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Dawn of Valyria: Sweet Summer Child: The Gates of Freedom. The Soldier’s Road
  • The Gates of Freedom​

    After brief respite in Rhyos, Prince Viserys finally resumed his initial journey along the southern edge of the Lands of The Long Summer. The plan was to take the Valyrian road east and go straight through the region now known as the Mentis (or the Soulder’s) Road, avoiding The Edge of the Smoking Sea as much as possible.

    As soon as the party was on the move however Prince Viserys could not hide his curiosity. He told his men to make a camp and rest while he and anyone who wished to accompany him left for what was once The Fourteen Flames, an immense chain of volcanoes extending across the now-shattered Valyrian peninsula.

    No matter how I, your humble servant, might have tried, I could not describe their detour better than the wise master Sun, Prince Viserys’ trusted physician.

    -9y16JdwBUYZMYMdmj5kAd6ERK5rmMVItfTlQJqrngV3rRTc1j6H1RIelC1glkv4jFUKlvD5E-QC23sOkybpT58id1xM2ZCWnZCSqMSKcHRCI3RN4IULy4Wcy-cSoRmRl3akBdy6RaDxX4xga5QxcbAIZxftD4kE6A8IDwNGDO5VGFDIW08zJYtncCc9Vw

    Midjourney AI by me

    Therefore I would not even try and humbly quote master Sun’s travel journal’s entry on this matter in its entirety:

    e5HKp2aO67SUKmsG4m33BTRJfWPuPK3zXt-t1rVYO7AkiE3UFbN8-K62j-5P-SRkn7O_kIiSj08qDWw4VU6kNJgeN3H80Rod4EZVXEEOJmFk0TiqAA3rfRQU-DB3TbBk7K0G3HEKG_pwHRpwjovyFR7s33NHSaMFEYOMUuTTZtmG2IrmVQ7AibwPxgHmWQ

    When on a one single day in 102 BC The Fourteen Fires erupted, all of them, simultaneously, thousands of tons of flaming rock were blasted into the skies over the Valyrian Peninsula. The ground trembled in an earthquake that lasted not just the usual seconds or minutes, but for hours on end. The sides of the peninsular collapsed. The Summer Sea came rushing in from both sides even as tens of thousands of tons of rock fell into the ocean. Some of the Fourteen Flames survived, but now as mountainous islands.

    Everything else was now a gaping chasm of jagged rock, the cliffs the Prince stood on a black and broken jaw of an enormous beast forged by the hellish heat into an endless scream, its black and crooked teeth protruding from the raging sea below, its mournful howl born of the ceaseless wind and thrashing of the waves.

    And then there were the Gates.

    nZmgxEe-kapDjXbPboMcQzBj30J5i0-IZJoorb7cOJQ1oeuEUgDdXzDJQ5P5Bif7CSOUQZFd0YLrnVILYQokM08gCLlU_jO1YfKeOk12sZXM2Viz4xfy4Zf2zsAaLIgh5ZADPEvwNaEbcgkGEroMm8VixIiren35OXq_1d5kbwDYi-3opY833gd41zq6VA

    Midjourney AI by me​

    For over five thousand years, Valyria and its Freehold were the greatest power in Essos and the known world. Valyria’s dragons patrolled the skies, its armies kept the peace and its engineers linked far-flung corners of the world through its road network. Valyrian gold and jewels poured out of the Freehold, the product of the mine and forges built under the Fourteen Flames whilst hundreds of thousands or quite possibly millions of slaves died in the endless labyrinth of tunnels and galleries.

    And now the Prince stood before the very gates that shut forever off the light of day for myriads of souls. It was a hollow shell of what once was a mighty gatehouse, a doorway carved into the solid rock, with thick forged doors of tempered metal. The doors of course had melted on that fateful day, evaporated alongside their makers. But the doorway stood, an open wound, a mournful frame for an ever-changing and yet constant picture of the Smoking Sea.

    Prince Viserys, a very sociable man who’s rarely lost for words, stood in a long and woeful silence before that ghost of shame, a tangible admonition for his ancestors’ sins. He then decreed, in hoarse and quiet voice, for these gates to be known as The Gates of Freedom, to be preserved and looked after until the end of days and serve as a reminder for everyone who sees them that the Valyria of Old is dead and truly gone.


    e5HKp2aO67SUKmsG4m33BTRJfWPuPK3zXt-t1rVYO7AkiE3UFbN8-K62j-5P-SRkn7O_kIiSj08qDWw4VU6kNJgeN3H80Rod4EZVXEEOJmFk0TiqAA3rfRQU-DB3TbBk7K0G3HEKG_pwHRpwjovyFR7s33NHSaMFEYOMUuTTZtmG2IrmVQ7AibwPxgHmWQ

    The first man made the Keeper of The Gates was Lord Aeryio, a learned man. His son took up his father’s mantle after the latter’s death at the age of nine-and-six.

