairy and meat animals (including cows, goats, pigs, and sheep)&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
* [[Lalange]], [[Common]] (30% mostly urban)&lt;br /&gt;
* Literacy 7-8% (predominately urban)&lt;br /&gt;
&lt;br /&gt;
===Government===&lt;br /&gt;
* Feudal Aristocracy&lt;br /&gt;
** Current Marquessa (since 782) is [[Dulciena de Bowcourt]] (b. 757), second wife of the late Duke Frederick of [[Aquila]], and mother of [[Ulric Schwarzrotgold]] (b. 793), the Western King.&lt;br /&gt;
* The Heads of the incorporated areas exercise considerable autonomy regarding matters internal to their area.&lt;br /&gt;
====Social====&lt;br /&gt;
The Marquisate of Bowcourt is a very large, reasonably wealthy, and well populated area. The current ruler is a strong leader, and shrewd politician. There are no particularly unusual social conditions in Bowcourt. Courtesy is highly regarded. Troublemakers will not be tolerated, and will be swiftly dealt with by the well trained and equipped city guards or rural militia. If the troublemakers prove too difficult for the local constabulary, a request for help will be sent to the nearest [[Michaelines|Michaeline]] chapter house or other Powers of Light enclave.&lt;br /&gt;
=====Note on Noble Titles=====&lt;br /&gt;
Although Bowcourt has at least the power and influence of any of the western duchies, the rulers of Bowcourt have steadfastly refused to alter the ruling title of &amp;quot;Marquessa&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Part of the reason appears to stem from the area&#039;s long and prestigious history dating back to being an elven march, and continuing &#039;&#039;special relationship&#039;&#039; with [[Alfheim]], part is based on the original documents of enoblement, and part is bloody minded traditionalism.&lt;br /&gt;
&lt;br /&gt;
But whatever the reason, the highest title in Bowcourt remains &amp;quot;Marquessa&amp;quot;, and this has caused considerable congestion in noble titles and comparative ranks within the Marquisate. The Count of [[Chagny]] holds lands that would make him a Marquis in any of the Duchies, or even a Duke in his own right. Several of the Viscounts and Barons hold lands that would make them Counts in other areas. They in turn command hereditary knights (Lalange: &amp;quot;Chevalier-héréditaires&amp;quot;), who are styled as knights but hold lands fully equivalent to Baronies in other lands.&lt;br /&gt;
&lt;br /&gt;
This mismatch between given titles and practical possessions and power is something of a headache for the [[College of Heralds]] when determining [[Western Kingdom Nobility|exact precedence]] for formal events involving Bowcourt and foreign nobility.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Official religion is [[Powers of Light]], and all of the major chapters have substantial holdings in Bowcourt. Urielites have official status as Justices of the Peace, and serve in many functions throughout the judiciary. The religion is well respected by the general population with about 80% being actively religious (most of these being [[Raphaelites|Raphaelite]] in tendency).&lt;br /&gt;
&lt;br /&gt;
== Other Factions of Note ==&lt;br /&gt;
&lt;br /&gt;
* [[Royal Wizardry Squadron]]&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Foxcourt&amp;diff=113393</id>
		<title>Foxcourt</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Foxcourt&amp;diff=113393"/>
		<updated>2026-04-17T21:13:38Z</updated>

		<summary type="html">&lt;p&gt;Martin: /* Governance */  broken link. Tidying text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Bowcourt]][[Category: Martin Dickson]][[Category:County]]&lt;br /&gt;
{| border=1 align=right cellpadding=4 cellspacing=0 width=250 style=&amp;quot;margin: 0 0 1em 1em; background: #f9f9f9; border: 1px #aaaaaa solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
|colspan=2|[[Image:Foxcourt.gif|center|Arms of Foxcourt]]&lt;br /&gt;
|-&lt;br /&gt;
|+&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Foxcourt&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
| Northeast [[Bowcourt]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Government&#039;&#039;&#039;&lt;br /&gt;
| County of [[Bowcourt]], [[Richard of Foxcourt|Count Richard]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Common&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;[[Lalange]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Literacy&lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
50%&amp;lt;br&amp;gt; &lt;br /&gt;
95%&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
4%&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Taxes&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Property Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Bonding rate:&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;amp;ndash; Visitor Tax:&amp;lt;br&amp;gt; &lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
% per annum&amp;lt;br&amp;gt; &lt;br /&gt;
% of goods&#039; value/month&amp;lt;br&amp;gt; &lt;br /&gt;
sp/person&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Imports&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exports&#039;&#039;&#039;&lt;br /&gt;
| Sheep, Wool, [[Warpstone]] and Treachery.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div &amp;gt;__NOTOC__&amp;lt;/div&amp;gt;[[Image:MapFoxcourt.gif|left|150px]]&lt;br /&gt;
County Foxcourt is the largest vassal area of [[Bowcourt]]. &lt;br /&gt;
Its lands are primarily cultivated farmlands and the formerly forested land now imports wood. &lt;br /&gt;
The northern borders reach into the hills and mountains, from there is discrete access to the secretive [[Warpstone]] mines. &lt;br /&gt;
It formerly encompassed the vassal regions of [[Newcourt]] and [[Faircourt]] but in recent times these lands are direct vassals of [[Bowcourt]]. &lt;br /&gt;
&lt;br /&gt;
Foxcourt is a very old county that has been civilised for 1000 years or more which is 200 years prior to the establishment of the Western Kingdom - the area was an elven march at the time. &lt;br /&gt;
The lands are rich and fertile having benefited from informed and planned cultivation, pasturing and retention of numerous woodland areas and there are windmills, lots of towers, millponds, manmade lakes of water reserves, good sized towns, roads, several castles and the well-built city of Foxcourt.&lt;br /&gt;
&lt;br /&gt;
== Places ==&lt;br /&gt;
* [[Warpstone]] mine where the demon emperor [[Ahriman]] is making dwarves&lt;br /&gt;
* The town of Foxcourt &lt;br /&gt;
&lt;br /&gt;
== Governance ==&lt;br /&gt;
;Prior to 805WK &lt;br /&gt;
: The county was ruled by the [[de Foxcourt family]] who held the position of Count. Vassals of [[Bowcourt]] but with a long and complicated history.&lt;br /&gt;
&lt;br /&gt;
; 805 - 817 WK&lt;br /&gt;
: The county is administered by William Fortbrass, a cousin of the Marquessa of [[Bowcourt]], on her behalf.&lt;br /&gt;
&lt;br /&gt;
; Summer 817wk&lt;br /&gt;
: Richard is exonerated and rule of Foxcourt is officially restored to Richard de Foxcourt as Count of Foxcourt. &lt;br /&gt;
: William Fortbrass is thanked for his service at a grand ball before his return to Bowcourt.&lt;br /&gt;
: Shortly after this, Count Richard is named Marquess of the Eastern Marches, honouring his service and loyalty to the New Western Kingdom, technically making him equal in rank to the Marquessa of Bowcourt. However Foxcourt is still a County of Bowcourt making the politics and relationships even more complicated. &#039;&#039;Note: Several would be master Courtiers are taking notes and planning their masterwork dissertations...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== People of Note/Importance ==&lt;br /&gt;
* Count Richard &amp;quot;Tricky Dicky&amp;quot; Foxcourt. Formerly in exile for conspiracy in the murder of the Duke of Aquila, exonerated after 13 years. Reported to have been reduced to ashes during the [[Middle Duchies War]].&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
Foxcourt has always had a proud history of military competence, providing many skilled officers to the war colleges and combined armies of the Western Kingdom.&lt;br /&gt;
&lt;br /&gt;
The army of Foxcourt was deliberately scattered and diminished during the time of Richard&#039;s exile, while it is being regathered and rebuilt, it is not expected to reach its prior size and capabilities until new generations can be trained.&lt;br /&gt;
&lt;br /&gt;
=== Elite Guard ===&lt;br /&gt;
During his time in exile, Richard built an elite guard of specialist troops that were deployed to gather information and unofficially protect his people from threats external (Monsters from the mountains, Drow Invasion and bandit remnants) and internal (those looking to take advantage of the absence of de Foxcourt rule). In another time these troops might be referred to as Black Ops or Special Ops.&lt;br /&gt;
While not generally known, the Seagate guild is reasonably certain that most of this troop are Warpstone enhanced Shape Shifters skilled in Spycraft, Politics, pointed diplomacy and conventional Warfare.&lt;br /&gt;
Exact numbers are not known as they blend into the conventional troops when not covertly deployed.&lt;br /&gt;
&lt;br /&gt;
== Historical Counts of Foxcourt ==&lt;br /&gt;
* Fulk, Count of Foxcourt&lt;br /&gt;
* Damien, Count of Foxcourt&lt;br /&gt;
* Richard, Count of Foxcourt&lt;br /&gt;
&lt;br /&gt;
==Trade==&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&lt;br /&gt;
==Crime and Punishment==&lt;br /&gt;
&lt;br /&gt;
===Mundane Crime===&lt;br /&gt;
&lt;br /&gt;
===Magical Crimes===&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
=== The de Foxcourt family ===&lt;br /&gt;
See [[De Foxcourt family]]&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Bowcourt&amp;diff=113392</id>
		<title>Bowcourt</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Bowcourt&amp;diff=113392"/>
		<updated>2026-04-17T21:12:53Z</updated>

		<summary type="html">&lt;p&gt;Martin: /* History */  typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__[[Category:Bowcourt]][[Category:Western Kingdom]][[Image:Bowcourt.gif|right|Arms of Bowcourt]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #ffff99; font-weight: bolder;&amp;quot;&amp;gt;&lt;br /&gt;
NOTE: This area of Alusia may be out of date, given the campaign events - [[The Drow Invasion]].  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Large and prosperous ancient Marquisate predating the Old Western Kingdom by over 400 years; part of the Old and New [[Western Kingdom]]s.&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Bowcourt was initially established as a &amp;quot;March&amp;quot; of [[Alfheim]] around 200 years after [[Panjari]]; a human population under elven nobility and governorship, created to protect the borders of Alfheim.&lt;br /&gt;
&lt;br /&gt;
From 700 AP onwards the elven rulers were slowly and deliberately replaced with human nobility as the elves gradually withdrew back to Alfheim. The area became the &amp;quot;Marquisate of Bowcourt&amp;quot; as a distinct entity in title and lands around 800 AP, with the last of the elven nobility withdrawing from the area by 1100 AP. The population of the area has always been mainly human, but the ruling nobles were initially elven, this giving way to human nobility with a gradual withdrawl of elves from the area around 1100 AP.&lt;br /&gt;
&lt;br /&gt;
When the northern migrations / invasions began around 1000 AP Bowcourt was a major source of resistance, largely limiting the earlier migrations to the west of the [[Baratary River]].&lt;br /&gt;
&lt;br /&gt;
After [[Ulric the Wolf]] founded the Western Kingdom around 1200 AP he married the Marquessa of Bowcourt and the kingdom&#039;s borders were redrawn to encompass the Marquisate.  Part of the marriage agreement stated that Bowcourt, and the title of Marquessa would be granted to their eldest daughter, and that the area would continue to be passed in a matrialinear succession.&lt;br /&gt;
&lt;br /&gt;
The area shows a strong elven influence even today in customs and [[Lalange|language]], and like Alfheim is traditionally matrialinear, although some areas, most notable [[Foxcourt]], follow a predominantly patrialinear model of inheritance.&lt;br /&gt;
[[Image:Bowcourt820.jpg|right|thumb|Borders &amp;amp; Towns]]&lt;br /&gt;
Over the years of the Old Kingdom the line of Kings married into Bowcourt a number of times. The noble women of Bowcourt are said by many to have &amp;quot;elven blood&amp;quot; despite the apparent impossibility of such a cross-breeding, and it is known that the daughters of many of the noble families possess notable beauty and appear to age significantly slower than most humans (their lifespans appear little altered but their apparent age is usually much less than their chronological age).&lt;br /&gt;
&lt;br /&gt;
Two of the Marquessas have also borne the title &amp;quot;Queen of the West&amp;quot;: [[Isabel_de_Bowcourt|Isabel the Good]], and her daughter [[Yolanda_de_Bowcourt|Yolanda]].&lt;br /&gt;
&lt;br /&gt;
===Drow Invasion===&lt;br /&gt;
The main thrust of the Drow Invasion of 813WK was focused up the Baratary River, the western border of Bowcourt. The potential damage to Bowcourt from the Drow&#039;s Ice River and associated magic was reduced through the ritual creation of magical wardings and barriers along the border, completed in late Thaw of Spring 813WK. (See scribe notes: [[Kill Them All]].)&lt;br /&gt;
&lt;br /&gt;
Despite this mitigation a number of settlements situated directly on the river were damaged or destroyed including (from South to North): [[Valliere]], [[Vannes]], Beaumont, Montsoreau, and Bragelonne. While both Valliere and Vannes have seen significant recovery and rebuilding in the years since, the three more northern settlements remain ruined, and magical &#039;&#039;contaminants&#039;&#039; have had adverse effects on even Bowcourt&#039;s magically protected land.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
* 63,340 square miles (excluding high mountain areas).&lt;br /&gt;
** GM Note: For real world comparison; about the size of Wisconsin or Tunisia.&lt;br /&gt;
* Fertile arable lands in north, west, and central areas.&lt;br /&gt;
* Forested highlands and mountains in east.&lt;br /&gt;
* Highly fertile lowlands in the south becoming bog in the south-west and forested hills in the south-east.&lt;br /&gt;
===Major Areas &amp;amp; Settlements (820WK) ===&lt;br /&gt;
====Counties====&lt;br /&gt;
* Bowcourt (direct holdings)&lt;br /&gt;
** Bowcourt, Captial City of (40,200)&lt;br /&gt;
** &#039;&#039;Montsoreau (Ruins)&#039;&#039; previously (8,700)&lt;br /&gt;
*** Tuquant (~3,500)&lt;br /&gt;
** Lafère (7,600)&lt;br /&gt;
* [[Chagny]]&lt;br /&gt;
** Saint-Michel (23,700)&lt;br /&gt;
** Rochefort (8,600)&lt;br /&gt;
** Vallon (7,400)&lt;br /&gt;
** Carrefour (~5,000)&lt;br /&gt;
* [[Foxcourt]]&lt;br /&gt;
** Foxcourt, City of (18,900)&lt;br /&gt;
* [[Remy]]&lt;br /&gt;
** Treville, City of (18,500)&lt;br /&gt;
** &#039;&#039;Bragelonne (Ruins)&#039;&#039; previously (8,700)&lt;br /&gt;
** Deville (~4,500)&lt;br /&gt;
&lt;br /&gt;
==== Viscounties ====&lt;br /&gt;
* [[Nevers]]&lt;br /&gt;
** Lencré, City of (14,500)&lt;br /&gt;
** [[Valliere | Vallière]] (~3,000)&lt;br /&gt;
* [[Vole]]&lt;br /&gt;
** Campagnol, City of (9,500)&lt;br /&gt;
* [[Faircourt]]&lt;br /&gt;
** Coeur-de-Fer (7,900)&lt;br /&gt;
* [[Newcourt]]&lt;br /&gt;
** Newcourt, City of (8,800)&lt;br /&gt;
==== Baronies (Coronet) ====&lt;br /&gt;
The Barons who hold &amp;quot;Coronet&amp;quot; Baronies are direct vassals of the Marquessa and rank higher in precedence than Barons who hold their lands from one of her Counts or Viscounts. The [[College of Heralds]] affords them the courtesy and precedence equal to a Viscount from outside of Bowcourt.&lt;br /&gt;
* [[Chartres]]&lt;br /&gt;
** Tenarèze (7,100)&lt;br /&gt;
* [[Lotharia]]&lt;br /&gt;
** [[Vannes]], City of (~7,000)&lt;br /&gt;
* [[Maumains]]&lt;br /&gt;
** Alençon (6,500)&lt;br /&gt;
* [[Mulberry|Mûre]]&lt;br /&gt;
** Armagnac (8,500)&lt;br /&gt;
* [[Sylvanwold]]&lt;br /&gt;
** Bar-sur-Loup (5,100)&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
===Population===&lt;br /&gt;
The total population of Bowcourt as at the 800 WK census was 6,357,000:&lt;br /&gt;
*5,725,000 Humans (approx. 90%)&lt;br /&gt;
*200,000 Halflings&lt;br /&gt;
*150,000 Elves&lt;br /&gt;
*135,000 Dwarves&lt;br /&gt;
*64,000 Orcs&lt;br /&gt;
*48,000 Giants (mostly Hill Giants)&lt;br /&gt;
*20,000 Shapechangers (estimated)&lt;br /&gt;
*15,000 various other races&lt;br /&gt;
&lt;br /&gt;
Livestock also recorded at the time of the census:&lt;br /&gt;
* 9509772 fowls (including chickens, geese, and ducks)&lt;br /&gt;
* 4475188 dairy and meat animals (including cows, goats, pigs, and sheep)&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
* [[Lalange]], [[Common]] (30% mostly urban)&lt;br /&gt;
* Literacy 7-8% (predominately urban)&lt;br /&gt;
&lt;br /&gt;
===Government===&lt;br /&gt;
* Feudal Aristocracy&lt;br /&gt;
** Current Marquessa (since 782) is [[Dulciena de Bowcourt]] (b. 757), second wife of the late Duke Frederick of [[Aquila]], and mother of [[Ulric Schwarzrotgold]] (b. 793), the Western King.&lt;br /&gt;
* The Heads of the incorporated areas exercise considerable autonomy regarding matters internal to their area.&lt;br /&gt;
====Social====&lt;br /&gt;
The Marquisate of Bowcourt is a very large, reasonably wealthy, and well populated area. The current ruler is a strong leader, and shrewd politician. There are no particularly unusual social conditions in Bowcourt. Courtesy is highly regarded. Troublemakers will not be tolerated, and will be swiftly dealt with by the well trained and equipped city guards or rural militia. If the troublemakers prove too difficult for the local constabulary, a request for help will be sent to the nearest [[Michaelines|Michaeline]] chapter house or other Powers of Light enclave.&lt;br /&gt;
=====Note on Noble Titles=====&lt;br /&gt;
Although Bowcourt has at least the power and influence of any of the western duchies, the rulers of Bowcourt have steadfastly refused to alter the ruling title of &amp;quot;Marquessa&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Part of the reason appears to stem from the area&#039;s long and prestigious history dating back to being an elven march, and continuing &#039;&#039;special relationship&#039;&#039; with [[Alfheim]], part is based on the original documents of enoblement, and part is bloody minded traditionalism.&lt;br /&gt;
&lt;br /&gt;
But whatever the reason, the highest title in Bowcourt remains &amp;quot;Marquessa&amp;quot;, and this has caused considerable congestion in noble titles and comparative ranks within the Marquisate. The Count of [[Chagny]] holds lands that would make him a Marquis in any of the Duchies, or even a Duke in his own right. Several of the Viscounts and Barons hold lands that would make them Counts in other areas. They in turn command hereditary knights (Lalange: &amp;quot;Chevalier-héréditaires&amp;quot;), who are styled as knights but hold lands fully equivalent to Baronies in other lands.&lt;br /&gt;
&lt;br /&gt;
This mismatch between given titles and practical possessions and power is something of a headache for the [[College of Heralds]] when determining [[Western Kingdom Nobility|exact precedence]] for formal events involving Bowcourt and foreign nobility.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Official religion is [[Powers of Light]], and all of the major chapters have substantial holdings in Bowcourt. Urielites have official status as Justices of the Peace, and serve in many functions throughout the judiciary. The religion is well respected by the general population with about 80% being actively religious (most of these being [[Raphaelites|Raphaelite]] in tendency).&lt;br /&gt;
&lt;br /&gt;
== Other Factions of Note ==&lt;br /&gt;
&lt;br /&gt;
* [[Royal Wizardry Squadron]]&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Harvest_Moon&amp;diff=113390</id>
		<title>Harvest Moon</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Harvest_Moon&amp;diff=113390"/>
		<updated>2026-04-17T10:34:06Z</updated>

