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  Brief Gazetteer for DQ
  This is the rough, working version of the Gazetteer of Places on the Plane of Alusia. -- File last updated
  8-Jan-99.
  GMs & players: please email corrections to m.parkinson@auckland.ac.nz (also any questions, but I can't
  promise that answers will emerge). A prettier version will be loaded once the details below are correct.
  Abbreviations:
  * denotes a guild-member.
  Entries in Title Case (e.g., Fort Boris) are towns, castles, or a small barony about such a place, etc.
  Entries in UPPER CASE (e.g., AQUILA) are larger territories, regions, or states.
  ALADAR
  Duchy.
  ALBA LONGA
  Large, long island wilderness claimed by DESTINY, but not settled. Pop: orc warbands, ossegrim,
  other monsters. POI: Mt. Victory (a female Ziggyan Monastery). Resources: Orcs, rumoured
  gold mines. GM MikeP
  ALFHEIM
  Queendom: on N. side of the Alfheim Mountains, largely wooded, some open cultivated areas.
  There are paths through the forest, but most transportation uses canals and barges/canal-boats with
  magical hulls drifting under their own power. All the cities are odd: single huge trees, or over
  multiple trees, or made of crystal and silver. cf Eidolon. Pop: lots of elves. Lang.: Elvish,
  money. External vassals: ELFANBURG, The ELVAN ISLES. GM JonoB, MartinD
  Alla’umbra
  Subterranean Drow city, somewhere in GUJERAT. Lang.: Drow VIPs: Jewel (Vampire friend of
  *Thorn). GM MikeP
  ALMA VIVA
  Former iarldoms or chiefdoms, now Baronies of DESTINY: islands and adjacent headlands N. of
  CALATRAVA, once home to clans of fur-clad heavy-drinking longboat raiders & their thralls.
  Pacified by K. Carlos of DESTINY. Lang.: AlmaVivan, Destinian. VIPs: B. Ravenswoood, etc.
  GM MikeP
  ALSINE
  Duchy: high steppe-land of RANITERRE, beside the Mountains of Madness; scene of several,
  historic bloody massacres by Plaz'Torans. Pop.: 3M. Typical locals are dour & dutiful
  inhabitants of fortified small-holdings who delight greatly in their misery. Occasionally raided by
  wild pixies. Lang.: Raniterran. GM MikeP
  Anticasala
  Barony: purchased from, & vassal to, D. CAZALA. POI: Hostel of the Silver Drake. Lang.:
  B.= Baron (of)
  Bss = Baroness (of)
  cf or qv = see also Ct = Count (of)
  Ctss = Countess (of) D. = Duke (of)
  Dss = Duchess (of) E. = east(ern)
  K. = King
  Lang. = main language(s) N. = north(ern)
  POI = place(s) of interest
  Pop = Population
  S = south(ern)
  tr. = translated
  W. = west(ern)
  pdfMachine trial version
  
  Dragonish, Elvish, Common. VIP: *B. Prudence, ancient dragon-slayer, Guild veterinarian, step-
  son of Alberich of ELFANBURG. GM MikeP
  AQUILA
  Duchy: now part of the [New] WESTERN KINGDOM. Lang.: Folksprach VIP: D. Frederick (the
  Regent). POI: Counties of BORDERLAY, EINSBERG, INNSLEBIN, OSTOW, SYBORITE;
  Baronies of Baratary, Mulberry; Towns of Innesburg, Rederring, Sedgemoor. GM MartinD,
  IanW, MikeP
  ARMIDE
  Duchy: in RANITERRE. Highland moors leading to savage forests. Armides are considered
  uncivilized barbarians: brave but brutish; strong in back & odour; either fiercely faithful or
  cunningly treacherous; possessed of an animal charm when not drunk. Exports: plaid cloth,
  Armide (a sweet grain liquor), monster skins. Pop.: 200,000. Lang.: Raniterran (in a brad
  accent). GM MikeP
  ARABIE
  Various countries: usually city states; mostly roughlands & deserts. Major Resources: trade,
  spices, jewels. Lang.: Arabiq. GM JacquiS
  AVENAL
  Duchy: the maritime province of RANITERRE. Bad wine; good beer. Pop.: 1M Bret; some
  others. The Bret (or lake-people) are a human nation, anciently from the Baronies, perceived by
  the rest of the country as stubborn, hotheaded, provincial, stupid, but honest. Recently increased
  trade with DESTINY. Lang.: Bret (closely related to Folksprach & some other Baronies tongues),
  Raniterran, Common. POI: New Capital at Pearly Bay (formerly Arcoston); Palace of the Pearly
  gates. VIPs: D. Guido (former Brandenburg War-hero) & Dss Pearl, mind-mage (known to many
  guildmembers as Ctss Oberthal); Ct & Ctss UnterOberthal; Lord Bothways. GM MikeP
  AZURIA
  Empire: the last [legally divine] emperor is in permanent hibernation, following a recent civil war
  [ended 792 WK]. Now ruled by Regents. The empire comprises 6 independent Satrapies (like
  duchies); most of which are highly isolationist & suspicious of outsiders. Foreigners should not
  enter uninvited. Little local foreign trade. Each Satrapy is partitioned into Nomes (like
  counties). A realm of contrasts: bridges of solid light, floating islands, ships that fly, interplanar
  trade portal; but feudal serfs forbidden to own money, & naval vessels driven by non-magical
  winds. Pop.: about 95% humans; some hobbits, dwarves, Erulein (following the Great Flights of
  109 WK); very few elves. An Azurian elf is typically a male non-mage; robuster, but stupider,
  than his Western cousins. Lang.: Common has entirely replaced the many original, historical
  tongues (since 401 WK, the ascension of Empress Caroline, d. 597 WK) but in Kingdom, rather
  than Western, alphabet. POI: BROAD SOUNDS; City of Emerald walls (the Imperial capital).