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    The Soldier’s Road​

    When the very solemn Prince returned to the main bulk of his party, some of them decided to stay put and organise an outpost on that very spot, for people who might want to visit The Gates in the future (it grew by now into a small town and welcomes all who might be taking the Soldier’s Road between Rhyos and Oros).

    They were led by a man named Sybero, who turned out to be this enthusiastic about staying because he just did not feel like going any further. A strong man, he however was utterly terrified of the savages that reportedly lived further ahead. Sybero was therefore much more inclined to just stay put and let the Dragon deal with them. The Prince did not know this at that time however and thought the man’s drive was one of genuine concern, so he left him in charge of this new land and ventured further east.

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    After Lord Sybero had hastily drunk himself to death, his son Zomario became the Lord of Mentis. With his unwavering sense of justice and immeasurable pride however he managed to enter a feud not only with his vassal in the Lopor Cove, but also with his own wife, and his own brother, stirring some very shady dealings across the whole region.

    1Jj76axdKzUm0vA1LmE8NJQm03hqpulf7M5bZcB5QjRpP2c_YTCgxJyYqD4jZsszSL6gjFvaKuDqAdKsRyeTHUvRswFmtSWmT2hCD7hxtAg1089FMjYFnzZ7EnsVwHWo5hDVTvkrkJHFOtb6pADQpTrQRBsZ_b9ZjvwiQvYRgkiWJa9qIJC_aywRKx32uA
     
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    Dawn of Valyria: Sweet Summer Child: The Horrors of Oros
  • The Horrors of Oros​

    Lj92T_7yZTDyVgIMXt9EUOLVxN-8XHAqba08jD-KVnlzsYNB3pNL-EjWM8w4MeTe9oJ3P0BCsWaIb_5ZpuTqcFhnn5CUHMOR2qeAlKR6PxL-PNurIiet-l7_vLYh1ZegDLqUu5C7xRZekoWfCHYDLYMmHl4-n8JHrP-4vMrmvgP4oaZP66yaHvTFChU7rw

    Midjourney AI by me

    Some parts of the following paragraph are taken in their entirety
    from the travel journal of the previously mentioned master Sun


    e5HKp2aO67SUKmsG4m33BTRJfWPuPK3zXt-t1rVYO7AkiE3UFbN8-K62j-5P-SRkn7O_kIiSj08qDWw4VU6kNJgeN3H80Rod4EZVXEEOJmFk0TiqAA3rfRQU-DB3TbBk7K0G3HEKG_pwHRpwjovyFR7s33NHSaMFEYOMUuTTZtmG2IrmVQ7AibwPxgHmWQ

    Finally, the faint silhouettes of the great ruins of Oros could be seen hanging on the edge of the jagged cliffs overlooking the Smoking Sea. Formerly a great city located at the northern end of the pass leading through the Fourteen Flames into Valyria proper, it had a twin city of Tyria guarding the south, with a Valyrian straight road linking them together with Valyria itself to the south and Mantarys far to the north. Now the twins were separated by the bubbling Smoking Sea.

    And Prince Viserys was separated from his coveted prize by eight freshly made wooden poles hastily erected on the edge of the cliff, some facing the road, the other turned to the sea. A crude piece of wood was nailed on top of every one of them, with words “TOLĪ PAEZ” written on them in reddish-brown.

    Seven of them also had a person nailed to them, while the last one remained empty, its intended victim lying dead on the side of the road. It would seem that whoever committed this horrendous act nailed those people alive and decided not to bother with the corpse. Carrion birds circled eagerly above, and the most brave of them already nibbled here in there.