		<summary type="html">&lt;p&gt;Martin: /* Briefing and Knowledge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;{{TOC limit|3}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Martin Dickson]][[Category:Scribe Notes]]&lt;br /&gt;
&lt;br /&gt;
Return to [[Scribe_Notes#Autumn 811 WK| Scribe notes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
div.divin { float:right; width:55%; margin-left: 5px; padding: 0 2px; border: 1px solid #CCCCCC; background: #FFFFDD; }&lt;br /&gt;
.buffs td { text-align: center; }&lt;br /&gt;
.buffs td.text { text-align: left; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
==Summary== &lt;br /&gt;
&#039;&#039;&#039;Adventure:&#039;&#039;&#039; Harvest Moon&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM:&#039;&#039;&#039; Martin Dickson&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session:&#039;&#039;&#039; Autumn 811&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night:&#039;&#039;&#039; Tuesdays&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039; Stephen&#039;s&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; Medium+&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Party:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Amelia]]&lt;br /&gt;
* [[Aryan]]&lt;br /&gt;
* [[Father Broc|Broc]]&lt;br /&gt;
* [[Cher]]&lt;br /&gt;
* {{:Gerald/Glass Signup Info}}&lt;br /&gt;
* [[Hagan]]&lt;br /&gt;
* [[Tari]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employer:&#039;&#039;&#039;&amp;lt;br&amp;gt; Justine D&#039;Amberville &amp;amp; Henri de Malvallet&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; &amp;lt;br&amp;gt; Some trouble among their people, details to come.  They have requested Father Broc, Spiritual Advisor to Justine&#039;s father, Baron Newcourt, to bring some friends to help. The request arriving after the Autumnal Equinox.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pay:&#039;&#039;&#039;&amp;lt;br&amp;gt; To be discussed. Broc will guarantee 5,000sp each&lt;br /&gt;
&lt;br /&gt;
===Briefing and Knowledge===&lt;br /&gt;
&lt;br /&gt;
Some referential material can be found in other wiki pages as detailed below&lt;br /&gt;
&lt;br /&gt;
* [[Newcourt_Tower_Investigations]]&lt;br /&gt;
&lt;br /&gt;
* [[Newcastle_Jottings]]&lt;br /&gt;
&lt;br /&gt;
* [[White_Wedding]]&lt;br /&gt;
&lt;br /&gt;
* [[The Mystery of Missing Suitors]]&lt;br /&gt;
&lt;br /&gt;
== Diary ==&lt;br /&gt;
&lt;br /&gt;
=== Mauvoisin Murder ===&lt;br /&gt;
; Sunday 18th Harvest&lt;br /&gt;
Gerald and I are meeting with Amelia in Gracht to discuss Trade.  Broc arrives and interrupts, he needs a party urgently to help investigate an issue in Newcourt and asks Amelia to help, Amelia agrees and drags Hagen out of his workshop to assist.  Gerald has interests in Newcourt and offers to help.  And naturally my obligation to my comrades in arms takes precedence over my tedious Kingly duties so I must assist too.&lt;br /&gt;
&lt;br /&gt;
Portalling back to the guild we find Tari and Cher on a break from their training and recruit them.&lt;br /&gt;
&lt;br /&gt;
In a guild meeting room we introduce ourselves and Broc lectures us on the background in [[Newcourt]] and [[Faircourt]], then tells us of Justine&#039;s request for help and says we need to leave urgently by portal to Newcourt, then ride for a couple of days to &#039;&#039;Bois de Cerf&#039;&#039;.&lt;br /&gt;
I suggest we fly there in my ship so we can be there this afternoon, Broc evidentially has an aversion to flying but we talk him round.&lt;br /&gt;
I&#039;ll be military leader and apparently I stuck my hand up for scribe, I thought we were still talking about military stuff, and Broc is responsible for us all.&lt;br /&gt;
The King (of the Western Kingdom) is visiting [[Bowcourt#Chagny|Shagknee]] which could lead to Monarchical confusion so I&#039;ll go incognito as the adventurer Trono!&lt;br /&gt;
&lt;br /&gt;
An hour later we&#039;ve gathered the bare essentials (beer, whisky, anvils, and leather) and taken off for a secret location where I enhance the magic for Broc, Tari, and Gerald to cast some spells.&lt;br /&gt;
&lt;br /&gt;
Two and a half hours later we drop out of the clouds near Bois de Cerf and land near a copse of trees about a mile from town.&lt;br /&gt;
Jogging in we are greeted at the gates with some suspicion but Broc is recognised by their Captain and we are permitted to see Justine.&lt;br /&gt;
&lt;br /&gt;
Her brother François has been squiring with Gerard de Mauvoisin, he raced in the other day saying that Gerard had murdered his page (a minor from an important family in Shagknee) but Gerard didn&#039;t do it and he doesn&#039;t know what to do.&lt;br /&gt;
Justine promptly sent a message to Broc at Newcourt which led us here.&lt;br /&gt;
Justine would appreciate it if her father&#039;s advisor would discretely investigate and resolve the issue before Michaelmas when it will need to become more official.&lt;br /&gt;
&lt;br /&gt;
Justine only has second hand info as François rode back to Mauvoisin, we clarify some stuff about local politics and potential enemies.&lt;br /&gt;
We&#039;re considering settling in for dinner and drinks when Amelia states that if we hurry she can probably still heal the boy.&lt;br /&gt;
&lt;br /&gt;
Back through town at a jog, out the gates and to the Air Ship, then down river for half an hour we spot what should be Mauvoisin.&lt;br /&gt;
We leave the ship tethered to trees about 20&#039; up and Gerald arranges some mist to conceal it, then we double time to the gates arriving just on sunset.&lt;br /&gt;
The guards don&#039;t recognise Broc and things start to look interesting when François and his dog turn up to vouch for us.&lt;br /&gt;
&lt;br /&gt;
François leads us to a cool cellar where the corpse is stored, the stab wounds match Gerard&#039;s bloody dagger, François found Gerard standing over the page with dagger in hand and had to disarm and restrain him.  But he insists he couldn&#039;t have done it.&lt;br /&gt;
&lt;br /&gt;
Hagen and Tari DA the corpse and say there&#039;s nothing to resurrect, Broc starts Divining.&lt;br /&gt;
&lt;br /&gt;
=== Swordplay Sans Sang ===&lt;br /&gt;
To distract François while we&#039;re waiting for the Divination, I take him outside to test his swordsmanship.&lt;br /&gt;
While his technique has room for improvement, he is stronger and faster than he appears and shows incredible stamina.&lt;br /&gt;
Broc gets ritual happy and starts Divining something else, Amelia tries to resurrect the page but can&#039;t, Cher gets in on the action by turning the page to stone, François and I continue our bout while Gerald and Tari watch.&lt;br /&gt;
There was some sort of magic on the page but it&#039;s very good at hiding itself, he can&#039;t be resurrected because something ate most of his soul (there&#039;s bite marks on the remnant).&lt;br /&gt;
&lt;br /&gt;
François gets a clean shirt and we head down to the dungeons.&lt;br /&gt;
&lt;br /&gt;
Gerard is quiet when we arrive, the guards report he has been raging during the day but quieted down recently.  Peering through the hatch we see he is standing in the far corner with his back to us, DA&#039;s fail to reveal any sort of possession.&lt;br /&gt;
Gerald distracts Gerard with an illusion which he berserkly attacks, Hagen and I charge in and restrain him.&lt;br /&gt;
We both have to keep hold while he shouts and thrashes (foaming at the mouth, completely black eyes) until Amelia soothes him into a Healer&#039;s doze.&lt;br /&gt;
Then Broc starts Divining and Amelia does a more in-depth healer look.&lt;br /&gt;
Gerard has some of the bad hiding magic too and has had it for a few weeks, Amelia detects it as some kind of disease.&lt;br /&gt;
&lt;br /&gt;
Amelia cures the disease and Gerard seems to relax into the normal sleep of a man who has been screaming for days, his eyes are no longer black.&lt;br /&gt;
&lt;br /&gt;
Checking François, he has the same disease, but it&#039;s in remission.  Amelia cures him anyway.&lt;br /&gt;
All of us are clear, the guard captain is clear, 4 of the guards are infected.  The two who accompanied Gerard and François to the tourney have one &#039;strain&#039; and the two who dragged Gerard down to his cell have a different strain.&lt;br /&gt;
&lt;br /&gt;
We have dinner with Lady Yseult, Gerard&#039;s wife, Amelia reports she is clear.&lt;br /&gt;
François has the hots for her which is no surprise as she&#039;s young and hot, but a bit dull and lifeless though that may be &#039;cos her husband&#039;s a loony.  But François is too inexperienced or too noble to act on it so he probably didn&#039;t poison Gerard to snag his wife.&lt;br /&gt;
&lt;br /&gt;
Now that Tari and Hagen know how to look for the infection, we split up and check all of the guards and anyone else we run into, all clear - except for the 4 guards.&lt;br /&gt;
&lt;br /&gt;
We sleep. &lt;br /&gt;
&lt;br /&gt;
; Moonday 19th Harvest&lt;br /&gt;
Before dawn the guards wake us to let us know that Gerard has started screaming again.&lt;br /&gt;
&lt;br /&gt;
Practised at it now, Hagen and I charge in and pin Gerard to the ground, Amelia checks him and he&#039;s reinfected, she cures him again and he comes too and is able to talk to us.&lt;br /&gt;
He doesn&#039;t remember any of his loony time, he remembers sending the page to town to pick up something for his wife, he returned with it and then everything gets hazy.&lt;br /&gt;
The item was a bracelet of charms for his wife, one charm from each tourney he attends, a local pewterer attached them to the bracelet for him.&lt;br /&gt;
&lt;br /&gt;
Amelia tells us the disease is back, and it&#039;s back in François too though in remission.&lt;br /&gt;
She could cure it again but it looks like it will just keep coming back.&lt;br /&gt;
&lt;br /&gt;
Must be time for a cold iron solution, I draw my sword and start cutting at Gerard, the others protest a bit but I eventually feel something catch and cut.  Broc checks and the &#039;dark cloud&#039; is gone, Amelia cures the disease and this time it doesn&#039;t come back.&lt;br /&gt;
&lt;br /&gt;
We leave Gerard locked up as a precaution and go to check out his study.&lt;br /&gt;
&lt;br /&gt;
The study is undisturbed since the incident, the debris and tracks match up with what François told us.&lt;br /&gt;
The page walked in, gave Gerard the box, Gerard grabbed the page by the throat and knifed him several times before dropping his corpse, François came in, Gerard attacked, François clubbed him unconscious with one of the trophies.&lt;br /&gt;
&lt;br /&gt;
The bracelet is magic, it looks like the same bad, self-hiding magic.  &lt;br /&gt;
&lt;br /&gt;
=== Going to Town ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;divin&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charm Magic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hiding Magic&#039;&#039; - Similar to the Binder Modify Aura, trying to hide the magic there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Containment&#039;&#039; - storing something like a Pestilence Curse&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Infection&#039;&#039; - Infects those who contact the charm and those they touch while possessing it (Healers can identify a difference between the &#039;Primary&#039; infections from direct contact and &#039;Secondary&#039; from contact with someone holding the charm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Syphon/Channel&#039;&#039; - siphons something away to a remote location - somewhere west or north and up to 500 miles away.   The charms on the bracelet may not be all siphoning to the same place.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The Bracelet has 6 charms from 6 different fairs/tourneys:&lt;br /&gt;
* Grue - Eostre 810wk - &#039;&#039;&#039;NM&#039;&#039;&#039;&lt;br /&gt;
* Mauvoisin - Floralia 810wk - &#039;&#039;&#039;NM&#039;&#039;&#039;&lt;br /&gt;
* Montresor - Harvest 811wk&lt;br /&gt;
* Bastion - Lammas 811wk&lt;br /&gt;
* Carrefour - Lammas 811wk&lt;br /&gt;
* Rochefort - Mid-Summer 811wk&lt;br /&gt;
* Coeur-de-Fer - Beltane 811wk&lt;br /&gt;
&lt;br /&gt;
Broc&#039;s Divination of the bracelet shows there are 4 or 5 magic bits combined into this one item, the bits don&#039;t go together nicely and are causing some interference with each other.&lt;br /&gt;
Each of the bits has similar effects, some of these effects do combine to create a more powerful result.&lt;br /&gt;
&lt;br /&gt;
While he&#039;s doing his ritual, the rest of us purify, watch or doze.&lt;br /&gt;
&lt;br /&gt;
Cher puts a Binder Counterspell on the bracelet which makes the aura easier to see, Tari is then able to DA it for (rough) current distance to the other end of the syphon, and Cher is able to identify two of the charms (Grue &amp;amp; Mauvoisin) that aren&#039;t magical.&lt;br /&gt;
&lt;br /&gt;
We poke around the study a little more then grab some breakfast and head to town to check out Françoise&#039;s girlfriend Madeline Ruche and the charm from Montresor that he gave her.&lt;br /&gt;
&lt;br /&gt;
On our way through town a blood splattered man wielding a cleaver charges out of a building towards François, the butcher (M. Boudin) wants to know what&#039;s being done about Mme. Cuiller, she cut him and stole one of his knives 3 days ago, he complained to the Beadle but nothing has been done about it.&lt;br /&gt;
&lt;br /&gt;
We talk him down, Amelia checks him, finds a secondary infection, then cures him while he is distracted chatting up Cher.&lt;br /&gt;
&lt;br /&gt;
Moving on we get to Mme. Bonpain&#039;s Bakery, Hagen starts chatting her up while we hustle Madeline outside to be checked over.&lt;br /&gt;
She has the primary strain and her charm has the bad magic, she reluctantly gives it up to Amelia who hands it to Gerald who puts it in a bag.&lt;br /&gt;
Amelia then cures Madeline but she has picked up the secondary strain and Gerald the primary.&lt;br /&gt;
Mme. Bonpain has the secondary strain.&lt;br /&gt;
&lt;br /&gt;
We move on to check out the Cuiller residence, carefully ensuring nobody bumps into Gerald.&lt;br /&gt;
Their house is closed up, but the back door is unlockable.  Inside we find M. Cuiller in his workshop, stabbed multiple times in the back about 3 days ago.  Upstairs in the bedroom we find Mme. Cuiller on the bed, it looks like she cut her own throat.&lt;br /&gt;
&lt;br /&gt;
Amelia confirms they both have had their soul eaten in the same way, she preserves them so they don&#039;t get any worse.&lt;br /&gt;
Broc Divines the Charm and learns a bit more, Gerald then gives the charm to an Illusionary animal to carry, Amelia cures Gerald and herself, Gerald makes the corpses look sick but not dead, Tari and François visit the Beadle to warn him of the disease and instruct him to send suspected sick people up to the keep to be checked.&lt;br /&gt;
Then we load the &#039;sick people&#039; into a hand cart and walk them up to the keep, eating our picnic lunch from the bakery on the way.&lt;br /&gt;
&lt;br /&gt;
From there Broc portals us to his chambers in Newcastle where we meet his daughter Kasmira then seek audience with and brief the Baron.  Our Healers check and clear the Baron and his advisers, and the Baron grants Broc authority to investigate the issue.&lt;br /&gt;
&lt;br /&gt;
From there we walk down to the amber mines to check Gilbert who had attended at least one of the fairs.&lt;br /&gt;
: &#039;&#039;Side conversations about the White Tower, Evil Aunt Justine, dangers of using magic in the Amber mine...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Foxes ===&lt;br /&gt;
Gilbert (&#039;&#039;Gillberr&#039;&#039;!) has obviously been cast aside by his former (rumoured) mistress, eating and drinking too much and burying himself in his work.&lt;br /&gt;
He did purchase tokens at the Foxcourt and Faircourt festivals, he doesn&#039;t know why as her wouldn&#039;t normally.&lt;br /&gt;
He is infected but his curse has been altered, not having done enough damage today we split up.&lt;br /&gt;
Broc stays to Divine Gilbert while Hagan stands guard, the rest of us head to Gilbert&#039;s room to retrieve his fair tokens.&lt;br /&gt;
&lt;br /&gt;
A conservatively dressed beautiful woman is waiting for us outside his door, she asks us to remind Broc of his truce with her mistress, gives us a small pouch for him then departs.&lt;br /&gt;
There&#039;s no answer to knocking and no sign of Gilbert&#039;s valet, I unlock the door, Cher making me transparent doesn&#039;t help.&lt;br /&gt;
Amelia and Gerald head off to find the valet and get his key while we start searching.&lt;br /&gt;
By the time they get back from the wine cellar with the key, we&#039;ve finished searching the room, no sign of any tokens.&lt;br /&gt;
We open the pouch to find two blackened fair tokens that are no longer magical.&lt;br /&gt;
A&amp;amp;G return, we check out one last thing then leave.&amp;lt;footnote&amp;gt;Not mentioning to anyone outside the party the magical tapestry concealing the door to the passage upstairs, presumably to the Baroness&#039; rooms.&amp;lt;/footnote&amp;gt;&lt;br /&gt;
Amelia locks the door and returns the key, catching up to us on the way back down to the mines.&lt;br /&gt;
&lt;br /&gt;
Gilberts curse has been inverted so that he is no longer infectious, this was done a while ago, we presume by Aunt Justine when Gilbert returned from the fairs.&lt;br /&gt;
Gilbert mentions the upcoming Michaelmas fair at Newcourt, we head off to track down the token supplier.&lt;br /&gt;
&lt;br /&gt;
Back at the castle, [[#Jubert|Jubert]] directs us to the master smith in town.&lt;br /&gt;
Cher, Amelia, and Gerald fly down to town to meet with a Domani seer, Broc and Tari use the road, while Hagan and I race each other to town by the most direct route - straight down the escarpment.&lt;br /&gt;
Failing to break any limbs we have time for a couple of rounds at the pub waiting for the Elves, then back them up while they question the smiths.&lt;br /&gt;
&lt;br /&gt;
The low rank smith who was delegated the task was approached by a smith from Foxcourt with an offer too good to refuse, at a bargain price, the tokens will be delivered a week before the fair.&lt;br /&gt;
&lt;br /&gt;
The seer revealed that some of their number have been working for a group that is up to no good over a wide area.&lt;br /&gt;
Amelia has an itchy neck like a small apocalypse is coming.&lt;br /&gt;
&lt;br /&gt;
Broc slashes open the air and portals us back to Mauvoisin, from there we fly to Foxcourt.&lt;br /&gt;
&lt;br /&gt;
Enquiring after the token merchant, nobody has heard of him.  Asking where they got their tokens from leads to a similar story of an unbeatably cheap offer from a merchant from Faircourt.  We get a description of the merchant this time and it looks like a young Richard of Foxcourt.&lt;br /&gt;
We buy their leftover tokens.&lt;br /&gt;
&lt;br /&gt;
Our enquires have gained us a fairly proficient tail, we trap him, ask questions, go through the cloak and dagger routine for a while to find out he&#039;s part of a group working for Richard.  Presumably this is nothing to do with our investigation.&lt;br /&gt;
&lt;br /&gt;
We walk out of town back to the barn where we hid the ship, Amelia cooks dinner and we discuss where next.  Main options:&lt;br /&gt;
* Wait for the token delivery to Newcourt, grab the merchant and make him talk.&lt;br /&gt;
* Discretely replace the Newcourt tokens with non-magical ones.&lt;br /&gt;
* Head over to Gracht, Aladar, or Aquila to see how far the fair token tampering has spread.&lt;br /&gt;
* Fly around with the chest full of tokens trying to refine down where they&#039;re siphoning too.&lt;br /&gt;
&lt;br /&gt;
=== Control Issues ===&lt;br /&gt;
; Duesday 20th Harvest&lt;br /&gt;
In the morning, we fly west to Tenarèze to check if their tokens are tainted.&lt;br /&gt;
We find the smith who made the last lot, he cast them himself in Bronze, he has a few left so we buy one - not a bit of magic in it.&lt;br /&gt;
&lt;br /&gt;
Next stop is south to Campagnol, they made their own wooden tokens for their summer mushroom festival.&lt;br /&gt;
&lt;br /&gt;
Flying further east to Coeur-de-Fer (Faircourt) we ask after M. Loyal, as expected nobody has heard of him.&lt;br /&gt;
Asking about their fair tokens, we find out they were supplied by M. Rire of Foxcourt.  &lt;br /&gt;
We get a description of Rire, it doesn&#039;t match the description of Loyal, Rire is shorter, older, and going to fat. &lt;br /&gt;
They don&#039;t have any tokens left, the remainder was stolen.&lt;br /&gt;
&lt;br /&gt;
Flying back west to Bastion, we enquire about their supplier, it was M. Rire and the description matches.&lt;br /&gt;
We happen to ask about delivery and find out that was done by a known merchant (Remy) from Château Villain, they never saw Rire again after the initial deal was made.&lt;br /&gt;
&lt;br /&gt;
Down to Carrefour, their tokens were made by the local leather-worker.  They&#039;re not magical.&lt;br /&gt;
&lt;br /&gt;
Next we decide to check on the merchant and set off for the short flight to Château Villain.&lt;br /&gt;
As we hit 40,000 feet, something goes wrong with the controls, we keep going up.  I delay our ascent by putting us in a spiral but something is fighting me for control and Amelia claims it&#039;s not her.&lt;br /&gt;
Hagan heads forward to help Amelia, Broc starts knifing Tari so Gerald knocks him out.&lt;br /&gt;
Tari checks Broc and can feel some sort of magical infection which then goes away.&lt;br /&gt;
Just then the vertical control Hagan was trying to move comes loose and we go into full free-fall and none of the controls will respond.&lt;br /&gt;
&lt;br /&gt;
Cher spots a small doll crawling out of Broc&#039;s gear and pounces on it, it jabs her hand and the Spec. takes out her Rune Shield.  Cher continues to crush the life out of it, two insects emerge and try to bite her hands so she crushes them, tiny cogs and silvery liquid metal spill out.&lt;br /&gt;
&lt;br /&gt;
Hagan DAs a spirit within the controls that is exerting control but he can&#039;t affect it.&lt;br /&gt;
Gerald comes forward and manages to put the spirit in a Maze then sends a Nightmare in after it.  The controls free up and I start slowing our descent, we level out about 10,000 feet up.&lt;br /&gt;
&lt;br /&gt;
Now that I can open the door without killing everyone, I make my way inside.&lt;br /&gt;
The Maze ends, the Nightmare is killed by the spirit, the spirit tries to flee but Tari kills it with one final blow to its insubstantial head.&lt;br /&gt;
&lt;br /&gt;
Searching our gear and the ship we find no more stowaways but Broc does find a small spell container in his pack.&lt;br /&gt;
As I set us back on course for Château Villain, Broc Divines the spell container which turns out to be a spirit container and Cher Divines the Puppet Golem. &lt;br /&gt;
Amelia heals Tari.&lt;br /&gt;
:&#039;&#039;NB&#039;&#039; Sometime in the past day or so, an enemy of Broc or someone opposed to our investigation planted the golem and spirit trap in Broc&#039;s gear.  Foxcourt or Newcourt seem most likely but there are too many possibilities to try to trace it back.&lt;br /&gt;
&lt;br /&gt;
In Château Villain we find the merchant Remy at home, Rire approached him about a week before the Bastion fair and asked him to deliver the tokens and collect payment, offering 25% of the collected amount as payment.  Rire never returned to collect his money.&lt;br /&gt;
&lt;br /&gt;
We decide our final stop for the day will be Saint-Michel, they are also having a Michaelmas fair and we want to check who is supplying their tokens.&lt;br /&gt;
&lt;br /&gt;
A search for stowaways before we leave and a few nervous passengers, otherwise a smooth flight and then a bit of a wait until Broc finishes his Divination of Cher.&lt;br /&gt;
Leaving the ship Rune-Warded and concealed, we walk into town.&lt;br /&gt;
&lt;br /&gt;
Saint-Michel is bustling, work continues on the fair stalls and stands even after dark, streets and houses are being cleaned, lots of buzz about the visit of the Western King, and a lot of guards actively patrolling.&lt;br /&gt;
Broc&#039;s credentials and half answers satisfy the guards, we track down the silver-smith that won the contract for the tokens.&lt;br /&gt;
Neither Rire not Loyal have come knocking, they are proudly making the tokens (silver swords) themselves.&lt;br /&gt;
&lt;br /&gt;
Broc heads off to the cathedral to stir up the local Michaelines, the rest of us settle in to an Inn.&lt;br /&gt;
Beer, food, song and women - a good evening.&lt;br /&gt;
&lt;br /&gt;
; W&#039;ansday 21st Harvest&lt;br /&gt;
After Broc&#039;s visit, a Michaeline now accompanies every patrol around town.  &lt;br /&gt;
&lt;br /&gt;
Assuming Rire follows his standard plan, he&#039;ll be off-loading the tokens to a merchant in Deaux, Grue, or Draché, Deaux seems the most likely, we may be in time to intercept him there.&lt;br /&gt;
The ship appears undisturbed, a search of bags and ship don&#039;t reveal any stowaways, we fly north heading towards Deaux.&lt;br /&gt;
&lt;br /&gt;
=== Assassin ===&lt;br /&gt;
We land outside Deaux, Tari seals the ship with her magic chain &amp;amp; lock then we walk into town.&lt;br /&gt;
&lt;br /&gt;
Asking around, nobody has seen M. Rire, but they did have a fair at Lammas, their tainted tokens were supplied by M. Loyal (from Rochefort).&lt;br /&gt;
&lt;br /&gt;
While we are standing in the street deciding our next move, Broc is injured by a ranged attack.&lt;br /&gt;
I step to shield him, Gerald takes the high ground, Tari prepares healing.&lt;br /&gt;
The next round of attacks hits me and Gerald spots where they came from, a balcony on the second floor of a warehouse about 60 yards away.  &lt;br /&gt;
Cher prepares to disintegrate the assassin&#039;s cover, Gerald puts a couple of arrows into the assassin, Amelia and Hagan charge, I Windwalk to the balcony, the assassin is stunned and being dragged back through a magical trapdoor, I grab at them a little too late and only come away with a cloak and something else, left behind is a metal square that was the outline of the trapdoor and a Mechanician-trap-grenado that is ticking down.&lt;br /&gt;
I jump off the balcony as the trap explodes, destroys the balcony and sends greek-fire everywhere.&lt;br /&gt;
&lt;br /&gt;
Most of us spend the next half hour putting the fire out before it engulfs the whole town, Tari checks out the 3 items, Gerald keeps watch.  Less than a minute after the encounter, the portal-square blackens and loses its magic.  Gerald spots a halfling sized golem watching from another roof, his spy rat gets eaten by something guarding the golem.&lt;br /&gt;
&lt;br /&gt;
Once the fire is out, the others act interesting in plain view while Amelia and I sneak around to where the golem is spying, we find drained rat corpses where the guardian (5&#039; tall feathered humanoid - Harpy?) has been waiting but it looks to have departed.&lt;br /&gt;
Gerald mazes the golem, Amelia climbs up ready to grab it when it emerges, while it is mazed Gerald sees it remove the top of its head, remove a red gem and crush it, the golem seems to lose some intelligence at that point.&lt;br /&gt;
The maze ends, the golem open its chest to expose the blades there and tries to impale Amelia on them, she overpowers and restrains it.&lt;br /&gt;
&lt;br /&gt;
Two hours and a couple of Divinations later, we know the golem is a relatively normal Rag &amp;amp; String made by a master Mechanician, up until it was in the maze it was possessed by someone, presumably the Binder.&lt;br /&gt;
&lt;br /&gt;
Cher looks back in time at the assassin, the golem planted the portal square about 10 minutes before the attack, the square opened like a trap door and the assassin crept out, leaving its feet dangling through the open portal.  It fired on us with a mechanised slug thrower (some of us have seen the like on other worlds) then was dragged back through the portal by a gloved pair of hands, the assassin had long blonde hair, wore dull grey clothes, is probably human and may be female, one of Gerald&#039;s arrows was still in it.&lt;br /&gt;
: &#039;&#039;NB Never trust a Lizard to sex a human.&#039;&#039;&lt;br /&gt;
Gerald uses Broc&#039;s bowl to locate his arrow, it&#039;s east.  Gerald sets off in pursuit, Cher flies after him with Amelia, the rest of us run for the ship.&lt;br /&gt;
The locate leads to a small camp in the forest about 5 miles from town and 100 yards from the road.  Tracks indicate about 5 people, they had been here about a day, they packed up in a hurry, 3 of them walked to the road about 2 hours ago and headed east, the others left by some other means.&lt;br /&gt;
One of the campers was female, another wore strong perfume, Aquilan and MMHS style boots.&lt;br /&gt;
Something else watched their camp, it arrived and left by flight, wore town shoes, didn&#039;t move while watching, and smelled of infection - flesh golem?&lt;br /&gt;
&lt;br /&gt;
The tracks on the road start normally then start skipping increasingly larger sections of the road (25&#039;,50&#039;, 100&#039;, 200&#039;...).&lt;br /&gt;
&lt;br /&gt;
We fly on to Newcourt, stash the ship in a barn, tip the farmer.  On route, Gerald disguised Broc and I as each other so if the bad guys continue to target Broc they&#039;ll get me instead.&lt;br /&gt;
&lt;br /&gt;
At the town gates Gerald&#039;s illusionary Beagle can smell that the heavily perfumed man has been through here recently, the guards identify him as an Altgraf from Aquila who has been staying at the &#039;&#039;Poisson Jaune&#039;&#039; (Yellow Fish) Inn. We decide to pay him a visit. [GM note: The upmarket inn is named &#039;&#039;Dauphin D&#039;Or&#039;&#039;... the guards were being, well, guards].&lt;br /&gt;
&lt;br /&gt;
=== Generating Sparks ===&lt;br /&gt;
&lt;br /&gt;
We have our plan and we need to talk with &#039;&#039;&#039;de Altgraf von Gainzmeir Voustenhagen&#039;&#039;&#039; so killing everyone isn&#039;t a great idea.   &lt;br /&gt;
We split up to cover all exits, Hagan and Cher to the stables, Gerald and Amelia to kitchen door, Broc (as me), Tari (as herself), and me (as Broc) enter the front door. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are well dressed doormen at the front door, we ignore them, they protest, inside we run into the manager and a couple of waiters, I try to deal with them like a priest, lots of reference to the angels, the Baron, and some threats of throwing Michaelines at them, it doesn&#039;t work very well, they call for guards and protest a lot, Broc tries to bully them but he&#039;s not very good at being me, I try not to hit them, it&#039;s hard!  Knocking them out would probably be taken badly and it&#039;s not like they&#039;re dangerous so I just lift them up and move them aside so we can head up the stairs without any bloodshed.&lt;br /&gt;
&lt;br /&gt;
Meanwhile they&#039;ve delayed us and made enough fuss for the Altgraf to be alerted.  Gerald and Amelia are already upstairs and Gerald has identified the correct rooms, the Altgraf and the woman with him appear in the stables near Cher, she engages the other woman and Hagan goes for the Altgraf.  Gerald, Amelia, and Tari make their way down to the stables.&lt;br /&gt;
Broc charges the door down - on his second attempt, steps into the corridor beyond and gets stunned by lightning thrown from the sword of the lightning covered guy in jousting plate - Broc&#039;s really not very good at being me. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I slip past him into the room trying to look priestly and ineffectual while tactically positioning myself.&lt;br /&gt;
Seizing initiative and tactical surprise I charge the knight, Broc assists with a shove then falls over stunned again, the knight and I go through the window crashing down into the alley next to the stables, just missing Gerald.&lt;br /&gt;
&lt;br /&gt;
Hagan nearly kills the Altgraf without even trying and then frantically stabilises him.&lt;br /&gt;
Cher has been thumping the duellist and almost lost a hand (saved by Rune Armour) and an eye (saved by Amelia) in return, Tari throws her sword into the melee and Amelia vaults over Cher to join the fight, the duellist surrenders.&lt;br /&gt;
&lt;br /&gt;
Broc comes out of stun and starts searching the room, the jouster is twitching and sparking ineffectively, his lightning generating backpack is faulty, I help him out of his armour but he doesn&#039;t want to fight any more.&lt;br /&gt;
&lt;br /&gt;
There is a runeportal in a wardrobe and another in the stables but otherwise our searching reveals nothing suspicious.&lt;br /&gt;
&lt;br /&gt;
We haul our 3 prisoners to the guard house and put them in separate cells, the Altgraf has a pet weasel in town (calls himself a barrister) that insists on coming along, he confesses to working for the Altgraf then tries to weasel out of it.&lt;br /&gt;
&lt;br /&gt;
I start by questioning the knight (formerly in jousting armour), he isn&#039;t a knight just a faithful family retainer who didn&#039;t ask questions, willingly puts on experimental armour and won&#039;t tell tales.&lt;br /&gt;
&lt;br /&gt;
Next is Cher&#039;s opponent, she&#039;s an Aquilan Landed-Knight, her services have been retained by the Altgraf and she will not breach that agreement by talking of her employer&#039;s business.  She declares she is guilty of no crime and has a ransom lodged with the Duellists Guild if we are claiming she has been taken in fair battle.&lt;br /&gt;
&lt;br /&gt;
Amelia has healed the Altgraf enough to talk, Gerald and Broc arrive, I remove the disguises so we can be ourselves again and hand over the interrogation of the Altgraf to Gerald.&lt;br /&gt;
&lt;br /&gt;
It goes slowly, painfully - and not in a good way, the Altgraf denies everything and the weasel twists every answer, they both need a good bashing, eventually Gerald gets them to sell out the assassin and the other at the camp, former employees of his that acted without his knowledge, it was nothing to do with our investigation, just an attempt to kill Broc to inconvenience Broc&#039;s ally.&lt;br /&gt;
&lt;br /&gt;
Gerald then talks to the other two, the Frau is outraged that the Altgraf has turned on his own men and declares her agreement with him broken.&lt;br /&gt;
In return for her freedom she tells us that the Altgraf ordered the assassination attempt on Broc to create an opening in the &#039;&#039;[[White Lodge]]&#039;&#039; (a secret exclusive club/cabal for powerful evil mages, links to [[Newcourt Tower Investigations|The White Tower]] and with a limited number of members), the Altgraf believes that Broc and Dramus are either full members or acolytes of a full member (Aunt Justine).&lt;br /&gt;
This was the only attempt to kill Broc that she knows of, the Altgraf isn&#039;t part of the current event we&#039;re investigating but he is here looking to exploit any opportunities it creates and to attempt to gain membership in the White Lodge.&lt;br /&gt;
&lt;br /&gt;
Once we&#039;re fished we let her go as agreed and leave the Altgraf locked up.&lt;br /&gt;
&lt;br /&gt;
=== White Tower ===&lt;br /&gt;
Apart from revealing the White Lodge this hasn&#039;t helped us much with the big curse magic disease thingie.&lt;br /&gt;
&lt;br /&gt;
I&#039;m keen to return to the plan and try to intercept Rire in his hand-off at one of the towns but Amelia is concerned about local politics and Broc decides we&#039;re going to report to the Baron, at least that&#039;ll give me a chance to interrogate the evil Aunt about her White Tower involvement.&lt;br /&gt;
&lt;br /&gt;
It&#039;s after dusk when we get to my ship so we can fly up to the castle without causing a stir, we fit nicely in the courtyard outside Broc&#039;s temple.&lt;br /&gt;
The guards inform us the Baron is dining in the great hall, some of us get changed and we head to dinner.&lt;br /&gt;
There are a couple of snooty-type high Elves visiting and keeping to themselves, they look like long-serving military but probably not regular army.&lt;br /&gt;
Aunt Justine is absent, as is one of the cousins, both are reported as sick and keeping to their rooms.&lt;br /&gt;
&lt;br /&gt;
After dinner we report to the Baron, who gives us a brief audience and minimal attention as he is more interested in seeing to the needs of his subjects (specifically the hot blonde wench serving him at dinner).  He&#039;s slightly annoyed at our news as the Algraf had been a reliable buyer for the MMHS mechanicians, he&#039;ll banish the Altgraf and increase the Amber price with the mechanicians.&lt;br /&gt;
The Baron also mentions that the Elves are here to check the seals and want to talk to Broc.&lt;br /&gt;
&lt;br /&gt;
Back at the great hall we have a chat with the Elves, who only talk to Broc and Tari - definitely High Elves!&lt;br /&gt;
She&#039;s a celestial, he&#039;s an Air Mage, they report to the Queen, they checked the seals this morning and all is well.&lt;br /&gt;
Broc and Tari are being Elvish so I ask them about the White Lodge which they ignore but tell our Elves that it couldn&#039;t be The White Lodge as that ended when they sealed the tower, they imply anyone calling themselves white lodge are just human wannabes so not a real threat.&lt;br /&gt;
&lt;br /&gt;
Time to visit the old witch, the others come along but most of them hang back at the end of the corridor while I knock.&lt;br /&gt;
The succubus maid answers and refuses entry, I&#039;m keen to rumble on through her but Broc overrules me.&lt;br /&gt;
&lt;br /&gt;
The mages want to check out the White Tower so we cross the bridge from the great tower, climb the ladder and then hang out in the icy wind for a couple of hours while Broc and Cher divine the seals and Gargoyles.&lt;br /&gt;
&lt;br /&gt;
Nobody falls to their death, nothing dodgy about the seals, the power within the tower does seems to be swelling towards a peak but within the containment capabilities of the recently reinforced seals.&lt;br /&gt;
&lt;br /&gt;
Everyone settles down to sleep in Broc&#039;s guest rooms, I find a warm bed near the kitchens.&lt;br /&gt;
&lt;br /&gt;
; Th&#039;rsday 22nd Harvest&lt;br /&gt;
We fly to checkout Draché and Grue, no sign of Rire, we re-check Deaux but no sign there either.&lt;br /&gt;
Broc tries asking Gabriel for guidance, I try using my crystal ball to see where I&#039;ll fine Rire and see a tent with a purple pennant.&lt;br /&gt;
That&#039;s got to be one of the fairs and most likely the Newcourt one, so we fly back there.  &lt;br /&gt;
&lt;br /&gt;
First we check on Hercule and find he has company, mechants from Montesor who are delivering his tokens.  They seem to be the usual innocents used for the delivery, Broc terrorises them a bit, Tari distracts Hercule and Cher swaps out the tokens for our non-magical ones.&lt;br /&gt;
&lt;br /&gt;
Walking through town to check out the town-square and the fair grounds the streets are crowded and noisy, a circus has arrived early for the fair, they seem legitimate then the crowd starts calling out Loyal which turns out to be the local equivalent of ring-master.&lt;br /&gt;
&lt;br /&gt;
I come up with a new plan... &#039;Kick the Hive&#039;!&lt;br /&gt;
&lt;br /&gt;
=== Just One Bee ===&lt;br /&gt;
The Plan - the White Lodge want to remain secret, so we give them publicity until they reveal themselves or give up and flee.  With luck they&#039;ll come swarming out of their secret hive to sting me into silence then we can swat them.&lt;br /&gt;
&lt;br /&gt;
We acquire the use of a house outside the walls within sight of the fair ground where the circus is setting up.  The owners are Domani who are leaving town for a couple of weeks (forewarned of pending doom).&lt;br /&gt;
We stash the box of enchanted fair tokens in the basement and lay down a few wards, they may draw someone trying to recover them once they discover we&#039;ve switched them out.&lt;br /&gt;
&lt;br /&gt;
Gerald helps me get into character and appropriate accessories then I sneak out of town.&lt;br /&gt;
&lt;br /&gt;
Late in the afternoon, &#039;&#039;Prior Needles to the Unclean&#039;&#039;, Michaeline Witch-sniffer enters town, enquiring of guards, merchants, and cornered locals for anything they know of the Evil Witches of the [[White Lodge]].&lt;br /&gt;
&lt;br /&gt;
The party is split into two shifts, one shift trailing me waiting to see if anyone takes the honey, the other resting at the house, watching the fair ground and guarding the tokens.&lt;br /&gt;
&lt;br /&gt;
Apart from causing a few scenes nothing much happens until I sniff around the circus, they don&#039;t smell of the White Lodge but they obviously have something to hide from the Light of Michael as they try to get rid of me.&lt;br /&gt;
My relentless pressure and their fear of the wroth of Michael lead them to confess that their wagons were ransacked by thieves on their way to town.&lt;br /&gt;
&lt;br /&gt;
Departing the circus, a mist rises around me and a pretty girl who obviously sees through my layers of disguise starts being enigmatic.  &lt;br /&gt;
&#039;&#039;A conversation ensues with the layers, depth, and beauty of the sea crashing upon a barren winters shore, and Aryan&#039;s half of it which involves running along kicking the spume.&#039;&#039;&lt;br /&gt;
[[Frau Holly]] is a member of the White Lodge, she is not amused at my antics but will not act against me, she says some of the others are not so restrained.  She claims to have nothing to do with the fair tokens but she won&#039;t tell us who is behind it.&lt;br /&gt;
Nobody dies, Frau Holly and her mist fade away.&lt;br /&gt;
The several minute conversation in the mist only appeared to last a few seconds to those outside.&lt;br /&gt;
&lt;br /&gt;
I make my way to a cheap tavern within range of our house, we chat and change shifts.  I settle in for the night here, as good a place as any to lure bad guys to.&lt;br /&gt;
Amelia, Hagan and Cher spot someone else watching the Inn, they think it&#039;s the bird-man/harpy creature but they can&#039;t get close enough to confirm before it departs.&lt;br /&gt;
&lt;br /&gt;
; Frysday 23nd Harvest&lt;br /&gt;
Trying to target my beehive-kicking a bit more and up the ante, I mention Marlo and Udo Udet by name and destroy a few of the enchanted tokens that I find on merchants and townsfolk.&lt;br /&gt;
&lt;br /&gt;
Broc spots a lost spirit and questions it, following his lead I take my pursuit of evil to the smelly quarter of town, investigation reveals the spirit is of a dead man who worked in a tannery.  He was young and disappeared a couple of days ago but his spirit appears old.&lt;br /&gt;
Broc tracks his corpse to a pauper&#039;s grave and pays the grave digger to unearth him.  The body is of a man who appears to have died of old age.  Broc takes the corpse home while I lead Amelia and Cher through the dock-side of town where the corpse was found, we don&#039;t find anything unusual and the locals don&#039;t report anything odd, but we find out there was another unidentified corpse of an old man found in the area a couple of weeks ago that we assume was life-drained in a similar way.&lt;br /&gt;
&lt;br /&gt;
=== The Death of Needles ===&lt;br /&gt;
&lt;br /&gt;
We have dinner together then I head out to find a nicer Inn and a young woman in need of a blessing from Michael&#039;s Sword.&lt;br /&gt;
Nobody attacks during the night.&lt;br /&gt;
&lt;br /&gt;
; Reapsday 24th Harvest&lt;br /&gt;
Broc opens his Silver-for-Cursed-Tokens stall and manages to acquire and destroy a few tokens but not many.&lt;br /&gt;
&lt;br /&gt;
I wander town and nothing much happens until nearly lunch time the some guards approach warily to take me to the guard house.&lt;br /&gt;
I tag along to see where this leads, we&#039;re followed by a group of 3 cloaked figures (as well as the party members tailing us).&lt;br /&gt;
I let them finesse me into a cell but jemmy the lock then wait to see if the captain or the cloaked assassins are the next through the door.&lt;br /&gt;
Amelia, Hagan, and Cher infiltrate the gathering crowd outside, and prepare contingency plans, Gerald, Broc, and Tari are on their way.&lt;br /&gt;
&lt;br /&gt;
The captain comes in and wants me to confess to murdering some local woman last night, he&#039;s almost as good at interrogation as I am and almost traps me into a confession when I fall back on church doctrine and demand Urielites to be summoned.&lt;br /&gt;
The Captain agrees and beckons in the cloaked assassins, their leader pulls back her hood and reveals she and her sisters are Urielite Justicars.&lt;br /&gt;
I send the captain away, check nobody else is within earshot and then tell the sisters who I really am and what&#039;s going on, they&#039;re a bit dubious so I tell them who I really-really am and get some nodding acceptance.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, outside the crowd is turning into a lynch mob, Cher tries to defuse them, Hagan goes into deep cover as one of them and starts organising the siege, Amelia plays the innocent.  Bardic Voice can sway some of the crowd back to normalcy but our guess is they&#039;re affected by some sort of mass-charm-curse, Hagan gets a sample for later study.&lt;br /&gt;
[[File:HarvestMoonLetter2.png|200px|thumb|right|Letter on dead courier]]&lt;br /&gt;
It looks like Prior Needles useful days are numbered so we come up with a plan.&lt;br /&gt;
I escape to the roof pursued by the Urielites who keep the guard from chasing close enough to get hurt.&lt;br /&gt;
From the rooftop I deny the murder, blame the witches, and call on Michael to strike me down if I am not a true Michaeline, then wreathed in flames (immolation) and struck by lightning from on high (Gerald), I disappear in a flash of light.  When the flash-blindness wears off, all that is left of Prior Needles are his bandolier of needles and his lightning struck sword.&lt;br /&gt;
A few in the crowd were injured in the flash-blind panic but they disperse now the mass charm no longer has a target.&lt;br /&gt;
&lt;br /&gt;
We have a private chat with the Urielites, they&#039;re a bit pissed that Broc didn&#039;t keep them informed, Broc and their lead sister arrange for the local Michaelines to be on alert and talk for ages but one of the other sisters is cute and we flirt for a while.&lt;br /&gt;
&lt;br /&gt;
Finally the talking is done and they have to go, we check the murder scene and body for clues.  We confirm that the witnesses really did see Needles confront and kill the old woman (a socialite-seer from a good family), but she died from some sort of life-stealing shortly before the needle was plunged into her heart, she&#039;s not resurrectable.&lt;br /&gt;
The family are satisfied that justice has been served and that the Duke&#039;s chaplain has personally consoled them in their loss.&lt;br /&gt;
&lt;br /&gt;
Cher, Gerald and I look after Broc&#039;s token stall while the others get cosy with Hagan back at our house.&lt;br /&gt;
Broc divines Hagan to confirm the crowd was affected by a mass-charm-infectious-curse-disease type magic, and finds out that Hagan is infected with something that might be affecting him, Amelia confirms there is something there that hides itself, she can now see the absence and it has spread quite far.  Broc sends Hagan to prepare dinner while they discuss him and check each other for the same, Tari is also infected but not as badly.&lt;br /&gt;
&lt;br /&gt;
Broc tells us when we return from the stall, Amelia feeds Tari a potion to clear out parasites, we eat dinner, Hagan poisons me, Amelia cures it, we tell Hagan he&#039;s infected and come up with a few ways to try curing him.&lt;br /&gt;
&lt;br /&gt;
Gerald makes Hagan invisible so we can almost see the things crawling inside him, Tari visits the privy, Gerald mazes it but find he only has one of hundreds of maggots (Blood Worms) which we keep in a jar for later study.  Tari visits the privy, Broc binds their spirit but finds he is only holding the tip of something much bigger which notices him, Broc puts the spirit on notice that he&#039;s coming for it, the spirit tags him with some sort of locate and kills the maggot we captured.&lt;br /&gt;
Amelia and I take Hagan downstairs and I use some of my abilities as a former Air Mage to protect him from lightning and then blast us all with it several times.  Amelia and Hagan are immune, I hurt, the bugs die, Tari visits the privy, then Amelia keeps Hagan from death and drains him of the dead maggot goo.&lt;br /&gt;
&lt;br /&gt;
Hagan feels much more clear headed and no longer feels the urge to kill me, but he and Tari can&#039;t agree who had the worst cure.&lt;br /&gt;
&lt;br /&gt;
That night while Gerald and I are on watch, something crashes into the back door, we wake the others and investigate, it&#039;s a dead body that [[Koth Darkclaw|a big cat]] has killed and left at our door, it has a note on it in a messenger pouch.&lt;br /&gt;
&lt;br /&gt;
=== Circe du la Loon ===&lt;br /&gt;
The note is all spy talk and indirect references but a couple of things are clear, the bad guys have someone local who is warning off the group that are bringing something critical for the big event.&lt;br /&gt;
Assuming the dead guy at our door is the messenger then the incoming group should still be coming.&lt;br /&gt;
&lt;br /&gt;
; Sunday 25th Harvest&lt;br /&gt;
Broc and Hagan portal to Broc&#039;s rooms at the castle to get some heraldry books to see if C.d.l.l. refers to a Count or local Chevalier.&lt;br /&gt;
Then Broc pours through his books at the stall while the rest of us man the stall and watch the main roads for likely looking bad guys.&lt;br /&gt;
&lt;br /&gt;
People, drinks, people, lunch, people... a new Circus!  &lt;br /&gt;
This one arrives in the afternoon with less fanfare than the earlier one and is a bit more adult themed.   We follow it on the road around town to the fair grounds and watch them set up, we&#039;re all suspicious but no solid leads until dusk when a pair of more important looking women and a bodyguard emerge, Amelia recognises the more senior dark haired woman as the bad girl that locked her party in a cage 20 years ago and was killed and dragged off by the revenant of her husband.  She looks exactly the same as she did then but her aura is almost certainly fake and she&#039;s wearing layers of magic and concealments.&lt;br /&gt;
She doesn&#039;t hang around to be studied for long before she returns to the wagons.&lt;br /&gt;
&lt;br /&gt;
We close up the stall and confab in our house, on our way home we hear the name of the Circus, &#039;&#039;Circe De La Luna&#039;&#039; - not a noble or even a person after all.  Broc thinks this [[White Lodge#Lillian|woman (Lilianne)]] has used several other aliases including the wife of Robert d&#039;Amberville who was the previous Baron and was the current Baron of Newcourt, Hugh d&#039;Amberville&#039;s older brother.&lt;br /&gt;
She&#039;s a bad guy, I vote we go kill her, the others want to wait and gather proof.&lt;br /&gt;
I point out the local bad guy will probably realise his message didn&#039;t get through and try to warn her again then they&#039;ll all flee and hide again.&lt;br /&gt;
We compromise by preparing for combat and keeping watch for the local bad guy, Gerald sets up his table and we observe.&lt;br /&gt;
&lt;br /&gt;
The &#039;Harpy&#039; is also watching from a rooftop, the Tiger is prowling beyond the fair grounds, two others are also watching.  The one of those that we can see is badly scarred or a flesh golem.&lt;br /&gt;
&lt;br /&gt;
A couple of hours later we spot someone skulking through the streets towards the Circus, that&#039;s good enough for us so we prepare to ambush him as he nears our house.&lt;br /&gt;
The ambush would have gone flawlessly, if he was mortal.  He turns out to be one of the mechanical-golem-things disguised as a person, a lot stronger and tougher than we were expecting.  It&#039;s a good fight and going well, Amelia draws first blood which turns out to be Starsilver, it releases a swarm of the golem poison insect things which I have to use a Thunderclap to clear - not so discrete any more, we&#039;re winning the fight and Broc is about to bind the spirit of the Binder we presume is possessing it when Cher slays it with Unfastening.&lt;br /&gt;
&lt;br /&gt;
We gather the bits and haul them inside, adding to our pile in the basement, Cher summons the puddle of Starsilver to follow us.&lt;br /&gt;
&lt;br /&gt;
We stopped the messenger but now the local bad guy is warned, the others finally agree we can attack the witch.&lt;br /&gt;
Re-arming the Smites we fly out over the circus, Cher uses her crystal ball to identify two wagons that the witch went out of and into at dusk, we descend and attack.&lt;br /&gt;
&lt;br /&gt;
=== Playing Both Sides ===&lt;br /&gt;
I rip open the door of wagon 1, a quick look finds it empty.&lt;br /&gt;
Amelia breaks the lock of wagon 2 and comes face to face with the big gimp, she steps in to engage it and Broc charges to join in.&lt;br /&gt;
The fight entirely blocks the door and the gimp is not human nor a quick take down.&lt;br /&gt;
Cher starts trying Binder magics on the gimp but it turns out not to be a golem.&lt;br /&gt;
Hagan takes to the roof of the wagon and starts tearing it open, inside he sees the dark woman (Lilianne) who promptly charms him with her voice.&lt;br /&gt;
I leap to join Hagan on the roof and he attacks me, I remove the charm so we can both concentrate on the witch.&lt;br /&gt;
She looks up at us and explains how we are mistaken to attack her and asks for our protection which Hagan and I are happy to provide.&lt;br /&gt;
Hagan opens the roof up large enough for m&#039;lady to safely exit then drops in to levitate her out.&lt;br /&gt;
Meanwhile I go to deal to the brigands assaulting our lady, two of them are assaulting our lady&#039;s loyal bodyguard so I help him out first striking his assailants stunning blows, one is staggered but the other shrugs it off, they may not be human but both are magic wielders and are trying to perform their arcane evil.&lt;br /&gt;
I strike hard and fast to disrupt their casting, one of them yields then flees, the others flee soon after.&lt;br /&gt;
Hagan and my lady have vanished in a puff of mist leaving nothing but her dress drifting to the ground.&lt;br /&gt;
There is no further need for me here, I fly to the brigand&#039;s lair to make it clear to them the error of their ways, I get there before them so settle in to wait, Hagan soon turns up to join me.&lt;br /&gt;
&lt;br /&gt;
Nearly half an hour later a wagon pulls up outside our house, delivered by Tiger.&lt;br /&gt;
Gerald, Amelia, and Cher discuss what to do about it then move it round to the back of the house. &lt;br /&gt;
Hagan and I discuss the misunderstandings at the circus and what went wrong, we work out that some or all of the others must have been charmed while we partially resisted so were only confused.  We carefully check each of the others but it seems the charm has ended and everyone is themselves again, we may need to ensure we are deafened when we next encounter his dark lady.&lt;br /&gt;
&lt;br /&gt;
The wagon turns out to be a magical artefact, presumably one of the collectors for the amulets.  &lt;br /&gt;
Broc returns from settling the Michaelines into interrogating the circus folk then he and Cher start their Divination which confirms our guess and identifies there are probably two others to the south and south-west.&lt;br /&gt;
&lt;br /&gt;
We are discussing plans when something crashes into the roof of our house.&lt;br /&gt;
The War Golem here to kill us is tougher than Iron or Stone Golems and equipped with nasty alchemical and mechanical weapons, going toe-to-toe with it will be a slow and bloody process, I drop it through the floor to buy us a few seconds to organise a more effective strategy.&lt;br /&gt;
&lt;br /&gt;
=== Failure to Apprehend ===&lt;br /&gt;
Tari casts Tunnelling to bury the golem until we&#039;re ready to deal with it but the golem starts flying.&lt;br /&gt;
I heal up and prepare myself to go toe-to-toe with it again.&lt;br /&gt;
&lt;br /&gt;
Outside a couple of horses in wagon harness arrive, driven by a couple of golems.  &lt;br /&gt;
Gerald shoots the puppet golem and spooks the horses into bolting, he then lands to engage the other which he identifies as some sort of tar-baby-mud-golem after it captures the Main-Gauche he attacked with.&lt;br /&gt;
&lt;br /&gt;
Broc keeps watch on the Wagon and tries to find out more about it, a magical mist makes that harder, then he hears someone moving through the mist and getting inside.  A crossbow bolt through the back of the wagon scares the intruder, Gerald teleports in just in time to see a child teleport out carrying something.&lt;br /&gt;
&lt;br /&gt;
I engage the golem and try cutting its flying off but it must be a ritual or shaped in, it blasts me again and my arm is saved by the Rune Armour.  I try knocking it back into the hole with my Runed Mattock and succeed in damaging its blasting arm but it doesn&#039;t budge.  Amelia is whittling away at it from behind and manages to slow it.  Cher manoeuvres to its rear and makes part of it transparent, Hagan tries to tear through to the revealed inner workings but can&#039;t punch through the armour.  I hack it from the front and it hacks me back, I immolate, it releases a pool of Greek fire-oil, the house catches alight and things get painfully hot for all but the golem.  Cher manages to disintegrate one of the inside bits which disables the spinning blade that has been carving me up, the golem pauses as we continue to pound on it then something inside starts spinning at high speed, Cher advises running.&lt;br /&gt;
As we step back Tari fails to encase the golem in a ring of stone, we all dive for cover as it goes boom.&lt;br /&gt;
&lt;br /&gt;
The house is cut in half, Amelia is trapped in the cellar by a pile of rubble.  The neighbouring houses are also cut in half and start collapsing, Hagan is pleasantly surprised to report that nobody died.  The wagon is also cut in two, the web of wires in the back is now a disorganised tangle.  The tar-baby-golem is killed and Gerald&#039;s blade drops to the ground.&lt;br /&gt;
&lt;br /&gt;
Clean-up time, I put the fire out, Amelia, Hagan and Cher rescue the neighbours, Gerald and Broc checkout the small workshop in the back of the wagon, identifying the token making apparatus.  Once they&#039;ve finished I trash the rest of the artefact which releases a burst of magic then is completely mundane.&lt;br /&gt;
&lt;br /&gt;
We apply some healing and get combat ready again then Broc sends invisible Amelia through the dress that Lilian used to escape, we fly to the empty house that Amelia has emerged into and carefully search it.&lt;br /&gt;
We find a couple of other dresses in the wardrobe that are also rune portal destinations and a couple of anchor points for doorways to something that isn&#039;t there right now.  Broc can&#039;t re-open these portals.&lt;br /&gt;
&lt;br /&gt;
We check the other portals in the circus wagons but none of them lead to anywhere we don&#039;t already know about.&lt;br /&gt;
&lt;br /&gt;
No more immediate leads so we sleep.&lt;br /&gt;
&lt;br /&gt;
; Moonday 26th - W&#039;ansday 28th Harvest&lt;br /&gt;
The Michaelines and Urielites have been busy interrogating Circus folk, most of them are innocent of any involvement in the witchcraft.  Rire and Loyal were actively complicit but don&#039;t know anything important, they&#039;ll be executed as public scapegoats.&lt;br /&gt;
Richard Foxcourt is there with and under the protection of a Lunar Inquisitor (Vibius Moriabus Scipio), they&#039;ve been tracking Lilian/Lileth.&lt;br /&gt;
&lt;br /&gt;
Richard -- who has been in exile in the Lunar Empire -- happened to run across her and was shocked to recognize the late Baron Robert D&#039;Amberville&#039;s wife Lillian de L&#039;Isle. Shocked because he&#039;d had some minor role at their wedding when he was just a boy and she still looked exactly the same. Richard began looking into matters, one thing led to another, and Lillian -- who had been going by the name Gaia Laelia Corvina -- shut up shop and disappeared back to the Baronies, leaving behind a decent body count.&lt;br /&gt;
&lt;br /&gt;
The big bodyguard guy was in the Lunar Empire with her, where he was known simply as &amp;quot;Mola&amp;quot; (millstone).  The blonde woman wasn&#039;t one of L&#039;s known Lunar associates, and no-one seems to know who she is.&lt;br /&gt;
&lt;br /&gt;
Mola or M. Boulet or M. Meule or whatever his name is, was dragged out of L&#039;s wagon last night and willing walked with the guard to a cell until he left this morning.  &lt;br /&gt;
A witness who saw the breakout (from outside the gaol) heard rather than saw the cell wall blow out and when they looked to the source of the noise saw the leather clad man standing in the aperture. As he stepped out of the hole, fell a story and landed as though it was a step his clothing seemed to change so that the was wearing a suit of ornate but rather old fashioned plate armour. He then began walking in the direction of the circus -- they didn&#039;t follow.  Tracking M. Boulet his prints met with those of a horse -- although backtracking the horse prints they were donkey tracks made by a donkey from the circus. He mounted the horse and the pair rode off. Within a dozen steps the hoof prints lighten and then vanish.&lt;br /&gt;
&lt;br /&gt;
We study maps and the list of fairs that cursed tokens were sold at and identify a short list of towns where we think the other two collector-wagon-artefacts could be.&lt;br /&gt;
Heading to the ship to fly there we discover the Udet&#039;s have miniaturised my ship.  Broc Divines the magic to find out the only way to break it before the 6 weeks are up is with a Dark Binder Counterspell.&lt;br /&gt;
&lt;br /&gt;
The Urielites will send for a Namer to learn the counterspell and apply it, meanwhile we resort to using the portals Broc had established as we flew around, horses, and regular flying to get around for the next few days.&lt;br /&gt;
&lt;br /&gt;
We find the other two wagons also with Circuses, the Circus owners are innocent, the wagons were bought in by independent performers that recently joined them.  We destroy the artefacts then return to Newcastle arriving on Michaelmass Eve.&lt;br /&gt;
&lt;br /&gt;
; Michaelmass, Th&#039;rsday 29th Harvest - Sunday 2nd Vintage&lt;br /&gt;
About mid-morning, our mana-sensitive mages can see waves of magic start flowing out from the White Tower, tracking them we can see them reflect back off the Mountains and be diminished by the larger rivers.&lt;br /&gt;
Broc&#039;s Divination shows this is an overflow from an intrusion from another plane or another dimension that is capped by the White Tower.&lt;br /&gt;
The snooty Elves tell us this happens occasionally and unpredictably, this time they were tipped off that it was going to happen.&lt;br /&gt;
At midnight on the night of the new moon, it stops and the magic fades.&lt;br /&gt;
&lt;br /&gt;
The house in town belongs to a merchant (now re-located in MMHS as of 3 years ago) and has been a rental for that period. &lt;br /&gt;
It was rented out approx six months back -- rental period to run Beltane until Samhain -- to another merchant, a tall thin older man (sort of matches the description of the golem body we ambushed and destroyed on the way to the circus).  &lt;br /&gt;
The only other person seen at the house was a young good looking blond lad.  The young man didn&#039;t have much to do with the neighbours beyond a friendly greeting -- impression was of a wealthy, educated lad around 20... dressed like a well to do merchant&#039;s son. &lt;br /&gt;
&lt;br /&gt;
With the wagons destroyed, the souls of those killed while under the curse are reachable again, Amelia &amp;lt;s&amp;gt;resurrects&amp;lt;/s&amp;gt; aids the Cuilliers and young Phillippe Rochefort in recovering from their period of illness.&lt;br /&gt;
&lt;br /&gt;
We make a door-less cold iron cage about the size of a wardrobe and hang L&#039;s rune-dresses in it.  She&#039;s unlikely to use them but one day she may forget or be desperate enough then we get to catch a witch.&lt;br /&gt;
&lt;br /&gt;
We distribute sketches of L, the blonde binder, and the young boy to church and secular authorities in Bowcourt.  We don&#039;t expect much to come of it but it might make life harder for them in this region.&lt;br /&gt;
&lt;br /&gt;
== Footnotes ==&lt;br /&gt;
&lt;br /&gt;
==SGT Snippets &amp;amp; Gossip==&lt;br /&gt;
=== Quotes ===&lt;br /&gt;
: After Cher backfired &#039;&#039;Transparency&#039;&#039; on him: &amp;lt;br&amp;gt;Cher: &amp;quot;Aryan is totally transparent&amp;quot; &amp;lt;br&amp;gt;Gerald: &amp;quot;And he goes both ways after all&amp;quot;&lt;br /&gt;
---&lt;br /&gt;
:Broc (on getting Cher and her tail through a small door): &amp;quot;It&#039;s like moving a &#039;&#039;chaise-lounge&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Buffs==&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot;&lt;br /&gt;
!width=&amp;quot;200px&amp;quot; align=&amp;quot;Left&amp;quot;| Magic&lt;br /&gt;
!width=&amp;quot;25px&amp;quot; align=&amp;quot;Left&amp;quot; | Rk&lt;br /&gt;
!width=&amp;quot;250px&amp;quot; align=&amp;quot;Left&amp;quot;| Effects&lt;br /&gt;
!width=&amp;quot;60px&amp;quot; align=&amp;quot;center&amp;quot; | Dur&lt;br /&gt;
!width=&amp;quot;30px&amp;quot; align=&amp;quot;Left&amp;quot; | Amelia&lt;br /&gt;
!width=&amp;quot;30px&amp;quot; align=&amp;quot;Left&amp;quot; | Aryan&lt;br /&gt;
!width=&amp;quot;30px&amp;quot; align=&amp;quot;Left&amp;quot; | Broc&lt;br /&gt;
!width=&amp;quot;30px&amp;quot; align=&amp;quot;Left&amp;quot; | Cher&lt;br /&gt;
!width=&amp;quot;30px&amp;quot; align=&amp;quot;Left&amp;quot; | Gerald&lt;br /&gt;
!width=&amp;quot;30px&amp;quot; align=&amp;quot;Left&amp;quot; | Hagan&lt;br /&gt;
!width=&amp;quot;30px&amp;quot; align=&amp;quot;Left&amp;quot; | Tari&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;text&amp;quot;| Rune Armour (Broc)&lt;br /&gt;
| 16&lt;br /&gt;
| class=&amp;quot;text&amp;quot;| +21% Def +4 AP&lt;br /&gt;
| 17 Hrs&lt;br /&gt;
|   &amp;lt;!--Amelia--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Aryan--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Broc--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Cher--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Gerald--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Hagan--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Tari--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;text&amp;quot;| Heart Rune (Broc)&lt;br /&gt;
| 6&lt;br /&gt;
| class=&amp;quot;text&amp;quot;| Heal 6EN when next you take EN Damage&lt;br /&gt;
| 7 Days&lt;br /&gt;
|   &amp;lt;!--Amelia--&amp;gt;&lt;br /&gt;
|   &amp;lt;!--Aryan--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Broc--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Cher--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Gerald--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Hagan--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Tari--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;text&amp;quot;| Willow Healing (Broc)&lt;br /&gt;
| 6&lt;br /&gt;
| class=&amp;quot;text&amp;quot;| B. activate to Heal 3EN/pulse for 8 pulses&lt;br /&gt;
| 12 Hrs&lt;br /&gt;
|   &amp;lt;!--Amelia--&amp;gt;&lt;br /&gt;
|   &amp;lt;!--Aryan--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Broc--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Cher--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Gerald--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Hagan--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Tari--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;text&amp;quot;| Disguise (Gerald)&lt;br /&gt;
| 15&lt;br /&gt;
| class=&amp;quot;text&amp;quot;| Change race, gender, etc.&lt;br /&gt;
| 16 Hrs &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| &amp;lt;!--Amelia--&amp;gt;&lt;br /&gt;
| &amp;lt;!--Aryan--&amp;gt;&lt;br /&gt;
| &amp;lt;!--Broc--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Cher--&amp;gt;&lt;br /&gt;
| &amp;lt;!--Gerald--&amp;gt;&lt;br /&gt;
| &amp;lt;!--Hagan--&amp;gt;&lt;br /&gt;
| &amp;lt;!--Tari--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;text&amp;quot;| Disguise Mind (Gerald)&lt;br /&gt;
| 15&lt;br /&gt;
| class=&amp;quot;text&amp;quot;| Conceal mind from Telepathy&lt;br /&gt;
| 16 Hrs &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Amelia--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Aryan--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Broc--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Cher--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Gerald--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Hagan--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Tari--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;text&amp;quot;| Strength of Stone (Tari)&lt;br /&gt;
| 16&lt;br /&gt;
| class=&amp;quot;text&amp;quot;| +16 EN&lt;br /&gt;
| 17 Hrs&lt;br /&gt;
|   &amp;lt;!--Amelia--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Aryan--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Broc--&amp;gt;&lt;br /&gt;
|   &amp;lt;!--Cher--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Gerald--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Hagan--&amp;gt;&lt;br /&gt;
| Y &amp;lt;!--Tari--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;11&amp;quot; |&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Duration can be 7 days with an additional ritual&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Aryan Mil Sci &lt;br /&gt;
: Melee Only: +10IV +10SC +10Def +1 Pass Action at End of Pulse&lt;br /&gt;
: Raise Morale +5 WP&lt;br /&gt;
; Amelia&#039;s Highlands Bonus &lt;br /&gt;
: for the whole party only in effect when in a highlands terrain type&lt;br /&gt;
: +10Def &amp;amp; +10IV vs melee or missiles; +10SC with melee weapons; +10 Perception &lt;br /&gt;
; Amelia&#039;s Cooking&lt;br /&gt;
: Hot meals +4 FT; Rose Hip Tea +5 FT &lt;br /&gt;
&lt;br /&gt;
; Transport&lt;br /&gt;
* Aryan: Aeir Ship ~46 mph.  Ballistic: effectively 260 mph.&lt;br /&gt;
* Amelia: [[Aeir Scooter]] 13 mph (&amp;amp; can take magic to go faster or be towed by other flyers).  Carrying capacity: Amelia + 150lbs (which can be another entity).  NB Amelia has Airmanship skill so she can pilot/crew Aryan&#039;s Aeir Ship.&lt;br /&gt;
* Broc: Rune Portals &lt;br /&gt;
* Cher: Instill Flight (Cher +1 (+2 in a pinch) at 44mph)&lt;br /&gt;
* Glass: Maze Walking up to 800 miles at 100mph (Ritual + Hex FT, upto 14 hexes)&lt;br /&gt;
&lt;br /&gt;
; Other&lt;br /&gt;
: Preservation (Cher) - Anything up to 12 pounds in weight and lasts 125 days.&lt;br /&gt;
: Itemisation (Cher) - Anything up to 12 cubic feet in size and lasts 7 days.&lt;br /&gt;
&lt;br /&gt;
=== Mil Sci ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Watches&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Default&#039;&#039;&lt;br /&gt;
Hagan  Aryan  Amelia &amp;lt;br&amp;gt;&lt;br /&gt;
Broc Tari &amp;lt;br&amp;gt;&lt;br /&gt;
Cher  Gerald&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Double File&#039;&#039;&lt;br /&gt;
Aryan  Amelia &amp;lt;br&amp;gt;&lt;br /&gt;
Broc  Hagan &amp;lt;br&amp;gt;&lt;br /&gt;
Tari Gerald &amp;lt;br&amp;gt;&lt;br /&gt;
Cher&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
Aryan &amp;lt;br&amp;gt; Hagan &amp;lt;br&amp;gt; Amelia &amp;lt;br&amp;gt; Broc &amp;lt;br&amp;gt; Tari &amp;lt;br&amp;gt; Gerald &amp;lt;br&amp;gt; Cher&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;3-4 Hrs per Watch&#039;&#039;&lt;br /&gt;
Amelia &amp;amp; Tari &amp;lt;br&amp;gt;&lt;br /&gt;
Aryan &amp;amp; Gerald &amp;lt;br&amp;gt;&lt;br /&gt;
Hagan &amp;amp; Cher &amp;lt;br&amp;gt;&lt;br /&gt;
Sub: Broc&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Places==&lt;br /&gt;
&lt;br /&gt;
==People and Creatures==&lt;br /&gt;
&lt;br /&gt;
=== Persons of Interest ===&lt;br /&gt;
==== Aunt Justine ====&lt;br /&gt;
The Aunt of Baron Hugh d&#039;amberville, Baron of Newcourt.    She has a maidservant (succubus) who is either a mind mage or some variant&lt;br /&gt;
&lt;br /&gt;
==== A big Cat ====&lt;br /&gt;
This is suspected to be [[Koth Darkclaw]] or [[Koth Darkclaw|Claude Darkclaw]]&lt;br /&gt;
&lt;br /&gt;
==== Colette ====&lt;br /&gt;
Colette du Bois, Lady in waiting to Justine, Chamberlain of Château Reynard (Bois de Cerf).&lt;br /&gt;
&lt;br /&gt;
==== Cuillier ====&lt;br /&gt;
Mme. &amp;amp; M. Cuillier, pewterers/jewelers in Mauvoisin.  She was directly infected from contact with bracelet, went aggro 16th Harvest, cut the butcher, killed her husband and herself.&lt;br /&gt;
&lt;br /&gt;
==== François ====&lt;br /&gt;
François D&#039;Amberville, son of Baron Hugh, squire to Gerard.&lt;br /&gt;
&lt;br /&gt;
==== Gerard ====&lt;br /&gt;
Sir Gerard, Lord of Mauvoisin.  &lt;br /&gt;
Married to Yseult de Bellmont.&lt;br /&gt;
&lt;br /&gt;
==== Gilbert ====&lt;br /&gt;
Newcastle Amber Merchant, primary infection from tokens he purchased at fairs.  He doesn&#039;t know why he bought them, he wouldn&#039;t normally.  His curse has been modified to stop further infection, we presume by A. Justine.&lt;br /&gt;
Tokens from Rochefort and Foxcourt were removed from his rooms, had their magic blasted out then were given to us by A. Justine&#039;s &#039;&#039;maid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Hercule ====&lt;br /&gt;
Newcourt guild master for the Smith&#039;s Guild.  Assigned smithing of fair tokens to ____?&lt;br /&gt;
&lt;br /&gt;
==== Hugh ====&lt;br /&gt;
[[Newcastle#Baron&#039;s Family|Hugh D&#039;Amberville]], Baron Newcourt.&lt;br /&gt;
&lt;br /&gt;
==== Jubert ====&lt;br /&gt;
Newcastle Chamberlain.  Responsible for the upcoming Newcourt Michaelmas Fair.  Delegated fair tokens to M. Hercule.&lt;br /&gt;
&lt;br /&gt;
==== Justine ====&lt;br /&gt;
Justine D&#039;Amberville, Lady of Bois de Cerf, eldest daughter of Baron Hugh D&#039;Amberville, heir to Newcourt.&lt;br /&gt;
&lt;br /&gt;
==== Lilianne ====&lt;br /&gt;
Lilianne de la Lorge.   The wife of the Lord of Lorge.   She was supposed to be dead many years ago.&lt;br /&gt;
&lt;br /&gt;
==== Madeline ====&lt;br /&gt;
Madeline Ruche, apprentice backer in Mauvoisin.  Girlfriend of François.&lt;br /&gt;
&lt;br /&gt;
==== Odo ====&lt;br /&gt;
Chamberlain at Mauvoison.&lt;br /&gt;
&lt;br /&gt;
==== Phillipe ====&lt;br /&gt;
Phillipe Rochefort, page to Gerard.&lt;br /&gt;
Killed about 2pm 15th Harvest 811wk.&lt;br /&gt;
&lt;br /&gt;
==== Richard ====&lt;br /&gt;
Exiled former Count of Foxcourt.  Still has loyal spies/agents active in Foxcourt.&lt;br /&gt;
&lt;br /&gt;
==== The Token Dealer ====&lt;br /&gt;
Supplier of the magically tainted tokens.&lt;br /&gt;
M.O. Offers to supply fair tokens to locals at an unbeatably cheap price.  Delivery about a week prior.&lt;br /&gt;
; AKA&lt;br /&gt;
: M. Rire, a smith from Foxcourt&lt;br /&gt;
: M. Loyal, a smith from Coeur-de-Fer (Faircourt) - description resembles a young Richard of Foxcourt&lt;br /&gt;
&lt;br /&gt;
==== Yseult ====&lt;br /&gt;
Yseult de Bellmont, wife of Gerard.&lt;br /&gt;
&lt;br /&gt;
=== Guards ===&lt;br /&gt;
; Dreux&lt;br /&gt;
: Captain of the guard at Mauvoisin.&lt;br /&gt;
; Jean and Ettiene&lt;br /&gt;
: Guards at Mauvoisin.  Presumably infected when restraining Gerard.&lt;br /&gt;
; Adrian and Klaude&lt;br /&gt;
: Guards at Mauvoisin.  Attended the Tourney/Fair, presumably infected from contact with Gerard or François.&lt;br /&gt;
&lt;br /&gt;
==Treasure Distribution==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
#Treasure th { text-align: center; width: 50px; }&lt;br /&gt;
#Treasure td { text-align: center; width: 50px; }&lt;br /&gt;
#Treasure .Item { text-align: left; width: 300px; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| id=&amp;quot;Treasure&amp;quot; |&lt;br /&gt;
! class=&amp;quot;Item&amp;quot; | Item&lt;br /&gt;
! #&lt;br /&gt;
! Weight&lt;br /&gt;
! Amelia&lt;br /&gt;
! Aryan&lt;br /&gt;
! Broc&lt;br /&gt;
! Cher&lt;br /&gt;
! Gerald&lt;br /&gt;
! Hagan&lt;br /&gt;
! Tari&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;Item&amp;quot; | Chameleon Cloak &lt;br /&gt;
|  &amp;lt;!--Qty--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Wt--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Amelia--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Aryan--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Broc--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Cher--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Gerald--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Hagan--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Tari--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;Item&amp;quot; | Assassin&#039;s Alchemical Box &lt;br /&gt;
|  &amp;lt;!--Qty--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Wt--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Amelia--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Aryan--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Broc--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Cher--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Gerald--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Hagan--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Tari--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;Item&amp;quot; | Charred Portal Squares &lt;br /&gt;
|  &amp;lt;!--Qty--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Wt--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Amelia--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Aryan--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Broc--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Cher--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Gerald--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Hagan--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Tari--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;Item&amp;quot; | R&amp;amp;S Golem with Chest Blades &lt;br /&gt;
|  &amp;lt;!--Qty--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Wt--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Amelia--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Aryan--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Broc--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Cher--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Gerald--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Hagan--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Tari--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;Item&amp;quot; | 200&#039; Bead Curtain&lt;br /&gt;
|  &amp;lt;!--Qty--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Wt--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Amelia--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Aryan--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Broc--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Cher--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Gerald--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Hagan--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Tari--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;Item&amp;quot; | Matched Pair of Rune-Dresses &lt;br /&gt;
|  &amp;lt;!--Qty--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Wt--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Amelia--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Aryan--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Broc--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Cher--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Gerald--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Hagan--&amp;gt;&lt;br /&gt;
|  &amp;lt;!--Tari--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Bits of golems and wagon artefacts.&lt;br /&gt;
&lt;br /&gt;
3 Destination Rune-Dresses in a Cold Iron Cage.&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
{| cellspacing=1 border=1 class=&amp;quot;Season&amp;quot; id=&amp;quot;Autumn&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;span style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;&#039;&#039;&#039;Autumn 811wk&#039;&#039;&#039;: [[Harvest]] (5)&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| colspan=7 height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day |  1 ||style=&amp;quot;background: #FAD7C6&amp;quot;| &lt;br /&gt;
| class=day |  2 ||style=&amp;quot;background: #FAD7C6&amp;quot;| &lt;br /&gt;
| class=day |  3 ||style=&amp;quot;background: #FAD7C6&amp;quot;| &lt;br /&gt;
| class=day |  4 ||style=&amp;quot;background: #FAD7C6&amp;quot;| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day |  5 ||style=&amp;quot;background: #FAD7C6&amp;quot;| &lt;br /&gt;
| class=day |  6 ||style=&amp;quot;background: #FAD7C6&amp;quot;| &lt;br /&gt;
| class=day |  7 ||style=&amp;quot;background: #FAD7C6&amp;quot;| &lt;br /&gt;
| class=day |  8 ||style=&amp;quot;background: #FAD7C6&amp;quot;| &lt;br /&gt;
| class=day |  9 ||style=&amp;quot;background: #FAD7C6&amp;quot;| &lt;br /&gt;
| class=day | 10 ||style=&amp;quot;background: #FAD7C6&amp;quot;| &lt;br /&gt;
| class=day | 11 ||style=&amp;quot;background: #FAD7C6&amp;quot;| &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 12 ||style=&amp;quot;background: #FAD7C6&amp;quot;| &lt;br /&gt;
| class=day | 13 ||style=&amp;quot;background: #FAD7C6&amp;quot;| &lt;br /&gt;
| class=day | 14 ||style=&amp;quot;background: #FAD7C6&amp;quot;| G.,F.+2 Return from Fair&lt;br /&gt;
| class=day | 15 ||style=&amp;quot;background: #FAD7C6&amp;quot;| &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt;&lt;br /&gt;
2pm G kills P&amp;lt;br&amp;gt;&lt;br /&gt;
F =&amp;gt; Bois de Cerf&lt;br /&gt;
| class=day | 16 ||style=&amp;quot;background: #FAD7C6&amp;quot;| Cuilliers Die.  F. arrives at BdC&lt;br /&gt;
| class=day | 17 || &amp;lt;i&amp;gt;Request sent to Newcourt&amp;lt;/i&amp;gt; F. =&amp;gt; Mauvoisin.&lt;br /&gt;
| class=day | 18 || &amp;lt;i&amp;gt;Broc seeks help&amp;lt;/i&amp;gt;&lt;br /&gt;
Fly to Bois de Cerf, Mauvoisin.&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 19 || [http://en.wikipedia.org/wiki/Harvest_moon Harvest Moon]&lt;br /&gt;
Mauvoisin, portal to Newcastle.  Fly to Foxcourt.&lt;br /&gt;
| class=day | 20 || Tenarèze, Campagnol, Coeur-de-Fer, Bastion, Carrefour, Château Villain, Saint-Michel&lt;br /&gt;
| class=day | 21 || Deaux, Newcourt&lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 ||  &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &amp;lt;i&amp;gt;Michaelmas. &amp;lt;/i&amp;gt;&#039;&#039;&#039;Newcastle Fair&#039;&#039;&#039;&lt;br /&gt;
| class=day | 30 ||&lt;br /&gt;
| colspan=4 | &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | &amp;lt;span style=&amp;quot;font-size: 120%;&amp;quot;&amp;gt;&#039;&#039;&#039;Autumn 811wk&#039;&#039;&#039;: [[Vintage]](6)&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=2 | Moonday&lt;br /&gt;
! colspan=2 | Duesday&lt;br /&gt;
! colspan=2 | W&#039;ansday&lt;br /&gt;
! colspan=2 | Th&#039;rsday&lt;br /&gt;
! colspan=2 | Frysday&lt;br /&gt;
! colspan=2 | Reapsday&lt;br /&gt;
! colspan=2 | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| colspan=11 height=54px | &amp;amp;nbsp;&lt;br /&gt;
| class=day |  1 || &lt;br /&gt;
| class=day |  2 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon2.jpg]]&lt;br /&gt;
| class=day |  3 || &lt;br /&gt;
| class=day |  4 || &lt;br /&gt;
| class=day |  5 || &lt;br /&gt;
| class=day |  6 || &lt;br /&gt;
| class=day |  7 || &lt;br /&gt;
| class=day |  8 || &lt;br /&gt;
| class=day |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon3.jpg]]&lt;br /&gt;
| class=day | 10 || &lt;br /&gt;
| class=day | 11 || &lt;br /&gt;
| class=day | 12 || &lt;br /&gt;
| class=day | 13 || &lt;br /&gt;
| class=day | 14 || &lt;br /&gt;
| class=day | 15 || &lt;br /&gt;
| class=day | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon0.jpg]]&lt;br /&gt;
| class=day | 17 || [http://en.wikipedia.org/wiki/Hunter%27s_moon Blood Moon]&#039;&#039; &lt;br /&gt;
| class=day | 18 || &lt;br /&gt;
| class=day | 19 || &lt;br /&gt;
| class=day | 20 || &lt;br /&gt;
| class=day | 21 || &lt;br /&gt;
| class=day | 22 || &lt;br /&gt;
| class=day | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; height=54px | [[Image:moon1.jpg]]&lt;br /&gt;
| class=day | 24 || &lt;br /&gt;
| class=day | 25 || &lt;br /&gt;
| class=day | 26 || &lt;br /&gt;
| class=day | 27 || &lt;br /&gt;
| class=day | 28 || &lt;br /&gt;
| class=day | 29 || &lt;br /&gt;
| class=day | 30 || &amp;lt;i&amp;gt;Beerfest&amp;lt;/i&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Newcourt&amp;diff=113389</id>
		<title>Newcourt</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Newcourt&amp;diff=113389"/>
		<updated>2026-04-17T10:25:36Z</updated>

