A Song of Ice and Fire
A Scream of Souls
#ASOIAF
Sign Ups are Closed.
"On the day of Doom every hill for five miles had split asunder to fill the air with ash and smoke and fire,
blazes so hot and hungry that even dragons in the sky were engulfed and consumed.
Great rents had opened in the earth, swallowing palaces, temples, entire towns.
Lakes boiled or turned to acid, mountains burst, fiery fountains spewed molten rock a thousand feet into the air,
red clouds rained down dragonglass and the black blood of demons,
and to the north the ground splintered and collapsed and fell in on itself and an angry sea came rushing in.
The proudest city in all the world was gone in an instant, its fabled empire vanished in a day,
the Lands of the Long Summer scorched and drowned and blighted." ~ The Doom of Valryia
A Scream of Souls
#ASOIAF
Sign Ups are Closed.
"On the day of Doom every hill for five miles had split asunder to fill the air with ash and smoke and fire,
blazes so hot and hungry that even dragons in the sky were engulfed and consumed.
Great rents had opened in the earth, swallowing palaces, temples, entire towns.
Lakes boiled or turned to acid, mountains burst, fiery fountains spewed molten rock a thousand feet into the air,
red clouds rained down dragonglass and the black blood of demons,
and to the north the ground splintered and collapsed and fell in on itself and an angry sea came rushing in.
The proudest city in all the world was gone in an instant, its fabled empire vanished in a day,
the Lands of the Long Summer scorched and drowned and blighted." ~ The Doom of Valryia
Reign of King Viserys II Targaryen
171 AC
172 AC
Reign of King Aegon IV Targaryen
173 AC
Trial of Utherdyes Tully
174AC
Attack on Saath
175 AC
171 AC
172 AC
Reign of King Aegon IV Targaryen
173 AC
Trial of Utherdyes Tully
174AC
Attack on Saath
175 AC
It is the year 171 after Aegon's Conquest. King Bealor the Blessed has just passed, due to excessive fasting say some, others whisper of more sinister works. Westeros is at peace with Dorne recently brought into the Kingdom through marriage pacts, yet much of their autonomy in tact. Though peace seems to reign, in the shadows of the hall of power, the Dynasties vie for dominance, seeking new lands and wealth with greedy eyes, and the greatest of prizes, the priceless heirlooms of a ruined empire, swords wrought of Valryian steel. In Westeros, peace is always fleeting.
At the Wall, the Night's Watch is in decline from the celebrated order it once was. Only the North seems to hold the Watchers on the Wall in high esteem anymore. In the south, the men in black is used as a means of punishment, a place to send exiles and those deemed to be forgotten, to live out the rest of their days in the biting cold of the far north. A shadow of what it once was, the Night's Watch scarcely has the resources to sustain it's outposts along the Wall. Beyond, in the expanse of frozen lands, Wildlings appear to be mobilizing. Entire villages have emptied and large tracks head for the Frostfangs. It is feared they are uniting under on leader, and conflict draws near at a time when the Watch is at it's weakest.
In the North, rumours abound that House Magnar, the lords of Skagos, is suffering from internal strife. Their lord has passed under suspicious circumstances, his eldest son has fled to the wall to take the black and the ruthless brother, Brandt Grimbeard Magnar has taken Skagos for his own. Scrolls of the concerned lesser houses of Skagos, Crowl and Stane, both send word to Winterfell, professing fear of Grimbeard, and their conviction that he murdered their lord.
In the Vale of Arryn, the lord of Heart's Home, Gwayne Corbray has been attacked while hunting Snakewood. Mountain Clans appear to be responsible, and while Lord Gwayne has suffered a grievous wound, the worst that befell was that his ancestral sword, the Valyrian blade Lady Forlorn has been stolen by the mountain men. Such an affront to the men of the Vale cannot be suffered, and House Corbray appeals to their lords in the Eyrie for aid.
In the Westerlands, the once prosperous mines of gold have run dry. Miners, put out of work grow restless and put blame on the Lannisters. Many have taken to brigandry to provide for their families. Mining sights must be made soon, or a peasant uprising seems imminent.
In the Ironlands, the lords of the Iron Isles hunger for reaving, chafing under their fledging economies and years of peace imposed by Bealor and the Greyjoys. We do not sow, is the cry from the Iron Isles as ships put to sail and many wonder whom will fall before the blades of Iron Islanders.
