Off to visit the little sister. Shall be back by Sun/Monday.
10 yrs ago
Trying to wrap my head around the new tools and bits of the site. Well done, Mahz.
Bio
Née 1991. I feel old already.
Been roleplaying from the age of 15, write on solo projects in my spare time. I heartily encourage interaction when it comes to writing and creative efforts. Like to think I'm an understanding but stern and solid GM when I host games, and a collaborative and creative individual. Used to draw. Write in advanced section.
While I might not be as omni-present a some of you are on RP:G, I have been a part of it since 2009-2010 (if my memory serves me right). However, I must admit that post Guildfall, my activity also dropped. Slowly getting back into things.
I attended university to acquire my master's degree in history. I already had an educational degree for history and English, and am teaching both in secondary school. Any questions? Ask.
There is a discord server available via this link. In it you shall find two channels: one is intended for discussion and OOC banter, the other "ravens_ic" is reserved for 'public' information coming from the Red Keep, the Wall or the Citadel. Participants may also use said channel to exchange IC correspondence between their characters if they wish.
Seat of Power: Casterly Rock is one of the most renowned holdings in all of Westeros, matched only by The Red Keep, Eyrie and arguably Winterfell for its place in the minds of the Westerosi. Ruled by a house synonymous with wealth and power, Casterly Rock is as much a part of the Lannister’s fame as they are a part of its.
Family Members:biographies are included in the ‘Recent History’ tab
Hendry or “Harry” (born in 230 AC), died of a flux
Eleanor of House Marbrand (born in 238 AC), tending to her elder father at Ashemark
Willas “Will” died rescuing Richard from drowning, (was 13, born in 254)
Harys “Hal” or “Young Harry” (27, b. 255), famed tourney knight, died at the Tourney of Harrenhal in 281.
Richard (26, b. 256), the new Lord of the Rock
Marielle (23, b. 259), Lady of the Rock, née Lannister of Lannisport
Gerold “Gerry” (25, b. 257)
Joffrey “Joff” (24, b. 258)
Matylda “Tylda” (23, b. 259)
Joanna (22, b. 260)
Jon “Jonny” (20, b. 262)
Felix Lannister (26, b. 256), currently abroad in Essos
Richard
“I have been taught to be accountable. My Brother Will dived in after me, because he was the eldest and he saw me as his responsibility. I still think he was the best of us. He died to save me, and I will never tarnish that memory even if you so try to poison it. I keep the pain close to remind me what it means to be a man.”
A foreigner unfamiliar with Westeros would not have taken the man for the Lord Paramount of the Westerlands, for he scorned the most expensive trappings of lordship, the rich silks and gemstones and furred mantles that set men of rank apart from their less fortunate brethren. Richard preferred comfort to style: simple, tunics and high leather boots and mantles so short that in his childhood years he’d earned himself the nickname “Curtmantle.” Equally indifferent to fashion’s dictates and the opinions of others, Richard dressed to please himself, and usually looked more like a Lord’s chief huntsman than the Lord himself.
Name: Lady Marielle Age: 23 Biography:
Ambiguous, unformed, cloudy, indefinite; a taste of the many adjectives men and women from across the spectrum of specialties of "in the know" across Westeros use to describe the newest Lady of the Rock. A Lannister of Lannisport at a time when the cadet branch of Lannister distanced itself from it's more renowned cousins as much as possible considering the lack of physical distance. Though never openly dissatisfied and having shown support when demanded on multiple occasions, the cadet branch of Lannister kept mostly to themselves and were the opposite image of the Lannisters of the Rock:
Close knit and loving. An actual, functioning, family.
Theodore Lannister was a sickly child and lonely child, and the way he tells it, was made cunning for it. Fond of numbers and books instead of battles and tourneys, when he grew older and healthier, a boyhood spent in endless hours watching the city of Lannisport from the perch of his tower bedroom became endless days of exploration of the very city he had dreamed about earlier in life. Today he claims to know every road and every alley, every shop and storehouse. It was exploring his city that he one day ran across another curious minor noble; Kyra Kenning, middle daughter of the then Lord of Kayce.
What followed was a romance that stands with any found in any song and book. Though Lord Theodore's father was relucant, hoping for a better match and balking at the competition the pretty Kyra Kenning's hand presented, Lord Theodore only became determined. What began as odd jobs from his father at learning how to run a household and a city at the same time, Lord Theodore took a job as dock master and began to leverage it using all that time spent with numbers and books into wealth. It became an obsession the way most young Lordlings became obsessed with the martial arts. To hear young Lord Theodore explain it, "It's all keeping score--whether it's lances, or coppers, it's all one big competition. And I would not be out worked for my prize."
Fortunately for young Lord Theodore, Lady Kyra felt much the same about the boy. Where other young Lordlings were larger, with more muscles, and were better with sword and lance and horse, she found herself drawn more to the impishness and intensity of Lord Theodore, idolizing the way she could talk to him all night and all day and all the next night and day if they were allowed. While Lord Theodore's father was faced with a son showing promise and drive he couldn't have imagined given the boy's earlier sickly life, Lady Kyra's father was faced with a daughter that grew increasing stubborn and unhappy and disconnected. When she began to wonder allowed about joining the Faith, her Lord Father feared losing a political tool in the ability to marry his daughter.
Both fathers met halfway between Lannisport and Kayce, and agreed to the match. The marriage didn't stop Lord Theodore's drive, but it did draw Lady Kyra into it, gifting Lord Theodore a partner in his efforts. Four children would follow, the oldest being a girl that looked like her mother, and thought like her father: Marielle Lannister. Healthy and close to both her parents, Lord Theodore and Lady Kyra encouraged the little Lady Marielle, and the young girl was never far from one, or both, of her parents even as they went about their lives. One brother and two sisters would follow, though as the family expanded the discontent with their cousins began to grow. Lord Harry of the Rock grew, as Marielle's father Lord Theodore described it, "Mad from grief and rejection, whoring himself and his House to any that would offer acceptance."
The West was at a knife's point, and suddenly the happy family of Lannister of Lannisport was operating on the same knifepoint. Whereas Lord Theodore's mind and curiosity centered on Lannisport, by the time she was ten years of age, Lady Marielle had experienced most of the city that took her father twice that time due to his weakened constitution of his youth. Eager to allow his daughter to satisfy a curiosity he knew all too well, and to get her out of the dangerous West, Lord Theodore sent Lady Marielle and her younger brother off to see Westeros. And see it they did: every one of the "Seven Kingdoms" at least once, including near a year in Oldtown alone, most of that she spent tracking down every former Maester or Maester in Training she could for learning, for training. Though the Citadel has a rule of no women, Lady Marielle learned it to be more of a "guideline" that a hard and fast rule if you weren't afraid of doing some dirty work. And if you had quick mind to go with a quicker mouth.
At King's Landing, her travels stopped, as she became a Lady in Waiting to the Royal House of Targaryen. Given what he knew of the current King, Lord Theodore liked it not at all, but his summons for his children to return got him only one of his children back: his son. Lord Theodore and Lady Kyra quickly visited King's Landing under pretense of business and kissing the Royal ring. What they saw only disturbed and scared them more, but it became clear to them that Lady Marielle wasn't leaving, and what's worse: she was enjoying herself. While Lady Kyra admitted their daughter had found her element "on the knifesedge", it took Lord Theodore some convincing to accept it. In the end that convincing came from an unlikely source: Lord Varys, the Spider.
Once Lord Theodore realized that Lord Varys was attempting to gently, subtly, nudge Lord Theodore into taking his daughter back to the West "for her safety", he realized his eldest daughter was an irritant to Lord Varys. Enough of one for Varys to wish himself rid of her. Given Varys closeness to the Mad King, Lord Theodore admitted some twisted satisfaction in knowing that Lady Marielle had become such a pain for Lord Varys. Coupled with the pleas of several of the Targaryen royal ladies, Lord Theodore relented and left Lady Marielle behind. When open war erupted in the West, however, Lady Marielle bid her farewells to House Targeryen, and Lord Varys, and left for home.
Though her family publicly supported Lord Harry, secretly they worked against him at every turn. An effort Lady Marielle soon expanded to levels that left Lord Theodore and Lady Kyra shocked. Where had their little lady learned such treachery and skulduggery? It was this effort that led Lady Marielle to meet Lord Richard for the first time in their adulthood; under moonlight, in secret, with Lady Marielle looking more a bandit secreting about in the night than a Lady of Lannisport. Much as Lord Theodore had found a partner in Lady Kyra, so Lord Richard found a partner in Lady Marielle.