		<summary type="html">&lt;p&gt;Martin: /* Related missions or guild adventures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Newcourt]][[Category:Bowcourt]][[Category:Martin Dickson]][[Category:Mandos]]&lt;br /&gt;
{| border=1 align=right cellpadding=4 cellspacing=0 width=300 style=&amp;quot;margin: 0 0 1em 1em; background: #f9f9f9; border: 1px #aaaaaa solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Image:Newcourt.gif|center|The Arms of Newcourt]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vassal of&#039;&#039;&#039;&lt;br /&gt;
| [[Bowcourt]], (formerly a vassal of [[Foxcourt]])&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Status&#039;&#039;&#039;&lt;br /&gt;
| Viscounty (as of 810WK)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
| East &amp;amp; North-east of [[Foxcourt]], North of [[Faircourt]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Area&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Geography&#039;&#039;&#039;&lt;br /&gt;
| Rolling hills, rugged highlands, and forested foothills of the [[Alfheim]] Mountains.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Population&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Urbanisation&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|9%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Major Towns&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|Newcourt, Town of  (8,800)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Lalange&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Common&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Elvish&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Domari&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Dwarvish&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Others&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ndash;Literacy&lt;br /&gt;
| &amp;lt;br&amp;gt;&lt;br /&gt;
90%&amp;lt;br&amp;gt;&lt;br /&gt;
30%&amp;lt;br&amp;gt;&lt;br /&gt;
10%&amp;lt;br&amp;gt;&lt;br /&gt;
10%&amp;lt;br&amp;gt;&lt;br /&gt;
5%&amp;lt;br&amp;gt;&lt;br /&gt;
5%&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
4% (mostly urban)&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exports&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
| Meat, Wool, Timber, Metals &amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Imports&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
| Grain, Cloth &amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div &amp;gt;__NOTOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The name is a common corruption of the [[Lalange]] &#039;&#039;Nuit Coeur&#039;&#039; (loosely tr. as &#039;&#039;Heart of Darkness&#039;&#039;).  The area has a very poor reputation; many strange beasts are said to inhabit the mountainous areas. &lt;br /&gt;
&lt;br /&gt;
Much of the population is more backwoods than other areas of the baronies and tend to be suspicious of strangers. While many people from Newcourt are cosmopoliton and accepting of magic and other oddities, the further into the hill country you get the less accepting people become, until in the high valleys the people will be naturally distrustfull of strangers and have a good solid dislike of magic. The furthest of these villages is that of [[D&#039;arbres]], hidden in a high valley (even the local Vicomte (then &#039;&#039;Baron&#039;&#039;) of Newcourt was unaware it existed). It has since been [[Deed of D&#039;arbres|deeded]] to Sir Christopher Reynard.&lt;br /&gt;
&lt;br /&gt;
In 810WK the Barony was raised to a Viscounty, in part as recognition of its growing power and prosperity and (it is rumoured) to further balance the uneasy relationship of the Marquessa with Newcourt&#039;s former liege lord [[Foxcourt]].&lt;br /&gt;
&lt;br /&gt;
==Places of Interest==&lt;br /&gt;
Newcourt boasts one major town (of the same name) with a population a bit under 9,000, and several towns. The Vicomte&#039;s seat is at [[Newcastle]], a few miles NE of Newcourt (Town). &lt;br /&gt;
&lt;br /&gt;
As with the neighbouring (and sometimes unfriendly) Viscounty of [[Faircourt]], Newcourt is unusually large and powerful for an area of its status, being closer in power to a county in much of Western Alusia.&lt;br /&gt;
&lt;br /&gt;
==Unified Church of the Western Kingdom presence==&lt;br /&gt;
* The Dragon of St Michael branch of the Michaeline order have a chapter house a few miles from [[Newcastle]]. The members of this chapter house call it the Abbey of the Clerics Regular of the Sword of St Michael.  They are led by the capable Abbot Boniface, a hard man used to the local politics and devoted to the Michaeline way of life and humility.&lt;br /&gt;
&lt;br /&gt;
== Ruler ==&lt;br /&gt;
* Hugh De&#039;Amberville. The Baron of Newcourt&lt;br /&gt;
&lt;br /&gt;
==Related missions or guild adventures==&lt;br /&gt;
&lt;br /&gt;
* [[Harvest_Moon]] Autumn 811WK&lt;br /&gt;
&lt;br /&gt;
* [[White_Wedding]] Autumn 806WK&lt;br /&gt;
&lt;br /&gt;
* [[The Mystery of Missing Suitors]] Winter 804WK &lt;br /&gt;
&lt;br /&gt;
=== Additional Material ===&lt;br /&gt;
&lt;br /&gt;
* [[Newcourt_Tower_Investigations]]&lt;br /&gt;
&lt;br /&gt;
* [[Newcastle_Jottings]]&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=One_Man%27s_Justice&amp;diff=113388</id>
		<title>One Man&#039;s Justice</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=One_Man%27s_Justice&amp;diff=113388"/>
		<updated>2026-04-17T06:17:57Z</updated>