  VIPs: Thorn (vampire, has employed several parties). GM MikeP
  Baratary
  Barony: a broad valley down-river of Innesburg, now part of AQUILA. Resources: vegetables
  (especially cabbage). GM MikeP
  Barcela
  Town: the County seat of INNSLEBIN (qv)
  Barretskyne
  ??
  Bergsburg
  Town & seat of Bss Hochland . GM MikeP
  BORDERLAY
  County: a town, on the North Road, and attached valleys. The lack of fortified homes and castles
  predates its current vassalage to AQUILA, when K. Sigismund created the very first duchy,
  presenting Bordelay as a hunting preserve for his bastard son Edderick -- and creating a
  demilitarized zone between the belligerent Marches of BOWCOURT & Mittelmark (cf MMHS).
  pdfMachine trial version
  
  Resource: superb wines. Lang.: Common, Elvish, Folksprach. VIP: Ct Bertrand; Chancellor.
  GM IanW, MikeP
  BOROVIA
  County Palatine: N. of MIDHEIM, on a new highway (and canal via subterranean tunnel) to
  ALFHEIM through the new mountain pass. Resources: trade; forests. POI: Portal to KIN-LU
  Lang.: Common, Elvish? VIPs: *Ct Kree Tajin, *Ctss Anastasia Desiré, *Admiral (B.
  Silverfoam); Mayor Ismark. GM MartinD
  BOWCOURT
  Ancient Marquisate: established over 1100 years ago, originally an Elven protectorate. The rulers
  have almost always been female and inheritance is usually matrilineal. Now part of the New W.
  KINGDOM. Major resources: wine, history, forest, mines. Lang.: Lalangue. VIP: Her Radiance,
  Marquessa Dulciena. POI: Arch'pric of MORDEAUX; County of FOXCOURT; Viscounties of
  CHAGNY, VOLE. GM MartinD
  BRANDENBURG
  Duchy. Lost the recent wars.
  BRASTOR HOLDINGS
  Castellancy: vassal of, W. of, & settled by, Cazala. Capital is Castle Brastor. A broad valley, a
  buffer between CAZALA and the plains barbarians of the SEA OF GRASS. The "Castellan
  Borderers" are military forces patrolling the E. edge of this territory, especially around the Choth
  Gap. Lang: Common. Resources: grazing pastures, herds of cattle. Guild members have
  occasionally done military service in the Borderers, who are glad to have the occasional mage as
  part of their force. POI: Westgate, Singerton,
  BROAD SOUNDS
  Nome: port city & surrounding district in AZURIA; its Nomarch is the country's Lord High
  Admiral. Effectively the city is the only part of the Empire open to foreigners — even so, great
  care must be exhibited by visitors, especially non-nobles. Lang.: Common. GM MikeP
  CAITHNESS
  N. islands of NORDEN.
  CALATRAVA
  Former Marquisate, now absorbed by the Kingdom of DESTINY. VIP (technically): *Don Jon
  Fenris, brother-in-law to K. Carlos of DESTINY.
  CALDERFIELD
  Barony?
  CAZALA
  Duchy, its capital is Seagate. Lang.: Common. VIP: D. Leto. POI: Castellancy of BRASTOR
  HOLDINGS; Baronies of Anticasala, Newhaven; The town of Seacroft.
  Castle Brastor
  Capital of BRASTOR HOLDINGS, the town is built on a large, flat spur of land thrust out from a
  squat mountain. The walls follow the edge of the spur, adding to the natural cliff of over 50 feet.
  The actual castle is built into a taller spine of stout rock and is court to the Castellan. Family
  crypts for the rich and ennobled are located at the rear of the spine where it meets the mountain.