    The victims were four men and four women, one for every stage of life. Two children’s bodies were seen near the empty pole, then two women, their blurry eyes staring motionless into the transient sea. Closest to the road were the poles with three men, and to the horrified company’s surprise the oldest was alive. His face, contorted and red, was turned towards the sky, his cracked lips moving with almost silent whisper. The Prince immediately ordered for the man to be taken down, but the man, weak as he was, protested.
    - Tolī paez, - he wheezed, blood trickling from the corner of his mouth. - Too slow… Too late…
    He then took one last frantic breath and curved his back away from the pole. We saw then that all this time he was impaled in a thick wooden stick extended from the pole and hidden in his flesh. The old man’s body twitched once more and never moved again.


    e5HKp2aO67SUKmsG4m33BTRJfWPuPK3zXt-t1rVYO7AkiE3UFbN8-K62j-5P-SRkn7O_kIiSj08qDWw4VU6kNJgeN3H80Rod4EZVXEEOJmFk0TiqAA3rfRQU-DB3TbBk7K0G3HEKG_pwHRpwjovyFR7s33NHSaMFEYOMUuTTZtmG2IrmVQ7AibwPxgHmWQ

    Prince’s company was deeply disturbed. It would seem that the Longwaters’ party got lucky all those years ago and the savages of Oros were much worse than they initially thought.

    Up to this point his dragon Viserion was rarely seen as he became utterly excited at the mere sight of Valyria and took off towards it when the Prince was still trudging through the fens of Telyria. But now he suddenly appeared from the heavy skies and landed near his master. Prince’s men then took the dead off of their poles, and the dragon burned the bodies on a nearby hill. On this site Prince Viserys then swore an oath that he would rid these lands of that blight and stubbornly ordered his company forward, with Viserion taking to the skies again, but never flying far.

    Finally the wary party came to the crumbling remnants of the walls of Oros. To their terror, they were greeted by yet another barbarous display.

    e5HKp2aO67SUKmsG4m33BTRJfWPuPK3zXt-t1rVYO7AkiE3UFbN8-K62j-5P-SRkn7O_kIiSj08qDWw4VU6kNJgeN3H80Rod4EZVXEEOJmFk0TiqAA3rfRQU-DB3TbBk7K0G3HEKG_pwHRpwjovyFR7s33NHSaMFEYOMUuTTZtmG2IrmVQ7AibwPxgHmWQ

    Rough pieces of metal were hammered into the stones all around. Impaled on them were bodies, flayed bare and covered in maggots. Some seemed quite old while others glistened still in the golden light of the settling sun. One of the bodies, transfixed on spears at the very end of the road, still bled from all his wounds despite being fully covered in ashes. His arms were purposefully stuck out and he was holding something in his hands.

    It was a human heart, an empty hole concealed behind his left arm suggesting that his own.

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    - Sȳz vali issi va moriot biare naejot tepagon pōja prūmia naejot iā sȳz dārys (Good men are always happy to give their heart to a good king), - growled a guttural voice from one of the still-standing walls.

    A figure of a man, tall and wide, appeared from behind a half-collapsed column. His long beard and unwashed hair were white, but it was unclear whether it was from the age or was he of Valyria. One of his eyes was almost whitish grey, the other one bloodshot and squinting. The man stroked his beard, and it became apparent that he might have had some mantaryan roots as both his hands had one too many fingers.

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    - Eman tolie rudhy syt ao (I have (an)other present for you), - the man hissed and outstretched his arm. Another man appeared from behind him and in his hand he put a roll of what looked like leather. - Iā zaldrīzes syt iā zaldrīzes dārys! (A dragon for a Dragon king!)
    With that he wrapped the roll around a stone and tossed it down below. It fell near the flayed man, small clouds of dust flew up and settled back again.

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    - Māzigon va, ȳdra daor sagon zūgagon. Issi ao daor se zaldrīzes nyke rȳbagon sīr olvie nūmāzma? (Come on, don't be afraid. Are you not the dragon I hear so much about?) - he laughed an ugly laugh while pointing to the roll.
    A blink of a shadow flickered momentarily in the Prince’s eyes. Finally he moved towards the “gift” and picked it from the ground. It grudgingly rolled open to become a makeshift banner, crudely cut and sewn from uneven pieces of sun-burned leather. A dragon was drawn on it with that same reddish-brown.


    - Istia sagon iā drējī sȳz dārys lo aōha vali issi biare naejot tepagon ao daor sepār pōja prūmi, yn sesīr pōja ñelly! (You must be a truly good king if your men are happy to give you not just their hearts, but even their skin!) - the man laughed again, loud and long, clapping his enormous hands and slapping his knees. Laughs of other men joined him from somewhere in the ruins.
    The Prince’s fingers gripped the banner in his hands so tight his knuckles turned white. He slowly turned to the impaled man with a heart in his hands, eyes widened with realisation.