Lady Marielle expanded and refined Lord Richard's "other-than-martial" efforts in his conflict with his father and brother. Unlike her parents, however, there was no instant romance. Rumor always had it Lady Marielle fell in love during her travels; some said with a Ironborn ravager, some said a Northern Lord, others still a dashing Knight during her time at the Red Keep, maybe even Prince Rhaegar himself. Whatever the truth of it, Marielle insisted herself a maiden who was waiting for the right match. Though he needed no additional motivation, she was content to tell Richard, "talk to Lord Theodore after we've won, if you're serious."
Just her luck, the man she called "Richie" partly to tease, and partly in affection, did just that. Lord Theodore agreed to the marriage, though only after speaking with Lord Richard for near five hours. About what even Lady Marielle has never been able to find out, a fact that frustrates the Lady used to knowing secrets before they can even be called secrets to no end.
Gerold:
Tried to be his own man, but he has always felt to be living in his brothers’ shadows. Though of considerable knightly prowess and of fierce appearance, Gerold was duped by his father. Lord Hendry used Gerry to fight his other sons for him, while he himself remained sequestered with his mistress. Gerold has become an angry man for it. The only time he wielded true power was when his father needed him to stave off his other upstart sons. Furthermore, he oft-times feels disgusted with himself for tolerating Old Harry’s treatment of his Mother Eleanor, and condoning his open adultery. Gerold stood by when the Westerlands descended into factionalism, and failed to put a stop to it. In spite of the support from several vassals, Gerold had to forfeit his position as Hendry’s heir, adding to his rancour. Courageous though he is, Gerold has never lived up to the example of Richard, or Will before him. He is jealous of Richard’s acclaim and fed up with being the ‘younger brother’, even though he is more like a middle-child. Perhaps that is what makes him feel ignored by his family.
Joffrey: “When I dream, I hold the world in my hand. Therefore the world is in my head. I ask you then, what is bigger? The world, or my mind?”
Joff is a known womanizer. He has more aloes than honey in him; his tongue is smoother than oil; his sweet and persuasive eloquence has enabled him to dissolve the firmest alliances and by his powers of language able to corrupt; of tireless endeavour, a hypocrite in everything, a deceiver and a dissembler. Joff the Joker he is also sometimes called, for he prefers to jape and laugh rather than play at the game and lose. He is quick to laugh and has a gift to make others do so too.
Jon “I’m the youngest nestling. The lastborn. The runt. The Afterthought.”
Born in the year of Aerys II’s ascension to the Iron Throne, the proverbial runt of the litter; Jon grew up to be around 1.68 m in (5 ft 5) tall, relatively short, with a "powerful, barrel-chested body" and bright gold-red hair. John enjoyed reading and, unusually for the period, built up a travelling library of books. He enjoyed gambling, in particular at cyvasse, and was an enthusiastic hunter, even by Westerosi standards. He liked music, although not songs. Jon would become a "connoisseur of jewels", building up a large collection, and became famous for his opulent clothes and also, for his fondness for bad wine. As Jon grew up, he became known for sometimes being "genial, witty, generous and hospitable"; at other moments, he could be jealous, over-sensitive and prone to fits of rage, "biting and gnawing his fingers" in anger. Jon has lived all his life in the shadows, and he is quite content with playing second fiddle as long as he gets a ‘fair’ share of power and influence.
Recent History:
Shared Childhood Out of five sons, four survived into adulthood. Willas drowned while he and Richard were out on the Sunset Sea in an accident. Richard, only a child at the time, had fallen overboard and in the rescue-attempt it was Will who ended up drowning after he got his foot caught in some rope. Lord Hendry was distraught and enraged, quarrelling with his wife, family and court. Most he was wroth with Richard whom he blamed for the loss of his firstborn and heir.
There was a marked change in the way Harry and Eleanor treated Richard from then on, and most of the doting affection was lavished on Harys or “Hal” who was affable and amicable. Harry wanted his sons to show pluck and spirit, and so he did not deny Hal outright. No costs were spared in the pursuit of Hal’s wishes. Pampered and spoiled, this caused the new heir to be unable to understand the consequences of his actions due to his family’s financial privilege, and he so became a typical child of affluenza.
Meanwhile Richard learnt that his father’s promises were much like counterfeit coins: they seemed genuine, but could not be spent. With Harry devoting most of his time to grooming Hal as his heir, and Eleanor largely occupied with birthing babies, the third son focused on his own education. It was an expectedly expensive one, and if Hal would not heed his costly tutors then Richard would.
Richard, Gerold and Joffrey (or “Joff”) were still being tutored when Hal was allowed to drop his studies in 270 AC and roam around Westeros to play at tourney-hero. With their parents no longer solely focused on Hal, and Richard still exempt from their affections, Gerry and Joff engaged in a war for their favour. Still, Lord Hendry’s infidelities and the unprocessed grief for Will had caused a rift between the parents. Marital tension and children vying for attention made for a very potent mix of conflict. Arguments and fights became the order of the day, chaos slipped into the household.
Jon was only a toddler and too young to realise and sought refuge in Richard’s company, the latter who largely viewed him as a defenceless cub in their volatile family. Jon’s elder brothers were already squires by the time he started his education, and he was placed with the girls who clucked over him like mother hens yet did not neglect to tease him. In the end, Hendry chose Gerry and Eleanor Joff, whom they poisoned against one another. Rivalries between the siblings were nourished alongside murderously dividing lines and Richard was ever caught in the crossfire. This could not last.
Disharmony In 270 AC, when he was fourteen years of age, Richard quit the household to be ward and squire of the Crakehalls. Jon, having lost his protector, saw this as an act of abandonment and Harry was quick to foster this sentiment into resentment toward Richard. At Crakehall Richard perfected the requisite skills that marked out the noble from the baseborn.
His ambition, one that everyone with a care for his education had worked to inculcate, was to fashion himself anew, to become something forged out of steel. Such, indeed, was the labour of transformation that all of those who aspired to excellence were obliged to take upon themselves. Even girls, as they played in a castle’s stables or ran around its courtyard, were being raised within a world of sweat and iron – and childhood, for their brothers and cousins, was all a preparation for war. “Arms and horses and the exercises of hunting and hawking: such are the delights of a Lord,” had Richard’s father once exclaimed. To Willas at first, and then at Hal.
Richard, though, had thought those ‘delights’ – as Hendry called them – were, far more crucially, a means of putting his sons to ceaseless test. The Crakehalls, bristling with martial prowess as they had done for centuries, went one step further. For only if a young man were prepared to risk death in the pursuit of some savage forest beast, or to practise with his sword all the hours of a day, or to perform prodigies of horsemanship, might he hope to win for himself that sweetest of felicities: the approbation of his fellows. Rank counted for nothing without this. The fact Richard had been their liege lord’s son counted not a jot when they included the young man in their midst.
Violence had shadowed the years of his childhood. Always he and his brothers were pushed to fight, to hit back when struck. To handle a lance properly while in the saddle, whether throwing it or couching it below the arm in the most up-to-date and lethal manner, with all a horseman’s weight and speed behind it: here was a skill that might take years to perfect, and as Hal broke his on the tournament fields of the Seven Kingdoms, Richard worked hard at it in the Westerlands.
Back at home things came to a head. Lord Hendry had openly taken a mistress and spent his days catering to her whims and fancies, much to the disgrace of his estranged wife and their children. Increasingly, Old Harry showed no longer interest in ruling his dominions, yet at the same time refused to delegate his tasks to others. His mistress helped herself to Eleanor's jewels and clothes and also began ordering about household knights, dismissed servants, and sat in attendance when Hendry was absent, thereby usurping Eleanor’s position as Lady. The latter left Hendry’s household and returned to her father’s keep at Ashemark.
Conditions in Old Harry’s lands became dismal as Ironborn prowled the coasts, and bandits and outlaws roamed the roads. Bannermen ignored instructions and saw to their own affairs. Small conflicts broke out and royal interference was needed to impose order. Gerry and Joff also came to blows, each one backed by different families.
It was not long before Richard, returning from a self-financed tour in the Free Cities with his cousin Felix, caught wind of these developments. Richard interpreted lawlessness among vassals as a profound menace to the harmony of the Westerlands, and to that end he wrote letters home urging his father to take action. Still, the warped relationship between them spoiled all chances of Lord Hendry to heed his son’s call. When no reply came, Richard even sought out his elder brother Hal who was still cruising along the tourney grounds of the Realm. Hal, acting aloof, minimalised “whatever it was that was happening” and elected to remain oblivious to the disorder gripping the West.
Taking Charge Summoning his younger brothers to him, Richard wanting to patch up a truce between Gerry and Joff so together they could reinstate their family’s authority. Gerold blamed Joffrey for the descent of the Westerlands into anarchy saying he seduced several of them to revolt in hopes of gaining the lordship, while Joffrey claimed it was Gerold’s pomposity that had driven their bannermen to oppose him.