The Reach, one of the most prosperous realms of the Seven Kingdoms is gripped by drought. Dry weather of the years past has only worsened and the lords of the Reach struggle to reach the demand for their goods across Westeros. Merchants grumble in Oldtown as the scarcity of goods has sent prices high and trade cogs leave the harbour empty and throwing curses. In Horn Hill, hit worst of all the Reach, the smallfolk starve and turn desperate. The vassals of Tarly appeal for relief, begging gold from their lords to sate the hunger that grips them and their people. Their misfortune are others' gain, as the economies of the Riverlands and Dorne gain a boom as the decrease in Reach trade goods increases the demand for Dornish and Riverland wines and goods.
In Dorne peace has settled after the war with the Targaryens. A marriage alliance, between Prince Daeron Targaryen and Princess Myriah Martell brokered by the late king has secured loyalty to the Targaryens and peace throughout the realm. In the wake of the war ten years ago, Dorne is left with a deep debt and a large army it can scarcely afford. The Martells are now under pressure to turn their fledgling economy around and fill their treasury once again.
Meanwhile, in King's Landing, only days after the coronation of King Viserys II Targaryen, stewards of the Iron Bank of Braavos have come to the court of the King. It is clear their purpose in the capital. Bealor the Blessed, in his chase of divinity, had acquired a huge debt for the kingdom. The Faith of the Seven was at it's strongest since the days of Faith Militant, and the Great Sept of Bealor a wonder of the world, yet the royal treasury bared the brunt of the cost. Now a half a million dragons in debt to the Iron Bank of Braavos, King Viserys must find a way to turn the dire situation around and bring prosperity back to his kingdom... The Iron Bank will have it's due.
How to Play
Players take the role of a Dynasty and the faction or land they control. Turns take the course of a year in game and orders are submitted to me through PM. Each player is given a single order per turn, except for some member of the King's Small Council, who get an extra order per turn. Think of it as an annual focus for your Dynasty, such as launching a military campaign against a rival, carefully plotting the theft of a Valyrian blade, wooing the daughter of an NPC's House to gain an ally, throwing a grand tourney or establishing trade routes to boost your economy. With turns taking the course of a year, we will have fast pace game which will allow for broader orders and sweeping changes from turn to turn.
When submitting orders, please include your Dynasty figurehead, their trait, and a brief explanation of what you wish to achieve in the following year. Lash out in a brash attack or plan a slow, meticulous attack from the shadows over the years, whatever suits your character.
For example,
Jon Umber
Skilled Tactician
Calling my banners, 2000 troops, along with my 1000 soldiers, I shall march south toward Winterfell. Once there, I shall lay a siege upon the walls, attempting to breach the gates. Attempt to capture the Starks and obtain hostages, declaring myself the King of the North.
Be brief, yet specific. Give me exact troop numbers, its your responsibility to know how many you have, and how many you wish to use. Any left over will defend your home. Make sure you mention anything you wish me to include in the update.
NPCs
The Seven Kingdoms are populated with many NPCs that will be mostly dormant for the game, existing only to provide their liege-lord with troops and stand as a buffer between any conquering force and their liege's realm. However, NPCs can be manipulated. Players may spend orders to dissuade a rival's vassal from pledging troops to his liege, or revolt.
Failed orders will be remembered by your NPC vassals. They can come to perceive you as weak, or a tyrant, and fail to give you their full support, or fight to overthrow you as well. Keep a close eye on the loyalty of your bannermen. Earn their loyalty through love or fear, or pay the consequences.
King and Small Council
The Dynasty that holds the Iron Throne are the protectors of the realm. They dictate orders to the Kingsguard, the Gold Cloaks, and the Small Council, though each of these may carry out their own personal missions as well.
For this game to work, the player who sits the Iron Throne must be active, preferably in IRC as well. The King of the Seven Kingdoms decides who sits on the Small Council and who stands as a Kingsguard (once vacancies appear). Because of the responsibility rested upon the shoulders of the King, the player controlling him must be active, and should they become inactive, I will not hesitate to pass the throne to a more active player.
Hand of the King - Typically a seasoned statesmen of unquestionable loyalty to the Iron Throne. The Hand of the King is the King's chief advisor and executer of his will in the Seven Kingdoms. Typically the Hand manages the day-to-day affairs of the kingdom, but most notably, the Hand drafts laws, dispenses justice, and commands the King's armies, as well as overseeing the kingdom when the King is indisposed. Should the King decide a Player will fill the office of the Hand, then that player will get an additional council order per turn.
Lord Commander of the Kingsguard - Appointed by the king and generally the most senior member of the knights of the Kingsguard. The Lord Commander is the chief body guard and agent of the King.