    One of the scouts had not reported yet.

    And he was Dornish.

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    - Daor, - the Prince said finally, still looking at the deadman. - Iksan daor se zaldrīzes ao rȳbagon sīr olvie nūmāzma (No, I am not the dragon you hear so much about).
    He slowly turned to face the laughing man again.
    - Bisa iksis
    (This is).

    After this day, the Ninth one of the Fourth Moon of the year 332AC, the ruined city of Oros became known by another name - Oros Twice-Burned. As soon as Prince Viserys turned his gaze, Viserion descended from the clouds above, bathing the ruins in a whirlwind of pale golden fire shot through with red and orange. Laughter from behind the wall immediately turned to screams, and all our party hastily retreated to the hills back down the Soldier’s Road. Only the Prince remained. He stood unblinking near his flayed scout, the skin of his loyal man still clasped in his pale hands. The man with twelve fingers cursed in what seems to be Old Ghiscari and fled behind the column.

    Oros burned.

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    Viserion made a couple of rounds above the burning ruins and landed on the piece of wall where the laughing man just stood, crushing it to dust. Prince Viserys mounted his beast and the dragon took back to the skies. He burned with purpose now, doing row after row after row, meticulously covering the whole cliff in pale gold dragonflame. For hours he flew, and the stone itself began to melt, dripping slowly into the Smoking Sea below. The ruins burned so hot, the Sea began to truly boil again, and for that day the Doom returned to Oros.

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    e5HKp2aO67SUKmsG4m33BTRJfWPuPK3zXt-t1rVYO7AkiE3UFbN8-K62j-5P-SRkn7O_kIiSj08qDWw4VU6kNJgeN3H80Rod4EZVXEEOJmFk0TiqAA3rfRQU-DB3TbBk7K0G3HEKG_pwHRpwjovyFR7s33NHSaMFEYOMUuTTZtmG2IrmVQ7AibwPxgHmWQ

    More than a decade later, when the charred land was cleared of the rubble and a new town began to grow from the ashes, a caved-in passage was found on the spot where the old Oros’ main citadel once stood. When the path was cleared, it led to a vast system of caverns that presumably went all the way to the heart of The Fourteen Flames, but now it opened to the small shore of the Smoking Sea.

    To everyone's shock a dirty old man was sitting on a rock there, stroking his long white beard with a heavily burned six-fingered palm. According to reports, the man looked up to the stunned faces and simply growled: “Tolī paez”.

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    The man, whose name we now know is Qhalaso, lived inside the caverns that he knew like his twelve (eight after the burning) fingers, surviving on fungi and ground waters. When he was brought before the Prince, he ordered for the man to be entombed alive in one of the caverns. At that Qhalaso laughed and cursed him once again.

    If reports from the dungeons of Oros are to be believed, the man, who claims to be around eight decades old, is still alive in there.

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    Dawn of Valyria: Sweet Summer Child: Sanctuary
  • Sanctuary​

    When the dust settled after the Second Burning of Oros, Prince Viserys came to realise that the ruins that he so stubbornly searched for no longer exist. Smouldering black cliffs lay before him, unfit for any kind of life for years to come. So he decided to move further east, eventually building a keep in the fertile hills.

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    Prince Viserys also built a small port on the shore of the Western Gulf of Grief.

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    And then in the early morning hours of the Twenty-second day of the Twelfth Moon of the year 333AC came the ship.

    It was the Ghiscari slaver ship Zong.

    When several months prior it sailed from Red Flower Vale with 442 enslaved, it had taken on more than twice the number of people that it could safely transport. It is unclear who, if anyone, was in charge of the ship at this point, as its official Captain Drodaq zo Ghaznozn had been gravely ill for some time, the man who would normally have replaced him, first mate Srekhir zo Kellhaz, had been suspended from duty following an argument, and Goqnar zo Ghodhek, who had captained a slave ship several decades earlier and temporarily commanded Zong during Captain Drodaq's incapacitation, was not a registered member of the vessel's crew. This breakdown of the command structure on the ship might explain the subsequent navigational errors and the absence of checks on supplies or drinking water.

    After some time at sea overcrowding, malnutrition, accidents and disease had killed several mariners and approximately 62 slaves. Srekhir zo Kellhaz, the only surviving member of the commanding crew, later claimed that there was only four days' water remaining on the ship when the navigational error was discovered and the Gulf of Grief was still 10 to 13 sailing days away.