		<summary type="html">&lt;p&gt;Martin: /* Session 4 - The Proposition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Scribe Notes]][[Category:Stephen]]&lt;br /&gt;
[[Scribe_Notes#Autumn 826 WK|Scribe Notes]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;TOC&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039; One Man&#039;s Justice &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039; [[User:Stephen|Stephen]] &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season&#039;&#039;&#039; Autumn 826 WK &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;&#039;&#039; Monday &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039; New Windsor &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Area&#039;&#039;&#039; [[Thropshire]], Southern [[Ranke]] &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039; [[Experience#Quest_Level|Medium-ish]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Party &lt;br /&gt;
# [[Tharlin]] - Conal &#039;&#039;&#039;Scribe&#039;&#039;&#039;&lt;br /&gt;
# [[Mavric]] - Lisa &#039;&#039;&#039;Main MS&#039;&#039;&#039;&lt;br /&gt;
# [[Gnash]] - Chris &#039;&#039;&#039;Backup MS&#039;&#039;&#039;&lt;br /&gt;
# [[Peter Smith]] - Mandos&lt;br /&gt;
# [[Quentin Ulysses Ash|Quentin]] - Sean&lt;br /&gt;
# [[Zardoz]] - Martin&lt;br /&gt;
# [[D&#039;Artagnan|Dart]] - Alex &#039;&#039;&#039;PL and engaged MS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Time on adventure&lt;br /&gt;
: 1st Fruit 826 WK to ?&lt;br /&gt;
&lt;br /&gt;
; Employer &lt;br /&gt;
: Jordon Herder&lt;br /&gt;
: Charitably supplemented by SAG&lt;br /&gt;
&lt;br /&gt;
; Mission &lt;br /&gt;
: Save my son Jordie&lt;br /&gt;
&lt;br /&gt;
; Payment &lt;br /&gt;
: 5 gs (60 sp)&lt;br /&gt;
: 200sp per week each for up to 5 weeks&lt;br /&gt;
&lt;br /&gt;
; Letter to the guild, received Duesday 1 Fruit 826&lt;br /&gt;
: &#039;&#039;To the adventuring heroes of the Seagate Guild of Adventures&#039;&#039;&lt;br /&gt;
: &#039;&#039;I seek your services in a matter of injustice. Without your aid, my innocent son will be hung on the last Reapsday before Harvest by our lord.&#039;&#039;&lt;br /&gt;
: &#039;&#039;I enclose 5 shillings to engage your services. Please come with all haste to save his life.&#039;&#039;&lt;br /&gt;
: &#039;&#039;Yours sincerely,&#039;&#039; John Herder.&lt;br /&gt;
: Merino Station, Thropshire, Ranke.&lt;br /&gt;
: &#039;&#039;Scribed and witnessed by Alan Talespinner, registered Troubadour.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 D&#039;Artagnan: &amp;quot;That doesn&#039;t seem right!&amp;quot;&lt;br /&gt;
 Zardoz: &amp;quot;Yes, totally wrong... it&#039;s &#039;&#039;hanged&#039;&#039; not &#039;&#039;hung&#039;&#039;.&amp;quot;&lt;br /&gt;
 D&#039;Artagnan: &amp;quot;Zardoz!?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Scribe Notes ==&lt;br /&gt;
&lt;br /&gt;
=== Session 1 - The Path Not Taken (Correctly) ===&lt;br /&gt;
&#039;&#039;&#039;Duesday 1st of Fruit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We arrive at what Zardoz deems a B-grade meeting room around midday for the general briefing on our employment, as outlined in the letter above.&lt;br /&gt;
&lt;br /&gt;
 Gnash: So, who is your wife?&lt;br /&gt;
 Quentin: Lady Chakra, she is away fighting in the drow lands.&lt;br /&gt;
 Zardoz: On which side?&lt;br /&gt;
&lt;br /&gt;
The Astrology readings indicate that there is no demonic influence or major powers involved, but it may not necessarily be a simple issue.&lt;br /&gt;
&lt;br /&gt;
After some questioning and research, we learn some history about Ranke and that the person responsible for Jordie&#039;s hanging is Sir Fulch Fitzwarren, a knight of Thropshire and of minor nobility. He married well above his standing to a lady of very good family in Bowcourt.&lt;br /&gt;
&lt;br /&gt;
Our Troubadours recall that in this area, other troubadours are pushed to guilds and organizations, and those not in said groups are denied work and forced out of service. They deduce that the scribe who wrote to us (Alan Talespinner) is part of a local guild. Mavric also recalls watching a play of his and informs us he is very charismatic.&lt;br /&gt;
&lt;br /&gt;
To add to that, Peter recalls from his tailoring work that Merino Station may be referring to Merino wool, which is more commonly considered Elven wool.&lt;br /&gt;
&lt;br /&gt;
Dart feels his pocket and finds a note with the following: &#039;&#039;&amp;quot;My services are available if you need a scapegoat - ask around about a goat guy on temple street.&amp;quot; -Adventuring Patron&#039;&#039;.  &lt;br /&gt;
According to Zardoz, the note is in Dart&#039;s handwriting but we figure if it is important and this goat guy is persistent he will contact again so for now, disregard it.&lt;br /&gt;
 A suspicion is voiced that the &amp;quot;Adventuring Patron&amp;quot; may well be a certain &#039;&#039;Prince&#039;&#039; who is ofttimes &#039;&#039;Willing&#039;&#039;. &lt;br /&gt;
Before we leave, we stock up on potions and Lyric very kindly offered us her Greater Enchantment services at material cost only.&lt;br /&gt;
&lt;br /&gt;
After much deliberating, we travel by cloud to avoid bandits on land, pirates at sea and move much quicker, as time is of the essence. In theory, it should only take us 4 hours to get there. Because that would be far too easy, our navigator Zardoz, mistakenly takes us too far, but we land and are advised to go East. Another hour or so goes by on cloud and we touch down outside a larger city which has unnatural winds pushing its fumes outwards.&lt;br /&gt;
&lt;br /&gt;
This city turns out to be Alcazar, and a local &amp;quot;Lord&amp;quot; U (Ubiqunoname) approaches on horseback, and advises us to head South-West to get there. He wasn&#039;t very fond of Gnash, something about dumb orcs.&lt;br /&gt;
&lt;br /&gt;
 Z: He did however appreciate obsequious forelock-tugging. &#039;&#039;Prat&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
We finally land in late afternoon and Quentin randomly picked a hamlet out of six for us to land in. This turns out to be Abcott. We find a pub and speak to the Reeve and barkeep, Leon, who tells us to pitch a tent, and order drinks. A couple pints down and we already have our band of Gnash, Peter, Mavric and Dart on their assorted instruments entertaining the crowd.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;W&#039;ansday 2nd of Fruit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the morning before we leave for Clun, Peter wanders around helping out where he can, to boost the image of church knights in the area. We get more precise directions and walk for half a day through the wholesome hamlet into the small town of Clun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Session 2 - The Scandal at Fitzwarren Manor ===&lt;br /&gt;
As we approach the village from the Southern Bridge, Zardoz changes his form into Grimshore, our human servant, to blend in.&lt;br /&gt;
&lt;br /&gt;
We stop in for first lunch at the Harp of Clun - Clun inn - there seems to be a rise of inns labelled Harp of... in Ranke.&lt;br /&gt;
&lt;br /&gt;
We learn that to reach Merino Station, we must head west up the road for 2 miles. Then at the fork, turn left up to the valley.&lt;br /&gt;
&lt;br /&gt;
Coming into the farm, we are met with some odd/rare sheep, and Jordon.&lt;br /&gt;
&lt;br /&gt;
Jordon recites the story for us, and we find that his son (a peasant) was allegedly found in the Lord&#039;s stables with Miss Mabel, the lord&#039;s daughter. The whole town saw as the barn doors flew open during a show hosted by Talespinner at Lord Fitzwarren&#039;s Manor.&lt;br /&gt;
&lt;br /&gt;
Peter lends me his holy sword so that I can look like a Michaeline while Zardoz changes his clothes to  be more Raphaelite, and Mavric is our scribe. We aim to use this guise to question Miss Mabel personally.&lt;br /&gt;
&lt;br /&gt;
We enter through the front doors and speak to Lord Fitzwarren, who claims our services are not needed. We leave, but Dart seems to remember something about the Lord that he can&#039;t recall. Mavric promptly hypnotizes Dart to extract the information, which gives Dart the memory of some story about an archer who helped take down an enemy baron/count, while Gnash senses 1 lesser undead to our North.&lt;br /&gt;
&lt;br /&gt;
Gnash, Quentin and I go back to the manor to divinate the stable doors. Gnash laid a minion to divinate the doors from the inside of the stable, who discovered that there was a stored telekinesis, casted by a Mind Mage. Lady Maude le Vavasour - Lady of the Manor, comes and asks us to leave just as Quentin discovers Telekinesis was the last magic to impact the stable doors. He also discovered the Lady to be actively resisting his magic and a short-lived sentient from Bowcourt. She is likely a Mind Mage.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the party goes to question Jordie. A warden at the barracks doesn&#039;t let them in, so Zardoz sneaks around to DA and speaks with Jordie, who unconvincingly tells Zardoz it was all his fault, while his aura reveals he was last affected by a love philtre.&lt;br /&gt;
&lt;br /&gt;
 Mavric (quoting) &amp;quot;Will no-one rid me of this turbulent priest?&amp;quot;&lt;br /&gt;
 Peter: Hey?!&lt;br /&gt;
&lt;br /&gt;
We finish the day off in the Harp of Clun, overpaying for dinner, when two men come in requesting my aid (thinking I was a Urielite) in deciding who the owner of the chicken is. I redirected to Peter.&lt;br /&gt;
&lt;br /&gt;
The story is: a man whose rooster gave another man&#039;s hen a golden egg, and they wish for us to decide who gets ownership of it. Currently, Lord Fitzwarren is holding it until they decide who is given ownership. As they don&#039;t like our form of justice, Peter tells them to come back when they do.&lt;br /&gt;
&lt;br /&gt;
In the morning, we will eat and track down the Troubadour Alan Talespinner to question on the event of the night.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Session 3 - The Talespinner Affair ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Th&#039;rsday 3rd of Fruit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We head east, flying in the morning, with Mavric taking Peter on her carpet. &lt;br /&gt;
&lt;br /&gt;
Mavric, Dart and Peter touch down in a smaller village than Clun to get an update and make sure we are going the right way. He left early this morning, so we aren&#039;t far behind.&lt;br /&gt;
&lt;br /&gt;
Finding him below, Dart glides down in front of him to ask about his saga in Clun. He gathers no extra information after 30 minutes of walking, while we circle overhead.&lt;br /&gt;
&lt;br /&gt;
Eventually, we crash/land, as Dart has probably told him everything anyway.&lt;br /&gt;
&lt;br /&gt;
Coming to a more rural town than Clun with no inn... we sit for a picnic with Alan, and Mavric very eloquently questions him, gleaming that his guild had been sent a request to perform at the manor on that day, and to do the full saga. Normally, he will only perform the shorter 1-hour version at the Harp of Clun. &lt;br /&gt;
&lt;br /&gt;
 Dart: No love potions! We&#039;ve all heard the cautionary tales about love potions... I&#039;m the result of a cautionary tale! &lt;br /&gt;
 &amp;lt;Mavric and Zardoz make eye contact and very carefully practice their &#039;&#039;Simulate Emotions&#039;&#039;&amp;gt;.&lt;br /&gt;
Alan let us know he enjoys visiting a &amp;quot;friend&amp;quot; who lives just outside the village, and we suspect he may have a sheep in every barn..&lt;br /&gt;
&lt;br /&gt;
After staring at him, Quentin learns that the last magic to affect him was magical healing, his greatest magic in effect is a lesser enchantment and he has no college. Potentially done by a caster to hide their influence on him.&lt;br /&gt;
&lt;br /&gt;
We stop bothering him and fly to Alcazar to investigate some more. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Z: I did offer to render him unconscious for a divination but the party is a goody-eight-shoes.&lt;br /&gt;
&lt;br /&gt;
Zardoz seeks the Royal College of Heralds and sends a message to the Chapter House for Father Peter, the Ureilite, to let us know he will be staying with the Heralds. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Z: It was terrible. There were a mere six courses at dinner, the tawny port was only 10 years old, and the feather bed was too soft.&lt;br /&gt;
&lt;br /&gt;
The Herald&#039;s information was a bit interesting. It appears that about 150 years back the Fitzwarren lands were briefly escheated but later the act was undone, not just reversed but more made to have never happened. &amp;lt;Weird&amp;gt; Nothing useful here on Herder&#039;s land as there was no grant of arms, nor anything on the Vavasour family; those records would be up in Bowcourt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Peter, Gnash, and I check in at said Western Church Chapter House. We look into contacting the Ureilite bishop, and the party is accommodated in lodgings there. Our appointment is this evening. &amp;lt;br&amp;gt;&lt;br /&gt;
Dart and Quentin visit the Troubadour&#039;s guild, finding the messenger&#039;s office, who mistakes Dart for a lord due to his haughty demeanour. He manages to arrange a morning tea with the guild masters tomorrow at 10. &amp;lt;br&amp;gt;&lt;br /&gt;
Mavric went to watch a play. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We still have some questions that need to be answered, and hope that Alcazar will be able to help:&amp;lt;br&amp;gt;&lt;br /&gt;
*Why the delay in the judgment?&lt;br /&gt;
*Who planned the whole situation/Who stands to gain?&lt;br /&gt;
*Where could a love philtre be bought in Alcazar? - Closest place to Clun to get one&lt;br /&gt;
*Who would the Herder&#039;s land go to if Jordie were killed?&lt;br /&gt;
** How did he get it in the first place?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Session 4 - The Proposition ===&lt;br /&gt;
&lt;br /&gt;
Peter brings Gnash to his meeting with the &amp;quot;aged by the world&amp;quot; bishop, who denies Peter&#039;s request to investigate.&lt;br /&gt;
&lt;br /&gt;
Mavric learned that any visiting troubadours must pay big money to the guild, and the guild is creatively stifled - less risqué and more sanctioned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frysday 4th of Fruit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We all (-Zardoz) head to tea in the morning at the Troubadours guild, with Quentin staying at the entryway to guard our weapons, then meet an elegant, old lady, Tamsin Whisperwind, who is the master that owns the guild. Despite Dart&#039;s poor manners, she was convinced by Mavric to disclose that one of her associates from the Weaver&#039;s guild had made the request for Talespinner to perform. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With that information, we think potentially the Weaver&#039;s guild may not be too keen on the special sheep the Herders are nurturing. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We have religious discussions over lunch while Zardoz seeks more information with the &amp;lt;s&amp;gt;Heralds&amp;lt;/s&amp;gt; &#039;&#039;Hobbits&#039;&#039;. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 Z: &#039;&#039;Dwarves&#039;&#039; &amp;lt;sigh&amp;gt; The information on Thropshire came from reliable local sources who are also tea and cake suppliers.&lt;br /&gt;
&lt;br /&gt;
He finds that Count of Thropshire (Gilbear Declaire) has certain wants - Men, Women, gambling, drinking, gluttony and some gladiatorial fights that are run to please both him and Countess [[Sanctuary_Nobles#Chenaya|Chenaya]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dart and Zardoz talk up the new fighter from Erewhon behind the &amp;quot;talent scout&amp;quot;, and Gnash displays his talents in a decisive victory. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We are escorted to the Count&#039;s estate, and... a werebear, an orc, and a playwright walk into a manor. A proposition is made, and Mavric discloses that we need a writ allowing us to investigate in Clun. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After some negotiation, the Count agrees that if Gnash can win an elite-level fight, we will get what we want. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Buffs &amp;amp; Mil Sci ==&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.buffs { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; width: 100%; }&lt;br /&gt;
table.buffs th { text-align: center; width: 3%; }&lt;br /&gt;
table.buffs td { text-align: center; }&lt;br /&gt;
table.buffs th.mg { text-align: left; width: 20%; }&lt;br /&gt;
table.buffs td.mg { text-align: left; }&lt;br /&gt;
table.buffs th.rk { width: 5%; }&lt;br /&gt;
table.buffs td.rk { }&lt;br /&gt;
table.buffs th.ef { text-align: left; width: 41%; }&lt;br /&gt;
table.buffs td.ef { text-align: left;}&lt;br /&gt;
table.buffs th.du { width: 10%; }&lt;br /&gt;
table.buffs td.du { }&lt;br /&gt;
table.AstroNum td { text-align: center; padding: 1px 0.5em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
=== Long Term (assumed always on) ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Duration&lt;br /&gt;
!Title=&amp;quot;Dart&amp;quot;    | Da&lt;br /&gt;
!Title=&amp;quot;Gnash&amp;quot;   | Gn&lt;br /&gt;
!Title=&amp;quot;Mavric&amp;quot;  | Ma&lt;br /&gt;
!Title=&amp;quot;Peter&amp;quot;   | Pe&lt;br /&gt;
!Title=&amp;quot;Quentin&amp;quot; | Qu&lt;br /&gt;
!Title=&amp;quot;Tharlin&amp;quot; | Th&lt;br /&gt;
!Title=&amp;quot;Zardoz&amp;quot;  | Za&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Vapour Breathing (Th)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 13&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 7 hrs&lt;br /&gt;
| &amp;lt;!-- Da --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Gn --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Pe --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Qu --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Th --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- Za --&amp;gt; Y&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Spell (?)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | ?&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | ?&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | ?&lt;br /&gt;
| &amp;lt;!-- C1 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C2 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C3 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C4 --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- C5 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C6 --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Quentin&#039;s Allies&lt;br /&gt;
: +4% SC, +2 Damage, +2 Damage Reduction, +6% Defence Bonus, +11% Bonus to reaction and fear rolls&lt;br /&gt;
&lt;br /&gt;
=== Short Term ===&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic (caster)&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Dur&lt;br /&gt;
!Title=&amp;quot;Dart&amp;quot;  | Da&lt;br /&gt;
!Title=&amp;quot;Gnash&amp;quot; | Gn&lt;br /&gt;
!Title=&amp;quot;Mavric&amp;quot; | Ma&lt;br /&gt;
!Title=&amp;quot;Peter&amp;quot; | Pe&lt;br /&gt;
!Title=&amp;quot;Quentin&amp;quot; | Qu&lt;br /&gt;
!Title=&amp;quot;Tharlin&amp;quot; | Th&lt;br /&gt;
!Title=&amp;quot;Zardoz&amp;quot; | Za&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Flying (Th)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 8&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | 38 mph&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 4.5 hrs&lt;br /&gt;
| &amp;lt;!-- Da --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Gn --&amp;gt;  &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Pe --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Qu --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Th --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Za --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Feather Fall (Th)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 3.5 hrs&lt;br /&gt;
| &amp;lt;!-- Da --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Gn --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Pe --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Qu --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Th --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Za --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadowform (Za)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 15&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +32% Def / +16% in Close&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 8 hrs&lt;br /&gt;
| &amp;lt;!-- C1 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C2 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C3 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C4 --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- C5 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C6 --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- C7 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Witchsight (Za)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | See 150&#039; in dark / see invis&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 3.5 hrs&lt;br /&gt;
| &amp;lt;!-- C1 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C2 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C3 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C4 --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- C5 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C6 --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- C7 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Blending (Za)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Invis when not moving&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 7 hours&lt;br /&gt;
| &amp;lt;!-- C1 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C2 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C3 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C4 --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- C5 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C6 --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- C7 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Walking Unseen (Za)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Not noticed, generally &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 7 hrs&lt;br /&gt;
| &amp;lt;!-- C1 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C2 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C3 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C4 --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- C5 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C6 --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- C7 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Shadow Wings (Za)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Flying 36mph&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 3.5 hrs&lt;br /&gt;
| &amp;lt;!-- C1 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C2 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C3 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C4 --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- C5 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C6 --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- C7 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Inspirational Song (Da)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Dice Mod 2, 3 Targets&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 90 seconds&lt;br /&gt;
| &amp;lt;!-- C1 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C2 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C3 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C4 --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- C5 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C6 --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- C7 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Spectral Weapon (Gn)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +11% SC and +4 DMG &lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 15 Mins&lt;br /&gt;
| &amp;lt;!-- C1 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C2 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C3 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C4 --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- C5 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C6 --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- C7 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Wraithcloak (Gn)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 10&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +17%Def, +11% Stealth and -3Dmg from non magical/silvered weapons&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | ?&lt;br /&gt;
| &amp;lt;!-- C1 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C2 --&amp;gt; Y&lt;br /&gt;
| &amp;lt;!-- C3 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C4 --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- C5 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C6 --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- C7 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Spell (?)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | ?&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | ?&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | ?&lt;br /&gt;
| &amp;lt;!-- C1 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C2 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C3 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C4 --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- C5 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C6 --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- C7 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Spell (?)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | ?&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | ?&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | ?&lt;br /&gt;
| &amp;lt;!-- C1 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C2 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C3 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C4 --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- C5 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C6 --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- C7 --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Self Only Buffs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Dur&lt;br /&gt;
!Title=&amp;quot;Dart&amp;quot;  | Da&lt;br /&gt;
!Title=&amp;quot;Gnash&amp;quot; | Gn&lt;br /&gt;
!Title=&amp;quot;Mavric&amp;quot; | Ma&lt;br /&gt;
!Title=&amp;quot;Peter&amp;quot; | Pe&lt;br /&gt;
!Title=&amp;quot;Quentin&amp;quot; | Qu&lt;br /&gt;
!Title=&amp;quot;Tharlin&amp;quot; | Th&lt;br /&gt;
!Title=&amp;quot;Zardoz&amp;quot; | Za&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Mind Cloak&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | &lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | +_% vs mental Attack&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | _ hrs&lt;br /&gt;
| &amp;lt;!-- Da --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Gn --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Pe --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Qu --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Th --&amp;gt; 10&lt;br /&gt;
| &amp;lt;!-- Za --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Comprehending Tongues (Da)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 6&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Language rank +3&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | 70 mins&lt;br /&gt;
| &amp;lt;!-- C1 --&amp;gt; X&lt;br /&gt;
| &amp;lt;!-- C2 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C3 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C4 --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- C5 --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- C6 --&amp;gt;&lt;br /&gt;
| &amp;lt;!-- C7 --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;buffs&amp;quot; |&lt;br /&gt;
|+ &#039;&#039;&#039;Support / Non-Combat Buffs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;mg&amp;quot; | Magic&lt;br /&gt;
!class=&amp;quot;rk&amp;quot; | Rk&lt;br /&gt;
!class=&amp;quot;ef&amp;quot; | Effects&lt;br /&gt;
!class=&amp;quot;du&amp;quot; | Dur&lt;br /&gt;
!Title=&amp;quot;Dart&amp;quot;  | Da&lt;br /&gt;
!Title=&amp;quot;Gnash&amp;quot; | Gn&lt;br /&gt;
!Title=&amp;quot;Mavric&amp;quot; | Ma&lt;br /&gt;
!Title=&amp;quot;Peter&amp;quot; | Pe&lt;br /&gt;
!Title=&amp;quot;Quentin&amp;quot; | Qu&lt;br /&gt;
!Title=&amp;quot;Tharlin&amp;quot; | Th&lt;br /&gt;
!Title=&amp;quot;Zardoz&amp;quot; | Za&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;mg&amp;quot; | Slumber Song (Da)&lt;br /&gt;
|class=&amp;quot;rk&amp;quot; | 5&lt;br /&gt;
|class=&amp;quot;ef&amp;quot; | Extra 2 EN &amp;amp; 3 FT per hour asleep, 3 Targets&lt;br /&gt;
|class=&amp;quot;du&amp;quot; | Special&lt;br /&gt;
| &amp;lt;!-- Da --&amp;gt; X&lt;br /&gt;
| &amp;lt;!-- Gn --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Ma --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Pe --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Qu --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Th --&amp;gt; &lt;br /&gt;
| &amp;lt;!-- Za --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
;Tharlin&lt;br /&gt;
: Herbalist: Rank 4 for Meal - 3, and Broth - 3&lt;br /&gt;
&lt;br /&gt;
; Quentin&lt;br /&gt;
: Military Scientist: Rank: 5  Raise Morale: 2wp  Unengaged Initiative: 25 + D10&lt;br /&gt;
: Healer: Rank: 6&lt;br /&gt;
: Stealth: Rank: 5 (95%)&lt;br /&gt;
&lt;br /&gt;
=== Watch Order ===&lt;br /&gt;
&amp;lt;css&amp;gt;&lt;br /&gt;
table.watches th, table.watches td { text-align: center; }&lt;br /&gt;
table.watches th { min-width: 3em; }&lt;br /&gt;
&amp;lt;/css&amp;gt;&lt;br /&gt;
{| class=&amp;quot;watches&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Hour: !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | Mavric&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | Dart&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | Zardoz&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Tharlin&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Gnash&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Quentin&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Peter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Marching Order ===&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;| Skirmish Formations (Front)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Default&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| &#039;&#039;Single File&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| X x X&lt;br /&gt;
| A &amp;lt;br&amp;gt; B &amp;lt;br&amp;gt; C &amp;lt;br&amp;gt; D &amp;lt;br&amp;gt; E &amp;lt;br&amp;gt; F &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loot ==&lt;br /&gt;
??&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; border=0 class=&amp;quot;Season&amp;quot; id=&amp;quot;Autumn&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;15&amp;quot; | Autumn 826 WK: [[Fruit]] (4)&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Moonday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Duesday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | W&#039;ansday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Th&#039;rsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Frysday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reapsday&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sunday&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;b&amp;gt;[[Lugnasad]]&amp;lt;/b&amp;gt;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || &#039;&#039;Guild Meeting&#039;&#039; &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &#039;&#039;The Hanging of Jordie&#039;&#039;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 ||  &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | Autumn 826 WK: [[Harvest]] (5)&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &amp;lt;i&amp;gt;Equinox&amp;lt;/i&amp;gt; &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &amp;lt;i&amp;gt;Harvest Moon&amp;lt;/i&amp;gt; ..&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  1 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  2 || &lt;br /&gt;
|- &lt;br /&gt;
! colspan=15 | Autumn 826 WK: [[Vintage]] (6)&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon2.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  3 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  4 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  5 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  6 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  7 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  8 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; |  9 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon3.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 10 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 11 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 12 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 13 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 14 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 15 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 16 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon0.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 17 || &amp;lt;i&amp;gt;Blood Moon&amp;lt;/i&amp;gt;&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 18 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 19 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 20 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 21 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 22 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 23 || &lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;calMoon&amp;quot; | [[Image:moon1.jpg]]&lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 24 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 25 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 26 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 27 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 28 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 29 || &lt;br /&gt;
| class=&amp;quot;day&amp;quot; | 30 || &amp;lt;i&amp;gt;Beerfest&amp;lt;/i&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Ailusia&amp;diff=113385</id>
		<title>Ailusia</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Ailusia&amp;diff=113385"/>
		<updated>2026-04-15T23:05:06Z</updated>