  POP: 5,000. POI: 24 hr market, Crypts, Castle, the Gardens. VIP: Castellan, heads of the various
  brigades of the Castellan Borderers. GM IanW
  CHAGNY
  Viscounty: vassal of BOWCOURT. Current Viscount known to be a mind-mage and to employ
  other mages. GM MartinD
  CLARKSVILLE
  Barony.
  DeBOURGNAC
  Duchy: has satellite states & Orcish neighbours. GM WilliamD
  DESTINY
  pdfMachine trial version
  
  Kingdom: the Home Islands are an Archipelago in narrow straits between ALBA LONGA & the
  Continent. Pop 80,000+; with about 400,000 more in distant colonies, military outposts, or
  dependant states. Major Resources: navy/ trading-fleets with superior vessels, air mages, water
  mages. The 1/2M-strong empire is socially dominated by the officer class of about 750 (the
  Dons), considered proud/arrogant, touchy, given to wearing lace, satin, ornate black clothing,
  diamonds. Lang.: Destinian (a.k.a. Calatravan or Espagnola); some dependant states have own
  languages. VIPs: K. Carlos, Council of Ten (including Cardinal DeFuca), Don Rodrigo de Posa.
  Vassal regions now included ALMA VIVA, PLAZ'TORO, Duchy of TOLEDO; Fortified city
  ports of Granbuque, and San Miguel. GM MikeP
  Destiny
  Fortified capital port on the largest island in Kingdom of DESTINY (see above). Pop 13,000 +
  Mercenaries. Vitally dependent on sea-trade for essentials & luxuries; an extensive range of
  foreign goods is available. POI: Cathedral; Palace; Naval yards; Weaponsmiths; . GM MikeP
  DRAKWOOD
  Waldgraviate: This forest is the major MIDHEIM border, from SYBORITE in the N. to
  BORDERLAY in the S.E.; but S. of MMHS the forest takes on a dark and twisted nature -- too
  warped to produce timber. For military reasons, this S. part is the country's premier "barony",
  viewed as a frontier between the metropolis's bread-basket and its natural enemy and trading
  partner, AQUILA. Trespassing through Drakwood-in- Hochland is equally fatal, but without
  such unpleasant forebodings. Major Resources: charcoal; wood rangers; game; herbs; hunting for
  MMHS’s gentry. VIPs: Prince Tirsi, an elf, the Graf's Master of the Hunt; the Waldgrave. GM
  MikeP
  DRAKENBURG
  Duchy
  EBOLA
  County: small, maritime, mountainous country up the coast from PLAZ'TORO. Exports: olives,
  goat cheese, thugs, herbs. Lang.: Ebolan, Destinian, Common. POI: None. VIPs: "Princess"
  Ebola, heiress/ruler, amateur fire-mage; her cousin, B. Scarpia, E&E head of DESTINY's Secret
  Police in the South. GM MikeP
  Eidolon
  Capital of ALFHEIM, a dual city: ancient, excessively civilized, exorbitantly expensive. Selkai
  (the lower city) is on the lake's surface, criss-crossed with canals. Eidolon (the upper city),
  floating about a mile above Selkei, resembles a circular step-pyramid. All of the real nobs and
  royalty live up here. The wide, lowest stage of Eidolon has huge trading warehouses and docks
  for the fleet of Elven flying-ships, which don't visit the Baronies, because they're too politically
  unstable. Almost anything may be bought at Eidolon including minor magical items (if easily
  reproducible or desired in quantity -- e.g., armour and weapons) ... but it is all hideously
  expensive (about 4x Seagate cost): e.g., good boots in Seagate (20sp) are 10 [Selini] in Selkai (8
  Seagate sp = 1 silver Selini). GM MartinD, JonoB
  EINSBERG
  County of AQUILA. the war and consequent loss of the westernmost part of Aquila to lawless
  wilds have transformed this sleepy hollow into a major stagin area for Aquilan forces. Einsberg is
  now sandwiched between Aquila, Barretskyne, Trollkyne and the wilds. Lang: Folksprach,
  common. POI: the North Road, Yarrow (qv). GM IanW
  ELFANBURG
  Barony: old human city & surrounding valley; client-state of ALFHEIM. Ancient source of
  plagues. Resources: trade, starsilver mine, poisonous plants, magic. POI: Lang.: Elvish, Old
  Kravonian, Common? VIPs: B. Anastasius-Grendl (son of *Grendl, Guild necromancer); *Silken;
  Ambassador Prospero; Treasurer Alberich; Lady *Seren, the Burgraf. GM MikeP, LisaR,
  ELTRANDOR
  Duchy.
  pdfMachine trial version
  
  ELVEN ISLES
  Principality: vassal of ALFHEIM. Archipelago consisting of 7 major islands and over a dozen
  minor ones some ?? miles W.N.W. of Seagate. GM MartinD
  Faircourt
  Barony: vassal of FOXCOURT, created in 221. "Faircourt" was a form of cant on "Foxcourt" in
  Common -- particularly a reversal of the false heart origin of that name, and also a corruption of
  fer coeur, or more correctly coeur de fer, meaning Iron heart in La Langue. VIP: B. Faircourt
  (Sebastien de Malvallet). GM MartinD
  FFENARGHH
  Theocracy: 3500 sq. miles of little-known low-lying swamp & varied monsters --the Vapours
  having caused gross degeneracy in the populace. Rumoured recent improvements. POI: The
  Reunified Church of St. Theoderick. Lang.: Antiquated Common. GM MartinD
  FIVE SISTERS
  Country.