    On the Twenty-ninth day of the Eleventh Moon, the crew assembled to consider the proposal that some of the enslaved people should be thrown overboard. Srekhir zo Kellhaz later claimed that he had disagreed with the plan at first but it was soon unanimously agreed. That day 54 women and children were thrown through cabin windows into the sea. On the First day of the Twelfth Moon, 42 male slaves were thrown overboard and 36 more followed in the next few days. Another 10, in a display of defiance at the inhumanity of the slavers, chose to commit suicide by jumping into the sea. Having heard the shrieks of the victims as they were thrown into the water, one of the captives requested that the remaining slaves be denied all food and drink rather than being thrown into the sea; the crew ignored this request. In total, 142 Africans were killed by the time the ship reached the Gulf of Grief.

    According to the survivors’ reports, one slave, a young man named Quhuru, managed to climb back onto the ship after being thrown into the water.

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    He then incited the remaining 208 slaves, less than half the number taken from the Summer Isles, to revolt against their captors. A bloody carnage ensued, but in the end the slaves prevailed. The cruel fate was not done with those people however, and the ship was caught in a violent storm.

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    It was on the morning after that storm the bloated bodies and the sinking carcass of the Zong were spotted near the fledgling port. After some consideration, the Prince ordered the ship boarded.

    On board less than a hundred emaciated Summer Islanders remained.


    At first they tried to fight the boarding party as they had understandably mistook them for yet another slavers, but as soon as the confusion was resolved, all survivors were hastily taken to the shore and given food and shelter. After they recuperated, they were offered passage back home or wherever else they might want to travel. Some took this offer and left, but some stayed, Quhuru among them. His wife and little son also survived and stayed with him. They eventually came to practise the belief in The Seven, as it was these gods that brought them to the Dragon. Quhuru’s strength and strategic mind is deeply appreciated by Prince Viserys, and the man is serving as the Prince’s Master-at-Arms. His son Talla turned out to be in possession of quick wits and rare medical talent and he is currently working as the chief apprentice to master Sun.

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    Talla is married to another escaped slave, a Farosi wisewoman. As the legend of the Zong grows, more and more slaves are daring to escape across the Slaver’s Bay. The hills that shielded Zong’s survivors are now widely known as Yghos, or Safe Hills, and the fort itself gained the proudest name of Ȳghālion, the Sanctuary.

    The first castellan of this keep was a man named Aeryio, one of the Prince’s initial followers. After his death his son, aptly named Lybero, continued in his stead. When the Prince relocated to a steadily-rebuilding Oros, Lybero’s family was granted the rights for the land and keep, and thus he became the first Protector of the Sanctuary.

    ydqDrGBRChHuFqgdvRQqt_mL3tNvyDf9WByLBQckBqElqPEAUjr0rz1R-1TBjPlrv4VcZ42-3lZAWAS1d3fNAhQIKQINw7JoP79oTcXpOi-s5BUTHnvHhcS1WnthSEMNuN9FvU_r3tbupFNFMawAFlQ0mUTpqNJk4pLWcalmu5ztsro0SfyBMypZmXCRfg



    In an ironic twist, the same people whose ancestors were the very face of slavery now fought tirelessly to end it everywhere they could.

    Ui-yVk8xy2HIuGvDdGkD4XajGx9tv1LjoxE23ED9ssYKi1qW8BivSVKznnFVfZnlaFSCkXrXlc1g6HTqsafwz7lBp3UehrIu0QaJTVOv6JzdXegzMk3ebow7eQrD_9tclmSmzKKhSY_lQAB1_7Dp8Hk5v00_KBxIe7ffar3ClVt0f2TfqmJTUvhb0eit-g

    AI by me
    The Sea itself that once was mountains filled with slaves and then the dread everyone shunned became a smoking beacon of hope for the very same people that toiled there long ago.

    mtwmVhuya0JPCfl4M1PX1C8Z78CFX6lSFRWrVakhvCBsbIZLLgjHi3a_inxPTV4FaPNKMh0yd8RzhHUuC1zVZbdcno1B7oazPTVmgvE-eeZdsg_ohVgI52JgqbK2tvDNyAZxr-HiUlESbCUUdwmr-JIgHfWCp9OR8d4Af5ofaDBBMEO-X8M-NVJ6Di2VGg

    (Both icons - AI by me)​
     
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    Dawn of Valyria: The Smoking Sea
  • The Smoking Sea​