		<summary type="html">&lt;p&gt;Martin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Planes]]Alusia-2 (sometimes called Ailusia) is a mirror-plane of Alusia.&lt;br /&gt;
&lt;br /&gt;
Physically Alusia-2 is the same as Alusia-1. Same continents, same weather. The seasons are six months out, i.e. it&#039;s winter there when it&#039;s summer here. The politics, however, are vastly different.&lt;br /&gt;
&lt;br /&gt;
In Alusia-2 the Church of the Holy Elohimic Empire rules the entire plane, and has done so for about 50 years. It has ruled the Western Kingdoms for about 400 years. The Church has eradicated the Drow and subjugated the Orcs, and has never heard of the Calamar. The head of the church is Pope Louis IV.&lt;br /&gt;
&lt;br /&gt;
There are four main arms of the Church: the Michaelines, the Raphaelites, the Urielites, and the Gabrielites. The Church recognises and worships many Gods, all Elohim. The heraldic symbol of the church is a black four pointed star on a white background. The four points stand for the four arms of the church, and also for the four virtues Hope, Valour, Peace and Happiness.&lt;br /&gt;
&lt;br /&gt;
On Alusia-2 the language, dress and customs are similar to Alusia-1. The coinage is similar enough to pass a casual inspection.&lt;br /&gt;
 &lt;br /&gt;
The equivalent of the Seagate Adventurers Guild is the Seagate Chapter of Adventurers, in Segate, Karzala. It was created by the Cardinal (the ruler of Karzala) as an arm of the Church of the Western Kingdoms. He used the Chapter to unite various warring mercenary groups, and once he had them united he used them to annihilate all enemies of the church and to conquer the entire plane.&lt;br /&gt;
&lt;br /&gt;
Over the last two or three years the Chapter has been looking at other planes. The Chapter is run similarly to the Guild. Chapter members are not required to belong to the Church, as long as they&lt;br /&gt;
swear loyalty to the Chapter. All Guild members have a duplicate in the Chapter, with the same skills, talents, experience and tactical ability. The only exception is that there is no Flamis-2. We guess this has something to do with her being the Eternal Consort.&lt;br /&gt;
&lt;br /&gt;
Members from either organisation can physically pass as the members of the other. Ignorance of people and events will, however, quickly show up the deception.&lt;br /&gt;
&lt;br /&gt;
The Chapter hires out as mercenaries, but most of its work is done for the Church - rescuing people, eradicating evil, and generally behaving as the SWAT enforcement arm of the Church. The Chapter seems stricter and more professional than the Guild. For example, the Chapter has no Stupidest Adventurer award, they prefer to &amp;quot;teach by instruction rather than reward stupidity.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Chapter headquarters is a large cathedral complex. The current Cardinal is Phaeton-2 (just like Phaeton-1, except with a beard and a spine). He is very charismatic, well-liked man, and is very driven and hard-working.&lt;br /&gt;
&lt;br /&gt;
There has been only one recorded account of contact between Alusia-2 and Alusia-1. A person from the Chapter encountered a Guild party about six months ago. The party concerned were quite loose-mouthed, and the individual learned a lot about us. The Guild believes this individual was Liessa-2, our client for the mission described below.&lt;br /&gt;
&lt;br /&gt;
How did the Church gain supremacy? The current Cardinal used a device to travel back in time, and took a group of Chapter members with him to do over the Drow. While they were in the past Engalton killed the then King of the Western Kingdoms. The resulting power vacuum allowed the Church to take power. Was this an accident? Engalton only knows, and he&#039;s never told. The King&#039;s body was never found.&lt;br /&gt;
&lt;br /&gt;
Taken from: [[The Alternate Adventure]]&lt;br /&gt;
&lt;br /&gt;
Alusia-2 can probably be considered one of the [[Alternate Alusias]], although it may no longer be easily accessed from other planes in the cluster.&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Draconia&amp;diff=113384</id>
		<title>Draconia</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Draconia&amp;diff=113384"/>
		<updated>2026-04-15T23:03:06Z</updated>

		<summary type="html">&lt;p&gt;Martin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Planes]][[Category:Martin Dickson]][[Category:Alternate Alusias]]&lt;br /&gt;
A world, resembling [[Alusia|Alusia Prime]] in the days of its youth, and created by the [[Ancient Dragons]] as a place of rest and solace at the end of their long exodus. It was an ideal land, green and fertile, peopled with elves who saw the dragons as gods, and at its centre was [[Kadath|Kadath-that-was]].&lt;br /&gt;
&lt;br /&gt;
It was built beyond the shattered world of [[Dislusia]], in a place of chaos and made real by the combined will and might of the dragons. There was but a single portal into Draconia, created and guarded by [[Dumuzi]], and before that only a single path from [[Elusavia]]; guarded by [[Nin-gizhida]] -- the two having sworn to protect the dragon&#039;s haven.&lt;br /&gt;
&lt;br /&gt;
Some of the exiles stayed only a while in Draconia before leaving for destinations unknown, others gave themselves to their animal minds and their descendants were beasts similar to modern Alusian dragons.&lt;br /&gt;
&lt;br /&gt;
By the time the guild party seeking the lost dragons came upon Draconia there were only 14 ancient dragons remaining; 12 in the [[spirit graal]], its keeper and guardian [[Inanna]], and the eternally mourning [[Eriskigal]].&lt;br /&gt;
&lt;br /&gt;
When the remaining ancient ones left Draconia to oppose Baal it is thought that the plane dissolved back into the chaos from which it had come.  The dragons transported the elven population to the Terranova reborn in the cataclysmic end of [[Apollyon|Apollyon&#039;s]] attempt on Kadath, and the beastial dragons were sent to an unknown destination.&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Dumuzi&amp;diff=113383</id>
		<title>Dumuzi</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Dumuzi&amp;diff=113383"/>
		<updated>2026-04-15T22:59:32Z</updated>

		<summary type="html">&lt;p&gt;Martin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Martin Dickson]][[Category:Ancient Dragon]] [[Category: Dragons]]&lt;br /&gt;
An [[Ancient Dragons|ancient dragon]] of the second generation, son of [[Ea]] and [[Damkina]], former husband of [[Inanna]] and current husband of [[Ninlu]].&lt;br /&gt;
&lt;br /&gt;
His powers lie in paths and portals, opening ways within and between planes, places and states of being.&lt;br /&gt;
&lt;br /&gt;
After the fall of [[Baal]] Dumuzi left Alusia along with the other ancient dragons, and when they reached the end of their long exodus in [[Dislusia]] it was he who opened a safe path into the chaos for them to begin the creation of [[Draconia]].  He and Ninlu remained behind as guardians of the one portal into Draconia.&lt;br /&gt;
&lt;br /&gt;
After the guild party  seeking the lost dragons entered Draconia his task was ended and he and Ninlu left that shattered plane. Along with [[Nin-gizhida]] they briefly visited Alusia when Baal&#039;s tomb was opened and then departed for places unknown, but he has said that he will return.&lt;br /&gt;
&lt;br /&gt;
===Summer 826 WK===&lt;br /&gt;
As of Summer 826 Dumuzi, Ninlu, and Nin-gizhida are known to be working with [[Jade Dragon]] and gathering intelligence about the possible return of Eiru. See [[Celestial Pioneers]] for additional details.&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Dumuzi&amp;diff=113382</id>
		<title>Dumuzi</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Dumuzi&amp;diff=113382"/>
		<updated>2026-04-15T22:55:08Z</updated>

		<summary type="html">&lt;p&gt;Martin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Martin Dickson]][[Category:Ancient Dragon]] [[Category: Dragons]]&lt;br /&gt;
An [[Ancient Dragons|ancient dragon]] of the second generation, son of [[Ea]] and [[Damkina]], former husband of [[Inanna]] and current husband of [[Ninlu]].&lt;br /&gt;
&lt;br /&gt;
His powers lie in paths and portals, opening ways within and between planes, places and states of being.&lt;br /&gt;
&lt;br /&gt;
After the fall of [[Baal]] Dumuzi left Alusia along with the other ancient dragons, and when they reached the end of their long exodus in [[Dislusia]] it was he who opened a safe path into the chaos for them to begin the creation of [[Draconia]].  He and Ninlu remained behind as guardians of the one portal into Draconia.&lt;br /&gt;
&lt;br /&gt;
After the guild party  seeking the lost dragons entered Draconia his task was ended and he and Ninlu left that shattered plane. Along with [[Nin-gizhida]] they briefly visited Alusia when Baal&#039;s tomb was opened and then departed for places unknown, but he has said that he will return.&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Inanna&amp;diff=113381</id>
		<title>Inanna</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Inanna&amp;diff=113381"/>
		<updated>2026-04-15T22:53:52Z</updated>

		<summary type="html">&lt;p&gt;Martin: Undo revision 113380 by Martin (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ancient Dragon]][[Category:Martin Dickson]]&lt;br /&gt;
An [[Ancient Dragons|ancient dragon]] of the second generation, daughter of [[Sin]] and [[Ningal]], sister of [[Eriskigal ]], and formerly the wife of [[Dumuzi]].&lt;br /&gt;
&lt;br /&gt;
Her powers lie in opposites and pairs of contending ideas, and she is called the &#039;&#039;Lady of the Thousand Offices&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After the fall of [[Baal]], Inanna left Alusia along with the other ancient dragons, and with them helped create their refuge of solace: [[Draconia]].&lt;br /&gt;
&lt;br /&gt;
When most of the ancient ones finally gave up their forms and joined in the [[spirit graal]] she remained in flesh as its guardian, until she was met by the Guild party tracing the lost dragons and travelled with them back to Alusia bearing the graal.&lt;br /&gt;
&lt;br /&gt;
After the dragons in the graal inhabited the statues in the temple of [[Xanadu]], and subsequently left Alusia (and the mortal realms) along with the returned Baal, Inanna vanished along with the presumably now empty device. Her present whereabouts are unknown.&lt;br /&gt;
&lt;br /&gt;
In humanoid form Inanna is winged, stands about 6&#039;6&amp;quot; with tanned skin and long straight golden hair, and wore gilded armour and a white robe.&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Inanna&amp;diff=113380</id>
		<title>Inanna</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Inanna&amp;diff=113380"/>
		<updated>2026-04-15T22:50:46Z</updated>

		<summary type="html">&lt;p&gt;Martin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ancient Dragon]][[Category:Martin Dickson]]&lt;br /&gt;
An [[Ancient Dragons|ancient dragon]] of the second generation, daughter of [[Sin]] and [[Ningal]], sister of [[Eriskigal ]], and formerly the wife of [[Dumuzi]].&lt;br /&gt;
&lt;br /&gt;
Her powers lie in opposites and pairs of contending ideas, and she is called the &#039;&#039;Lady of the Thousand Offices&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After the fall of [[Baal]], Inanna parted from Dumuzi, left Alusia along with the other ancient dragons, and with them helped create their refuge of solace: [[Draconia]].&lt;br /&gt;
&lt;br /&gt;
When most of the ancient ones finally gave up their forms and joined in the [[spirit graal]] she remained in flesh as its guardian, until she was met by the Guild party tracing the lost dragons and travelled with them back to Alusia bearing the graal.&lt;br /&gt;
&lt;br /&gt;
After the dragons in the graal inhabited the statues in the temple of [[Xanadu]], and subsequently left Alusia (and the mortal realms) along with the returned Baal, Inanna vanished along with the presumably now empty device. Her present whereabouts are unknown.&lt;br /&gt;
&lt;br /&gt;
In humanoid form Inanna is winged, stands about 6&#039;6&amp;quot; with tanned skin and long straight golden hair, and wore gilded armour and a white robe.&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Eriskigal&amp;diff=113379</id>
		<title>Eriskigal</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Eriskigal&amp;diff=113379"/>
		<updated>2026-04-15T22:49:39Z</updated>

		<summary type="html">&lt;p&gt;Martin: Adding link to Inanna&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Martin Dickson]][[Category:Ancient Dragon]]&lt;br /&gt;
&lt;br /&gt;
An [[Ancient Dragons|ancient dragon]] of the second generation, daughter of Sin and Ningal, sister of [[Inanna]], and wife of [[Ahriman]].&lt;br /&gt;
&lt;br /&gt;
Her powers lie in darkness and the uttermost depths, and she is called the &#039;&#039;Guardian and Patroness of the Dark City&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After the fall of [[Baal]] and the death of her huband, Eriskigal left Alusia along with the other ancient dragons, and with them helped create their refuge of solace: [[Draconia]].&lt;br /&gt;
&lt;br /&gt;
Eriskigal could not find peace however -- eternally mourning her lost husband -- and remained flesh while most of the other ancient ones finally gave up their forms and joined in the [[spirit graal]].  She lived in a tower of bones in the garden at the centre of Kadath-that-was until met by the Guild party tracing the lost dragons and informed of Ahriman&#039;s presence in present day Alusia.&lt;br /&gt;
&lt;br /&gt;
Returning to Alusia with the party Eriskigal rejoined Arhiman and did not leave Alusia along with Baal and most of her kin.  Her present whereabouts are unknown, but presumably she is with Ahriman.&lt;br /&gt;
&lt;br /&gt;
In dragon form Eriskigal is some 50 feet long, jet black and wreathed in shadows. In humanoid form she stands about 6&#039;8&amp;quot; with pale skin, long straight black hair, and black (somewhat gothic) clothing.&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=The_Wood_Wide_Web&amp;diff=113378</id>
		<title>The Wood Wide Web</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=The_Wood_Wide_Web&amp;diff=113378"/>
		<updated>2026-04-15T22:25:08Z</updated>