  FLUGELHEIM
  Duchy.
  Fort Boris
  Military castle: recently completed, on the North Road. Overlooks the narrow river-valley that is
  the demarcation between Grenzstadt and the foreign County of BORDERLAY. GM MikeP
  Fort Drakwood
  The seat of DRAKWOOD is a military camp, not a castle; the base of operations for Forest
  rangers and civilian charcoal-burners. It changes location when all the suitable wood has been
  harvested from a particular place, but the main road remains a permanent feature. GM MikeP,
  IanW
  FOXCOURT
  BOWCOURT's N-most county. Resources: warpstone, treachery. Current ruler is still Ct Richard
  "Tricky Dicky" Foxcourt, despite being reduced to ashes during the Baronies War. Foxcourt is
  unusual within the BOWCOURT area for usually having patrialinear inheritance. Lang.:
  Lalangue. VIP: Ct Richard. POI: Warpstone mine where the demon emperor Ahruman is making
  dwarves; also the vassal Baronies Faircourt and Newcourt. GM MartinD
  GIANTLAND
  Kingdom on the W. side of the Inland Sea. POI: Cities of Agerheim, Muspelheim, & Niflheim.
  Godrock
  Barony: small rocky island with high cliffs, treacherous tides, and a ruined abbey. Close to
  Sanctuary. Recently purchased, freehold, from the D. RANKE. Home to *Serendipity (Lady
  Godhill). GM MikeP
  GRACHT
  County: non-militant, bucolic, highland region N. of SYBORITE. Causes nausea in death-
  aspected persons. Resources: food, beer, mead, forests. Pop: perhaps 5000+ hobbits; 200
  humans; 1 giant. POI: Mt. Gravenrest; the High Drop Inn; Castle Gracht; City-Bywater; the Long
  Canal; Monastery of Tarnheim; Schloss Jotenburg. Lang.: Halfling, Common. VIPs: Graf
  Alfred-Grendl XVI (son of *Grendl the Guild necromancer); *B. & *Bss Jotenburg (Arthur &
  Amelia Pendragon); *Motley A. Giant (alias Old Mott). GM MikeP
  Granbuque
  Fortified city-port: military & trade outpost of DESTINY. Pop 5,000. Lang.: Destinian VIP: Don
  Castor.
  Granite Peak Dwarven Hold
  City-state: some 500 mi. E of HighCastle, dug into a granite spire (Granite Peak). The Hold
  descends deeply into the roots of the Alfheim Mtns. A magical tunnel system, with entrances
  along the length of the mountains, allows one to walk to the Hold in about 3 days from the guild;
  the Dwarves have had good relations with guild members in the past. Cf: New Misericordia;
  pdfMachine trial version
  
  South Gate. GM AdamT
  Grenzstadt
  Barony: created when the recent War broke out and invested on the Captain of MMHS's elite
  mounted guards. It comprises the former barony of Blutsanger, whose last Baron disappeared
  about the time the Vampire Ct of BOROVIA was overthrown, and the market-town of Grenzstadt
  (formerly in MIDDENLAND). Apart from the valley around Grenzstadt itself, the Barony is
  essentially heathland and waste stretching to the Borovian forest. The Grenzstadt-Borovia
  Highway and Kreuznung-Knoblauch road are of superb quality, completed in 789 by the [former]
  Ctss of SYBORITE. Major Resources: agriculture; tobacco; wine; through-traffic; lead; trade.
  POI: Fort Boris. GM MikeP
  GUJERAT
  A tropical region of various small nations ruled by Beys, Rajahs, & similar princelings. Some
  valleys & subterranean sites controlled by Drow.
  HighCastle
  City-state: in a northern spur of the Alfheim Mountains, W. of ALFHEIM, N.W. of Granite Peak.