    1ZRIJYte1N_QXar5ggsyycnoImpu7g_F4pQwcgKbF_1jf0i4_j16PGpH4yZPGuf-p43p-HBj3B9TmsfksPX7cPS8VBn5TOa-bg7X30xSgeRoJL5z8bEm6QifV2qm6_iu-pGZGGLO9NZe2SNag6ESd_tvDcOTXqYTvnIEt23lcOFb1WNQxdE2ez7tcnOT6w

    AI by me
    The Smoking Sea is the youngest sea in the known world, formed during the Doom of Valyria. The Smoking Sea was once the southern part of the Lands of the Long Summer and a mountainous region dominated by the Fourteen Fires. The eruption of the mountains collapsed the lands, millions of tons of rock falling into the sea which came rushing in from east and west. Several of the Fourteen Fires appear to have been completely destroyed. Several survive on islands (said to be rapidly growing in size again) and several remain part of the mainland and the islands.

    The Smoking Sea is so-called because the waters are often warm and strange mists float across the surface. Some sailors claim that these mists are demons and the Smoking Sea is haunted. Maesters claim that they are natural, if noxious, gases resulting from volcanic activity. It was long believed as a fact that whoever breathes in these fumes dies instantly, but now this notion has been definitively disproved. However the strait is still very dangerous to traverse due to the myriads of sharp rocks and debris left from the Doom, and therefore, despite theoretically cutting travel time from the Free Cities to Slaver’s Bay by a week or more, the Smoking Sea is still shunned by almost all sailors.

    For centuries only the hardiest (or most foolish) braved the smoking waters. Most who made this attempt died or disappeared in the attempt, but a few have survived, bearing treasures of the Freehold which attract immense prices in the markets of the Free Cities (especially Volantis).

    Most of these treasures came from the smaller peripheral isles of Urnebyria (the Watcher isle, North-West), Egrys (the Knife isle, South-West) or Qrimbroz (the Cursed isle, South-East of Valyria Proper), or the larger islands formed by the splitting of Valyria: Gelios and its satellite Elenar (the Silver island and the Tide isle respectively, West of Valyria Proper) and Mhysa Faer (East of Valyria Proper, more on the etymology later).

    vdsO3gZjmbTLaHpaTP4PeEbIhSi4Qtss39enPp1G0InLfaFJ8yHCI_CTaCEiPJHkd7RNfVBy1ZenMxfLYKFeTZTUQkrdOzrMX2f_xtDengdniJCc67Ilr3Bru-z3rKAuPUdwNj7Og1LllgzIjqPkz6mkuaSL1UpZHDFrblfHG38EwE1GrVLN8rX4S52GKw


    After the Doom the whole chain of the new Valyrian Islands was almost completely buried under ash, rumbling and throwing fire into the sky. For generations it was commonly agreed that the whole region was completely uninhabitable.

    But sooner or later every dogma becomes open for scrutiny, and those brave or mad enough to pry eventually saw the inevitable change in the region. In the most recent years Valyria we all thought we knew almost ceased to exist, and in her place a new one opened, perhaps less deadly, but still full of mystery and wonder.

    The catalyst to this new Valyrian frenzy was Lady Alerie of House Saerynar, wife to the Lord Malant the Careless of House Longwaters, Lord of Rhyos, and the story of her sister, Lady Naerys. Lady Alerie claimed that not only were the broken southern lands of Valyria populated by civilised people as opposed to the legends about the nefarious savages, but also that her own sister, Lady Naerys, was married to one of the leaders there, the self-appointed Lord of Elenar Isle. So naturally Prince Viserys sent a raven to Volantis informing his parents about this new development. He also sent a small party led by one of his knights, Ser Yoronno, to scout the broken and still smouldering Urneb shore.
     
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    Dawn of Valyria: The Smoking Sea: The Watcher. The Knife. Marbellous Tides
  • The Watcher​

    To the parties surprise however, two thirds of the isle that they found past the Urneb Gates were not smouldering at all. In fact, they were green and full of life.

    On the isles’ inner eastern shore, not far from its southern tip, they also found a chain of sturdy rocks standing tall above the waters of the strait between their small isle (now known as the Urnebyria) and then uncharted bigger island of Gelios. These rocks were later connected by a string of hanging bridges that is now in the arduous process of reconstruction into the more permanent stone ones.

    Ser Yoronno saw this potential straight away and decided to establish a port on the isle to accommodate further travel in these new waters. Unfortunately Ser, or by that time already Lord Yoronno died from a heart failure not even two full years into his endeavour. His son, Lord Illaro, who is now one of the most renowned masters of the sword, diligently took up his father’s mantle.