Richard soon found out, however, that it was their father and his mistress who were playing their children and setting them against one another. Even though Eleanor was not in open conflict with her stray husband, Gerry had been incited to take on Joff, for the former had stayed at Casterly Rock while the latter had followed their mother into self-imposed exile. In any case, the Westerlands burned for their family feuding and all the while ambitious lordlings had taken advantage of the power vacuum to seize lands and settle private scores.
Gerold remained at Casterly Rock, refusing Richard’s summons, but he did not stop Jonny to leave the Rock and join Richard at Crakehall. They were soon joined by Joffrey as well, and the three brothers made plans to deal with all of their problems. When Gerold realised which way the wind was blowing and wanted to defect to his brothers, Old Harry and his mistress dangled the ultimate prize before him: Hal’s inheritance, the lordship over the Westerlands. Officially third in line, Gerry was made Lord Hendry’s heir in 277. Outrage initially swept throughout the Realm, but when Hal reneged on responding appropriately, several bannermen confirmed Gerold’s future title, much to the chagrin of Richard.
Richard tasked Joffrey with swaying their father’s bannermen to their side, a task the honey-tongued schemer was well-suited to. Not before long Richard rode out with a sizeable force of knights, making his presence more than the fantasy Old Harry passed it off as.
Instead of marching off towards Lannisport and Casterly Rock, Richard and Jon made for Cornfield. Lord Swyft was the first to be called to account, and demanded to pay the debts he owed. When he was unable to forward the funds, he offered up his daughter as collateral for his good behaviour and gave Richard control over his knights and levies.
Meanwhile, Joffrey had arrived at his grandfather’s seat of Ashemark, and together with his mother marshalled the Marbrand men. With Richard and Jon still a great distance away, however, Lord Marbrand refused to entirely devote to his grand-sons’ cause. Both sides called the other rebellious, and he did not wish to lead his House to war.
By the end of the year 277, the Serrets of Silverhill and Lyddens of Deep Den had also been coaxed and cajoled to join Richard, Joffrey and Jon. By then, Lord Hendry and Gerold realised Richard’s plan: to take and garrison the castles along the Westerland’s eastern border, effectively choking off Lannisport and Casterly Rock from the landside. Still, Gerold was confident that with a great harbour like Lannisport they could rely on supplies reaching them over sea, and thus took his time in rallying his forces. Richard did not take his time and moved on to complete the encirclement. House Brax of Hornvale was forced to submit. House Lefford of the Golden Tooth initially wanted to oppose Richard’s forces, but by now Lord Marbrand had made his choice and was leading a second army from the north-west to lay a joint siege to the Tooth. Lefford, too, bent the knee.
Increasingly desperate now, Gerold invited Ironborn pirates to bolster his ranks, and together with the coastal Lords he made to face Richard in that most dangerous gamble of all: a pitched battle.
Richard, backed by Houses Marbrand, Lefford, Lydden, Serret, Crakehall, Brax and Swyft, faced Gerold, backed by Kenning, Prester, Reyne, Tarbeck, Sarsfield, Farman and others, on a plain near the Gold Road. Only one year his senior, but Gerold had to admit his brother’s skills as a battle-commander exceeded him more than just that single year. Gerold and Hendry’s forces were roundly beaten in the slaughter that followed.
In the aftermath, the Ironborn took advantage and seized Fair Isle, the Banefort and whatever else they could get their hands on. Villages and Septs were raided and burnt. Hal still had not declared himself for one side or the other, thereby possibly ending the internecine conflict. Richard implored him again, but nothing came of it but quarrel.
Richard spent most of 278 bludgeoning out the rebels and their Ironborn allies from the castles they had taken while his father and brother, cooped up in Casterly Rock, licked their wounds. In early 279, though, confronted with an army outside Lannisport and the Rock itself, all but a few bannermen abandoned the sickening Old Harry. Those who threw themselves on Richard’s mercy were pardoned. Richard made a final plea and together with Joffrey managed to persuade Gerold to forsake their failed struggle. Lord Hendry died alone, for it was said not even his mistress – arguably the cause for all this misery – was around when he died.
Richard became interim Warden of the West and held Hal’s lands “until the rightful Lord returned to claim his inheritance”, though none held great stock in Harys leaving behind the life of a tourney knight.
‘Lord’ Richard Still, the embers of rebellion die hard, and later that year Houses Reyne and Tarbeck raised their banners in revolt. They cited Richard’s unlawful rule as reason, thinking Casterly Rock was sufficiently weakened by the recent internal conflict, and proclaimed themselves Hal’s champions.
Pardoned once, Richard’s retribution was swift and terrible. He descended upon Tarbeck Hall and Castamere on a great firestorm of rage and burnt down these seats. Lord Tarbeck was hanged from his broken ramparts, as was his eldest son and brother. Castamere too was riven asunder, provoking the infamous song after Richard wrote the initial verses in a bout of melancholy. Nevertheless, Richard showed clemency in the last moment, taking the youngest generation of Tarbecks and Reynes as hostages.
Establishing his rule, Richard worked hard to show himself as benevolent but firm. It was only in 281 AC that he could take a stronger position for Hal, that eternal glory-hound, had been stuck like a pig at the Tourney of Harrenhal. His brothers had been there, their faces slack as they watched him bleed into the dirt.
Returning home, Richard wasted no time in being invested as Lord Paramount of the Westerlands. Knowing intricately the nature of rebellion, Richard did not presume to take his followers and bannermen for granted. Humbly, in exchange for gifts of property, whether lands or strongholds or both, the Lords of the Westerlands were obliged to acknowledge their submission. Genuflecting before the Lord of Casterly Rock, placing their clasped hands in his, they proclaimed themselves to all the world as his vassals. They all knew the penalty that would be exacted for any hint of treachery: the wasting of all he owned, the slaying of one’s heir, the desecration of his body, and the shackling of his kin in bondage. The fate of Tarbeck Hall and Castamere, their owners and denizens, could hardly have made the consequences clearer. The Westerlands would cohere.
Richard and Marielle met during the internecine war between the brothers. Secreting knowledge across the lines, Mari supplied Richard with valuable intelligence that helped him bring the war against his father and brother Gerry to a relatively swift end. Though initially distrustful of this covert beauty, Mari quickly proved her value and skills. Not easily impressed, Richard became increasingly interested. Not only did she complement his own capacities, she completed the new Lord in several fields that felt foreign to him. The sense of mystique and raw talent the Lannisport Lannister possessed pulled on him, and Richard went ahead to contact Theodore Lannister. Coming to the table with the expectation to bargain his way into a marriage, Richard was surprised to find himself in a sit-down with this frail man that was his opposite. Not that the suitor was bad with numbers or organisation, just not outside of the province of army provisions or logistics. Theodore spoke to him profoundly, and in the end the two men found one another in an understanding that allowed for Marielle and Richard to be wed. The contents of this conversation, however, remains a mystery and thus a great source of frustration to the cut-throat spy.
OOC Notes: The Reyne-Tarbeck Rebellion has been moved from 261 AC to 277 AC. Marielle was and will be written by Ruby.
"In my dreams I kill him every night. A thousand deaths would still be less than he deserves."
- Robert Baratheon
This is a game set in the world of George R.R. Martin's A Song of Ice and Fire fantasy series, as well as the short stories of the Hedge Knight, and most recently HBO's adaption series 'Game of Thrones'. Credit and thanks goes to Mr. Martin himself. And of course to those taking the time to participate.
This is, however, an 'Alternate Universe' game. While canon is where our story begins...it will certainly not be where it ends.
Most importantly this game will continue the tradition of a hybrid approach of sandbox and storyline RP all our prior games have had. However, and differently than any other GoT game before, the 'main event' to this game is set before we even get started with an IC. As the title suggests, this game would draw heavily from established canon regarding Robert's Rebellion. This means some canon characters would be 'up for grabs' and others will not. It doesn't mean you cannot recreate a house from scratch. We are still figuring out how best to include several central characters. Though people like Rhaegar and Varys would not be open for play, possibilities are legion. So go ahead, plot and scheme with or against your fellow players.
Any questions, or comments, you might have are welcome. GMs for this newest installment are @Ruby and myself.
IC Details
The game will take place during the year 282 AC on the eve of Robert's Rebellion.
Spring has arrived early and warm.
Some nobility have extended their stays in the capital for political reasons.
Small Council seats open to PCs.
Don't worry about canons, but if you want, you can apply for one.
House Targaryen is held for story-telling reasons by the GMs.
Some canon characters (e.g. Varys, Rhaegar) are not open for play. The choice concerning who is open for play will be handled case by case because there are so many canon characters.
Most believe the dragons have all died off.
OOC Details
The IC setting will take place well before the events of the series/show.