  Old Dwarven-built city incorporating vast underground workings with living areas below and
  above ground (the Undercity & the Vales). Pop.: circa 30,000, 2/3rds Dwarf, 1/3rd Goblin (serfs),
  almost no other races. City ruled by an Assembly of the leaders of the five city clans. The city is
  falling into poverty, with large derelict areas and a lot of crime. Citizens (i.e.. dwarves) carry
  weapons openly, goblins may not bear arms. Resources: iron, wood, cheap labour, skilled stone
  & metal artisans; summer trade routes to Western Marches & ALFHEIM. HighCastle is
  considered corrupt by other Dwarven societies. Lang.: Dwarven, goblin, some Common. GM
  RosemaryM
  HIGHFASTNESS
  Dwarven Kingdom, peopled by Hoar Dwarves; "drink heeps".
  Hochland
  Barony: on both sides of ridge extending N. from MMHS towards the Alfheim Mtns. Resources:
  Good timber, horses, wine, farmlands and pasture. Erulein Forest Wardens. The wine of
  Hochland is predominantly white and exported in barrels throughout the baronies -- a cheap and
  acceptable plonk, a tafelwein for the masses (as opposed to, say, a '58 Borderlay). Considered
  excessively rustic by the inhabitants of MMHS. POI: Bergsburg. GM MikeP
  Ilsig
  Town at the mouth of the River Tain in N. RANKE (cf Tainsfield). POI: Lighthouse (run by
  Apollo, a solar mage friendly to the Guild). GM KeithS
  INLAND SEA
  glacially fed freshwater lake, the size of a large sea. Surrounded by many cities.
  Innesburg
  Town (now under military governorship) where the North Road crosses the Baratary river. A
  former, poor, republican city-state, on windswept moors -- the invasion of which, by AQUILAN
  & BOWCOURT troups, was a minor causus belli of the recent wars. Pop: 9,000. Lang.:
  Folksprach, Common. Resources: ironworks & mines; wool; cheap accommodation for travellers
  bound elsewhere. VIP: Colonel Radetsky, the military governor. GM MikeP, IanW, MartinD
  INNSLEBIN
  County: of AQUILA, east of the Ffenargh river, west of BORDERLAY. Mostly rural and just self
  sufficient, bouyed by having New North Road running through it. POI: Barcela (county seat);
  Yathow. VIP: Falsham (constable). Lang: common, Folksprach, Lalangue. GM IanW
  IRONFIST
  Dwarven Kingdom, peopled by Hoar Dwarves; "drink heeps" not to be confused with the
  HIGHFASTNESS tribes.
  Jotenburg
  *Arthur's seat, a lakeside castle on the borders of GRACHT.
  pdfMachine trial version
  
  JOTUNHEIM
  An other name for GIANTLAND, or perhaps merely a region of it.
  KIN-LU
  Kingdom: in the Far East.
  Karlheim
  Town -- see MIDDENLAND.
  LUTICE
  City & surrounding County: capital of RANITERRE, several miles across, bisected by the River.
  Large Artisans District; the Royal "Quarter" is an immense Palace (said to exceed 1000 rooms)
  set in an expansive system of gardens and bordered by several hundred town houses (of varying
  quality) of the country's premier nobles. Nearby POI: the open parkland of the Royal Hunt; the
  "public" Woods of Baloney. Pop.: 2M. Lang.: Raniterran. VIPs Cardinal Messepain (Vampire),
  head of the Church; Ct of Lutice (the private persona of the King). Bordered by the Duchies of
  ARMIDE, RODELLE, ALSINE. GM MikeP
  LUNAR EMPIRE
  Empire. Decadent. POI: a great creater which is the High Mana centre of a large low-mana
  region. GM MikeY
  LUPINE WOOD
  Ward: forms the border between BOWCOURT and BORDERLAY (AQUILA), streching from
  ELFANBURG in the east to INNSLEBIN. Very light and magestic woods yet with a sense of
  doom for those that set axe to tree. The North Road runs through it and travellers who stay on the
  road need not fear banditry. Pop: Wereelf exiles. Resources: none. POI: Hunting Lodge. VIP:
  Blazer (elf?), *Thorn. GM IanW
  MARGRAVE
  Coastal Barony: on the W. border of the FFENARGHH swamp. An unexceptional barony, except
  for its run of bad luck with off-plane invasions, necromancers, and general carnage. GM AdamT
  MIDDENLAND
  District: the major source of food & wine for MMHS; the remnants of the original "home county"
  of the Grafs of MMHS. Administered, from Karlheim, by the Landvogt (like Sheriff) & his
  Stewards -- keenly sought, juicy appointments for politically ambitious MMHS gentry. The river
  valley from Kowdorf to Grenzstadt is extensively farmed, but the rest of the district is mostly
  waste or pasture. The wines of the Middenland include both red ("dry sack") and white (usually
  "Hoch"). GM MikeP
  MIDHEIM
  Artificial name, used by foreigners, to describe the independent "County" ruled by the Grafs of
  Mittelmarkhauptstadt -- i.e. MMHS; & the MIDDENLAND; DRAKWOOD; Hochland ; and
  Grenzstadt. GM MikeP, IanW
  Mittelmarkhauptstadt (MMHS)
  Grafdom: prehistoric, defensive city strategically placed on the North Road, predominantly
  carved out of a volcano-like spur. MMHS was the capital of the Margraves of Mittelmark whose
  outerlying land have since been incorporated into the Duchy of AQUILA. What's left is called
  MIDHEIM. Much that the city sells is very expensive (and occasionally worth it). Paradoxically,
  MMHS has both a strong local culture and a cosmopolitan world-view. The city's wealth and
  spectacular festivals have engendered a sense of "High Society"; before the War many petty
  nobles and merchant princelings would winter in MMHS, if they could afford to, usually from the
  Harvest-festival to the Spring-festival. During the war, the city thrived -- as a nexus for spies,
  arms-dealers, and the better sorts of refugee. Major Resources : accommodation & trade
  (especially in luxuries); skilled craftsmen & guilds; medicinal baths; magical university; good
  living; history; some technological innovation; etc. POI: Cathedral; Baths; MUMS; shops;
  Opferhaus; Grafsmund. Warning: some streets are too steep for wheeled transport. Lang.:
  Reichspiel. VIP: Graffin Flavia, Dr F. Einstein the "healer", *Isel Eth, etc. GM MikeP, IanW,
  pdfMachine trial version
  
  MMHS
  see Mittelmarkhauptstadt above.