    FYBtrD5mp2OLNPmin158djXfDdX9dRdTwZF9Pco9I_zhw1AoZE1NyD2Z2ilgSiXcRWt-eJV5qyUSmmjo7rTWiB5AdpFG1CLK2_2lsyqFB_-n3K2mlbYfqiugzT0qMCV1B25uTzV5C9R31mHIyS_iWUiCV4Sfn7jGVSHhNEbCSth0o5GhGJJeQ-18XnHxhA


    The Knife​

    After the (re)discovery of the Urneb isle all hell broke loose. Ships from all over rushed to the Valyrian shores. More cautious of them sailed for the Egrys, or the Knife isle, as it sat farthest from the Smoking Sea.

    What they found are fertile, lush agricultural lowlands with two small long-dormant volcanoes. The climate is temperate and comfortable, with moderate rainfall, and the land is rich in nutrients. Notable vegetation includes large mushroom-like plants not unlike trees (more on the flora and fauna of the region later).

    To everyone’s surprise it was also already littered with small farms and plantations, and in the centre of the isle they found a well-established town with a discreet yet comfortable harbour.

    When the Realm’s envoys came to this town, they were met by its leader, Lord Illio, who at that time just recently came into power after the death of his father Tregyllo. Lord Illio ruled the lands with an iron fist, but he was bright enough to see where the wind was blowing, so he quickly swore fealty to the Throne (or rather the Targaryen dragonslords as Lord Illio saw it absolutely reasonable that with the return of the dragons the land of Valyria should naturally fall back under their control).

    zKnqEFHTaBYBDb-Kf9kHOE4yR13KYjtRAGgBDtMU058j9rFrzBSPYFzLXVDMIVDjl9ti9b9Rmr_67KswyTv7rj1SYO9EnPOKsI-YFjZ3VtTAVH_7StrOiq2ziIMhwNRzUCNjMNq_hLrozBFrkuBtdsU8d_fP_dID5aporGJLjvIocenIGjoIVnXRpFrH6g


    Marbellous Tides​

    For me, your humble author, the year 333AC holds a very special meaning, and the Elenar Isle, or the Isle of Tides, will forever be a very special place. This was the year and the place I truly felt both a Targaryen and a (then future) maester.

    It was a first year of respite in the Liberation Wars, and the King and Queen were finally able to indulge their personal interest in their (and mine) ancestral home of Valyria. I was then just an acolyte of eight-and-ten years of age, so when a raven came to the Citadel requesting my involvement the Conclave saw fit to refuse, as they did to the second raven bringing the same request. The third raven never came, but two dragons, black and blue, came in its stead. The Conclave finally saw reason and I was granted the highest of privileges as we flew to Valyria on the backs of the dragons.

    We made landfall on the shore of a rocky Elenar isle. The isle is connected to the western coast of the bigger Gelios Island by a natural causeway that is partially exposed at low tide and becomes entirely submerged at high tide, hence the name.

    Its northern tip is dominated by a tall marble mountain crowned with the ruins from the times of old Valyria. Later I have spent countless hours trying to do it justice both in charcoal and in colour and yet I am saddened to admit its true magnificence still eluded me.

    As we made our way along the shore, we were met by the delegation from the ruins that turned out to be very much inhabited (we later learned that the locals rather unimaginatively call this stronghold The Marble).

    The delegation was led by the Lord and Lady of the isle themselves, and the King and Queen (and I) finally met Lady Naerys of House Saerynar, a distant kinswoman whose story had started all this.

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    The ruling couple of the isle turned out to be very pleasant people and became fast friends with The Ruling Couple of the Realm. Lord Illoros gladly swore fealty to the Throne and was knighted in a beautiful ceremony at The Marble. His sudden death four years ago deeply affected both his widow and his crowned friends.

    His eldest son Malono is the current marbellous ruler of Elenar Isle. His younger brother Brachanos helps to keep him grounded by overseeing the low life in the grazelands at the foot of The Marble.

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    As an interesting sidenote, late Lord Illoros was raised by a very peculiar hermit named Aerano whose religious customs intertwined beliefs of Old Valyria with the rituals of the Red God R’hllor. It is also worth noting that Lord Illoros was not Aerano’s biological son and it is widely speculated that perhaps Aerano (who stoically deflected any questions about him and took the truth to his grave) might have been one of the legendary Dissident Priests whose very existence the official Red God’s Temple denies so fiercely.