Consider this an Alternate Universe; canon is our starting off point, not our end point.
Some canons will be held in GM NPC capacity for storytelling purposes.
This is not a pure NRP. Think other PCs are your greatest threat? Just wait.
Advanced standards; collaborative storytelling at it's finest.
You're assumed to be an adult by submitting a character for this game; please act like one.
Applications may take a few days before a decision can be made. Generally issues will be resolved over PMs.
Players are encouraged to play typically one-on-one scenarios, large battle scenarios, cloak-and-dagger scenarios, small plots and large plots. To be creative, and to interactive with their fellow players on their own to plot is expected. Take initiative.
Character Sheets
Please note: Apply for one character, or an entire House. Generally, players will either pick up a canon house or create their own house and roleplay with one or several members of it. This means each player is entitled to several characters per house. However, they do not all have to be members of said house by ties of blood. Instead you can use several types of characters as points of views.
Naturally there are other options in the world of aSoIaF, such as Septons, hedge knights and sellswords, spies and spymasters, mercenaries and merchants from across the Narrow Sea, and many more. Additionally, as spots fill up or the need arises, players are allowed to play as more than one house or take over a fallen one. Get creative, don't be afraid to push a few boundaries.
The Iron Islands rise from the stormy seas in the midst of Ironman’s Bay, west of the Neck. This desolate archipelago consists of the isles of Pyke, Old Wyk, Great Wyk, Harlaw, Orkmont, Saltcliffe, Blacktyde, and dozens of smaller crags and islets, some so tiny that they can barely host a single village. Life is hard on the Iron Islands, and the brutal conditions have given rise to a grim fatalism among the fierce, hardy folk who have dwelt on the isles for millennia. The Ironmen are as hard and cold as their homeland, and their wrath is as deep and fierce as the sea they love.
Land
The rest of Westeros dismisses the Iron Islands as an insignificant backwater of the Seven Kingdoms. The islands are all rocky and barren, the soil is thin, and the weather is harsh to extremes rarely found elsewhere in Westeros. Damp, cold, and wind are ever present; only the interior of Great Wyk, largest of the islands, has places out of sound or sight of the sea. The thralls and common folk of the Iron Islands spend their lives in dismal toil, scraping a living from the poor soil, wrestling with the sea and the creatures in it, or tunnelling under the earth as they pull their fortune from its depths.
Aside from the sea’s bounty, which is little enough, the rocky crags of the Iron Islands are blessed with one other meagre source of wealth. Many of the isles, particularly Harlaw, boast deposits of metals, including lead, tin, and the iron that gives the isles their name. These ores are the only resource of note that the Iron Islands export to Westeros and the rest of the world. Trade, however, has never been a great concern to the Ironmen. They take to the seas, living as raiders and reavers. For thousands of years, the people of the Iron Islands have taken what they need to survive, letting the rest of the world thrive as best it may.
People
The origins of the Ironmen are lost to the mists of time. They claim descent from the Grey King, the mighty mariner of the Age of Heroes. The Grey King’s people have always been people of the sea, revering the Drowned God and plying the oceans on swift longships. They have no patience for farming, fishing, or mining (as the Greyjoy words say, “We Do Not Sow”) — such lesser work is left to the thralls taken in raids.
For the folk of the Iron Islands, the only true occupation is war. For countless centuries, all the coastlands of Westeros have lived in fear of the raiding longships of the Ironmen. At various times, bold High Kings of the Isles have conquered large sections of Westeros, while intrepid captains have sailed to Asshai and beyond. With the coming of Aegon Targaryen, the Iron Islands were brought under the sway of the Iron Throne. Septs, maesters, and other trappings of the green lands came to the isles, but the Ironmen still remembered the Old Way, and their hearts yearned for its return.
Cleverness, skill at arms, and persistence are all treasured traits to the Ironmen. They live in contempt of the weaklings of the “green lands” (their name for the mainland of Westeros), their gods, and their laws. Ship captains and warriors are revered among them; it is said that every captain is a king on his or her deck, and every king must be a captain. Captains are expected to raid, gaining wealth for their crews through plunder and pillage.
Indeed, true Ironmen only value things “bought with iron” (won by force of arms in combat), and have only scorn for those who clothe themselves in finery bought with gold. Among the Ironmen, women are usually relegated to secondary roles in society. There are, however, some women who have proven themselves in combat and become ship captains. Some say the salt and sea temper them, giving them the appetites and strength of men.
Life is short on the Iron Islands, and the harsh climate has bred a harsh outlook in the Ironmen. Even their sports are brutal: most feasts see at least one “fi nger dance,” a game where one or more drunken warriors hurl short-hafted axes at each other. Players must either catch the axes or leap over them. The game draws its name from the fact that most dances end when one player loses some of his or her fingers. Death and pain are the expected results of a life spent reaving, and dying well in battle is seen as far better than a life of comfort.
The southernmost kingdom of Westeros, Dorne is a desert land of red mountains and warm winds. Its princes rule from the mountains, the desert, and the sea, following 1,000 years of Rhoynish tradition and rule. Until Princess Nymeria and the Rhoynar crossed the sea, it was populated by the descendants of the Andals and First Men, who fought bloody wars all across its lands. Nymeria married into the Dornish nobility, and their family attained supremacy over the rest of Dorne.
The people of Dorne are fiercely independent, but loyal to their rulers; it was the only land to escape the wrath of Aegon the Conqueror and his dragons. Daeron I, the Young Dragon, eventually conquered Dorne, but was unable to hold it as the treachery of its lords soon led to rebellion and independence. Dorne ultimately won peace with the Targaryen kings through marriage and treaty rather than war. It was the last of the Seven Kingdoms to fall under Targaryen rule.
Land
The lands of Dorne are as diverse as its people: from the Red Mountains in the west and north, to the inland desert and river vales, to the coasts of the Sea of Dorne and the Summer Sea. All regions of Dorne are almost universally harsh, giving birth to a hardy, determined people who know how to survive. Lack of food and water, the threat of stinging scorpions and vipers, and the natural dangers of the land itself conspire against those who live in Dorne, but somehow they have always found a way to endure — and even thrive.
The vast majority of Dorne is a dusty land of small deserts and dry river valleys. This region is the southernmost part of Westeros, reaching out into the ocean from the mountains that separate it from the rest of the Seven Kingdoms. Water is scarce in this land, and most of its inhabitants live near the low-running rivers and canyons that cut into the dry terrain. The Brimstone runs south into the sea, while the Vaith and Scourge meet in the eastern mountains to form the Greenblood. This river runs to the sea in the east, just south of the stronghold of Sunspear.
The Sea of Dorne separates this dry land from the rainwood and Storm’s End, a long-time enemy of the princes of Dorne. The last outposts of Dorne include Starfall, a castle that guards the pass to the western arm of the Reach, and Yronwood, as a final defence against invaders coming down the Boneway.
North of the strongholds of Starfall and Yronwood are the mountains that both protect and isolate Dorne from their northern neighbours. These lands are populated by a tough and hearty breed of Dornishman, warriors who have led the vanguard in almost every Dornish assault on Storm’s End or the castles of the Reach. Since Dorne has become one of the Seven Kingdoms, the large battles of the past have largely been left behind, but the Dornish mountain folk have not been quiet. They still occasionally raid the lands of the Reach, ensuring that the old wounds between the two lands never heal.
North and east of these mountains stretch the vast Dornish Marches. The castles of Blackhaven and Nightsong stand outside these lands, marking the last stops before a traveller must pass through the Boneway or the Prince’s Pass to reach the desert lands of Dorne. Dornishmen heading north often take the Boneway up to the ruins of Summerhall, where they turn east and intersect with the kingsroad in order to bypass the lands of the Reach.
People
The people of Dorne are scattered all across its lands. King Daeron I once observed that there were three types of Dornishmen, and those divisions are still present in the region to this day. The salty Dornishmen live along the coasts, mainly along the Broken Arm region where the red mountains stretch out into the Sea of Dorne. These Dornishmen are litheand dark, with smooth olive skin and long black hair. They are fishermen and sailors, hard men who sail the ships of the Dornish fleet. They wait eagerly for the next opportunity to test their mettle against the steel and stone of Storm’s End or the harrowing waves of Shipbreaker Bay.
The salty Dornishmen have the most Rhoynish blood — a fact that gives them a sense of pride and a connection to their rulers in Sunspear. Sandy Dornishmen live in the deserts and long river valleys of the Dornish inland. Their skin is even darker than that of their salty brethren, burned brown by the hot Dornish sun. Even in the heat of the desert, these Dornishmen prefer to wear armour inlaid with copper. They often wear one or more copper discs about their body in tribute to the desert sun.