Master of Coin - The chief financial advisor to the King. Responsibilities include keeping records of receipts and expenditures of the royal treasury, receiving reports from royal officials, supervising the collection of taxes and duties, managing the treasure and the royal mints. The Keepers of the Keys, the King's Counter, the King's Scales, the officers in charge of mints, harbormasters, tax farmers, customs sergeants, wool factors, toll collectors, pursers and wine factors all report to the Master of Coin. The player who holds the office of Master of Coins earns an extra council order per turn.
Master of Laws - The King's advisor relating to the administration of justice. Duties of the master of laws include managing the dungeons at the Red Keep and supervising the chief gaoler, chief undergaoler, undergaolers, and the King's Justice. The City Watch of King's Landing falls under the bailiwick of the master of laws. An additional council order is given to the player that holds this office.
Master of Whisperers - The spy master and head of intelligence for the Seven Kingdoms. Chiefly occupied with advising the King and gathering intelligence from across Westeros and Essos, as well as other clandestine activities. The player that holds this office, gets an additional order per turn.
Master of Ships - the commander of the King's Navy. Oversees the maintenance of warships, building ships and acquiring crews, and commanding naval operations in the name of the King. An extra council order is awarded to the player that holds this office.
Grand Maester - head advisor on matters of lore and wisdom. The Grand Maester is controlled by the player that holds the Iron Throne, or me.
A seat on the small council is seen as a prestigious appointment and also earns a stipend of gold for the service rendered to the realm. A wise king will use the above offices to secure loyalty of his vassals, and a cunning lord seeking to play the game of thrones may exploit such an office to gain power.
Alliances
Alliances in Westeros are sealed with marriage pacts. While a player may have as large a family as they wish, they may have only one marriage tie with another player. You may spend a diplomatic order to marry an NPC as you like, but success is not guaranteed, and only one alliance may exist for between players, unless a marriage pact already exists in canon at gamestart, then another can be created. For example, Dorne and Targaryen have a marriage alliance as the game begins, however they are free to create another alliance as their alliance already exists in canon. Players may ally with NPCs freely, but it costs an order to attempt to secure the alliance. Allying with another player is an IC agreement and does not cost an order.
As the game goes on, this limit of one player alliance will likely be raised.
Stats
Player may spend their order on increasing any of the following stats.
Fortification Number representing the obstacles conquerors must overcome take your holdings. [] represents natural barriers. This is the hardest of obstacles to overcome. () represents vassal castles, again this number is subject to change should a vassal turn on his liege. And the final number is castles held by the player - some castles, such as Storm's End are worth more then a single castle, due to the strength of their fortifications.
Soldiers Professional soldiers and knights willing to risk their lives for your dynasty. This is the back bone of your fighting force. Each player begins a number of them, but training more from your levy pool will require a significant expense.
Levies Your peasantry able to be called up for fighting. They are weak but make for good fodder to cushion against casualties for your professional soldiers. Can be trained into professional soldiers.
Banners The fighting forces of your vassals, making up soldiers and levies alike. Beware, you are in no way guaranteed access to this force, as low loyalty can turn this force against you.
Navy Your fighting forces upon the sea. Can ferry troops across water ways and aid in sieges of coastal areas.
Expenses Costs attributed to fiefdom upkeep and any events that adversely effect your economy. Unforeseen consequences of failed orders may increase your expenses.
Income Your yearly income from taxes, trade and tributes. Events may hinder your income.
Treasury The balance of your income minus expenses will be stored in your treasury, as well as any bonus funds you acquire throughout your reign in Westeros.
Valryian Blades The most prized possession of any house fortunate enough to obtain one. Holding a Valryian blade is a symbol of your power to all of Westeros. Holding one will grant you greater control over your vassals, and bring you fortune in battle.
Click here to see the stats.
Warfare
Military campaigns are decided by the throw of the die. Skilled tacticians get a bonus throw for a greater chance of winning a campaign. At the end of the year/turn, the winning side takes stock of their spoils, hostages ransomed and territory gained, while the losing side licks their wounds.
Casualties are mainly by chance as well. The defender receives a saving throw, however, for being in a fortified position. Three 10d roles are doled out representing 10% - 100% casualties. The most severe is applied to your banners, followed by your levies, then to your personal soldiers. Every five year cycle, that is five turns, lost banners and levies begin to replenish, though you may wish to spend an order to speed this up.
This is a role playing game. As such, I expect players to act in a manner inkeeping with their established IC. Be respectful of each other, and have fun!
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