  MORDEAUX
  Archbishopric: vassal of BOWCOURT. An unusual area within BOWCOURT where the
  temporal authorities are drawn directly from the Western Church. The area is still essentially
  feudal in its government with chapter houses holding land from abbots, who in turn hold it from
  Archbishop Mordeaux. GM MartinD
  Mulberry
  Barony: vassal of BOWCOURT. The current B., Henri de Mulberry is known to be a Shaper.
  His twin brother, Sir William (Guillame), one of the greatest modern philosophers & an expert on
  theoretical magic, is a well-known advisor to the royal court (W. KINGDOM). Both brothers are
  somewhat eccentric [fancy term for unbalanced]. GM MartinD
  Muspelheim
  The warm fire-region of GIANTLAND.
  NARBY NORADIN
  ? Lang.: Dwarven?
  NEVER
  Duchy: One of the two major river valleys of RANITERRE; a narrow stretch of extensively
  farmed land lying uneasily between the Arid Desert & the Mountains of Madness. There are
  many military forts on the desert's edge and the locals are often in combat with various tribes of
  desert-dwellers. Neverlanders are traditionally impulsive, vicious and unforgiving; they make
  deadly foes and dangerous allies. Pop.: 6M; some dwarves (especially in the Dread Duke's
  service). Lang.: Raniterran. VIPs: the Dread Duke, the Cardinal. GM MikeP
  New Misericordia
  Town at the entrance of a glacial valley which is snow-bound for most of the year. There are
  several Hill Giant steads along the valley. The giants are friendly, mostly hunters/trappers, and
  they also breed mammoths. Langs. (in order of prevalence): Common, Dwarven, Hillgiant & a
  trading tongue which is a combination of all of the other three. Pop.: about 70% human; 20%
  Dwarves; 10% hill giant; very few inhabitants of other races. Cf: South Gate; Granite Peak
  Dwarven Hold. GM AdamT
  Newcourt
  Barony: vassal of FOXCOURT, in its N.E., and into the foothills of the Alfheim Mtns. The name
  is a common corruption of the Lalangue Nuit Coeur (loosely tr. as Heart of Darkness). The area
  has a very poor reputation; many strange beasts are said to inhabit the mountainous areas. GM
  MartinD
  New North Road
  A recent development that links Bowcourt directly to Aquila, via INNSLEBIN and Innesburg -- in
  other words missing out MMHS. POI:...
  Newhaven
  Barony in CAZALA. Lang.: Common. VIP: *B. Logan.
  Niflheim
  The cold, N-most fog-bound region of GIANTLAND.
  NORDEN
  (Warning there is also a plane of this name -- no relation)
  North Road
  A fantastic road several yards wide and mostly straight, that remains hard even in winter and has
  survived since antiquity, probably the oldest trade-route in the baronies. All woods have been
  cleared to a distance of one furlong from the road. Good inns and towns are conveniently spaced
  along the road. The North Road runs from Sanctuary to DRAKENSBURG, and beyond. POI:
  Sanctuary, MORDEAU, BOWCOURT, MMHS, Innesberg & other parts of AQUILA,
  DRAKENSBURG,
  pdfMachine trial version
  
  NOVADOM
  Principality: on the River Mirimar, near its mouth. this area is generally not conidered part of the
  baronies.