The stony Dornishmen live along the Boneway and in the Red Mountains that separate the region from the rest of the Seven Kingdoms. They are the largest and fairest of the region’s people, and have the least amount of Rhoynish blood. They keep the look and many of the customs and traditions of the Andals and First Men from whom they are descended. Of all the Dornishmen, the stony sort hold the least allegiance to the princes of Sunspear. They are still loyal, however, and appreciate the protection given them by the Rhoynish princes against their hated enemies to the north.
Stretching from Moat Cailin in the south to the Wall and beyond, the North is nearly as large as the other six kingdoms of Westeros combined. It is a harsh land filled with bogs, forests, and large stretches of open plain dotted by the various castles and holdfasts of the people who inhabit the frozen region. The Starks of Winterfell Castle are the most prominent of these people, although many houses hold claim to territory within the North. Also found within the region’s icy grasp is the Night’s Watch, outcasts from the Seven Kingdoms and eternal guardians against terrors beyond the North.
Land
The lands of the North are mostly cold and empty, with civilisation rare, scattered far and wide about the freezing land. The various houses that hold sway here are almost all descended from the blood of the First Men, for few others have the strength to live in such a place, much less grow fond of it. Settlements can be found in even the remotest of places, from the heart of the wolfswood to the broad, flat plains that stretch between the Dreadfort and White Harbor. As one moves north toward the Wall, though, the settlements become fewer and farther between. These lands are harsh, even during summer, and the woods along the Last River are cold and grey.
Perhaps because it is so sparsely settled, the North holds some of the greatest fortresses and castles in the Seven Kingdoms. Moat Cailin guards the southern boundary, nigh-impregnable even after enduring years of neglect and the ravages of the humid swamp on which it sits. Winterfell stands north of Moat Cailin along the kingsroad. This fortress stands like an impregnable granite monument to the hardiness of the First Men, whose blood flows through the veins of the Starks who inhabit it. The Mormonts sit on Bear Island in the Bay of Ice, while House Umber rules from the Last Hearth, east of the kingsroad on the edge of a small, cold forest by the border of the Gift.
The Gift is an area of land ceded to the Night’s Watch by the North’s rulers. It stands as an unmarked barrier between the lands of the North and the Wall, sparsely populated by a hearty people who eke out an existence despite mounting raids from wildlings and the harsh, wintry environment. Beyond the Gift lies the Wall, and the remaining fortresses of the Night’s Watch. The men along the Wall have given up their old lives to guard the Seven Kingdoms against the horrors of the frozen wastelands.
The southernmost portions of the region are known as the Barrowlands. This is a wide, hilly region in which many of the barrows of the First Men can be found. Its plains stretch from the Stony Shore on the Sunset Sea in the west to the Bite and the fortress of Widow’s Watch to the the east. Where the kingsroad cuts this region down the middle, it is a featureless grassland that stretches for days and days in every direction.
People
The people of the North are a tough and hardy lot, working hard during the summer to plan for leaner times. One will not find any dreams of the Great Summer among these people and already the maesters and stargazers are accounting for the shorter days that lead them to the inevitable realisation that winter is coming. Those who come from the settlements of the North are practical and direct, not favouring the political games and guarded communication of the cities of the south.
Transactions are made above the table, and those who would do otherwise are looked upon with a suspicion reserved for scoundrels. This attitude toward dealing with one’s fellows translates into a relatively safe region — at least from the depredations of one’s fellow man. It is said of the North that “a maiden girl could walk the kingsroad in her name-day gown and still go unmolested, and travellers could find fire, bread, and salt at many an inn and holdfast.”
The people of the North are practical in their dress, their attitudes, and their outlook. They tend toward simple clothing that will keep them warm, rather than the impractical fashions one might find in King’s Landing or Highgarden. Even the nobility prefers simple dress, although they wear their house colours proudly and travel with bannermen on many occasions.
The majority of the North’s population lives on farms owned by the family or families that live within them. During the long summers these farms prosper. As winter approaches, the farmers move in toward the towns and castles of the North. These “winter towns” lie abandoned during the summers, but become bustling trade centres when the people of the North huddle together to endure the long, wintry nights.
The farther north one goes, the more grim the people, like the land, become. They have resigned themselves to the bitter cold of their homes and the dangers of the wildling attacks that they endure. At one time the Wall made these people feel secure from the dangers of the Haunted Forest and the Frostfangs, but in recent years more and more threats have been spotted south of the great bulwark. The Wall’s defences have grown weak and scattered over time, and the First Ranger’s calls for more men have fallen on deaf ears. No one is certain what the ultimate consequence of such neglect will be, but the people of the North are determined to be as prepared as possible for the day when winter comes.
The Reach is a beautiful region of lush fields and vibrant flower gardens. Its boundaries stretch from the Blackwater Rush in the north to Oldtown in the south, and from the Dornish marches in the east to the shores of the Sunset Sea. These lands are the heart of chivalric tradition in the Seven Kingdoms, and many of the greatest knights come from the House of Tyrell, or their bannerhouses. The fields of golden roses near Highgarden and their elaborate traditions hide a proud and vain people, however, and the ruling house of Tyrell is one of the most ruthless and conniving of all that play the game of thrones.
It was not always this way. The Tyrells were once only stewards of the royal house of the Reach, the Gardeners. When the Gardeners were destroyed on the Field of Fire, Aegon raised the Tyrells to supremacy ... but some say the Florents or the Hightowers would have had a better claim.
Land
The Reach is home to the most beautiful landscapes in all the Seven Kingdoms. Wide fields of flowers and lush grasses cover the plains of the north, while the roseroad travels southwest toward the wineries and fields near Honeyholt and Brightwater Keep. The Roseroad meanders through the land, at several points crossing the Mander River, which forks and winds across the entire region.
In the west, the Honeywine River creates a temperate lowland environment, much different from that of the mountains and deserts east of Starfall. The area is the agricultural capital of the Reach, growing everything from fireplums to honey to grapes. The Arbor, an island off the cape of Whispering Sound, produces some of the finest wines in the Seven Kingdoms. The city of Oldtown sits at the southern end of the roseroad, acting as the Reach’s primary port as well as the home of the Citadel, wherein young men are trained in the maesters’ arts.
Although the upper waters of the Mander are muddy and difficult, it becomes clear and calm as it nears Highgarden. Great green willows and plants grow along the shore, making any trip down the river pleasing to the eyes. The lords of Highgarden have pleasure barges that routinely travel up and down the river as their highborn passengers feast on melons and sweet wines from the Arbor. It is not uncommon for the ladies of Highgarden to have marriage ceremonies on the largest of these barges, with the river fi lled with rose petals and scented with mint and lemon.
The plains to the north and west bound the goldroad and the searoad. They are not nearly as fertile or beautiful as those to the east and south. These plains begin to show characteristics of the rocky flatlands of the Westerlands. One area in the region is particularly notable, the Field of Fire; it is here that Aegon Targaryen ended the final major threat to his rulership over Westeros.
People
The Tyrells of Highgarden are a proud house that demands respect from all who owe them their allegiance. They believe themselves to be the very definition of chivalry. Their sworn houses take their cue from Highgarden, acting in only the most gallant and courtly manner and maintaining a strict relationship with the smallfolk and fellow nobles of the region. Most every boy in the Reach dreams of one day serving as a squire to one of the great Tyrell or Florent knights, and perhaps even becoming knights in their own right. Girls grow up dreaming of marrying a handsome knight who will sweep them off their feet and carry them off on a grand destrier bearing the noble colours of a great house.
Even though the chivalric code followed by the lords of the Reach ensures that the smallfolk know their place in society and know it well, many still feel a sense of pride at being ruled by such beautiful and brave lords — or so their lords would like to believe. The smallfolk of the Reach are much like those everywhere between the North and Dorne, giving traditional tributes and paying taxes as their station demands. Celebrations and festivals are common, and knights on their way to a tournament often make many stops along the way to parade their sharply dressed horses and attendants and to receive the favours due them from the smallfolk. Many a bastard has been sired as a direct result of these pageant trains, though for the most part the mothers of such children feel blessed rather than forgotten.
The people of Horn Hill and other locations near the Dornish Marches are less interested in the honour of their lords and more concerned with how many swords they can send against the raids from the stony Dornishmen of the nearby mountains. They tend to be a harder people than the farmers and merchants in other areas of the Reach, although not nearly so much as the Dornishmen they fight or the hardy Northmen.
The people of the Reach have greater access to dyes than most because of the preponderance of fl owers. Because of this, they dress much more richly and extravagantly than smallfolk elsewhere, and more so than even some nobility. The greens and golds of Highgarden are popular colours, as are the reds and purples made in the Southwest from grapes that cannot be used for wine. The Reach has become a place of almost dream-like beauty in the time since Aegon Dragonlord immolated its lords on the Field of Fire.