		<summary type="html">&lt;p&gt;Martin: Adding link back to scribe notes section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Scribe Notes]][[Category:Keith Smith]]&lt;br /&gt;
[[Image:zeyland-elf.jpg|right|]]&lt;br /&gt;
== Header ==&lt;br /&gt;
[[Scribe_Notes#Summer_814_WK|Scribe Notes]]&lt;br /&gt;
&lt;br /&gt;
Low/medium adventure to be played on Tuesdays at Chez Smith in Mangere Bridge&lt;br /&gt;
&lt;br /&gt;
A short elf, ([[Faith]] sized and DAs as Fae Elf) from [[Zeyland]], has made her way to the Guild in order to recruit low level adventurers to investigate strange goings on as requested by the Guardian of the Forest. She also desires to join the Guild. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Players&#039;&#039;&#039;&lt;br /&gt;
* [[Grizelda]] Female giant rune mage (scribe)&lt;br /&gt;
* [[Pierre the Halfling | Pierre]] Male halfling illusionist &lt;br /&gt;
* [[Kerry]] Female human celestial mage (party leader)&lt;br /&gt;
* [[Marco]] Male human earth mage&lt;br /&gt;
* [[Remel]] Male human water mage&lt;br /&gt;
&lt;br /&gt;
(Note: This may turn into a series of mini-adventures as this was originally intended to be a short adventure)&lt;br /&gt;
&lt;br /&gt;
== Scribe Notes ==&lt;br /&gt;
=== Chapter One - To Zeyland We Will Go ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Meadow 814&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Our employer was called Elana Moonwatcher. She was a short elf who came from [[Zeyland]] in the far south. She did not understand money. After talking to Guild security she offered greenstone, obsidian and mithril and possibly knowledge of ancient magics as reward. Apparently her people were banished to the south by the tall elves in the long ago wars. Their leader was an elder mage named Lady Gwen. They wanted us to evict the giant spiders that have infested part of their forest and filled it with webs. Elana was some kind of astrologer, and she complained that the sky here in Seagate was upside down. And there was a new star in the sky over Zeyland. The spiders were stopping her people from getting to the village by the big lake where the rainbow fish live. And there were volcanoes in Zeyland. And the earth was prone to shaking. And there were chickens as tall as me. And great big bouncing mice. And big eagles. But not rocs or elephants. There were also dragons in the southern mountains. And dwarves. The big spiders were only halfling sized. Some of the elves that were living in the spider area have changed. And now worship something called [[Lloyth]] or [[Maandar&#039;rik | something beginning with M]] &lt;br /&gt;
&lt;br /&gt;
Elana had a long distance portal thing, called a wyrmhole. It was an ancient magic and would get us to Zeyland quickly. We could get back via [[Rangiwhero]]. &lt;br /&gt;
&lt;br /&gt;
Marco: I&#039;m a ranger, so what kind of forest is it?&lt;br /&gt;
Employer: Well, it&#039;s a carnivorous forest...&lt;br /&gt;
&lt;br /&gt;
We spent the rest of the day organising greater enchantments, skin changes, restoratives and so on, most of which I had to pay for.  We settled on a ten per cent greater from Aaron on magic and combat for all of us. It fell to me to summon my efreeti and ride to Slippery Rock to see the witches about the skin changes and restoratives. &lt;br /&gt;
&lt;br /&gt;
Grizelda: If they&#039;re scared of a giant riding an efreeti, they must be new to the area...&lt;br /&gt;
&lt;br /&gt;
After dinner Marco collected his tigers from various places around the guild where they had been stoned and stored. They were unstoned and then bound, fed and skin changed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2 Meadow 814&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
In the morning, Elena was yawning a lot. What had she been doing all night? Marco instructed the tigers that we were not food, and neither was the employer. Then we set forth. We had to walk six miles. Elena had never seen a horse or a cow before. When I asked her how she had got to the guild she pointed to the sky. It seemed that she had literally dropped in. We came to a barn where the farmer was expecting us. Guild security must have set this up. Then Elena started her ritual, placing a hexagon of crystals on the wall. Meanwhile Marco skin-changed the tigers. Which confused them a bit. For one thing they could not roar... when they tried, they mewed!&lt;br /&gt;
&lt;br /&gt;
As Elana finished, the portal appeared, creating what looked like a vertical pool of water on the water. Then all we had to do was walk through it. Or, in my case, bend over and shamble through it. She warned that it would only last 38 minutes. One by one we stepped into the portal and fell through a magical tube that dumped us without ceremony on the damp forest floor. It was dark, not yet dawn. And now we had to walk some more. About twenty miles. After a while we ran into some more short elves, who were a hunting party. One made a rune portal by just planting a rune stick. We had a bit of an argument about how rune portals are supposed to work. The little elf glared at me. Little elf, big giant... not so intimidating. Anyhow, I did learn that the bees counted as a single entity for this kind of magic, because we popped through to the village without trouble. And then they offered breakfast. Broiled fish, eggs, mushrooms, sweet potatoes and fern fronds. &lt;br /&gt;
&lt;br /&gt;
Grizelda (of her bees): They will bee-hive!&lt;br /&gt;
&lt;br /&gt;
=== Chapter Two - An Interrupted Party ===&lt;br /&gt;
&lt;br /&gt;
We chatted about getting home over breakfast, and Elana confirmed that she would be able to get us to Rangiwhero, and we explained that there was a portal from there to the Sea of Grass. &lt;br /&gt;
&lt;br /&gt;
Employer: We homed on the greatest source of magic...&lt;br /&gt;
&lt;br /&gt;
Grizelda: You found the Guild Vault.&lt;br /&gt;
&lt;br /&gt;
Employer: We are somewhat surprised that it hasn&#039;t collapsed into a magical singularity.&lt;br /&gt;
&lt;br /&gt;
Grizelda: Well, it is very singular!&lt;br /&gt;
&lt;br /&gt;
As we eat we saw elves moving along the rope walks through the Elven city above us in the trees. Elena tells us about the big flightless birds in the southern forests. The elves here are more faerie-like, and have the faerie allergy to cold iron. They also have old and different magic to ours. Her star-wings look like the night sky with scattering of stars. She pointed out a clearing among trees where we could make camp. As we looked for fish in the nearby stream, a small faerie creature flew towards us, and introduced herself as Krista, and turned into a somewhat larger elf. She explained that she was a Fae mage... who do nature magics. Marco started chatting to the dragonflies. They believed there were dragons sitting on the fire mountains. There were trout in the stream, so Marco and Fathom set down to fishing as we talked to Krista, about the spiders. They thought that a previous group of tall folk had gotten rid of the spiders, far to the north, where the humans were. But they hadn&#039;t got them all, or this was another problem altogether, and the spider problem was now much worse that it was before. And some of the elves have turned to the dark. The spiders had the ability to spit webs and were poisonous. They had grown great webs across the forest, but Krista was not sure if they were intelligent. They seemed to communicate with each other through the web. A mind mage tried to contact them, but she went crazy and ran away into the forest. The elves have some good healers - which will be useful. The real problem was that we didn&#039;t have much to fix mental problems or charms, and some of the elves in the villages in spider territory may be under the influence of vile enchantments. Tomorrow we would be meeting the Guardian of the Forest, who was a Treant. &lt;br /&gt;
&lt;br /&gt;
After lunch, just as we were thinking about a nap, there was another arrival in the form of a glowing ball of light that turned into another winged elf. She introduced herself as the Lady Gwen, leader of the elves here, and truly ancient, old enough to remember the long ago War between the Elves. She was pleased we were going to do something about the spiders because they would be here within a week or two. The webs were tall enough in places to be enough Grizelda&#039;s head. She has lost contact with the elves in that area. They have assemblages of talents and spells instead of Colleges. We discussed making herbal powders and potions to aid with combating the spiders. It was not impossible that the elves that had turned to the dark, who call themselves Aurae, were turning into some kind of drow. Before she left, she invited us to dine with the tribe that evening. We passed the afternoon fishing and sleeping.&lt;br /&gt;
&lt;br /&gt;
A group of elves that looked like forest guards came to collect us near sunset, and led us through the forest. There were lights in the forest. It would seem that the elves had been decorating. They showed us a fungus that looked very like a truffle. We were seated at the high table with the Lady Gwen, who was looking very regal in a dress that scintillated in the fairy light. They had found a tree trunk for Grizelda to sit on. There were even elf children, more than I had ever seen. We were just about to start when a dishevelled looking elf burst into the clearing crying out to the queen, &amp;quot;They are coming, we cannot stop them!&amp;quot; He was sweating heavily. As we stood up, and readied our weapons, he drew a dagger and called out &amp;quot;Die, usurper queen!&amp;quot; And stabbed the queen. She dropped. I hit him, and he too fell to the ground. As the royal consort went to aid the queen, the possessed elf assassin&#039;s body began to move, and from his back emerged a spider the size of my hand, which leapt upon the consort, as I squished it with my club. The elven healers and Kerry went to help Lady Gwen, as another spider was spotted up in the trees, watching. It was soon full of arrows, and I cut promptly it down. They preserved the assassin&#039;s body, for their Queen to resurrect later. After asking permission of the Custodian of the Records, an elder elf who was now in charge, we examined the corpse, and it looked like somebody had opened a wound in his back and inserted the spider. It appeared that it was not my blow that killed him, but a spider bite. There were spider eggs secreted around the body. He was also under some kind of spider magic, and there was a mind-sapping poison in his bloodstream. Mind College counterspells would help against this poison. One of the elven mages put the corpse in some kind of stasis effect. His spirit was there, and was sorry. He seemed to understand when I said that it was not his fault. The spider had the aura &amp;quot;Watching Spider&amp;quot; and a fading magic. &lt;br /&gt;
&lt;br /&gt;
We returned to our camp to rest, and were undisturbed except that it rained heavily around midnight. Just before that I saw a peculiar flightless bird with a long beak come snuffling out of the bush. It was the kind that was sacred to the elves, so we left it alone. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3 Meadow 814&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
At dawn it was still raining. We were awoken by unfamiliar, but nevertheless pretty bird songs. Elena and Krista turned up around breakfast. We decided to go hunting for spiders up the river, after casting many spells in preparation. Back towards the city, we saw a great many elves moving around, obviously on high alert. We spotted a cable running from the city through the forest. An elf was in the air tracking it.  Then we saw a spider making its way along the cable towards the elven city, laying another cable. And then a second spider across further. An elf shot it with fire magic. Pierre attempted to enchant the trees. There was a dryad in that tree... and the tree cooperated. It started to shake violently. The spider webbed Pierre, and then Kerry and I shot it... my bolt carried it flying through the air some distance away. Kerry and Fathom cut the dryad and Pierre free. We went to check on the dead spider, and as we did so a bolt of lightning shot down another spider. From the dying aura of the dog-sized spider I shot, we learned that it had been somewhat sentient, but I could see no spirit. My bolt was somewhat corroded, so we tested one of my special silvered dwarven bolts in its blood - which appeared to be unaffected. I divined the spider, and got the impression that it was a web-spinning spider, and part of a larger whole. Lady Gwen joined us, and told us that the spiders appeared to be creating a giant web across the forest. There were nodes and spiders sitting on them. Lighting magic was especially potent because it seemed to propagate along the threads.  &lt;br /&gt;
&lt;br /&gt;
=== Chapter Three - Spiders go Squish! ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3 Meadow 814&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
We learned that the spiders are light-aspected, since they are active during the day. Crista had been sending out pixies to scout. They had learned that the webs extended up the river, becoming increasingly denser as they went. When he examined the strands of the web, Marco found there was a glassy fibrous core to it. They tried a number of alchemical methods, but only very strong and dangerous liquids such as aqua fortis had any effect, and then only slowly. Meanwhile, I summoned an efreeti, and told it to &amp;quot;break that&amp;quot; pointing to the web. He grasped the strand, burned through the outer leathery coat and pulled the inner threads like toffee until they broke. I shortly discovered that the most effective trick was to saw through the inside, and then get the efreet to finish the job. Predictably, this had the effect of attracting arachnoid attention... four spiders, one stopped by a Wall of Darkness Kerry had cast, one ran away, one remained on the web, while another attacked on the ground. Fathom cast fog, and I mounted my efreet and charged the spider on the web. &lt;br /&gt;
&lt;br /&gt;
Grizelda. &amp;quot;I&#039;m flying into battle on an efreet - it&#039;s a yo-do-ho moment!&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
The spider on the ground webbed Pierre and Fathom, catching Fathom. I attacked and missed. So did my efreet. I landed in the tree, and he flew past and ended up on the ground. Not a great start. But I made up for that, by thumping it clear out of the tree. Meanwhile, Pierre and Kerry had killed the other one. Then we extricated the unfortunate Fathom, and finished off the one by the wall. &lt;br /&gt;
We formulated a plan to attack the nearest node, putting a Rune Wall around it first. Kerry slowly turned into a half-panther half-person, and Marco into a half-tiger half-person. So we headed into the forest and there was more and more web. And found a spider sitting on the node. &lt;br /&gt;
&lt;br /&gt;
I shot at it, but somehow it dodged. Then Pierre shot and nearly killed it. Two more appeared beside us, and the efreet and I hoed in with our weapons. Fathom made a fog... although it burned off quickly around the efreet which was now aflame. Pierre made an illusory wall of fire between us and the other spiders that we could now see beyond - one of which was truly enormous. We hurt the nearby spiders so much that they promptly phased out and retreated to get healed. &lt;br /&gt;
&lt;br /&gt;
Grizelda: I could make small flammable objects burst into flame...&lt;br /&gt;
&lt;br /&gt;
Marco: There&#039;s only Pierre and we don&#039;t want to burn him!&lt;br /&gt;
&lt;br /&gt;
The big one approached and made threats in Fathom&#039;s head. I made a rune wall around us. Kerry made blackfire on the big spider so that it ran away, making more threats. We set about destroying more and more of the web, as we made our way to the river, where we concealed ourselves under the water. Except the efreet and Pierre hid him inside a rock. As darkness was falling, a boss spider appeared, above the river. So we shot it, hoping to bring it down. But didn&#039;t do much, so we ducked back under the water, as a bunch of short elves came out of the bushes, and shot at us. Pierre and I noticed a heat source coming down the cliff towards the efreet&#039;s hiding place. I commanded the efreet to grab it and throw it to me in the river. Which he did. And I grabbed it - it was an elf, in a black spider silk suit, with weird oriental weapons. Fathom put water-breathing on him so he didn&#039;t die. We took him captive and took him back down river to the elven city. It was really late when we got there. We learned that he had been listening to the spider voices, and was now a zealous follower of the spider god. One of the elves cast fascination on him, but that really didn&#039;t help much. He had a magical amulet that was an Amulet of Health. &lt;br /&gt;
&lt;br /&gt;
=== Chapter Four - Too Many Faeries ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;4 Meadow 814&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We are awoken at dawn by a voice crying of fire and spiders... sounding more than a little crazed. We hastily arm ourselves as we listen to the voice. &lt;br /&gt;
&lt;br /&gt;
Marco: It sounds a couple of sandwiches short of picnic...&lt;br /&gt;
Someone: Maybe missing the entire lunchbox!&lt;br /&gt;
Keri: Or at least a couple of paddlers short of a canoe!&lt;br /&gt;
&lt;br /&gt;
It was another elf, looking a bit bedraggled, covered with bits of forest, and his skin scratched all over. Fathom offered it fish for breakfast. He carried on rambling about the webs, spiders and so on. Pierre deduced that his brain was scrambled as if by krrf, but there was no krrf in his system. Possibly something from the forest? I fetched Elena and she said that he was the mind mage who tried to read the mind of the forest. After a while he calmed down a bit, but we still couldn&#039;t get anything sensible out of him. &lt;br /&gt;
&lt;br /&gt;
After breakfast and purification, I sent about ritually controlling the mad elf, so that he wouldn&#039;t hurt himself any more. He kept on rambling about the beautiful priestess, the messenger. Then Fathom tried binding water, and summoned a water spirite named Nix, who promptly tried to seduce him. Then Elana warned us that summoning things around here might have unexpected results. &lt;br /&gt;
Then we went to visit the forest guardian, an ancient treant who lived some miles away. We set off on foot, and walked through the forest until we came to a large clearing in which stood a giant tree. Elena addressed it and it awoke and opened its eyes. It said that we were the promised ones and asked us what we had found out. As we began talking about the spiders, the mad little elf, whom I was carrying in a baby sling, starting babbling. The treant told us to bring the mind mage closer and it reached down a branch to him. It recoiled and then tried again, more slowly. As he ministered to the elf, we were suddenly set upon by dark elves. Kerry got in the first whack with her axe.  They hit back and one scored on her. But she got her own back, and then the cats went into action. Fathom cast fogs around them so they could not see. Then Pierre told the trees to shake, and one took an arrow from Crista and fell out of the tree. The cats play with elves, and the elves don&#039;t do so well. One came back with an elf in its mouth, looking very pleased with itself. After trying to thump mine twice, I dropped my club, closed on her with my gloves, and wuss-slapped her into submission. We relieved the dead of a couple more of those health amulet, and some four healing potions. &lt;br /&gt;
&lt;br /&gt;
The one who got cat-treed wanted to talk. She said that her priestess wanted us captured so she could talk to us. We asked her if that was the beautiful elf priestess we&#039;d been hearing about. &lt;br /&gt;
&lt;br /&gt;
Captured dark elf: The one with legs that go up to...&lt;br /&gt;
Grizelda the giantess: Are they as long as my legs?&lt;br /&gt;
Captured elf, looking up: Er... no.&lt;br /&gt;
&lt;br /&gt;
The treant let go of the mad elf. He explained that the source of the problem is one of his kind, an ent-wife who had turned to the dark. She is somewhere to the north, beyond the big lake. The captured elf offered to guide us, since he was apparently a less than willing convert. The one I was sitting on had a right collection of nasty weaponry, garrotte, hatpins etc. &lt;br /&gt;
&lt;br /&gt;
Pierre (looking at the elf assassin&#039;s weapon collection): Watch it, you could hurt someone with those...&lt;br /&gt;
&lt;br /&gt;
It seems that we must somehow contrive to deal with the corrupted treant and the dark priestess, and quickly. We gave the elf assassin to the treant and he showed her the truth, so she began to cry. We learned that there are dark-skinned humans somewhere to the north. There was much discussion of how to do something about the corrupted treant without actually killing her. We were given a seed from this treant just in case. One method might be to attack its roots. Or we could try to get the spriggans to help us access some underground caves.  &lt;br /&gt;
&lt;br /&gt;
And then we returned to the city. Fathom had a word with Nix whom he had left on watch. She had seen a spider heading into the forest, but wasn&#039;t clear as to where it had come from. Krista turned up with a bunch more irritating little fairies. They suggested that the spriggans might be bribed, or won over with flattery. They are also stupid, so illusions might work. The faeries might be able to get some blue pixie dust that might cure the corrupted treant. Then they, thankfully, all went away except the one called Silvermist. They came back after breakfast the next day with a dust fairy carrying some of the blue dust, which he thought might work.&lt;br /&gt;
&lt;br /&gt;
=== Chapter Five - The Battle of the River ===&lt;br /&gt;
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&#039;&#039;5 Meadow 814&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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We decided that we would go to the spriggans disguised as same. One of the fairies cast &amp;quot;enchant mortal&amp;quot; on us, which would allow us to speak fae languages including that of the spriggans. Our illusionist would make us look like spriggans and one of the faeries would make a wave to carry us up the river. Then we must cross the lower slopes of a fire mountain to get to the lake. &lt;br /&gt;
&lt;br /&gt;
Grizelda: Perhaps you plant a sprig and that grows into a spriggan?&lt;br /&gt;
&lt;br /&gt;
So the faerie Silvermist made a wave, and we all hopped on, and headed upriver. We had to dodge logs, rocks, rapids and tendrils of spiderweb. The webs became denser and denser as we headed up the river. And then we were attacked, spiders firing gobs of spider goop at us. Fathom made a fog. And another one as we surfed past that one. At one point a wave of cold struck at us. After about two hours, as the river narrowed, suddenly a wall of darkness slammed into existence across the river. Then, as Fathom was casting his fog, darkfire came in from both sides. I caught a glimpse of short elves dressed in black. The faerie controlling the wave panicked and we started heading back down river rapidly. Soon we were out of range. As we debated how to ambush the ambushers, we saw someone flying overhead, but it did not look as if they saw us. We decided to sit under a cliff and have lunch as we talked. I made a fish stew with fiddlehead ferns and local herbs. The person with the shadow-wings flew back upriver, but again did not appear to see us. &lt;br /&gt;
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Then we set forth, aiming to make fog, arm ourselves with counterspells, actively resist and simply push on through. This time they threw webs of darkness at us. Then we surfed through the dark wall, followed immediately by a wall of light. I fear I lost my reason, and charged back at the nearest of the dark elves. Two of the cats panicked, and for some reason, followed me. Even in my berserk rage, I could see that there were other elves in black suits, aiming crossbows. But my target was that evil mage who had had the temerity to cast at me. I charged into her and thumped her into the ground, smiting her with my mace. Another elf attacked me as the cats ran in. I swiped at the elf with the sword as I stomped on the downed mage. She stopped moving. Then I came to my senses, not that that made a whole lot of difference as I continued pounding on the elves on the left bank. I pummelled the one with the sword into the ground, but he didn&#039;t seem to stun. Meanwhile, Marco got a smoking magma off on the other side of the river, making lots of steam and managing to catch Pierre... &lt;br /&gt;
&lt;br /&gt;
One of the elves on that side swan-dived into the river, but another was stunned and couldn&#039;t move, remaining stuck in the magma. The one in the river was floating towards the walls...her eyes widened as she realised she had literally leapt from the frying pan into her own trap! My opponent got up after I hit him again, but he was looking sore. The cats withdrew and another elf came up behind me, so I stayed put. He kept poking me from the rear, and then one of the cats took him to the ground. Eventually I thwacked my opponent into submission, and the other one surrendered - though the cat wasn&#039;t all that accepting. Neither was I. I spat on her for attacking me from the rear, and then slapped her. She had no honour. Over the other side of the river, Pierre and Kerry, backed up by Fathom and his darts, dropped the other elves. Two had escaped, but we looted the others.&lt;br /&gt;
&lt;br /&gt;
=== Chapter Six - Queen of the Spriggans! ===&lt;br /&gt;
&lt;br /&gt;
We tied up the survivors in such a way that they should be able to release themselves after we had got far enough that following us would be difficult. Some time, after we left them behind, we found ourselves out of the forest, out of the web and in wide scrubland devoid of spiders. Ahead were three great fire mountains.  Soon after that the river petered out into a stream, and the wave collapsed, dumping us in the water. And now we had to walk. It was quite cold, there was snow on the ground, and we were quite high up. We decided to camp until the small hours of the morning, as the predawn would help the celestial mage with her spells. It was frosty and clear, and the stars were bright, the great sky river a shining stream across the dome of heaven. &lt;br /&gt;
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&#039;&#039;6 Meadow 814&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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Before the sun rose I summoned an efreeti, who was unhappy about the cold, and said a very bad word. There was frost everywhere, and we breakfasted on crayfish from the not quite frozen river. &lt;br /&gt;
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Grizelda: Sure, it is not City of Brass, it is Plain of Brass Monkeys!&lt;br /&gt;
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Then Keri cast wings on all who needed it, and we flew up into the sky, as the red light of dawn flooded the land. We headed north for the great lake and landed in the shallow marshes at the southern end. Except the efreeti and I who landed on a beach of white sand. &lt;br /&gt;
&lt;br /&gt;
Grizelda (as the party landed on the lake): Those ducks must duck!&lt;br /&gt;
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The efreet fire-bolted a brace of ducks for me. It scorched the feathers off! But there would be duck for dinner. And we found some white rocks that floated. Fathom summoned a water sprite, and asked it where to find the spriggans. She knew of them. Their caves are in the cliffs further up the western side of the lake. She also knew of the nameless one that sleeps at the bottom of the lake.  Fathom asked his sprite to go and see if she could reach the thing in the lake... over my protests that this was cruel. She did not come back. We followed the beach and cliffs up the western shore, until we came upon what looked like a concealed entrance. Pierre sent his image along the beach. And a pile of rocks turned into a spriggan creature. There was another similar creature on the other side. Fathom offered it alcohol and gems. I challenged the spriggan king to single combat. &lt;br /&gt;
&lt;br /&gt;
Eventually he came out, declaring himself to be Hagar the Horrible. He was agreeing to the alcohol and gems when his wife came out, calling herself Stella the Strong. Eventually the offer of jewellery got to her as well. A whole pack of spriggans come out, and they bowed down to me, swearing their loyalty to me, as their new leader, and calling me Grizelda the Great. Then they got their gems and their whisky. They told us of a way to the roots of the great tree, but defended by the eight-legs and two-legs. There was also a tall female elf, who seemed to be in charge, telling the little elves what to do. They had iron weapons, but it was not cold iron. We ended up with a bunch of spriggans to show us the way. We came to a cave exit that was full of web, and with a sign saying &amp;quot;you shall not pass&amp;quot; in Elvish. Though it was too small for the efreeti to pass, he was able to blast it with fire, blowing it away. The stench was appalling. Then I thanked the efreeti, and sent him home. The party was cruel to the spriggans also, making them go in front of us. &lt;br /&gt;
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We went down the tunnel, and in a broad cavern we found a single giant mushroom. There were luminescent fungi on the walls. I thought on it, and remembered what this mushroom was. A creature called a &amp;quot;shrieker&amp;quot;, a living magical alarm. After some discussion I sent one of my bees to freeze it, and that neutralised it. Pierre replaced it with an illusion. We went on past and then we heard marching feet... a patrol of elves and spiders. The spriggans made like piles of rock, yet the patrol stopped. One kicked a spriggan, but he did not move. One of the big spiders came forward and webbed the rocks. The illusionist put up a wall to conceal us, and the patrol went past. We carried on, heading for the tree. Then a phase spider blinked into visibility in front of us. The spriggans slung rocks at it, and I shot it in the thorax, and then it phased out. But I could still see it, with my spirit vision. It tried to sneak into the middle of the party, and when it phased back in we were ready. It took several blows at once, and then phased out again, and ran away. I chased after it, and squished it... then I realised my maul was glowing as if affected by a spectral weapon spell. The party caught up with me, and spotted an invisible great cat, a panther, lurking in the darkness. &lt;br /&gt;
&lt;br /&gt;
The cat led us through a concealed exit, to the leader of the resistance, who was formerly the King here. His name was Lord K&#039;van. The woman calling herself the queen here was a tall elf who had come here with plans to lead the small elves and the spiders north to attack Alfheim. He asked how we had persuaded the spriggans to our side. I confessed to being the new queen of the spriggans. Seeing my size, he handed me a ring, a ring of reduction, which will allow me to move through tunnels more easily. Through the tunnels we must go, and deal with the dryads who were protecting the treant, and put the blue powder on the tree. &lt;br /&gt;
And that&#039;s when the alarm went off...&lt;br /&gt;
&lt;br /&gt;
=== Chapter Seven - Out of the Frying Pan....  ===&lt;br /&gt;
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And a bunch of spiders suddenly phased through the walls... I was about to go thump one when I was alerted to a web-covered thing behind me. It came at me but missed. Keri shot a spider right between the eyes and it died before it could phase out. Lord K&#039;van slashed at the web monster, cutting into its webs. Then Marco&#039;s tiger started tearing a spider apart. I smote the web thing and knocked it back, blocking the opening behind it, and preventing more dark elves from coming through. One of our elves cast a miniature whirlwind at one of the spiders sending it into a spin. The web monster was pushed forward to the side, and a small female elf wielding oriental daggers came through, only to be attacked by Lord K&#039;van fighting beside me. Another elf came invisible at me and would have hurt me sorely, if it were not for my shield of primes. Instead I hurt her, and she was stunned. Then a fire bolt struck through my shield, which was not nice. An elf with dark wings flew into the room above us. The one who had sneaked in invisible hit me, but I thumped her solidly, knocking her unconscious to the floor. &lt;br /&gt;
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Meanwhile Pierre was struck hard by the web thing. Krista flew up to tackle the dark elf in mid-air. One of our elves cast some kind of healing surge, and we all felt better. Including the enemy... A bolt of fire and an energy bolt from our side hit the golem. Two more attacked me as I stomped down on the one feigning unconsciousness, but they missed. There was a sickening crunch as I fractured the skull of one of my attackers with my maul and he fell insensible to the ground. Then the ground turned to smoking magma under my feet, and I had to step back. Marco again. As I stepped back I struck my other opponent, crushing his hip and killing him. The opposition Namer tried to counter the smoking magma, but failed. By now the tigers had finished off the spiders and were attacking the web monster. The smoking magma was creating a useful breach between us and them. One of the few enemies left on our side of the magma went for me, missed, and was felled by my maul. In the pause in combat, Pierre offered me a healing potion. A fine vintage, no doubt... The Namer was captured and the Water Mage surrendered. The other opposition retreated. We gleaned an amulet of luck, magical leather bracers, and elven boots of stealth. &lt;br /&gt;
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Now that the resistance hideout was found out, they needed to find a way to get their injured to a safe place. The fey mage Krista offered to make a portal, but that would take an hour. Fathom suggested he cast water-breathing on all of them so they could retreat through the water-filled tunnels to the lake. And they did both, taking Krista with them through the tunnels so she could then make their escape portal down by the lake. They took the prisoners too, in hope that the forest guardian could heal them of their obsession. Marco put another smoking magma in the tunnel, which sent the next lot running. We continued on, using the magma spell to push them back. They fled before us, and we gave chase until we came upon a wall of dust and sand. Breaking the wall took time, slowing us down, whereupon they got away. &lt;br /&gt;
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After we made our way out of the tunnels and into the open, Keri cast strength of darkness on us all, and the elven air mage gave us winds of flying. The spriggans promised to throw rocks and make a diversion. We could see the great treant covered all over with a mass of webs. There are many spiders too, hiding in there... Fathom flew into it, and bounced off the webs. Then Pierre had a go, trying to get himself there. But as soon as he landed on the mesh of webs, the dryad guardians came out of their trees... &lt;br /&gt;
&lt;br /&gt;
=== Chapter Eight - ...Into the Spider Web  ===&lt;br /&gt;
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The rest of us landed in the clearing, the aim being to create a diversion, while Terrance attempted to make his way through the mesh of web and put the blue pixie dust on the corrupted treant. I charged at the nearest dryad, but missed. Hands of Earth sprang up as the dryads cast, and one pushed me forward as I resisted its grasp. Spiders advanced along the web at Pierre, who was protecting Terrance. Then one of them sprouted an arrow. The fairy air mage was firing. Then a dryad attacked her. &lt;br /&gt;
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Marco (of a dryad): What&#039;s she made out of? Bark?&lt;br /&gt;
Kerry: Probably. She barks her toes!&lt;br /&gt;
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Marco failed to cast a Smoking Magma under one of the dryad trees. The dryad scratched me with its thorn-like fingers, then Kerry came up behind it and skewered it, stunning it so I could thump it but good. The air mage shot down one of the spiders. The cats sprang in and attacked one of the other dryads, which occupied itself with the elf. Earth hammers shot at Pierre, trying to knock him out of the tree. We left the stunned dryad to the nearest tiger, and charged the next one which was faced away from us, looking up at Pierre, and casting spells at him. A spider tried to munch Pierre. My shield saved me from a wicked slash from the dryad, but not from a ray of cold that streaked across the clearing. I thumped the dryad, stunning her. Keri ran on, and sank her blade into another dryad, making sure she wouldn&#039;t be casting. A spider got to Pierre, sending him unconscious, and the air mage flew up to aid him. And then the spell that Marco cast some time earlier finally went off, setting one of the trees on fire. Its dryad screamed... as fire rose up around her as well. Then the dark elves arrived and joined in the fight, one of them attacking Kerry and another going for me. Marco cast again, setting another tree on fire, and annoying the elves who were fighting me and Kerry. The dryad fighting me wasn&#039;t happy either. Fathom flitted up into the treant to help Pierre, bringing him up to consciousness. &lt;br /&gt;
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Then suddenly a blue light cascaded from the treant. There was a botanic scream and the dryads stopped. The elves paused, wondering what was going on. The webs around the treant erupted and blew into the air, lighting flaring along the strands of the web. Kerry and I took down a dark elf each in their distraction. Fathom fell out of the tree, but Pierre landed rather more upright. As the blue dust settled the tree seemed a bit scorched but was a rather healthier colour underneath. The dryads had vanished. Terrance was definitely high on the blue dust, flying downwards. The elves come back to themselves, and seem to have been in a bad dream. Which didn&#039;t stop us tying them up and looting them.  &lt;br /&gt;
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We still needed to find the evil queen, who was apparently most likely in the caverns under the city. One of the elves proved to be a gardener who knew the area. The spriggans turned up - there were just four left, but would apparently reform within the week. Our elf didn&#039;t want us to kill the queen - she was cute, apparently. He hated the spiders though, and tore off a black armband embroidered with a red spider that he had been wearing. He led us back into the caves. We hid when we saw a dark elf patrol running past, and finally reached a giant cavern, where there were mushrooms, and glowing fungi on the walls. In the distance there was a crowd of elves, gathered around a female elf on a dais. I was so tempted to shoot her from hiding. But the others said there was too many of them. So we waited for the crowd to disperse, and then followed, towards their temple. We ran into a patrol, but were able to convince the commander that the elf was escorting us to see the queen. But when we got there, we heard the queen let loose with an angry tirade about us, and then the patrol commander&#039;s body came tumbling down the steps. &lt;br /&gt;
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Grizelda: No one expects the spriggan inquisition!&lt;br /&gt;
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The queen came out on a balcony, and just as she started a speech about not wanting to see spriggans, I shot at her, but unfortunately, I missed...&lt;br /&gt;
&lt;br /&gt;
=== Chapter Nine - &amp;quot;The Queen is Dead.... Long Live the King!&amp;quot;   ===&lt;br /&gt;
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She wore the appearance of a short elf, dressed in a spider-web garment, and wearing a torc, bracers and some kind of eye glasses that emphasized her eyes to a considerable extent. She ran inside the building behind her as the bolt flew past. A swarm of spiders came down the steps, as elves came out from the pillars all around us. Fathom released fog over us, and the air mage flew up and after the queen. Pierre triggered quickness, and Marco dropped smoking magma under the approaching spiders. A volley of crossbow bolts flew across the courtyard in both directions. A stray bolt whistled past Marco&#039;s tiger, but the fog gave them little chance to hit us. We charged out to the eastern side of the courtyard. I stunned my opponent, and the cats jumped on another one. The dark elves dropped their crossbows and circled around both sides of the fog. My opponent fell to Pierre. Then Marco backfired and gave himself the itchies. &lt;br /&gt;
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We charged up the stairs, where we could see the queen chatting to our friend the air mage. She stood up and posed, trying to convince us of her innocence. Seeing that Kerry and I were unaffected, she skittered up the nearest pillar and to the dark recesses of the ceiling like a black hairy spider. We chased after her, and she ran off in the ceiling, crushing a vile vial of agony as she did so. I threw my maul at her, but missed. Kerry had closed on her, but she wriggled free and swung across the ceiling. I gathered up my maul and threw it at the nasty spider queen and this time thumped her pretty good. She dashed another vial to the ground beneath the pillar where she hung, and noxious vapours spread across the ground, claiming one of the cats. I sent the bees after her, Kerry closed on her, and then I lobbed my maul at her, and hit her hard. But not hard enough. She drew wicked looking daggers and turned on Kerry, wounding her enough to stun. She threw webs at Kerry, but Kerry resisted. Then Kerry tried to pull her off the beam but she loosed a web and swung right past me... so I did the obvious and hit her on the way past. Fathom reached up and cut the strand of web. And then we all sat on her, pinning her to the ground. &lt;br /&gt;
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She dropped the illusion, and revealed herself to be much taller, a drow elf such as the ones we had been fighting in the north. We enquired of our air mage friend as to the proper means of execution in these parts, but apparently they&#039;re into exiling their traitors. We did strip her to the skin... and more, pulling out a collection of weaponry and items from a magical rip in space behind her back. &lt;br /&gt;
Grizelda: You could always exile her to the crater of an active volcano...&lt;br /&gt;
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In the end Lord K&#039;van executed her with his own sword, and then showed her head to the crowd, who were mostly rather dazed as the charm was still dissipating. We learned that the web was disintegrating, and the spiders returning to something more normal, in size as well as everything. Marco melted the altar of the spider god. &lt;br /&gt;
And that was that. We spent some days with the short elves, studying in their library. I found some most interesting recipes in there. &lt;br /&gt;
20 Meadow 814&lt;br /&gt;
Then a messenger came from the south, advising of strange noises, somewhere way down the bottom of the southern island of Zeyland. Like cats caterwauling. Perhaps from the ancient volcanos off the coast. He offered pounamu jade in exchange for our services in investigating. We could fly or use the fey ways to get there. &lt;br /&gt;
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=== Chapter Ten - Of Magic Mushrooms and Bashful Beasties ===&lt;br /&gt;
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Having decided, in view of our aerobatic ineptitude, that using the fey ways would be best, we gathered up our equipment, and followed Krista, who led us into the forest, to a circle of unusual fungi. There Krista performed the activation ritual while we all crowded into the ring of mushrooms. It was a tight fit, especially with the cats, but we all squeezed in.&amp;lt;br&amp;gt; &lt;br /&gt;
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Krista: Some people say never trust an illusionist.&lt;br /&gt;
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Pierre (the illusionist): Oh, no, never... (hands over a bun)&lt;br /&gt;
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We found ourselves in a path surrounded by mist. We encountered some pixies who thought I was big. Finally we came upon a pillar of light. Keri read its aura, and said it indicated that it did lead to somewhere on Alusia. We stepped through and came out in a mushroom circle in a forest. We went down a dirt path, and found ourselves on a broad plain. Elani cast, and we had glittery fairy wings. We flew east, across the plain. We could see clumps of round structures, with odd bouncy animals corralled nearby. Then we saw a large flightless bird running across the plain... that Krista said was a large moa. &lt;br /&gt;
Finally, as evening approached, we saw an elven settlement, by the ocean. We could see an island across the water. We landed, Fathom in the water, myself on the beach, where some elves were sunning themselves naked, followed by Pierre. We could hear the strange sounds coming from the island, and they were weird indeed, sounding a little like strangled bagpipes.&lt;br /&gt;
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We headed inland towards the town. One of the elves addressed us in an odd accent, asking if we were here for the games. When we asked about the island, they said it was uninhabited, save for small creatures. They found us a barn in which to spend the night and gave us bread and hoppity stew for dinner.&lt;br /&gt;
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&#039;&#039;21 Meadow 814&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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We woke to a chill overcast morning. Our hosts said that it was about to snow. They first offered a tiny coracle to travel in, but when they realised it would not hold me, they provided a leaky outrigger that had washed ashore some days ago. Which was a bit better, though it leaked. A girl elf on a dolphin came up to ask what we were doing. We landed on a shelly beach, and we could hear the strange sound coming from further inland, where we could see a volcano rising up above the trees. We bush-whacked our way up towards the top. Me first as usual. Then the ground shook. Marco wondered if the mountain was about to erupt. There were many curious flowers, among them one truly enormous bloom that stank of dead flesh, and was surrounded by a buzzing horde of flies. Elani went flying... until a great eagle came chasing her. Fathom made a fog around her, which confused the eagle so that it soon gave up and flew away. As afternoon passed we came to rough and tussock covered terrain, and there we found a place to camp, near the crater, which was old and crumbling around the edges. It had not erupted for many thousands of years. We could hear parrots calling to each other. As we prepared dinner, they came into our camp, curious and unafraid even of the tigers. This resulted in a spitting hissing cat versus squawking bird fight. Then Pierre made an illusion of an eagle above. The birds scattered. We camped for the night, as dark clouds gathered overhead. &lt;br /&gt;
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&#039;&#039;22 Meadow 814&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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In the morning, there were little birds stealing the rubbish. Krista went off flying, and found a hot spring. We had very nice baths. Then we again heard the strange sound. It was coming from a rotund creature, about the size of a rabbit, with large eyes and fuzzy hair. How could such a small creature make such a loud noise? It disappeared into a hole in the ground, and the sound came again, only much louder. Tracing the sound we found a much bigger specimen. It was decidedly aggressive, and plainly wanted to fight. I found myself backing off. Pierre stuck a sword in it, and it deflated. The cat certainly liked the taste. &lt;br /&gt;
Marco decided to summon some more. Elani began to wonder where they had come from, and tracked them back to a fey circle. This apparently led to Caledonia. I offered to divine it, in an attempt to find out which Caledonia it went to. It was ancient and not used for a thousand years or more, which implied that if the haggis creatures came through here, it was a long time ago. It did go to places on this plane, but also to others, including the ancestral Caledonian plane.&lt;br /&gt;
&lt;br /&gt;
Pierre: If you go to a plane where the rivers are made of whisky, you can pretty well guarantee that they&#039;re all going to be pissed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;23 Meadow 814&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We returned to the mainland and Marco went hunting wild hoppities for the cats. He got one, and the others hopped off, so he summoned some more. Which was cheating, I thought. I skinned them and then we braised some of the meat slowly with local herbs in the red wine that Fathom made. Tasty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;24 Meadow 814&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We prepared to go home. Elani was testing one of her fey circle portals. She complained of new exits scattered around the Alusian continent. We pointed out that this could be the doing of Drow, and therefore dangerous. Eventually she found one right home in Seagate, at the Guild even, which tasted of air magic. We held hands so as to not get lost while Elani did the ritual. We found ourselves in a garden full of flowers and butterflies. This proved to be the back garden of the Sorceress in Silver. It seemed that it was all Aurora&#039;s fault.&lt;br /&gt;
&lt;br /&gt;
== Awards ==&lt;br /&gt;
{| border=1 cellspacing=1 |&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;|Fathom&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;|Grizelda&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;|Kerry&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;|Marco&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; Align=&amp;quot;Center&amp;quot;|Pierre&lt;br /&gt;
|-&lt;br /&gt;
Experience points (10 sessions) - before racial tax&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#ff3030;&amp;quot; Align=&amp;quot;Center&amp;quot;|&amp;lt;!--F--&amp;gt;24300&lt;br /&gt;
|style=&amp;quot;background:#ff3030;&amp;quot; Align=&amp;quot;Center&amp;quot;|&amp;lt;!--G--&amp;gt;26700&lt;br /&gt;
|style=&amp;quot;background:#ff3030;&amp;quot; Align=&amp;quot;Center&amp;quot;|&amp;lt;!--K--&amp;gt;26100&lt;br /&gt;
|style=&amp;quot;background:#ff3030;&amp;quot; Align=&amp;quot;Center&amp;quot;|&amp;lt;!--M--&amp;gt;26400&lt;br /&gt;
|style=&amp;quot;background:#ff3030;&amp;quot; Align=&amp;quot;Center&amp;quot;|&amp;lt;!--P--&amp;gt;26500&lt;br /&gt;
|-&lt;br /&gt;
|colspan = 5|Experience spent during game&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#ff6103;&amp;quot; Align =&amp;quot;Center&amp;quot;|&amp;lt;!--F--&amp;gt;0&lt;br /&gt;
|style=&amp;quot;background:#ff6103;&amp;quot; Align =&amp;quot;Center&amp;quot;|&amp;lt;!--G--&amp;gt;0&lt;br /&gt;
|style=&amp;quot;background:#ff6103;&amp;quot; Align =&amp;quot;Center&amp;quot;|&amp;lt;!--K--&amp;gt;0&lt;br /&gt;
|style=&amp;quot;background:#ff6103;&amp;quot; Align =&amp;quot;Center&amp;quot;|&amp;lt;!--M--&amp;gt;0&lt;br /&gt;
|style=&amp;quot;background:#ff6103;&amp;quot; Align =&amp;quot;Center&amp;quot;|&amp;lt;!--P--&amp;gt;0&lt;br /&gt;
|-  &lt;br /&gt;
|colspan = 5|Experience to Spend&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#ffff00;&amp;quot; Align =&amp;quot;Center&amp;quot;|&amp;lt;!--F--&amp;gt;24300&lt;br /&gt;
|style=&amp;quot;background:#ffff00;&amp;quot; Align =&amp;quot;Center&amp;quot;|&amp;lt;!--G--&amp;gt;26700&lt;br /&gt;
|style=&amp;quot;background:#ffff00;&amp;quot; Align =&amp;quot;Center&amp;quot;|&amp;lt;!--K--&amp;gt;26100&lt;br /&gt;
|style=&amp;quot;background:#ffff00;&amp;quot; Align =&amp;quot;Center&amp;quot;|&amp;lt;!--M--&amp;gt;26400&lt;br /&gt;
|style=&amp;quot;background:#ffff00;&amp;quot; Align =&amp;quot;Center&amp;quot;|&amp;lt;!--P--&amp;gt;26500&lt;br /&gt;
|-  &lt;br /&gt;
|colspan = 5|Lucre (in Silver Pennies - after 10% Guild Tax - before loot):&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#7fff00;&amp;quot; Align =&amp;quot;Center&amp;quot;|&amp;lt;!--F--&amp;gt;100,000sp&lt;br /&gt;
|style=&amp;quot;background:#7fff00;&amp;quot; Align =&amp;quot;Center&amp;quot;|&amp;lt;!--G--&amp;gt;100,000sp&lt;br /&gt;
|style=&amp;quot;background:#7fff00;&amp;quot; Align =&amp;quot;Center&amp;quot;|&amp;lt;!--K--&amp;gt;100,000sp&lt;br /&gt;
|style=&amp;quot;background:#7fff00;&amp;quot; Align =&amp;quot;Center&amp;quot;|&amp;lt;!--M--&amp;gt;100,000sp&lt;br /&gt;
|style=&amp;quot;background:#7fff00;&amp;quot; Align =&amp;quot;Center&amp;quot;|&amp;lt;!--P--&amp;gt;100,000sp&lt;br /&gt;
|-&lt;br /&gt;
|colspan = 5|Arcane Points Earned&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#00ffff;&amp;quot; Align =&amp;quot;Center&amp;quot;|&amp;lt;!--F--&amp;gt;25&lt;br /&gt;
|style=&amp;quot;background:#00ffff;&amp;quot; Align =&amp;quot;Center&amp;quot;|&amp;lt;!--G--&amp;gt;25&lt;br /&gt;
|style=&amp;quot;background:#00ffff;&amp;quot; Align =&amp;quot;Center&amp;quot;|&amp;lt;!--K--&amp;gt;25&lt;br /&gt;
|style=&amp;quot;background:#00ffff;&amp;quot; Align =&amp;quot;Center&amp;quot;|&amp;lt;!--M--&amp;gt;25&lt;br /&gt;
|style=&amp;quot;background:#00ffff;&amp;quot; Align =&amp;quot;Center&amp;quot;|&amp;lt;!--P--&amp;gt;25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Please note that the EP includes the scribe note awards. Usually only awarded to the official scribe but, if any other character adds their own stuff to the scribe notes, they are also eligible for this award and will be rewarded accordingly.&lt;br /&gt;
&lt;br /&gt;
== Stuff for the Seagate Times ==&lt;br /&gt;
=== Summery ===&lt;br /&gt;
=== Quotes ===&lt;br /&gt;
* Elena - And you&#039;ve got a North Star that everything revolves around&lt;br /&gt;
* Pierre - Engalton&lt;br /&gt;
* Elena - Ah - so it&#039;s named Engalton&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Grizelda - I&#039;m a rune mage (in her accent)&lt;br /&gt;
* Marco - What&#039;s a ruin mage? A mage that ruins things? &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Marco: I&#039;m a ranger, so what kind of forest is it? &lt;br /&gt;
* Elena: Well, it&#039;s a carnivorous forest... (she meant to say coniferous)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Elena: We homed the portal in on the largest concentration of magic&lt;br /&gt;
* Grizelda: Ah .. you found the Guild Vaults&lt;br /&gt;
* Elena: Yes. We were rather surprised that it hadn&#039;t collapsed into a magical singularity&lt;br /&gt;
* Grizelda: It is rather singular&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Grizelda: I&#039;m flying into battle on an efreet - it&#039;s a yo-do-ho moment! &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== What&#039;s Hot/Not ===&lt;br /&gt;
=== Resulting Rumours ===&lt;br /&gt;
&lt;br /&gt;
== Loot ==&lt;br /&gt;
* Silvered sais x5 (R10 WS) (Wt:2, PS:8, MD:15, BC:45, D:+3, Range:6, Class:A/C, Use:RMC, MxR:10, EM as:Main-Gauche, Warrior Class:Shortswords, DEF/Rnk:2)&lt;br /&gt;
* Silvered sais x5 (R10 WS) (Wt:2, PS:8, MD:15, BC:55, D:+1, Range:6, Class:A/C, Use:RMC, MxR:10, EM as:Main-Gauche, Warrior Class:Shortswords, DEF/Rnk:2)&lt;br /&gt;
* Silvered rapier x4 (R10 WS) (BC+5, D+1)&lt;br /&gt;
* 20 Silvered arrows (normal)&lt;br /&gt;
* Crossbow (5 bolt capacity with autoload) (x2)&lt;br /&gt;
* Garotte (bronze wire)&lt;br /&gt;
* Black spidersuit assassin suit - halfling sized (x5) (3 AP 0 AG +30 Stealth). 3000sp if intact and worn, 500sp for materials.&lt;br /&gt;
* Black leather armour - halfling sized (5 AP, 0 AG mod)&lt;br /&gt;
* Potions of healing (10pts) x4 (standard)&lt;br /&gt;
* Amulet of Health x5 - makes EN checks one step easier i.e. x1 becomes x2, x2 becomes x3 etc. Allows a save when one isn&#039;t usually possible&lt;br /&gt;
* Wand of Frost x3 - The wielder of this blue wand can spend 2FT to create a blue beam of cold that does D+16 cold damage - resist for half&lt;br /&gt;
* Heat Ray Wand x3 - The wielder of this red wand can spend 2FT to create a red beam of heat that does D+16 fire damage - resist for half&lt;br /&gt;
* Bracers of Armour +4 - When both worn openly, these bracers add +20DEF and +4 AP. Does not stack with any other magical protections. Cannot be worn with metal armour but can be incorporated into non-magical cloth or leather armours. Cannot have anything between it and skin. &lt;br /&gt;
* Boots of Stealth +4 - adds +20 to stealth.&lt;br /&gt;
* Boots of Stealth +5 - adds +25 to stealth. &lt;br /&gt;
* Amulets of Luck x5 (+3MR +2 DEF)&lt;br /&gt;
* Bone Dagger (Blue Arcane Set Base Item) &lt;br /&gt;
* Sais of Shocking - These twin sais, one red, the other blue, work as normal sais if used seperately. If used together, the one in the primary hand adds +10SC +1D while the one in the off hand adds +10DEF plus the normal defense for a sai or +20SC +0D. If both sais hit a single opponent, and both do effective damage, the opponent is stunned even if they normally wouldn&#039;t be. These sais may also be used to shock someone awake or restart a heart if the heart was stopped within the last 5 pulses. Value 10,000sp for both - 1000sp if separated.&lt;br /&gt;
* Rank 20 Waters of Healing - maximised (x2)&lt;br /&gt;
* Black one-piece female swimsuit with silver spiderweb design. Allows webslinging at a 2FT cost/web; immunity to webs; +10 to poison saves&lt;br /&gt;
* Bracers of Armour +5 - When both worn openly, these bracers add +25DEF and +5 AP. Does not stack with any other magical protections. Cannot be worn with metal armour but can be incorporated into non-magical cloth or leather armours. Cannot have anything between it and skin. &lt;br /&gt;
* Ring of Protection - Adds 5% to defense which is fully stackable.&lt;br /&gt;
* Headband of Nondetection - When worn, it provides a permanent personal scryshield and Mind Cloak&lt;br /&gt;
* Torc of Trollskin. Triggers a Trollskin when EN damage is taken. Continues until the wearer returns to full EN or is reduced to minus twice initial EN.&lt;br /&gt;
* Cloak of Magic Resistance +5 - Hip length cloak increases MR by 25%&lt;br /&gt;
* Skull ring of Invested Spectral Weapon(left eye) - Rank 15 (+16SC +5D) &amp;amp; Wraithcloak (right eye) Rank 12 stored in the two eye gems. [+20DEF +13 Stealth). The colour of each gem indicates how many charges are stored. (9-White, 8-Violet, 7-Indigo 6-Blue, 5-Aqua 4-Green, 3-Yellow, 2-Orange, 1-Red, 0-Black). Once either gem reaches black, it can be re-invested with the appropriate spell up to nine charges of any rank. Currently, both eyes are green.&lt;br /&gt;
* Bone Wand of Rigor Mortis - 5 charges of Rank 18&lt;br /&gt;
* Eyeglasses of Darkvision - they confer the Nightvision talent of the Celestial College on the wearer. This talent may be ranked with an EM of 100. In addition to the stated benefits, the goggles will allow the wearer to see through magical darkness of rank less than or equal to the rank of the talent, so that at Rank 20, the wearer can see through Rank 20 Darkness. &lt;br /&gt;
* Glass vials of Rank 10 Agony (x4)&lt;br /&gt;
* Glass vials of Rank 10 Noxious Vapours (x4)&lt;br /&gt;
* Cold Iron Dagger - +10SC, +2D - Can take weapon spells. All other effects are as cold iron&lt;br /&gt;
* Cold Iron Maingauche - +10DEF, +5SC, +1D - Can take weapon spells. All other effects are as cold iron&lt;br /&gt;
* Cold Iron Gladius(shortsword) - +10SC, +2D - Can take weapon spells. All other effects are as cold iron&lt;br /&gt;
* Cold Iron Chakram of Returning - +5SC, +1D - Can take weapon spells. All other effects are as cold iron&lt;br /&gt;
&lt;br /&gt;
== Other Notes ==&lt;br /&gt;
=== Place Names ===&lt;br /&gt;
This is a list of the elven placenames with Polynesian equivalents&lt;br /&gt;
* Mountains&lt;br /&gt;
** Amon Amarth = Ruapehu&lt;br /&gt;
** Erebor (Lonely Mountain) = Taranaki&lt;br /&gt;
** Ered Lithui = Tongarero&lt;br /&gt;
** Orodruin (Mountain of blazing fire) = Ngauruhoe - Place of Power for Fire Mages&lt;br /&gt;
&lt;br /&gt;
* Rivers&lt;br /&gt;
** Anduin (Long river) = Whanganui &lt;br /&gt;
** Sindilair = Mangapurua - tributary of Anduin&lt;br /&gt;
** Sirion (Great River) = Waikato&lt;br /&gt;
&lt;br /&gt;
* Others&lt;br /&gt;
** Felegion (Cave of stars) = Waitomo - Place of Power for Celestial Star Mages&lt;br /&gt;
** Honlin (Heart lake) = Taupo&lt;br /&gt;
** Hithaeglir (Misty Mountains) = ? - spine of mountains down the Southern Island&lt;br /&gt;
&lt;br /&gt;
* Elven Settlements&lt;br /&gt;
** Avallone = ? - City near stone circle in valley in the foothills of the southern half of Hithaeglir, Said to be the first city.&lt;br /&gt;
** Formenos = Te Kuiti - Closest elven settlement to Felegion&lt;br /&gt;
** Caras Galadhon = ? On the banks of the Sindilair&lt;br /&gt;
** Tavrobel = on the west coast of Honlin&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Jazmyn&amp;diff=113377</id>
		<title>Jazmyn</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Jazmyn&amp;diff=113377"/>
		<updated>2026-04-15T06:47:55Z</updated>