  ORKLANDs
  -- see DeBOURGNAC
  OSTOW
  County of AQUILA, which used to be the border with ALADAR. Resources: cattle, trade,
  mercenaries. POI Yrel. VIP: C. Wilhem. Lang common, Folksprach. GM IanW,
  PASIFIKA
  Loose archipelago in the Southern Seas; Lang.: Pasifikan. GM KeithS
  PLAZ'TORO
  Former duchy: Southern vassal of DESTINY; 800,000 sq. miles of Pampas, now under military
  government. The local gentry are called Hildagos and are the traditional foes of RANITERRE.
  Suffered turbulent revolt when a guild party destroyed the magical infrastructure in 793WK.
  Currently experiencing a slight Undead problem in the Capital City. Pop 60,000 & falling
  (mostly on plantations). Resources: Beef. Lang.: Destinian. VIP: various Military Governors,
  regularly assassinated. GM MikeP
  Port Artz
  Town
  RANITERRE
  Kingdom: large, populous country with a swash-buckling dueling-mad gentry. Very poor -- in
  provincial cities, foreign gold coins are sometimes mistaken for coppers. Bad wine. Magic is
  normally only taught through The Church, a confederation of many demon-cults. Pop.: 20M ;
  some hobbits; sporadic Drow politely supposed by all to be Erulein; rare Dwarves (usually found
  in NEVER). Most locals live in small rural villages; but the Capital, LUTICE, is almost
  impossibly populous (2M). All the other cities are very much smaller -- but still large, by
  Baronies' standards (@10,000+). The Country has a rapid heliograph/semaphore system. All
  birds & bats supposedly report to the Cardinal. Lang.: Raniterran (a Drow-derived human
  tongue); Bret (in AVENAL). POI: the Mountains of Madness, LUTICE, ARMIDE, RODELLE,
  ALSINE. VIPs Cardinal Messepain (the Vampire); and most nobles (except Marquises). GM
  MikeP
  RANKE
  Duchy. Nominal Overloard of Sanctuary. Other POI: Towns of Ilsig, Silverstream, Tainsfield,
  and Windermere. GM" KeithS, JacquiS, MikeY, MartinD,
  Rederring
  Small town on the North Road, 1 day W. of Innesburg, owned by Sir Leschflow de Rederring,
  formerly flunky to the pretender Black Stefan of GRACHT, now a loyal servant of the Regent (the
  D. AQUILA). GM MikeP
  ROCLANDS
  "Here be super-orcs"..
  RODELLE
  Duchy: most populous duchy of RANITERRE (Pop. 8M). Typical Rodellains are rustic, blunt,
  insensitive, placid-to-jolly, & pious (within moderation). Lang.: Raniterran. GM MikeP
  San Juan
  Capital City of the Duchy of TOLEDO, and where the infamous Dago-Squid alliance of 797 was
  signed. Pop 8,000.
  Lang.: Toledan, Destinian. VIP: Duke Nasr al-Khan. GM MikeP
  San Miguel
  Fortified city-port; military & trade outpost of DESTINY. Pop 10,000. Lang.: Destinian VIP:
  Don Alfonso. GM MikeP
  Sanctuary
  City (&Principality): Major port of RANKE.
  pdfMachine trial version
  
  Schoenhausen
  barony: in upper AQUILA. GM MartinD
  Seacroft
  Town in CAZALA, home of several active & retired Guild characters. POI: The Took Inn,
  Kryan's Tower. VIPs: *Marym; *Borgoff; *Kryan.
  Seagate
  mostly harmless. You are here (or in CAZALA, if you can see the bigger picture).
  SEA OF GRASS
  Realm betwe CAZALA and the LUNAR EMPIRE. Ruled by the Queen of the Plains people, who
  are hippocentric nomads.
  Sedgemoor
  Small town on the North Road, 1 day E. of Innesburg, Formerly open, it was fortified during the
  war to reinforce its de facto status as AQUILA's border post on the highway into MIDHEIM.
  Now bypassed by the New North Road. POI: Red Rose Inn. VIP: Red Rose. GM MikeP
  Selkai
  -- see Eidolon
  Silverstream
  Town at the junction of the Silverstream & Bluewater Rivers. GM JacquiS
  Singerton
  Town some 100 miles south east of BRASTOR HOLDINGS, on the edge of the valley leading to
  NOVADOM. The original inhabitants were almost wiped out by magical plague, although the
  source is now destroyed. Recently re-established by the descendents of survivors. Moderately
  independent of both Brastor and Novadom, Singerton is very exposed to any raiding party.
  Resources: Inn, loot left by raiders. POI: Barrow, brownie-town, Old town. VIP: Ivan (leader of
  Moske brownie clan); Bss Darienne Pavethe (of Lewiston, Brastor Holdings); Capt. Phillip Singer
  (Mayor, formerly of Castellan Borderers (qv Brastor Holdings)). GM IanW
  South Gate
  A small, walled city about a third of the way up the valley from New Misericordia (cf). South
  Gate is nestled into the steep side of the glacial valley; it is at the lower end of the pass into the
  mountains which eventually reaches Granite Peak Dwarven Hold (cf). GM AdamT
  STERLING
  N-most island of CAITHNESS.