The riverlands are the heart of the Seven Kingdoms. Within its borders are some of the most storied and signifi cant castles in Westeros. House Tully flies its red and blue banners above the castle at Riverrun, while their bannermen, the Freys, guard the river crossing where the Green Fork flows from the swamps of the Neck. New alliances and old rivalries keep the riverlands in a state of flux, and the winner of the game of thrones may very well be determined on its green fields.
Land
The riverlands are a vibrant region, full of bustling riverside towns and farmers transporting goods to market. Settlements are common and it is hard to travel for a day by road or river without encountering other travellers or passing through a village. Some farmers and merchants have shops upon the great rivers of the region, floating from town to town and selling to travellers whom they happen upon. Even mummers use the rivers to their advantage, floating downstream on brightly coloured barges from which they can give performances.
The Trident is the heart of the region, being the confl uence of the Blue Fork, the Red Fork, and the Green Fork rivers. It was at the ruby ford of the Trident that Robert Baratheon slew Rhaegar Targaryen. The lands that surround this great river are green and fertile, home to several towns and farms as far as the eye can see. Most of the lords of the region have built their castles and holdfasts along the banks of the Trident, including Riverrun, the seat of House Tully.
Riverrun stands where the Tumblestone falls into the Red Fork before continuing towards the Trident. Its walls rise sheer from the water of the two rivers, and in times of war a moat can be formed to prevent an army from attacking from the west. It is here at Riverrun that Robb Stark wins a great victory against the Lannisters, and inspires his sworn lords to proclaim him King in the North.
Harrenhal is the greatest castle of the region, however, dwarfi ng Riverrun and boasting the highest castle walls in the Seven Kingdoms. It is held by Lady Whent until Lord Tywin drives her and her lords bannermen from it. The castle is rumoured to be cursed, however, since the time Aegon Targaryen unleashed his dragons upon it and turned it into a pyre, burning everyone inside.
The Gods Eye, a lake that stands south of Harrenhal, feeds a river into the Blackwater Rush, where it then travels on to King’s Landing and spills out into Blackwater Bay. This area is also fertile farmland where wheat and other grains are grown in abundance. The kingsroad runs through this region, to the east of the Gods Eye from the north after it crosses the Trident.
People
The people of the riverlands are happy and well fed. For the most part they lead quiet lives, although the spectre of war always looms large over the green fi elds and hills. The people know when war comes they will be at the heart of it, but they do not despair at this. Instead they strive to find joy in their everyday lives. Fairs and celebrations are common in the region, especially around harvest time when the crops come in. The river people dress in bright colours and enjoy playing music gathered from all the settlements and communities along the great rivers. Their lords — the Tullys, Freys, Blackwoods, Brackens, and Mallisters — treat them well.
The people are not strangers to historical rivalries, however. The neighbouring Houses of Blackwood and Bracken have long been ancient enemies, and are always at each other’s throats. Their feud dates back to the Age of Heroes, when both houses ruled the riverlands at various times, and also splintered on religious lines — the Brackens went over to the new gods, while the Blackwoods remain steadfast with the old. Their liege lords spend a good deal of time and effort making peace between them, but it seldom lasts.
The folks of the riverlands have adopted the worship of the Seven, although there are a few lords who still follow the old gods. The blood of the Andals runs deep within their veins, and worship of the old gods has almost been completely eradicated from the region. Religion plays a large part in everything the folks from the riverlands do, and even smaller villages have septs dedicated to the Seven (like much of the south). To grow up to take the vows of the godsworn is almost as glorious a dream as becoming a knight for children of the riverlands.
Legends say the Stormlands were born in a struggle against the gods themselves. Thousands of years of conquest, conflict with the elements, and war with the people of Dorne have given rise to a folk as stern and strong as the tempests that give these lands their name. The coastlands of the narrow sea are not renowned for their wealth or prosperity, but as a breeding ground of kings. Two lines of great kings have called the Stormlands home: the Storm Kings who arose in the Age of Heroes, the Targaryens who invaded Westeros from Dragonstone Isle.
Land
The Stormlands stretch from the waters of Blackwater Bay in the north to the Sea of Dorne in the south. They include the lands surrounding Shipbreaker Bay, and the far southern region of the Dornish marches, which forms a troubled border with Dorne. Most of the inland regions of the Stormlands are covered in two great forests, the kingswood and the rainwood, while the coastlines consist of ragged snarls of rocks or sheer cliffs. Ships sailing to King’s Landing from Storm’s End travel through Massey’s Hook, which shields them from gales coming out of the narrow sea. From the end of Massey’s Hook, known as Sharp Point (and controlled by the Bar Emmons of Dragonstone), ships travel through the Gullet and into Blackwater Bay.
A few villages and holdfasts are nestled in the depths of the woods, while castles and fortresses cling to the coastal cliffs. The larger islands like Tarth host fiefs as well. None of these settlements has grown to the size of a full-fledged city, and in many ways the Stormlands stand in the shadow of King’s Landing. The lands along Cape Wrath and in the kingswood and the rainwood are fertile, but low populations and historic strife have kept the Stormlands fairly rural. The Stormlands have little to offer in trade with the surrounding regions — the coastal fiefs cannot hope to compete with the bounty of the Reach and riverlands, or the mineral wealth of the Westerlands.
Though it lacks any major cities, the Stormlands are home to one of the most famous castles in Westeros. Storm’s End, ancient home of the Storm Kings, crouches atop the chalky cliffs of Shipbreaker Bay facing the angry sea. According to legend, Storm’s End was the seventh castle built by Durran, the first Storm King. Legends say Durran raised seven castles during his feud with the gods of sea and sky, and only this last held strong. Some say Durran was aided by the children of the forest, or by Brandon the Builder in his youth. Potent spells are said to have been woven into the stout keep’s walls, magics that make the castle impervious to storm or siege. Since Aegon Targaryen awarded Orys Baratheon the titles of Argilac the Storm King, Storm’s End has been held by House Baratheon.
The Stormlands contain several other notable holdings, such as the castle of Bronzegate; Harvest Hall, home of the Selmys; and Evenfall Hall on the island of Tarth, which is also known as the Sapphire Isle. Furthermore, the Royal Palace of Summerhall are found in the Stormlands, at the place where they meet Dorne and the Reach. Smmerhall was a lightly fortified castle built by Baelor the Blessed on the edge of the Dornish Marches to serve as a royal residence for the Targaryens.
People
The people of the Stormlands are primarily of Andal extraction, although some ancient houses trace their origins to Durran the Storm King in the Age of Heroes. At one time, the Storm Kings ruled all of the surrounding lands up to the Neck. They then lost their empire to the Iron Men. The last Storm King, Argilac the Arrogant, died during the Wars of Conquest at the hand of Orys Baratheon. Favoured by the Targaryens, the Baratheons have ruled the Stormlands ever since.
As in the rest of the Seven Kingdoms, most of the people of the Stormlands live in small villages clustered around keeps, crossroads, or holdfasts. Most lowborn folk till the soil or fish in the sea, pledging their labours to the nobles of lesser houses, who in turn serve House Baratheon. Fishing is a common profession among the island and coastal fiefs, and many of the lesser houses have turned to shipping (and even smuggling) as a means of making their fortune. Though the fiefs of the Stormlands produce few trade goods, their position between the markets of King’s Landing and the prosperous Free Cities draws many foreign merchants to the towns and islands of the Stormlands.
Perhaps the old enmity of the sea and storm gods has infused itself into the people of this ancient land. Kings and houses may come and go, but the fury of sea and storm always remains, and the people of the Stormlands have long since learned to trust to their strength and swords for survival. The kingswood and rainwood are notorious for the bandits and brigands who hide in them from the King’s Law, and the Marcher Lords have fought with the Dornishmen to the south for more than a thousand years. Some of the greatest warriors in Westeros, including Ser Barristan Selmy (Lord Commander of the Kingsguard), the Marcher Lord Beric Dondarrion, and King Robert Baratheon were all nurtured in the lands of the Storm Kings.
A hidden paradise nestled among the sheer peaks of the Mountains of the Moon, the Vale of Arryn is one of the oldest of the Seven Kingdoms as well as one of the most remote. Accessible only by long, treacherous mountain roads or by sea, the Vale has stood apart from the turmoil and intrigues of Westeros since the Kings of Mountain and Vale took the lands from the First Men. The Vale’s isolation — and the depredations of the mountain clansmen — have given rise to both pragmatism and caution among the folk who live there.
Land
The Vale of Arryn encompasses all the lands encircled by the Mountains of the Moon, from the twin watchtowers known as the Bloody Gate in the west, to Gulltown and the barren lands of the Fingers in the east. Near the Bloody Gate, the Vale is only a few leagues across, while the broken coasts to the east are a seemingly endless labyrinth of bays and cliffs.