		<summary type="html">&lt;p&gt;Martin: Created page with &amp;quot;Category:CharacterCategory:Celestial Female elven star mage. Reputed to turn into a Tiger.  Played by Jo Drum&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character]][[Category:Celestial]]&lt;br /&gt;
Female elven star mage. Reputed to turn into a Tiger.&lt;br /&gt;
&lt;br /&gt;
Played by Jo Drum&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Melisande&amp;diff=113376</id>
		<title>Melisande</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Melisande&amp;diff=113376"/>
		<updated>2026-04-15T06:44:48Z</updated>

		<summary type="html">&lt;p&gt;Martin: Created page with &amp;quot;Category:CharacterCategory:Wicca Female elven witch - Erin Judd&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character]][[Category:Wicca]]&lt;br /&gt;
Female elven witch - Erin Judd&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Gilder_Rithe&amp;diff=113375</id>
		<title>Gilder Rithe</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Gilder_Rithe&amp;diff=113375"/>
		<updated>2026-04-15T06:32:08Z</updated>

		<summary type="html">&lt;p&gt;Martin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Frontiers of Alusia]][[Category:River]][[File:GilderRithe.png|right|thumb|200px|Gilder Rithe]]&lt;br /&gt;
A major river with its source in the [[Hills of Aldri]], the Gilder Rithe runs generally south-west though the [[Wilderlands of Gilarni]] before joining with the [[Sweetwater]] after the between the [[Fords of Chir]] as it runs westwards north of the [[Sweet Riding]].&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Gilder_Rithe&amp;diff=113374</id>
		<title>Gilder Rithe</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Gilder_Rithe&amp;diff=113374"/>
		<updated>2026-04-15T06:29:57Z</updated>

		<summary type="html">&lt;p&gt;Martin: Created page with &amp;quot;Category:Frontiers of AlusiaCategory:RiverGilder Rithe A major river with its source in the Hills of Aldri, the Gilder Rithe joins with the Sweetwater after the between the Fords of Chir as it runs westwards north of the Sweet Riding.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Frontiers of Alusia]][[Category:River]][[File:GilderRithe.png|right|thumb|200px|Gilder Rithe]]&lt;br /&gt;
A major river with its source in the [[Hills of Aldri]], the Gilder Rithe joins with the [[Sweetwater]] after the between the [[Fords of Chir]] as it runs westwards north of the [[Sweet Riding]].&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=File:GilderRithe.png&amp;diff=113373</id>
		<title>File:GilderRithe.png</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=File:GilderRithe.png&amp;diff=113373"/>
		<updated>2026-04-15T06:26:56Z</updated>

		<summary type="html">&lt;p&gt;Martin: Map of the Gilder Rithe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Map of the Gilder Rithe&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Regailia_Recovery_for_Royal_Renunciation&amp;diff=113353</id>
		<title>Regailia Recovery for Royal Renunciation</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Regailia_Recovery_for_Royal_Renunciation&amp;diff=113353"/>
		<updated>2026-04-13T06:04:23Z</updated>

		<summary type="html">&lt;p&gt;Martin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; font-size: smaller; margin-left: 10px; &amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Mandos]][[Category:Scribe Notes]][[Scribe_Notes#Autumn 826 WK|Scribe Notes]]&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
&#039;&#039;&#039;Adventure&#039;&#039;&#039;: Regailia Recovery for Royal Renunciation &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GM&#039;&#039;&#039;: [[User:Mandos|Mandos]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Session&#039;&#039;&#039;: [[Autumn]] 826 wk&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Day&#039;&#039;&#039;: Saturday&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: [[Experience#Quest_Level | Low]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Party&lt;br /&gt;
# [[Nick Bone]] - Elven Necromancer - [[User:Niko.Vi|Heather]]&lt;br /&gt;
# [[Haann Uberreich]] - Satyr of some reknown - [[User:Cosmo|Ben]]&lt;br /&gt;
# [[Hrothgar Bronzebeard]] - Mad Dwarven Binder - [[User:Alex|Alex]] &lt;br /&gt;
# [[Mattin]] - Halfling celestial psycho - [[User:Kyan|Kyan]] &lt;br /&gt;
# [[Athos Ironfist|Athos]] - Dwarven Warrior / Namer - [[User:Martin|Martin]] &lt;br /&gt;
# [[Fitzroy]] - Humanish Lightning Mage - [[User:Dean|Dean]]&lt;br /&gt;
&lt;br /&gt;
;Adventure Full&lt;br /&gt;
&lt;br /&gt;
; Employer&lt;br /&gt;
: Silverwind - Former Guild member and freelance Mercenary. Also heir to the throne of the Elvan Kingdom of Thalarae on the plane of Ky&#039;Thaan. Also elder brother of [[Dramus]].&lt;br /&gt;
; Mission&lt;br /&gt;
: To recover the royal regailia hiddeen in a city that was previously overrun by Orcs in order to crown the new King and to remove his younger brother from the line of succession. &lt;br /&gt;
&lt;br /&gt;
 Zardoz: &amp;quot;remove his younger brother from the line of succession&amp;quot;. Seems clear. Hey, [[Mattin]], you up for this? Oh... &amp;quot;not like that&amp;quot;?  Umm... never mind.&lt;br /&gt;
 Mattin: You called?&lt;br /&gt;
&lt;br /&gt;
; Pay&lt;br /&gt;
: 10,000sp per person plus loot.&lt;br /&gt;
==Scribe Notes==&lt;br /&gt;
&lt;br /&gt;
 After Haan has advised the party several times not to make eye contact with various elven women associated with Dramus.&lt;br /&gt;
 Athos: This is a &#039;&#039;you&#039;&#039; problem, isn&#039;t it?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Athos: Pixie Dust? Is that a drug?&lt;br /&gt;
 Haan: Not for legal reasons. It&#039;s not a proscribed substance. It&#039;s my natural musk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=dramus style=&amp;quot;background-color: #EEEEEE; font-family: Gothic, cursive; border: thin solid #333; &amp;quot;&amp;gt;This section recorded by Athos and translated from the Dwarven&amp;lt;/div&amp;gt;&lt;br /&gt;
===The Library (Circlet)===&lt;br /&gt;
We entered up the stairs into the library, an impressive building constructed of stone, wood, and crystal. &lt;br /&gt;
&lt;br /&gt;
Our attention was drawn to the sound of voices and entering a central area we saw an Argument of elven philosophers (I believe that is the correct collective term). They were revenant shades but though undead they made no moves against us and appeared locked in a debate of some form.&lt;br /&gt;
&lt;br /&gt;
 Hann: People don&#039;t like when &amp;lt;servants&amp;gt; have notions&lt;br /&gt;
&lt;br /&gt;
I have not learned the Elven language but unfortunately Fitzroy produced an item that turned their mellifluous nonsense into the worst form of philosophical gibberish by allowing us to all to understand elven.&lt;br /&gt;
&lt;br /&gt;
The fundamentals of the perpetual argument were between static perfection and change for the greater good. We became aware that the circlet for which we were searching was held in the library and in some way this endless debate prevented it being retrieved. For us to succeed in our mission we would have to resolve the philosophers’ argument.&lt;br /&gt;
&lt;br /&gt;
 Fitroy: We are subtle agents of change.&lt;br /&gt;
 Athos (eyeing Mattin): Subtle?!&lt;br /&gt;
&lt;br /&gt;
I am well versed in Dwarven political wrangling but as in this case heads could not be knocked together nor beer used for social lubrication I left most of the debate to others.&lt;br /&gt;
&lt;br /&gt;
While Fitzroy quickly realised that the logical answer to the debate was that a balance was needed, we came to understand that we needed to influence the philosophers towards the change answer in to break them out of their 40-year deadlock.&lt;br /&gt;
&lt;br /&gt;
 Haan: A Perpetual Notion Machine&lt;br /&gt;
&lt;br /&gt;
One surprising omission of the library was books or scrolls or tablets or indeed any other form of writing or record. Magical detections indicated the library was itself a long living sentient and we became aware that it could provide answers directly from the crystal in the form of visions.&lt;br /&gt;
The library itself is ancient beyond reckoning, some 60 thousand or more years, while the rest of the city dates back more than 15 thousand years.&lt;br /&gt;
&lt;br /&gt;
The philosophers were 16 librarians that had sacrificed themselves to become guardians of the library some 260 years earlier during the time of a previous orc incursion.&lt;br /&gt;
&lt;br /&gt;
Eventually we were able to use the information of their sacrifice for the greater good to influence the argument towards change and the following generations. This broke the deadlock and the Circlet we sought fell from a crystal orb above. The librarians, released from their debate, begin repairing the library. &lt;br /&gt;
&lt;br /&gt;
We decided to make use of smaller rooms at the library to store gear before venturing back out into the city.&lt;br /&gt;
&lt;br /&gt;
 Haan: Are we going fully loaded?&lt;br /&gt;
 Mattin: Leave yours pans behind...&lt;br /&gt;
 Fitz: Pants?! Pants are not optional!&lt;br /&gt;
 Mattin: Pans! Pots and pans!&lt;br /&gt;
&lt;br /&gt;
====A Note on Orcs====&lt;br /&gt;
All orcs are bred by Darkness. There are many different breeds: goblins, orcs, hobgoblins, some form of ogre sized creature. even trolls. It appears that all goblinoids are able to interbreed or even cross-breed with some animals.&lt;br /&gt;
&lt;br /&gt;
 Athos: When a goblin loves its warg very, very much. &amp;lt;shudder&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Temple Garden (Mantle)===&lt;br /&gt;
Within the temple garden lay a pair of walls facing each other with magically energized hooks protruding from them, and between them the statue of an elven hero. We immediately suspected that the mantle we sought was part of the statue.&lt;br /&gt;
&lt;br /&gt;
 Haan: &amp;lt;Indicating the highly energized hooks&amp;gt; Don&#039;t lick it!&lt;br /&gt;
 Athos: &#039;&#039;Who&#039;&#039; would lick it?!&lt;br /&gt;
&lt;br /&gt;
We had seen from a vision in the library that when the city was operating some form of power flowed between these walls through lines or cables. On the ground in piles and scattered around the garden nearby lay lengths of coloured chain with hooked ends and it became apparent that these could be connected together and to the walls to recreate the structure that we had seen in the vision.&lt;br /&gt;
&lt;br /&gt;
Magical investigations indicated that recreating the sculpture or power conduits would provide sufficient energy to reverse the petrification on the statue and free the mantle.&lt;br /&gt;
&lt;br /&gt;
Attempting to move a chain however activated a dozen small but tough wooden golems who immediately wrestled the chain back into its original position. Though they took no other offensive action we were unsure whether what they would do if directly attacked. The puzzle then was how to connect the chains against the resistance of the golems.&lt;br /&gt;
&lt;br /&gt;
After some consideration and experimentation Hrothgar, using his unusual ability to animate many objects, and with the party working together to hook up chains we were able to outmanoeuvre the golems and get first one then two and finally all three chains connected. Enormous amounts of magical power flowed over the edifice.&lt;br /&gt;
&lt;br /&gt;
With the chains connected and power flowing the mantle fell from the statue and the golems retreated to their egg-shaped hutches where they begin to regenerate.&lt;br /&gt;
&lt;br /&gt;
The area powered up and we noted new growth in plants, topiaries repairing themselves, and even the side of the library nearest the garden beginning to regrow. &lt;br /&gt;
&lt;br /&gt;
The area provided dangerously high mana which Fitzroy could not help but experiment with. Fortunately, he came to no lasting harm but has apparently created a calming air effect across the entire city.&lt;br /&gt;
We returned to the library with both artefacts and built a safe in one of the rear rooms with stone walls. Consideration was given to warping but as the power structure was now causing regeneration there was concern that deadwood could become alive.&lt;br /&gt;
&lt;br /&gt;
Two down, four to go.&lt;br /&gt;
&lt;br /&gt;
===War Memorial (Sword)===&lt;br /&gt;
After some discussion we decided that the next best artefact to seek is the sword supposedly hidden in the War Memorial mausoleum under the barracks area.&lt;br /&gt;
&lt;br /&gt;
We headed back to the wall and made our way around to the South. At one-point Mattin spotted a lumbering creature off in the distance, but it is the only sign we saw of habitation. &lt;br /&gt;
&lt;br /&gt;
Fitzroy backfired spells, first making his hair purple, truly something of an improvement, and then turning his shoes to iron which had the beneficial side effect of preventing him casting further spells. Hrothgar was able to remove the shoes using his Binder magic and metal-working expertise.&lt;br /&gt;
&lt;br /&gt;
We exited the wall near a garden with the subterranean entrance. The 45-foot-wide corridor sloped down, the ceiling magically lit, and the walls inscribed with elven names. We sent Mattin ahead to check for traps. After a while he found one when a section of spiked floor sprung up and impaled him. The traps prove well-made indicating a high degree of mechanician ability.&lt;br /&gt;
&lt;br /&gt;
 Fitzroy: &amp;lt;regarding the spikes&amp;gt; Is there is anything nasty on them?&lt;br /&gt;
 Athos: Mattin. &lt;br /&gt;
&lt;br /&gt;
Further on we found nets attached to the ceiling with a tripwire to drop them. They appeared extremely obvious and it is only sometime later that we realised this corridor has only recently become lit as a result of the arcane artwork we reassembled in the map temple gardens.&lt;br /&gt;
&lt;br /&gt;
We manoeuvred past other traps. Some we avoided, some Mattin found with his feet.&lt;br /&gt;
&lt;br /&gt;
Haan picked up a number of minds below us; some anxious, some stupid, some waiting with anticipation. We passed a staircase down to the right and temporarily blocked it with noxious vapours and a Wall of Starlight.&lt;br /&gt;
 &lt;br /&gt;
We continued further along the corridor. Names after names after names, the styles changing through the ages. Eventually we reached the ends of the names. We conclude these last were the people who died during the sacking of the city 50 years ago. There are none since but we&#039;re not certain whether this is because they would not have been citizens of the city, or whether the names need to be recorded somewhere else in order for them to be inscribed here, or if it was simply that there was no power flowing.&lt;br /&gt;
&lt;br /&gt;
The tunnel terminated in a large circular room where high above a domed ceiling with stained glass scenes of battle stood open to the light in a parade ground. In the middle of the room a martial elven statue was surrounded by six pedestals with dished tops, something like dry fonts.&lt;br /&gt;
&lt;br /&gt;
Physical and magical investigation indicated that some form of metal globe-like object was placed in these depressions which were designed to contain mana-fire. The globes are however missing from their cupboards in the plinth of the statue. A further search of the room revealed nothing more and using Pixie dust for temporary flight we investigated the dome, but it too provided no further clues.&lt;br /&gt;
&lt;br /&gt;
====Orc Tunnels====&lt;br /&gt;
Retracing our steps we reached the descending stairs and made our way down into roughhewn workings that were blocked by a portcullis and continued on to a room where fire light could be seen. The portcullis was lifted using the crank on the far side; animated by Hrothgar. Its unmaintained mechanics made a terrible screeching noise, and we knew there would be no stealth here. &lt;br /&gt;
&lt;br /&gt;
Hrothgar unpacked his golem and we prepared for battle while hoping that it might be avoided.&lt;br /&gt;
&lt;br /&gt;
Reaching the end of the corridor revealed a large room with a score or more goblinoids mostly between five and seven feet tall. The smaller (orcs) looked alert and well-organized, armed with sword and shield, while the heavily muscled larger creatures appeared to possess some troll characteristics, limited intelligence and were armed with large clubs (trogs).&lt;br /&gt;
&lt;br /&gt;
Fitzroy make use of his resonator so that we might speak with these creatures but as soon as we began one of smaller creatures yelled &#039;&#039;&#039;&amp;quot;Protect the Lords&amp;quot;&#039;&#039;&#039; and the front rank of orcs unslung crossbows while in the rear smaller goblins escaped down a tunnel. It appeared that this group would remain in order to protect the escapees.&lt;br /&gt;
&lt;br /&gt;
At this we assumed hostilities were about to start and opened them ourselves. Hrothgar’s golem unleashed its full load of grenadoes into the smaller goblinoids and we charged. Melee and mayhem ensued. &lt;br /&gt;
&lt;br /&gt;
Athos held trogs at bay while Mattin transported in behind them and did what he does best. Fitzroy fired lightning over their heads of those in front stunning more of our adversaries before becoming the lightning himself and slashing through their ranks.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;Fitroy lightning crackling overhead&amp;gt;&lt;br /&gt;
 Athos: &amp;lt;in dwarven&amp;gt; Hey, Hrothgar, I didn&#039;t think I was religious until today.&lt;br /&gt;
&lt;br /&gt;
Hrothgar and his golem fired shots into the stunned smaller creatures taking out their leadership before the golem engaged more trogs in melee. In the rear Haan tried to take control of a trog. A couple of badly injured orcs escaped down the same passage that the goblins had taken at the beginning of the battle.&lt;br /&gt;
&lt;br /&gt;
One of the orcs managed to make it to the large and clearly heated forge that lay at the side of the room and opening the hood caused an enormous gout of flame to wash over Fitzroy, Mattin, and Athos, leaving Fitzroy incapacitated. The same flame took out many of the orc’s allies.&lt;br /&gt;
 &lt;br /&gt;
 Haan &amp;lt;regarding Fitzroy&amp;gt; They call him &amp;quot;the Flash&amp;quot;.&lt;br /&gt;
 Athos: They call him lots of things.&lt;br /&gt;
&lt;br /&gt;
Mattin eliminated the orc at the forge, Haan tended to Fitzroy, and we slowly cleaned up the remaining trog forces. &lt;br /&gt;
&lt;br /&gt;
The fight over we stopped to take stock.&lt;br /&gt;
&lt;br /&gt;
Haan helped get Fitzroy back on his feet while Mattin checked on our downed foes to see if any were still alive, and to ensure that they were not.&lt;br /&gt;
&lt;br /&gt;
 Haan: Empathy is more efficient and doesn&#039;t require touching - some people have a problem with that.&lt;br /&gt;
 Athos: Elven women?&lt;br /&gt;
 Hrothgar: All women?&lt;br /&gt;
&lt;br /&gt;
We examined the room in which the fight had occurred and looked over the bunk area and the workshop. Work benches were set at a height appropriate to dwarves but the abandoned tools indicated a design for hands smaller even than a halfling lending credence to the idea that the goblins were responsible for the fine work. The door through which they and the two wounded orcs had escaped was well constructed and had slid down into place after their exit preventing pursuit. It reminded me more of a dwarf mine pressure door than something I would typically expect from orcs and goblins.&lt;br /&gt;
&lt;br /&gt;
 We found a magical though much mistreated Elven cloak, and two intact sets of magical orc armour.&lt;br /&gt;
&lt;br /&gt;
Examining the two large forges revealed a pair of bright heat sources in one and three in the other and magical investigation revealed these to be five of the six mana-fire globes for which we searched. It was not clear how we would retrieve these from the forges as they were intensely hot, and we decided to push on down the escape passageway.&lt;br /&gt;
&lt;br /&gt;
====The Cavern====&lt;br /&gt;
Hrothgar used binding elements to bypass the iron door and we followed the escapees. A long, excavated passageway leading north sloped slowly down for hundreds of feet before opening into an enormous cavern. The open area appeared a combination of small natural caves that had been linked together and mined out extensively. Near the entrance were hastily abandoned mine workings with discarded tools near a goodly seam of iron ore.&lt;br /&gt;
&lt;br /&gt;
Further in we discovered to our considerable surprise a large and well organised farm with stock pens holding goats, pigs, and rabbits and with crops such as wheat maturing hundreds of feet underground. This area was suffused with an odd green glow and approaching it we discovered the last off the crystal globes, this one emanating a life-like effect that we came to understand was the living earth “Erda”.&lt;br /&gt;
&lt;br /&gt;
Further in still a stone barn structure was revealed, filled with pregnant animals, some score of wolves, two cows off the shaggy highland variety, and to our utter surprise a pair of elephants.&lt;br /&gt;
&lt;br /&gt;
At the northern end of the cavern four huge iron drop-doors marked exits from the cavern and gave signs of having been recently used. It became clear that our escapees had raced to the cavern to alert a large number of goblinoids all of whom had taken flight through the northern doors slamming them shut after the exodus.&lt;br /&gt;
&lt;br /&gt;
Another passage was found leading up to an enormous kitchen, mess hall, and storeroom arrangement, large enough to seat and feed a battalion at a time and giving signs that this was the primary logistics hub of the city garrison before their recent destruction at the hands of the liberating elves. We also discovered a number of pits, only one of which was occupied by four orc cubs end the remains of a wolf. The cubs were apparently deposited here to fight among themselves until only one remained and climbed out. We did not understand the full significance of the wolf carcass at the time.&lt;br /&gt;
&lt;br /&gt;
From here a passageway led up to ground level inside a gutted house in the northern residential area. We discussed next steps and Fitzroy in particular was concerned for the welfare of the animals in the cavern and their fate should the crystal globe be removed. It was also clear that until recently there had been thousands of goblinoids still present in the city, presumably unknown to the elves, and there was the possibility that they could return. We felt under the circumstances that reporting into our employer was the correct course of action and we repaired to the library for information on the orbs and to retrieve the two artefacts we had already secured.&lt;br /&gt;
&lt;br /&gt;
At the library we sought information on how the crystal orbs might be deactivated or moved into a more manageable state than blazing heat concluding that they would take on the form of one of six elements if touched by magical or physical manifestations of the same. We also discovered the probable traditional order of these elements, with earth to the north followed by fire and darkness and then their opposing elements completing a circle of six points.&lt;br /&gt;
====An Interview with Silver====&lt;br /&gt;
With time of the essence, we took the circlet and mantle and using Mattin’s flight returned with haste to the Elven camp where we tested the alertness of a mercenary company.&lt;br /&gt;
&lt;br /&gt;
We waited in our rooms and not long after Prince Silver joined us. We handed the two regalia items over to him and apprised him of the situation in the cavern. His instructions were for us to slaughter the pregnant animals as they would be gestating new orc forces and to move the green globe back to the mausoleum as it formed part of the city defences. He seemed relatively unconcerned by the quantity of orcs that we had encountered.&lt;br /&gt;
&lt;br /&gt;
Discussing the possibility of smart goblins Prince Silver told us that orc tactics had changed some 80 years ago, and that before that they were only a rampaging horde that would loot countryside before retreating to the mountains and had no capabilities in siege warfare. This began to change with better organisation, better discipline, and with war engines being deployed, culminating in the sacking of the Capital 40 years back.&lt;br /&gt;
&lt;br /&gt;
We returned to the cavern via the northern access point and returned to the barn. Detect Aura indicated that the wolves were gestating orcs, the cows trogs, and the elephants trolls. we let a gleeful Mattin dispose of the animals. He also set the elephant carcasses on fire at my suggestion in case the developing trolls had regenerative properties.&lt;br /&gt;
====Questioning the Dead====&lt;br /&gt;
Returning to the site of the forge battle, Haan spoke to the spirit of one of the deceased orcs and we discovered or confirmed interesting information.&lt;br /&gt;
&lt;br /&gt;
*Goblins are the smart troops of the horde.&lt;br /&gt;
*Goblin intelligence is a recent thing.&lt;br /&gt;
*All Lords are goblins though not all goblins are Lords.&lt;br /&gt;
*Goblins are born of goblins.&lt;br /&gt;
*It appears that a being, possibly demonic, contacted the orcs less than a century ago and made the goblins smart. *The identity of this being was unknown to the orc spirit but its symbol was that of a Raven’s head, a mark we also found on many of the goblin tools.&lt;br /&gt;
*The orcs and trogs that we had fought in the forge where the bulk of the remaining combat troops in the city.&lt;br /&gt;
*After this fight fewer than 10 remained.&lt;br /&gt;
*They had not been expecting any reinforcements.&lt;br /&gt;
*Thousands of goblins had however remained in the city along with 30 or 40 Lords.&lt;br /&gt;
*The doors to the north of the cavern lead to escape tunnels heading back towards the mountains.&lt;br /&gt;
====Restoring the Globes====&lt;br /&gt;
Returning to the cavern I found the green globe easy to move but as it appeared fragile head Hrothgar create a box to protect it. This did plunge the cavern into darkness and in hindsight might have been better left until after we released the penned animals.&lt;br /&gt;
&lt;br /&gt;
We made our best efforts to release the goats, pigs, and rabbits in a way that would get them to the surface and outside of the city but in all cases the animals obeyed their natural instincts and scattered somewhat. I expect the city is going to have a large feral rabbit population from this point on.&lt;br /&gt;
&lt;br /&gt;
The remaining orc cubs were also despatched. With what we now know it appears a gravid wolf was lowered into a pit where the cubs were birthed (perhaps by gruesome means) and then ate their mother before beginning their hideous fight for survival.&lt;br /&gt;
&lt;br /&gt;
Heading back to the forge, Mattin used darkness, and then when that began to get out of hand sprinkles of dirt to convert the orbs to their Erda form making them easy to transport.&lt;br /&gt;
&lt;br /&gt;
We took the six back to the mausoleum room and placed the first on the northern pedestal causing a beam of green light to spring from it to the stained-glass ceiling indicating that we were on the right track. We placed the second to its left and the bean went out but when we changed the second orb to fire two beams of light struck the ceiling. We continued in this way until all six orbs had been placed and their correct elemental states initiate at which point a hidden compartment opened on the statue revealing the regalia sword. We handed this to Hrothgar for safe keeping and even use if necessary.&lt;br /&gt;
&lt;br /&gt;
We returned to the library to plan our next steps.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=dramus style=&amp;quot;background-color: #EEEEEE; font-family: Gothic, cursive; border: thin solid #333; &amp;quot;&amp;gt;End of translated Dwarven section&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Royal Regalia Retrieval Requirements==&lt;br /&gt;
:(by Haan)&lt;br /&gt;
&lt;br /&gt;
Forty years ago, as the capital fell to the invading Orcs, each of the items were taken by a retainer or adviser to the royal family and hidden in a way they felt that no Orc would be able to decipher.  Most them when didn&#039;t return, so consequently not all the locations are know, and the method of recovery is unclear for all of them.  That&#039;s where we come in. &lt;br /&gt;
&lt;br /&gt;
===Circlet of Wisdom - The Library===&lt;br /&gt;
Defenses:  16 philosopher revenants in circular argument.&lt;br /&gt;
Notes:  Once we injected a bit mortal common sense to help them resolve &amp;quot;Is an Elves live a masterpiece to be perfected or a leaf that must, in time, fall from the tree to nourish the roots?&amp;quot; the philosophers returned to their other decades long conversations, and a crystal node dropped from the ceiling, freeing the circlet.  The library (a huge living crystal that squirts knowledge into your brain upon request) was useful in locating the next spot.&lt;br /&gt;
&lt;br /&gt;
===Mantle - Temple Garden===&lt;br /&gt;
Defenses: Wood golem gardeners who were programmed to us reassembling some Modern art made of coloured chains, designed to conduct an intense mana currents.  Once the chains were connected, the field they created allowed the Mantle to separate from the statue of a warrior it has been fused with.  The golems seemed happy with us getting the art installment functional and returned to the regenerative egg cubbies.&lt;br /&gt;
&lt;br /&gt;
===Blade - War Memorial  (or Mausoleum / Caverns)===&lt;br /&gt;
Defenses:  unknown&lt;br /&gt;
&lt;br /&gt;
===Amulet - Cathedral ===&lt;br /&gt;
Defenses:  unknown&lt;br /&gt;
&lt;br /&gt;
===Lyre - Hall of Echoes - Natural Amphitheater ? ===&lt;br /&gt;
Defenses:  unknown&lt;br /&gt;
&lt;br /&gt;
===Mirror of Memory - Burial Caverns ?===&lt;br /&gt;
Defenses:  unknown&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Elven&amp;diff=113349</id>
		<title>Elven</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Elven&amp;diff=113349"/>
		<updated>2026-04-12T23:48:54Z</updated>

		<summary type="html">&lt;p&gt;Martin: /* GM Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Elves]][[Category:Language]]&lt;br /&gt;
Elven or &#039;&#039;Elvish&#039;&#039; is the language of the [[Elves]].&lt;br /&gt;
 &lt;br /&gt;
Elven comprises several closely related dialects that appear to an outsider or even one with a passing familiarity with the language as almost identical, but which to a native or highly skilled speaker strongly reflect geographic origin, social class, and in many cases age.&lt;br /&gt;
&lt;br /&gt;
The word selection and pronunciation of a young [[Elvandar]] warrior will stand in stark contrast to those of mature cloth merchant from the neighbouring province Adjac, and would mark the young elf as a virtual barbarian in the provinces surrounding [[Eidolon]].&lt;br /&gt;
&lt;br /&gt;
The Elven language tends to experience long periods of stability, interrupted by rapid bursts of change. Some of these change periods correspond to a racial or regional crisis, but others appear quite spontaneously, often indicating some major change in customs and styles among the aristocracy such as a sudden interest in flower festivals or a dramatically different colour palette being deemed appropriate for court.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
Modern Elven is directly descended from Eldaran, the language of the ancient [[War of Tears|Elven Empire]], which in turn descended from Old High Draconic. It is said that the [[Ancient Dragons]] devised a form of their language for the nascent elven race, one more suited to the elves&#039; physiology and vocal abilities.&lt;br /&gt;
&lt;br /&gt;
Eldaran originally made use of the dragon&#039;s cuneiform-like logograms but developed over the millennia through forms of syllabograms into an alphabetic script that is used in Elven today.&lt;br /&gt;
&lt;br /&gt;
Some human languages have been heavily influenced by Elven, most notably &#039;&#039;&#039;Eloran&#039;&#039;&#039; as used by the [[Unified Western Church]] and the language of [[Bowcourt]], &#039;&#039;&#039;Lalange&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===GM Note===&lt;br /&gt;
In DQ the Elven language has been based heavily on Tolkien&#039;s &#039;&#039;&#039;Quenya&#039;&#039;&#039; and &#039;&#039;&#039;Sindarin&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Elven&amp;diff=113348</id>
		<title>Elven</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Elven&amp;diff=113348"/>
		<updated>2026-04-12T23:44:38Z</updated>