  SYBORITE
  County: long possessed by the house of AQUILA. Previous Ctss is a daughter of the current D.
  Aquila, the present Regent of the W. KINGDOM. The county is a mixture of fertile cwms
  (valleys which support fertile farms) and wilder moors (where many flocks graze, despite the
  depredation of Halfling sheep-rustlers from GRACHT). Major resources: sheep/goats; farmlands;
  forests; magical garden. Lang.: Folksprach, common? GM MartinD
  Tainsfield
  The major seaport of N. RANKE, 50 miles inland on the River Tain (cf Ilsig). Here the river is
  crossed by 3 bridges and is some 50’ wide. It splits this dangerous city into Southside &
  Northside. The Southside is run by the d'Tama family, the Northside by the Medici family. Pop
  was 10,000 but has since been devastated by fires and plague. Gangs of armed thugs roam the
  streets. POI: Tuneful Tabor (a high-quality inn that welcomes foreign troubadours) GM KeithS
  TERRANOVA
  The far continent. Very, very dangerous. GM MartinD
  TOLEDO
  Duchy: Eastern client-nation (vassal) of DESTINY. Capital City is San Juan, where the
  infamous Dago-Squid alliance of 797 was signed. Pop 50,000. Resources: Forests, Hardwoods,
  spices and “herbs”, jewels, food. Lang.: Toledan, Destinian. VIP: Duke Nasr al-Khan. GM
  MikeP
  pdfMachine trial version
  
  Trollkyne
  ??
  Undercity
  -- see HighCastle
  Vales
  -- see HighCastle
  VOLE
  Viscounty in BOWCOURT, near a Druidic forest. GM MartinD
  WESTERN KINGDOM
  Re-instituted (i.e. newly formed) from the marriage & conquests of AQUILA & BOWCOURT.
  VIPs: K. Ulric "Schwartzrotgold" (Ulric II), b. 793; his father, the Regent (D. Frederick of
  Aquila). GM MartinD
  Westgate
  A walled town of BRASTOR HOLDINGS on S. side of the river, that has expanded across the
  small stream that initially formed a natural border. Frequently raided by hobbit and goblin bands,
  its curving roads demark the extent of the latest fires. the houses are in small blocks with a clay
  tile roof. Westgate Castle was built in a walled enclosure style, built in the centre of the town
  against a bend in the stream. Manors and farms on the southern extreme of the Westgate “area”
  have been abandoned after serial raiding and lie in ruins. Resources: carpenters, builders, cattle.
  POI: Castle Westgate; Whistling Wench (good inn); Plodding Ox (inn). POP: 2,000. VIP: B.
  Ludeck, Sir Rudolf (steward). GM IanW
  Windermere Town
  At S. end of the Windermere, a large lake in N. RANKE, where the Silverstream river flows out.
  The town has smelly, muddy, thermal pools. The lake is hundreds of feet deep and has merfolk &
  sea-serpents. Ferries cross the lake (warily). GM KeithS, JacquiS
  Yarrow
  Barony: vassal of EINSBERG, Aquila. On the trade route from Aquila (town) to
  DRAKENBURG. It is now very near the new "western" border of AQUILA. POI: Castle Yarrow,
  Abbey (can't remember who but not Urielite). VIP: B Bertrand, Bss Margeret, Julienne (sister of
  Margeret), Elizabeth (daughter of Bertrand and Julienne). Lang: Folksprach, common. GM IanW
  Yathow
  Abbey for Urielite nutters, controlling about 150 square miles of INNSLEBIN. The Abbey is
  designed like a fortified mannor house, lies about 40 miles west of Barcela (the Cty seat of
  INNSLEBIN) and is rulled by Abbess Margeret. VIPS: Abbot Bertrand, Abbess Margeret, Jerome
  (seneschal). Lang: Urielite, common, Folksprach. GM IanW
  Yrel
  Barony of OSTOW, Aquila. a very powerful castle and outlying keeps lining the mountains
  between AQUILA and ALADAR. the castle has 'spaced walls' with 'kill zones' between, and can
  house over 1000 men at arms. The barony is huge, with over 2000 knights; 10,000 men at arms
  plus assorted yeomanry. Bss Julianne was abducted by Ct Ostow durign the war and held hostage
  in Yathow Abbey against the B.'s good conduct. Major resources: Gold, charcoal, arms and
  armour (from imported ore). POI: Castle Yrel. VIPS: B Bertrand, Bss Julianne. Lang: common,
  Folksprach. GM IanW
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SOURCE: textdata/thevault/DragonQuest (osr)/DragonQuest Brief Gazetteer.pdf