The heartland of the Vale is a beautiful land, with stunning vistas of green fi elds, blue skies, and snowy summits. The wide valleys between sheer peaks of the Mountains of the Moon are blessed with slow rivers and black soil, dotted with hundreds of small lakes. The air is clear and chill in the Vale, and ice and snow are common sights in the mountain trails, even in summer.
The heartlands are blessed with prosperity to match their breathtaking beauty. The rich soil is admirably suited for wheat, corn, and barley, and it is said that the pumpkins and other produce of the Vale are as large and fine as any in the orchards of Highgarden. The Giant’s Lance, tallest of the Mountains of the Moon, dominates the skyline of the Vale.
The Eyrie, one of the strongest castles in Westeros and ancient home of the Arryns, is perched atop the mountain. Though the Eyrie is far smaller than Winterfell and the other great castles, its granaries are ample, allowing it to withstand a long siege if need be. The difficult approach is guarded by a castle called the Gates of the Moon, along with three watchforts named Stone, Snow, and Sky. In places, the path up the sheer mountainside is only wide enough for a single man to pass. The watchforts are ideally positioned to rain arrows and stones upon it.
The outlands of the Vale are far less pleasant. The Fingers are bleak, empty lands, home to stones and sheep and little else. Most of the Vale’s commerce with the rest of Westeros comes through the bustling port city of Gulltown, for even the uncertain seas are safer than the mountain roads, plagued by clansmen and shadowcats.
People
The people of the Vale are mostly of Andal extraction and live as the rest of the peoples of Westeros do. The lowborn, mostly farmers or fishermen, dwell in small villages gathered around the holdfasts or mansions of the highborn. Every highborn family swears its allegiance to the Arryns. The Arryns have ruled the Vale from time out of mind and have served the Iron Throne as Wardens of the East since the Targaryen conquest.
Peace and prosperity have lingered in the Vale for centuries, and with them have flowered generosity, hospitality, and courtesy. The people of the Vale are friendly and generous even to outsiders, save at the western end near the Bloody Gate, where the continual raiding of the mountain clans has given rise to constant wariness.
The Vale was one of the first places that the Andals invaded during the Age of Heroes, landing at the Fingers and wresting the Vale from the First Men. The Kings of Mountain and Vale, legends say, were one of the purest lines of Andal nobility.
House Arryn, the modern descendants of the Mountain Kings of old, are famed for their honour and love of tradition. The ancient, formulaic greetings are still intoned before any may pass the Bloody Gate.
West of the Trident and north of the Reach is a region known as the Westerlands, a rocky land of miners and fi shermen. The Westerlands are rich in coin, thanks to the many gold mines that dot the surrounding hills and mountains. Additionally, the coastal fisheries and large tracts of grazing land keep the region well fed. The Lannisters of Casterly Rock are the unrivalled rulers of this precious hill country. Through their ruthless actions and the devotion of their enforcers, such as House Marbrand, House Lannister has seen every family in the region bend the knee to their lord, Douglas Lannister.
Land
The Westerlands stretch from Lannisport in the south to Ironman’s Bay in the north, with the goldroad and the Red Fork marking convenient southern and eastern boundaries. The lands here are rocky and mountainous, a far cry from the rolling wheat fields and pig farms of the nearby riverlands. The region’s farmers concentrate on blooming crops such as nuts and berries as well as root crops, such as turnips, which are staples of the Westerlands’ agriculture.
Fishermen from Faircastle and Lannisport supply much of the coastal region’s food, while those farther inland rely on the aforementioned fruits, herds of sheep and cattle, as well as deer and goats from the mountains. The region has few inland towns that are not directly tied to the many gold mines or the handful of silver mines found in the mountains. Some of the mines have dried up, leaving ghost towns whose inhabitants try to scrape by as best they can while newer generations move to other cities to find work and life.
The mines at the Golden Tooth are some of Casterly Rock’s most prolific, and the area around it has become hotly contested for this reason, as well as its strategic importance as a pass between Riverrun and Casterly Rock. Other gold minesdot the mountainous regions of the Westerlands, and people flock from the fields and cities to participate in the mining of the precious ore. These towns often present a sharp dichotomy for those who live there. The mines themselves are tightly regulated to discourage attempts to smuggle out any gold. The towns that spring up around them, however, are often lawless affairs, ruled by itinerant landlords and their personal guard. Some of these towns are run by sellswords in the pay of nobles who live in Lannisport and elsewhere. Living conditions in these towns are harsh, and violence can break out at any time without cause or justice.
The towns along the western coast of Westeros are rich from the plentiful gold. Nobles live good lives and are spared much of the fi ghting that has taken place. Fisheries and imports from across the sea keep trade bustling in Lannisport, and the city’s population reflects the diversity one often finds in port cities with access to the riches of the world.
There are fewer castles and holdfasts in the region than in the fertile regions to the east or in the North. The mountains provide a strong defensive position for local lords, and Casterly Rock is a nearimpenetrable stronghold whose presence protects those around it.
People
The best thing the people of the Westerlands have to say about their lot in life is that they are well defended. House Lannister holds more political power than any of the other houses, and this alone grants their lands some measure of security. Unfortunately, they give little else for their smallfolk to cheer about. The riches of the area’s gold mines have done little or nothing to help the region’s poor, who struggle daily to sell fish in the cities and bring gold out of the mines in the mountains. This gold goes to enrich the coffers of Lannister nobles and their bannermen, while life remains rugged and short for those without access to the wealth.
Lannisport and Casterly Rock are the two greatest hubs in the region; the world’s eyes are on the Lannisters upon their perch at the Rock, while the local population centres upon the prosperous city of Lannisport. Merchants and middlemen are somewhat scarcer in the cities of the west than in other regions, as the majority of the local wealth is controlled by the region’s nobles. Control over the money is given to lords and sworn men, leaving very little room for advancement in Westerland society. Yet undoubtedly those who prove outstanding ability can find powerful local patrons and great rewards.
Most labourers and beggars have little time for the intrigues and games played by nobles throughout the realm, of course. The smallfolk of the Westerlands are mostly loyal to House Lannister and its banner houses. Aside from the mining towns, law and order is kept throughout the region. Casterly Rock does not tolerate outlaw bands that seek to steal from the mines and coffers of its noble houses. Taxation remains relatively low, and there is always work to be had.
Established originally as a fortress of earth and wood at the point where Aegon the Conqueror first landed in Westeros, King’s Landing has since evolved into a thriving and bustling city, home to the seat of power of the Seven Kingdoms. Though there are other cities in the Seven Kingdoms, none are so large or so steeped in treachery and deception as that which houses the Iron Throne. From the nobles and their game of thrones to the street urchins who prey on lone, unsuspecting victims, perfidy is the touchstone of this municipality.
Land
King’s Landing rests on the north shore of the mouth of the Blackwater Rush, as it empties out into Blackwater Bay. It is built upon three hills named after Aegon and his two sisters, Rhaenys and Visenya. Aegon’s High Hill, which rises up beside the waters of the Blackwater, is home to the seven drum-towers of the Red Keep, within which resides the king on the Iron Throne. Beneath this tower are webs of secret tunnels that extend out into the city.
In the southwestern corner of the city stands Visenya’s Hill, the top of which features the Great Sept of Baelor. From afar, one can clearly make out its seven crystal bell towers. Rhaenys’s Hill lies in the northeastern portion of the city, and is topped by the ruins of the Dragonpit. At the base of Rhaenys’s Hill sprawls the section of twisting alleys and cross streets known as Flea Bottom. Flea Bottom is one of the poorer, if not poorest, neighbourhoods in King’s Landing. Its streets are unpaved and the buildings lean so close to one another over the alleys that they nearly touch. The entire area stinks of pigsties, stables, tanneries, and winesinks.
Seven gates lead into the city. To the south, between the castle walls and the river, is a collection of ramshackle buildings that make up the fi sh market, as well as the hundred quays that line the river for merchants to unload their wares. In the southwest, just beyond the King’s Gate, lie the tourney grounds. In the middle of the north wall is the Old Gate, near which are the wealthier neighbourhoods of King’s Landing. Strangely, the upper crust of King’s Landing live on the other side of Rhaenys’s Hill, opposite from the poverty of Flea Bottom.
Across the river to the south lies the kingswood. Though nominally the private hunting reserve of the king, there are many hiding places for outlaws to conceal themselves within its verdant reaches. Some smallfolk also dwell within those woods. West of the city is the beginning of the goldroad, which aptly connects King’s Landing to Casterly Rock. The kingsroad extends both north and south of the city. To the south, a side fork leads to Highgarden by way of the roseroad, while the kingsroad proper continues on through the Stormlands to Storm’s End. The northern road extends past Winterfell, reaching up to the Wall.