		<summary type="html">&lt;p&gt;Martin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Elves]][[Category:Language]]&lt;br /&gt;
Elven or &#039;&#039;Elvish&#039;&#039; is the language of the [[Elves]].&lt;br /&gt;
 &lt;br /&gt;
Elven comprises several closely related dialects that appear to an outsider or even one with a passing familiarity with the language as almost identical, but which to a native or highly skilled speaker strongly reflect geographic origin, social class, and in many cases age.&lt;br /&gt;
&lt;br /&gt;
The word selection and pronunciation of a young [[Elvandar]] warrior will stand in stark contrast to those of mature cloth merchant from the neighbouring province Adjac, and would mark the young elf as a virtual barbarian in the provinces surrounding [[Eidolon]].&lt;br /&gt;
&lt;br /&gt;
The Elven language tends to experience long periods of stability, interrupted by rapid bursts of change. Some of these change periods correspond to a racial or regional crisis, but others appear quite spontaneously, often indicating some major change in customs and styles among the aristocracy such as a sudden interest in flower festivals or a dramatically different colour palette being deemed appropriate for court.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
Modern Elven is directly descended from Eldaran, the language of the ancient [[War of Tears|Elven Empire]], which in turn descended from Old High Draconic. It is said that the [[Ancient Dragons]] devised a form of their language for the nascent elven race, one more suited to the elves&#039; physiology and vocal abilities.&lt;br /&gt;
&lt;br /&gt;
Eldaran originally made use of the dragon&#039;s cuneiform-like logograms but developed over the millennia through forms of syllabograms into an alphabetic script that is used in Elven today.&lt;br /&gt;
&lt;br /&gt;
Some human languages have been heavily influenced by Elven, most notably &#039;&#039;&#039;Eloran&#039;&#039;&#039; as used by the [[Unified Western Church]] and the language of [[Bowcourt]], &#039;&#039;&#039;Lalange&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===GM Note===&lt;br /&gt;
In DQ the Elven language has been based heavily on Tolkien&#039;s Quenya and Sindarin.&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Elven&amp;diff=113347</id>
		<title>Elven</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Elven&amp;diff=113347"/>
		<updated>2026-04-12T23:34:56Z</updated>

		<summary type="html">&lt;p&gt;Martin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Elves]][[Category:Language]]&lt;br /&gt;
Elven or &#039;&#039;Elvish&#039;&#039; is the language of the [[Elves]].&lt;br /&gt;
 &lt;br /&gt;
Elven comprises several closely related dialects that appear to an outsider or even one with a passing familiarity with the language as almost identical, but which to a native or highly skilled speaker strongly reflect geographic origin, social class, and in many cases age.&lt;br /&gt;
&lt;br /&gt;
The word selection and pronunciation of a young [[Elvandar]] warrior will stand in stark contrast to those of mature cloth merchant from the neighbouring province Adjac, and would mark the young elf as a virtual barbarian in the provinces surrounding [[Eidolon]].&lt;br /&gt;
&lt;br /&gt;
The Elven language tends to experience long periods of stability, interrupted by rapid bursts of change. Some of these change periods correspond to a racial or regional crisis, but others appear quite spontaneously, often indicating some major change in customs and styles among the aristocracy such as a sudden interest in flower festivals or a dramatically different colour palette being deemed appropriate for court.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
&lt;br /&gt;
Modern Elven is directly descended from Eldaran, the language of the ancient [[War of Tears|Elven Empire]], which in turn descended from Old High Draconic. It is said that the [[Ancient Dragons]] devised a form of their language for the nascent elven race, one more suited to the elves&#039; physiology and vocal abilities.&lt;br /&gt;
&lt;br /&gt;
Eldaran originally made use of the dragon&#039;s cuneiform-like logograms but developed over the millennia through forms of syllabograms into an alphabetic script that is used in Elven today.&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Elven&amp;diff=113346</id>
		<title>Elven</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Elven&amp;diff=113346"/>
		<updated>2026-04-12T23:32:46Z</updated>

		<summary type="html">&lt;p&gt;Martin: Created page with &amp;quot;Category:ElvesCategory:Language Elven or &amp;#039;&amp;#039;Elvish&amp;#039;&amp;#039; is the language of the Elves.   Elven comprises several closely related dialects that appear to an outsider or even one with a passing familiarity with the language as almost identical, but which to a native or highly skilled speaker strongly reflect geographic origin, social class, and in many cases age.  The word selection and pronunciation of a young Elvandar warrior will stand in stark contrast to those of m...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Elves]][[Category:Language]]&lt;br /&gt;
Elven or &#039;&#039;Elvish&#039;&#039; is the language of the Elves.&lt;br /&gt;
 &lt;br /&gt;
Elven comprises several closely related dialects that appear to an outsider or even one with a passing familiarity with the language as almost identical, but which to a native or highly skilled speaker strongly reflect geographic origin, social class, and in many cases age.&lt;br /&gt;
&lt;br /&gt;
The word selection and pronunciation of a young Elvandar warrior will stand in stark contrast to those of mature cloth merchant from the neighbouring province Adjac, and would mark the young elf as a virtual barbarian in the provinces surrounding Eidolon.&lt;br /&gt;
&lt;br /&gt;
The Elven language tends to experience long periods of stability, interrupted by rapid bursts of change. Some of these change periods correspond to a racial or regional crisis, but others appear quite spontaneously, often indicating some major change in customs and styles among the aristocracy such as a sudden interest in flower festivals or a dramatically different colour palette being deemed appropriate for court.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
&lt;br /&gt;
Modern Elven is directly descended from Eldaran, the language of the ancient Elven Empire, which in turn descended from Old High Draconic. It is said that the Ancient Dragons devised a form of their language for the nascent elven race, one more suited to the elves&#039; physiology and vocal abilities.&lt;br /&gt;
&lt;br /&gt;
Eldaran originally made use of the dragon&#039;s cuneiform-like logograms but developed over the millennia through forms of syllabograms into an alphabetic script that is used in Elven today.&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Saurian&amp;diff=113345</id>
		<title>Saurian</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Saurian&amp;diff=113345"/>
		<updated>2026-04-12T23:06:14Z</updated>

		<summary type="html">&lt;p&gt;Martin: /* Related Scribe Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Martin Dickson]][[Category:Terranova]] [[Category:Beastmen]]&lt;br /&gt;
Humanoid reptiles commonly found throughout Coastal, Island, Jungle, and Highland areas of [[Central Terranova|Central]] [[Terranova]].  They are believed to be distant descendants of the [[Dragons]] and the sub-races seen in Terranova mirror those of their ancestors. (Although no &#039;&#039;Golden Saurians&#039;&#039; are known).&lt;br /&gt;
===Sub Races===&lt;br /&gt;
;Yellow Saurians: The most common sub-race seen on the mainland and found in all coastal and jungle areas, Yellow Saurians are essentially identical in their physical nature to the [[Saurime]] seen on the Alusian continent. They are however more settled than their eastern kin, dwelling in and around large cities and exhibiting &amp;quot;civilized&amp;quot; rather than tribal behaviour. They are about 7 feet tall, and are greenish-yellow in colour.&lt;br /&gt;
;Blue Saurians: Most commonly found on the islands around the Terranovan coast but also in some coastal areas of the mainland, Blue Saurians are both smaller and more socially primitive than the Yellows. They average about 5 1/2 feet tall, are a dark greenish blue (teal) colour, and have pronounced crests. They are extremely adept in the water, being able to stay submerged for 10 minutes or more, with their broad, flat feet providing propulsion.&lt;br /&gt;
;Green Saurians: Far fewer in number than the Yellows or Blues, the giant Green Saurians can still be found in many coastal and jungle areas. They average some 9 feet in size, with proportionally greater strength, larger claws and teeth, etc, and exhibit a range of green colouration. They are not terribly bright or civilized and may be found in tribal bands, or living amongst their smaller but more civilized kin, where their services are in demand as warriors and labourers.&lt;br /&gt;
;Red Saurians: Relatively rare, and only found in the highlands, Red Saurians are primitive, savage, fast, and vicious. They stand around 6 feet high, are red to red-brown in colour, and have small crests. Although unable to actually breathe fire, Red Saurians are able to spit their noxious saliva at enemies with an effect similar to a small amount of Greek Fire.&lt;br /&gt;
;Black Saurians: Rarest of the sub-races, Black Saurians are only found in the most mountainous parts of the highlands where they live in small cities located at inaccessibe heights. Black Saurians stand around 5 feet in height, are a deep slate grey-green in colour, and have large crests, flattened tails and functional wings.&lt;br /&gt;
==Related Scribe Notes==&lt;br /&gt;
* [[Defense of Ssqua]]&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Khuzdul&amp;diff=113344</id>
		<title>Khuzdul</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Khuzdul&amp;diff=113344"/>
		<updated>2026-04-12T21:10:08Z</updated>

		<summary type="html">&lt;p&gt;Martin: Pages contents moved to Dwarven as links already point here.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Dwarven]]&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Dwarves&amp;diff=113343</id>
		<title>Dwarves</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Dwarves&amp;diff=113343"/>
		<updated>2026-04-12T21:08:45Z</updated>

		<summary type="html">&lt;p&gt;Martin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Race]][[Category:Dwarves]][[Category:Bestiary]][[Category:Earth Dwellers]]&lt;br /&gt;
&amp;lt;--[[Peoples of Alusia]]&amp;lt;br&amp;gt;&lt;br /&gt;
A character race in DQ.&lt;br /&gt;
; Natural Habitat : Anywhere (prefers Highlands)&lt;br /&gt;
; Frequency : Uncommon&lt;br /&gt;
; Number : 1-500 (10)&lt;br /&gt;
; Description: Dwarves are stout 4 feet tall humanoids. They usually have long beards.&lt;br /&gt;
; Comments: Dwarves form strong community ties, and are distrustful of strangers, especially those of other races. Their strongest antipathies are towards orcs and elves. Although dwarves are greedy by nature, they are essentially honest and stand by their word. Dwarves covet precious stones and metals, and appreciate fine, detailed workmanship. Pride and attention to detail are important to dwarves.&lt;br /&gt;
; Abilities: Dwarves can see in the dark as a human does at dusk. This is particularly effective deep underground. Dwarves have an affinity with caverns and mountains, and a natural dislike to being bested in bargaining. A dwarf&#039;s capacity for alcohol is twice that of a human.&lt;br /&gt;
:&amp;lt;i&amp;gt;The listed characteristic ranges are for NPC dwarves only.&amp;lt;/i&amp;gt;&lt;br /&gt;
; Movement Rates : Running: 225&lt;br /&gt;
{{BeastStats| 6-24 | 5-23 | 4-22 | 3-21 | 6-24 | 17-23 | 7-25 | 6-24 | 4-22 | 4 | None }}&lt;br /&gt;
; Weapons: Dwarves delight in axes and hammers and they will have Rank 4-7 with these weapons. They also commonly wear heavy armour, with chain mail being most frequent, although plate is also occasionally used. &lt;br /&gt;
&lt;br /&gt;
;Locations: They come from a [[Map of Dwarven Lands|range of areas on Alusia]].&lt;br /&gt;
;Dwarven Faiths and Pantheon: [[Dwarven Gods]].&lt;br /&gt;
;General comments: A race of short people with large axes and the skill to use them. They have their own language and strong culture. The often drink a lot. Dwarven populations tend to be lower than other races, with larger settlements being up to 10,000 Dwarves, with the exception being [[Darkhorn Kingdoms]]. Dwarven holdings tend to be built around mining.&lt;br /&gt;
;Language: While known as [[Dwarven]] to everyone else, the Dwarven name for their language is &#039;&#039;Khuzdul&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Dwarven&amp;diff=113342</id>
		<title>Dwarven</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Dwarven&amp;diff=113342"/>
		<updated>2026-04-12T21:07:49Z</updated>

		<summary type="html">&lt;p&gt;Martin: Moving Khuzdul to Dwarven for general linking.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Dwarves]][[Category:Language]]&lt;br /&gt;
Dwarven is the name in Common of the language of the [[Dwarves]]. &lt;br /&gt;
&lt;br /&gt;
In Dwarven the language is &#039;&#039;&#039;Khuzdul&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In the legends and history of the dwarves, Khuzdul was created for them by Krunor, Lord of the Forge, and Elamic, Mother of All, with each rune shaped and pulled glowing from the forge of worlds by Father Krunor, and quenched in the life giving breath of Mother Elamic.&lt;br /&gt;
&lt;br /&gt;
Khuzdul changes extremely slowly, like the gradual weathering of hard rock, where human languages are the melting of snow in Spring and even Elven changes like the growing of trees.&lt;br /&gt;
&lt;br /&gt;
As the dwarven clans have become far flung there have been minor dialectal changes, though more as a matter of word choice  and some pronunciation; dwarves are proud that their language is as steadfast and unchanging as the mountains. &lt;br /&gt;
&lt;br /&gt;
Even among the most distant clans the written form of Khuzdul remains as it ever was, and should accents interfere with communication a written missive will be understood by all parties.&lt;br /&gt;
&lt;br /&gt;
Created for the dwarves by their gods, Khuzdul was unrelated to the languages of any of the other races, but over the millennia since many words from Khuzdul have been borrowed by other languages, though they may be changed and unrecognizable except to linguistic philosophers. &lt;br /&gt;
&lt;br /&gt;
In Western Alusia the languages most influenced by Dwarven are Reichspiel and Folksprach, with such a large number of Dwarven loan-words gained over the centuries that there is a widespread though incorrect belief that these languages are derived directly from Dwarven.&lt;br /&gt;
&lt;br /&gt;
;Dwarven Phrases&lt;br /&gt;
&lt;br /&gt;
One of the major phrases well known to outsiders is the traditional dwarven battle-cry: Baruk Khazâd! Khazâd ai-mênu! (Axes of the Dwarves! The Dwarves are upon you!) &lt;br /&gt;
&lt;br /&gt;
A dwarven phrase for &#039;We delved too deep&#039; is  &#039;Ut berrag carkna barzÃ»l&#039; but this is often shortened to &#039;Berrag barzÃ»l&#039;&lt;br /&gt;
&lt;br /&gt;
===GM Note===&lt;br /&gt;
In DQ the Dwarven language has been based heavily on Tolkien&#039;s &#039;&#039;&#039;Khuzdul&#039;&#039;&#039; and later extensions to it plus elements of &#039;&#039;&#039;Kad&#039;k&#039;&#039;&#039;, Pratchett&#039;s dwarf language, and &#039;&#039;&#039;Khazalid&#039;&#039;&#039;, the dwarf language created for Warhammer.&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Dwarves&amp;diff=113341</id>
		<title>Dwarves</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Dwarves&amp;diff=113341"/>
		<updated>2026-04-12T20:59:26Z</updated>

		<summary type="html">&lt;p&gt;Martin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Race]][[Category:Dwarves]][[Category:Bestiary]][[Category:Earth Dwellers]]&lt;br /&gt;
&amp;lt;--[[Peoples of Alusia]]&amp;lt;br&amp;gt;&lt;br /&gt;
A character race in DQ.&lt;br /&gt;
; Natural Habitat : Anywhere (prefers Highlands)&lt;br /&gt;
; Frequency : Uncommon&lt;br /&gt;
; Number : 1-500 (10)&lt;br /&gt;
; Description: Dwarves are stout 4 feet tall humanoids. They usually have long beards.&lt;br /&gt;
; Comments: Dwarves form strong community ties, and are distrustful of strangers, especially those of other races. Their strongest antipathies are towards orcs and elves. Although dwarves are greedy by nature, they are essentially honest and stand by their word. Dwarves covet precious stones and metals, and appreciate fine, detailed workmanship. Pride and attention to detail are important to dwarves.&lt;br /&gt;
; Abilities: Dwarves can see in the dark as a human does at dusk. This is particularly effective deep underground. Dwarves have an affinity with caverns and mountains, and a natural dislike to being bested in bargaining. A dwarf&#039;s capacity for alcohol is twice that of a human.&lt;br /&gt;
:&amp;lt;i&amp;gt;The listed characteristic ranges are for NPC dwarves only.&amp;lt;/i&amp;gt;&lt;br /&gt;
; Movement Rates : Running: 225&lt;br /&gt;
{{BeastStats| 6-24 | 5-23 | 4-22 | 3-21 | 6-24 | 17-23 | 7-25 | 6-24 | 4-22 | 4 | None }}&lt;br /&gt;
; Weapons: Dwarves delight in axes and hammers and they will have Rank 4-7 with these weapons. They also commonly wear heavy armour, with chain mail being most frequent, although plate is also occasionally used. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Locations: They come from a [[Map of Dwarven Lands|range of areas on Alusia]].&lt;br /&gt;
;Dwarven Faiths and Pantheon: [[Dwarven Gods]].&lt;br /&gt;
;General comments: A race of short people with large axes and the skill to use them. They have their own language and strong culture. The often drink a lot. Dwarven populations tend to be lower than other races, with larger settlements being up to 10,000 Dwarves, with the exception being [[Darkhorn Kingdoms]]. Dwarven holdings tend to be built around mining.&lt;br /&gt;
;Language: While known as Dwarven to everyone else, the Dwarven name for their language is [[Khuzdul]]. While accents vary between clans, dialects are vary rare in Dwarves; they are proud that their language is as steadfast and unchanging as the mountains.&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Dwarven_Gods&amp;diff=113340</id>
		<title>Dwarven Gods</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Dwarven_Gods&amp;diff=113340"/>
		<updated>2026-04-12T20:58:56Z</updated>

		<summary type="html">&lt;p&gt;Martin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Religion]][[Category:Myths]][[Category:Powers]][[Category:Dwarves]]&amp;lt;div class=&amp;quot;TOC&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Dwarves]] are a naturally stubborn race with little time for religion and other mumbo-jumbo, as such they have hundreds of Gods. &lt;br /&gt;
&lt;br /&gt;
The basis of Dwarven religion surrounds Krunor the God of the forge who made the world and Elamic the Mother of all who created life upon the world. These two Gods are virtually never worshipped by most dwarves instead their many children are venerated. These children are plentiful and also known by many names so to an outsider Dwarven religions seem complex and incomprehensible, however the core group of worshipped children is similar in all Dwarven halls though their names and exact portfolios vary.&lt;br /&gt;
==History==&lt;br /&gt;
In the beginning there was nothing but the Gods. Into the void Krunor created the worlds and prepared them for the coming of his people. But unto the worlds arrived the [[Dragons]] and then the [[Elves]] from places outside the void and the world was shaped by their magics and societies. The desecration of the world caused much sadness and Elamic was brought to tears which fell upon the world. So that their people would not be destroyed by the other races Krunor and Elamic hid their children beneath the ground and taught them to dig, mine and forge so that they would rise up and rid the world of the other races. When the dwarves emerged their dislike of the [[Dragons]] was legendary and many of the [[Dwarves|Dwarven]] and [[Dragons|Draconic]] peoples died in the resulting Wars. The [[Elves]] however spun charms and glamours that kept peace between the peoples although while Dwarves are considered friends of the [[Elves]] there is still an abiding distrust of them and their sorceries. &lt;br /&gt;
==The Greater Gods==&lt;br /&gt;
*&amp;lt;B&amp;gt;Krunor&amp;lt;/B&amp;gt; - Lord of the Forge, Provider of Heat and Guardian of Light. Represented by the sun Krunor is the creator of the earth and fire. All metals placed within the earth are gifts for his children (The Dwarven race) and placed there for their use. &lt;br /&gt;
*&amp;lt;B&amp;gt;Elamic&amp;lt;/B&amp;gt; - Mother of All, bringer of life, Protector of the People. Represented by the moon, Elamic created the Dwarven people, and with Krunor taught them how to live.&lt;br /&gt;
==The Lesser Gods==&lt;br /&gt;
The children of Krunor and Elamic are known as the common Gods amongst the dwarves and there are many more than the selection listed here. Names are also highly variable and will differ from Clan to Clan depending on regional dialects and historical imperatives. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Names shown in the table below are those used by the [[Zirac Holding]] clans in central Ranke.&#039;&#039;&lt;br /&gt;
===Sons===&lt;br /&gt;
{| border=0&lt;br /&gt;
! width=&amp;quot;150px&amp;quot; |&amp;lt;P&amp;gt;Name&amp;lt;/P&amp;gt;&lt;br /&gt;
! &amp;lt;P&amp;gt;Description&amp;lt;/P&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kelsor&#039;&#039;&#039;&lt;br /&gt;
| [[Kelsor|God of the Forge]], patron of smiths and creation (Eldest Son)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Argaman&#039;&#039;&#039;&lt;br /&gt;
| Finder of Precious Metals and Gems, revealer of hidden wealth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ustelf&#039;&#039;&#039;&lt;br /&gt;
| God of Imagination and Mechanicians, inspiration of invention and clever craft&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cron&#039;&#039;&#039;&lt;br /&gt;
| God of War, lord of battle, strategy, and dwarven valor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Borgan&#039;&#039;&#039;&lt;br /&gt;
| [[Borgan|God of Commerce]], overseer of trade, contracts, and honest profit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unster&#039;&#039;&#039;&lt;br /&gt;
| God of the Home and Defence, guardian of hearths and strongholds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hagan&#039;&#039;&#039;&lt;br /&gt;
| Lord of the Underworld, collector and keeper of dwarven souls&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reman&#039;&#039;&#039;&lt;br /&gt;
| God of Blessed Unions and Partnership, patron of dwarven marriage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ofnal&#039;&#039;&#039;&lt;br /&gt;
| God of Fortune, master of luck, chance, and fate’s turn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dissenic&#039;&#039;&#039;&lt;br /&gt;
| Lord of Revenge, divine retribution and grudges remembered&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Karlor&#039;&#039;&#039;&lt;br /&gt;
| God of Lost Causes, hope of the desperate and doomed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thordek&#039;&#039;&#039;&lt;br /&gt;
| God of Stone and Endurance, patron of patience and unyielding strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Malgrin&#039;&#039;&#039;&lt;br /&gt;
| God of Runes and Oaths, binder of words, contracts, and ancient law&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Durnak&#039;&#039;&#039;&lt;br /&gt;
| God of Shields and Defence, protector of shield-walls and last stands&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Varkel&#039;&#039;&#039;&lt;br /&gt;
| God of Paths and Delvings, guide of miners and underground journeys&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Krothun&#039;&#039;&#039;&lt;br /&gt;
| God of Siege and Ruin, breaker of gates and fortresses&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Edrim&#039;&#039;&#039;&lt;br /&gt;
| God of Knowledge and Record, keeper of chronicles and stone-lore&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skarn&#039;&#039;&#039;&lt;br /&gt;
| God of Pain and Trial, sanctifier of hardship and survival&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Helbor&#039;&#039;&#039;&lt;br /&gt;
| God of Beasts of Burden, patron of mules, oxen, and steadfast service&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ravnek&#039;&#039;&#039;&lt;br /&gt;
| God of Vigilance, watcher of walls, night-shifts, and watch-fires&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Torgrim&#039;&#039;&#039;&lt;br /&gt;
| God of Silence and Resolve, lord of stoic endurance and unspoken vows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Daughters===&lt;br /&gt;
{| border=0&lt;br /&gt;
! width=&amp;quot;150px&amp;quot; |&amp;lt;P&amp;gt;Name&amp;lt;/P&amp;gt;&lt;br /&gt;
! &amp;lt;P&amp;gt;Description&amp;lt;/P&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Primencia&#039;&#039;&#039;&lt;br /&gt;
| Goddess of Thunder and Rain, bringer of life (Eldest Daughter)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Faith&#039;&#039;&#039;&lt;br /&gt;
| Goddess of Healing, restorer of body, mind, and spirit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hapensus&#039;&#039;&#039;&lt;br /&gt;
| Goddess of Hunting, patron of trackers and providers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unteris&#039;&#039;&#039;&lt;br /&gt;
| Goddess of Love and Procreation, keeper of passion and lineage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thanis&#039;&#039;&#039;&lt;br /&gt;
| Goddess of Youth, vitality, growth, and renewal&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Prodantis&#039;&#039;&#039;&lt;br /&gt;
| Goddess of Fruit and Fermentation, bounty, brewing, and celebration&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kellenor&#039;&#039;&#039;&lt;br /&gt;
| Goddess of the Harvest, cycles of toil and reward&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fifanthis&#039;&#039;&#039;&lt;br /&gt;
| Goddess of Childbirth, protector of mothers and newborns&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unkellis&#039;&#039;&#039;&lt;br /&gt;
| Goddess of Dreams, visions, omens, and the sleeping mind&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Aldriska&#039;&#039;&#039;&lt;br /&gt;
| Goddess of Ancestral Memory, remembrance, lineage, and clan identity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brennis&#039;&#039;&#039;&lt;br /&gt;
| Goddess of Flame and Warmth, sacred fires, forges, and hearth-glow&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Silthra&#039;&#039;&#039;&lt;br /&gt;
| Goddess of Stone-Sleep, rest, recovery, and healing slumber&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Marvella&#039;&#039;&#039;&lt;br /&gt;
| Goddess of Measure and Balance, fairness, weights, and just division&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dorannis&#039;&#039;&#039;&lt;br /&gt;
| Goddess of Echoes, sound in stone, tunnels, and deep places&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kethra&#039;&#039;&#039;&lt;br /&gt;
| Goddess of Tools, chisels, picks, and the dignity of labour&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Yndra&#039;&#039;&#039;&lt;br /&gt;
| Goddess of Thresholds, doors, gates, and moments of decision&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ferrova&#039;&#039;&#039;&lt;br /&gt;
| Goddess of Rust and Renewal, decay that makes way for rebirth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iskalla&#039;&#039;&#039;&lt;br /&gt;
| Goddess of Cold and Deep Earth, endurance in darkness and frost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Valendis&#039;&#039;&#039;&lt;br /&gt;
| Goddess of Hope Rekindled, perseverance after loss and failure&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Embrissa&#039;&#039;&#039;&lt;br /&gt;
| Goddess of Hugs, Affection, and Safety, patron of comfort, reassurance, and sheltering arms&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Northern Dwarves===&lt;br /&gt;
The religion of the [[Hoar Dwarves]] of northern Alusia can appear closely related to and intermingled with the human religions of that area, though in many cases the influence has gone from dwarves to humans. While much of the religion is the same at its root to that described above, the names and portfolios of the dwarven gods are usually similar to their human counterparts.&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Khuzdul&amp;diff=113339</id>
		<title>Khuzdul</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Khuzdul&amp;diff=113339"/>
		<updated>2026-04-12T20:57:44Z</updated>

		<summary type="html">&lt;p&gt;Martin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Dwarves]][[Category:Language]]&lt;br /&gt;
(Common: &#039;&#039;Dwarven&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
In the legends and history of the dwarves, Khuzdul was created for them by Krunor, Lord of the Forge, and Elamic, Mother of All, with each rune shaped and pulled glowing from the forge of worlds by Father Krunor, and quenched in the life giving breath of Mother Elamic.&lt;br /&gt;
&lt;br /&gt;
Khuzdul changes extremely slowly, like the gradual weathering of hard rock, where human languages are the melting of snow in Spring and even Elven changes like the growing of trees. [Attrib]&lt;br /&gt;
&lt;br /&gt;
As the dwarven clans have become far flung there have been minor dialectal changes, though more as a matter of word choice  and some pronunciation; dwarves are proud that their language is as steadfast and unchanging as the mountains. &lt;br /&gt;
&lt;br /&gt;
Even among the most distant clans the written form of Khuzdul remains as it ever was, and should accents interfere with communication a written missive will be understood by all parties.&lt;br /&gt;
&lt;br /&gt;
Created for the dwarves by their gods, Khuzdul was unrelated to the languages of any of the other races, but over the millennia since many words from Khuzdul have been borrowed by other languages, though they may be changed and unrecognizable except to linguistic philosophers. &lt;br /&gt;
&lt;br /&gt;
In Western Alusia the languages most influenced by Dwarven are Reichspiel and Folksprach, with such a large number of Dwarven loan-words gained over the centuries that there is a widespread though incorrect belief that these languages are derived directly from Dwarven.&lt;br /&gt;
&lt;br /&gt;
;Dwarven Phrases&lt;br /&gt;
&lt;br /&gt;
One of the major phrases well known to outsiders is the traditional dwarven battle-cry: Baruk Khazâd! Khazâd ai-mênu! (Axes of the Dwarves! The Dwarves are upon you!) &lt;br /&gt;
&lt;br /&gt;
A dwarven phrase for &#039;We delved too deep&#039; is  &#039;Ut berrag carkna barzÃ»l&#039; but this is often shortened to &#039;Berrag barzÃ»l&#039;&lt;br /&gt;
&lt;br /&gt;
===GM Note===&lt;br /&gt;
In DQ dwarven has been based heavily on Tolkien&#039;s &#039;&#039;&#039;Khuzdul&#039;&#039;&#039; and later extensions to it plus elements of &#039;&#039;&#039;Kad&#039;k&#039;&#039;&#039;, Pratchett&#039;s dwarf language, and &#039;&#039;&#039;Khazalid&#039;&#039;&#039;, the dwarf language created for Warhammer.&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Khuzdul&amp;diff=113338</id>
		<title>Khuzdul</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Khuzdul&amp;diff=113338"/>
		<updated>2026-04-12T20:57:35Z</updated>

		<summary type="html">&lt;p&gt;Martin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Dwarves]][[Category:Language]]&lt;br /&gt;
&lt;br /&gt;
(Common: &#039;&#039;Dwarven&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
In the legends and history of the dwarves, Khuzdul was created for them by Krunor, Lord of the Forge, and Elamic, Mother of All, with each rune shaped and pulled glowing from the forge of worlds by Father Krunor, and quenched in the life giving breath of Mother Elamic.&lt;br /&gt;
&lt;br /&gt;
Khuzdul changes extremely slowly, like the gradual weathering of hard rock, where human languages are the melting of snow in Spring and even Elven changes like the growing of trees. [Attrib]&lt;br /&gt;
&lt;br /&gt;
As the dwarven clans have become far flung there have been minor dialectal changes, though more as a matter of word choice  and some pronunciation; dwarves are proud that their language is as steadfast and unchanging as the mountains. &lt;br /&gt;
&lt;br /&gt;
Even among the most distant clans the written form of Khuzdul remains as it ever was, and should accents interfere with communication a written missive will be understood by all parties.&lt;br /&gt;
&lt;br /&gt;
Created for the dwarves by their gods, Khuzdul was unrelated to the languages of any of the other races, but over the millennia since many words from Khuzdul have been borrowed by other languages, though they may be changed and unrecognizable except to linguistic philosophers. &lt;br /&gt;
&lt;br /&gt;
In Western Alusia the languages most influenced by Dwarven are Reichspiel and Folksprach, with such a large number of Dwarven loan-words gained over the centuries that there is a widespread though incorrect belief that these languages are derived directly from Dwarven.&lt;br /&gt;
&lt;br /&gt;
;Dwarven Phrases&lt;br /&gt;
&lt;br /&gt;
One of the major phrases well known to outsiders is the traditional dwarven battle-cry: Baruk Khazâd! Khazâd ai-mênu! (Axes of the Dwarves! The Dwarves are upon you!) &lt;br /&gt;
&lt;br /&gt;
A dwarven phrase for &#039;We delved too deep&#039; is  &#039;Ut berrag carkna barzÃ»l&#039; but this is often shortened to &#039;Berrag barzÃ»l&#039;&lt;br /&gt;
&lt;br /&gt;
===GM Note===&lt;br /&gt;
In DQ dwarven has been based heavily on Tolkien&#039;s &#039;&#039;&#039;Khuzdul&#039;&#039;&#039; and later extensions to it plus elements of &#039;&#039;&#039;Kad&#039;k&#039;&#039;&#039;, Pratchett&#039;s dwarf language, and &#039;&#039;&#039;Khazalid&#039;&#039;&#039;, the dwarf language created for Warhammer.&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Khuzdul&amp;diff=113337</id>
		<title>Khuzdul</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Khuzdul&amp;diff=113337"/>
		<updated>2026-04-12T20:56:53Z</updated>

		<summary type="html">&lt;p&gt;Martin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Dwarves]][[Category:Language]]&lt;br /&gt;
In the legends and history of the dwarves, Khuzdul was created for them by Krunor, Lord of the Forge, and Elamic, Mother of All, with each rune shaped and pulled glowing from the forge of worlds by Father Krunor, and quenched in the life giving breath of Mother Elamic.&lt;br /&gt;
&lt;br /&gt;
Khuzdul changes extremely slowly, like the gradual weathering of hard rock, where human languages are the melting of snow in Spring and even Elven changes like the growing of trees. [Attrib]&lt;br /&gt;
&lt;br /&gt;
As the dwarven clans have become far flung there have been minor dialectal changes, though more as a matter of word choice  and some pronunciation; dwarves are proud that their language is as steadfast and unchanging as the mountains. &lt;br /&gt;
&lt;br /&gt;
Even among the most distant clans the written form of Khuzdul remains as it ever was, and should accents interfere with communication a written missive will be understood by all parties.&lt;br /&gt;
&lt;br /&gt;
Created for the dwarves by their gods, Khuzdul was unrelated to the languages of any of the other races, but over the millennia since many words from Khuzdul have been borrowed by other languages, though they may be changed and unrecognizable except to linguistic philosophers. &lt;br /&gt;
&lt;br /&gt;
In Western Alusia the languages most influenced by Dwarven are Reichspiel and Folksprach, with such a large number of Dwarven loan-words gained over the centuries that there is a widespread though incorrect belief that these languages are derived directly from Dwarven.&lt;br /&gt;
&lt;br /&gt;
;Dwarven Phrases&lt;br /&gt;
&lt;br /&gt;
One of the major phrases well known to outsiders is the traditional dwarven battle-cry: Baruk Khazâd! Khazâd ai-mênu! (Axes of the Dwarves! The Dwarves are upon you!) &lt;br /&gt;
&lt;br /&gt;
A dwarven phrase for &#039;We delved too deep&#039; is  &#039;Ut berrag carkna barzÃ»l&#039; but this is often shortened to &#039;Berrag barzÃ»l&#039;&lt;br /&gt;
&lt;br /&gt;
===GM Note===&lt;br /&gt;
In DQ dwarven has been based heavily on Tolkien&#039;s &#039;&#039;&#039;Khuzdul&#039;&#039;&#039; and later extensions to it plus elements of &#039;&#039;&#039;Kad&#039;k&#039;&#039;&#039;, Pratchett&#039;s dwarf language, and &#039;&#039;&#039;Khazalid&#039;&#039;&#039;, the dwarf language created for Warhammer.&lt;/div&gt;</summary>
		<author><name>Martin</name></author>
	</entry>
</feed>