To the east, however, Blackwater Bay opens out into the narrow sea, where the island fortress of Dragonstone can be found. Dragonstone rises from the narrow sea near Sharp Point, crowned by a mighty castle of the same name. The refuge of the Targaryens, Dragonstone’s walls and buildings are shaped from black basalt, and carved into the shapes of dragons, gargoyles, and countless beasts of legend.
People
As the largest city in Westeros and the seat of power within the Seven Kingdoms, influences from all parts of the kingdom find their way here. Most highborn Westerosi come to King’s Landing at some point in their lives. Many establish a regular presence in the city in order to stay intouch with happenings in court. With the High Septon presiding over the faith from the Great Sept of Baelor, many septons also make their way to King’s Landing eventually to pay their respects.
Visitors and merchants from across the narrow sea pass through, often taking up residence in the largest port in Westeros. Some possess a useful skill to ply in their new home, but others find themselves resorting to less savoury acts to survive. With all social classes present and confined within the walls of the city, it is not inconceivable to imagine the lowest-born thief rubbing shoulders with the wealthiest of nobles — or at least passing by on the same street.
While they are predominantly of Westerosi stock, the native-born residents of the city are more cosmopolitan than most folk of the Seven Kingdoms due to contact with more exotic cultures. Prostitutes from the Summer Isles, fencing instructors from Braavos, and merchant princes from Qarth may all be found managing their respective businesses in the city, and conceivably extending their bloodline into the local population.
For those not well born, life in the city can be hard. Merchants must always be wary of the ubiquitous thieves that populate the poorer portions of town; these thieves, meanwhile, must be on guard against one another, as well as against the grim gold cloaks of the City Watch.
Military Might: The North
The Starks of Winterfell command perhaps 45,000 fighting men. Since the region is so large and has such a diffuse population, however, it takes a very long time to gather an army. Since the winters are so harsh, the local lords are always concerned with having enough men to bring in the harvest. Sending away needed workers means a cold, hungry death for everyone in the area. Among the forces of the North, the average ratio between foot and horse solider is 4 to 1.
The Northerners have no fleet to speak of since Brandon the Burner torched the navy.
Military Might: The Iron Islands
The Iron Islands can call upon an estimated 20,000 swords. The island fleet is the largest in Westeros. The islands can probably float about 500 longships or more — many of these might dip no more than 20 oars, while a handful dip more than 100. The Iron Fleet is a specific elite fleet of these larger ships. It should be noted that a longship does not compare well to a galley or carrack, despite being faster and more manoeuvrable, as those ships have much higher decks with room to mount scorpions and other such instruments of war.
The ironmen have an advantage over other regions for their martial culture encompasses everyone, high and low, men and even some women, all of whom learn to fight and reave. The only exception are the thralls, who are not taught to fight but instead do heavy labour.
Military Might: The Riverlands
The strength of the Riverlands is roughly 45,000 swords, likely comparable to that of the Vale of Arryn. Unfortunately, the strong personalities of the river lords lead to fractious divisions — the Freys like to sit and wait, and they command some 4,000 by themselves. The lords of Bracken and Blackwood are at odds, helping to paralyse the region. The ratio of foot to horse is likely fairly high, at about 3 to 1. Houses on the major rivers will have barges, galleys, and skiffs.
Military Might: The Vale
The Defenders of the Vale can summon perhaps 45,000 swords to their banners. Their force is comparable in power to the North, or Dorne, although far more concentrated than the former. They have little naval power to speak of outside of Gulltown, but have a decent ratio of infantry to mounted soldiers (perhaps 3 to 1).
Military Might: The Westerlands
The Westerlands commands slightly more troops than places like the Riverlands or the Vale. It is estimated that the entirety of the Westerlands can bring in 50,000 soldiers when all the banners are raised, but this includes the greenest boys, and leaves many castle garrisons desperately weak. The Lannister wealth allows them to command the second strongest land force, in large part because it allows them to field a tremendous mounted force compared to infantry, perhaps as good as 2 to 1. The pikemen of the City Watch in Lannisport are known to be well trained, perhaps the most disciplined feudal foot levy in the Seven Kingdoms. The Lannisters also have a fairly significant naval strength. The Lannisters have 20 or 30 cogs, carracks, galleys, and dromonds at Lannisport, and can call upon their bannermen to fill out their fleets. Each minor coastal house likely has two or three ships to patrol their waters. In total, the Westerland navy is probably close to 50 or 60 large ships, leaving their longships for coastal defence.
Military Might: The Reach
Because of its bountiful harvests and its wealth, the Reach has a large population. With that comes the largest army in the Seven Kingdoms, capable of reaching 80,000 troops with a foot to horse ratio of 2 or 3 to 1. Should the sweepings of the Reach be collected and trained, they might marshal as many as 100,000 swords. With the Redwynes, the Shield Islands, and the coastal lords gathered together, the Tyrells also command a fleet to rival the king’s royal fleet and the fleet of the Greyjoys, floating 200 ships or more of which dip 100 oars or more.
Military Might: The Stormlands
The Baratheons of Storm’s End command the most formidable castles in the Seven Kingdoms, but their arms are fewer than those of some of the richer regions. The lords of the Stormlands can raise perhaps 30,000 men to fight, however there is likely a poor horse to foot ratio. Individual soldiers are often seasoned veterans due to the strong martial traditions in the Marches, and the marcher lords tend to have very strong castles to resist Dornish raids.
Military Might: Dorne
The spearmen of Dorne number about 50,000. They favour spears and lighter armours, due to Rhoynish influence and the heat of the country.
The Dornishmen are famous for their sand steeds, light coursers that can outrun any other horse of the Seven Kingdoms; they tend to ready large numbers of mounted soldiers. The Dornishmen are experts at using terrain to their benefit. Already dangerous fighters, they become almost unbeatable when fighting in their mountain passes or across the hot deserts. They favour guerrilla tactics — light, quick assaults and hasty retreats that favour their fast horses and spearmen.
Dorne has few ships, certainly fewer than the Reach or the Westerlands.
Step into the world of Westeros; take on the plate armor of a Knight, the cloaks and daggers of a Spy, the desperation of the lowborn, the grand schemes of the highborn, or the oath of the Night's Watch. Take control of an entire Great House, or a lowborn servant risen high through the power of cunning and their own will. Whoever you choose, be ready: for this is a Game none of us are assured to win, let alone survive.
Game Overview
The IC setting will take place well before the events of the series/show.
Consider this an Alternate Universe; canon is our starting off point, not our end point.
Some canons will be held in GM NPC capacity for storytelling purposes.
This is not a NRP. Think other PCs are your greatest threat? Just wait.
Advanced standards; collaborative storytelling at it's finest.
You're assumed to be an adult by submitting a character for this game; please act like one.
Rundown Most importantly this game will continue the tradition of a hybrid approach of sandbox and storyline RP all our prior games have had. However, and differently than any other GoT game before, the 'main event' to this game is set before we even get started with an IC. As the title suggests, this game would draw heavily from established canon regarding Robert's Rebellion. This means some canon characters would be 'up for grabs' and others will not. It doesn't mean you cannot recreate a house from scratch. We are still figuring out how best to include several central characters. Though people like Rhaegar and Varys would not be open for play, possibilities are legion. So go ahead, plot and scheme against your fellow players.
Any questions, or comments, you might have are welcome. GMs for this newest installment are @Ruby and myself, who will also be picking up House Lannister.
Née 1991. I feel old already.
Been roleplaying from the age of 15, write on solo projects in my spare time. I heartily encourage interaction when it comes to writing and creative efforts. Like to think I'm an understanding but stern and solid GM when I host games, and a collaborative and creative individual. Used to draw. Write in advanced section.
While I might not be as omni-present a some of you are on RP:G, I have been a part of it since 2009-2010 (if my memory serves me right). However, I must admit that post Guildfall, my activity also dropped. Slowly getting back into things.
I attended university to acquire my master's degree in history. I already had an educational degree for history and English, and am teaching both in secondary school. Any questions? Ask.
<div style="white-space:pre-wrap;">Née 1991. I feel old already.<br><br>Been roleplaying from the age of 15, write on solo projects in my spare time. I heartily encourage interaction when it comes to writing and creative efforts. Like to think I'm an understanding but stern and solid GM when I host games, and a collaborative and creative individual. Used to draw. Write in advanced section.<br><br>While I might not be as omni-present a some of you are on RP:G, I have been a part of it since 2009-2010 (if my memory serves me right). However, I must admit that post Guildfall, my activity also dropped. Slowly getting back into things.<br><br>I attended university to acquire my master's degree in history. I already had an educational degree for history and English, and am teaching both in secondary school. Any questions? Ask.</div>