    23XCzao3jHjenmXaijEULr8TuecRHcYmVzRGZcZENr9aHH3vIYifzsgPXV6HviWQxscxdCiEsjX2HViUAaFj6jPLyMY03V-gVwRj_OtDoekJidaUstJQXzt1mAtiIUdFNjSU01bsq5joIau36rkhRT-fAg_p245I_DcgQT7mZnX-WeTFCc8i9CGr6QSfig
     
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    Dawn of Valyria: The Smoking Sea: The Silver: Thousand Mad Men
  • The Silver​

    Even though we, or rather my most gracious kins and benefactors, had dragons, it was decided that it would be wise to wait for the proper retinue to arrive from Volantis and cross the Marble Strait by foot. When the ship finally came and the tides subsided, our party finally set foot on Gelios, the Island of Silver, the second biggest of the four New Valyrian Islands formed after The Doom.

    A huge dormant volcano reigns over the centre of the island. The terrain of the Gelios Island is generally rocky scrubland in the north-west and the south-east, marked by unique, natural rock formations, with sparse forests in the north-east and along the south-western coast. Ravines and natural arches are common sights. Due to its origin as a part of the Valyrian continent, the island is dotted with Old Valyrian ruins. I even managed to stumble upon a peculiar shrine with a sitting half-naked figure of a man holding a great axe. Unfortunately the statue was missing most of its head and it was therefore impossible to definitively know whether it had a beard or not.

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    Elder Scrolls Online Concept Art, if anyone knows the author, please contact me​

    Thousand Mad Men​

    The first settlement that we found in this region is located on the south-western shore of the island. Pyrys, or the City of Thousand, is a quaint fast-growing harbour town.

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    Elder Scrolls Online Concept Art, if anyone knows the author, please contact me​

    It is built on the ruins of an Old Valyrian city of the same name (unfortunately no one remembers anymore a thousand of what and why exactly that amount). The town sits in a very prominent location at the northern exit of the Strait of a Thousand Knives between Gelios and Egrys.

    Before Pyrys just the thought of going onto one of the bigger Valyrian islands was considered a pure madness.

    The madman who broke the mould was named Yasporio, a truly unique individual if one is to believe the tall tales about the man. It is said that he was more than eight feet tall and spoke only in rhymes. He also was a fanatical follower of the Old Gods of the First Men and three times a day performed obscure rituals that even the freefolk half-forgot to ward off the Others that he was convinced are after him. He disappeared about three years before our arrival and allegedly died in the wilderness.

    Upon our arrival we met Yasporio’s sons, the eldest Zargano serving as drīvose leader of Pyrys (the man’s stature gives some credibility to the tall tales about his mysterious father). His ambitious nature and an astute administrative sense gave Zargano the right idea and he immediately bent the knee, even going so far as to put his prized Valyrian steel dagger (named Pyrys Odria, a Thousand Cuts) to the Ruling Couple’s feet. They of course graciously gave it back and gladly accepted Lord Zargano of Pyrys as the Realm’s new vassal.

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    As the years went by and more and more land on Gelios was surveyed and pacified, Lord Zargano’s son Cybero became the liege of half the island and rules now not only over Pyrys itself, but also the surrounding areas of Bianoros, or Ewe’s Town, built to service the nearby obsidian mine, providing the miners with homes, entertainment, and other services; and Dromon (Egg) Hill - a tiny fort (affectionately named Fort Darys, or King’s Fort, for it was established by the King) or rather currently little more than a wall built into a steep hillside, and an equally tiny town on a small plain below a large eggmine (more on the eggs later).

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    Dawn of Valyria: The Smoking Sea: The Silver: The Nuqiri
  • The Nuqiri​

    After our party left Pyrys and ventured further inland, we eventually came upon the Plains (the most fascinating fauna of this island will be covered later in the Chapter).

    Here we finally met the actual locals, the Ashlanders we heard both so much and at the same time so little about. Clad mostly in leather and bone (dragonbone reserved to the highest of ranks), these elusive people were mentioned by everyone we encountered, but their tales varied so much it soon became impossible to discern the truth from the folklore.

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    Ashlander tribes’ helmets for The Elder Scrolls Online (if anyone knows the author, please contact me)​

    Fortunately for us, a man named Qarrano (who claimed to hail from Volantis) was living among them and was kind enough to act as the bridge between us. His contribution to our knowledge of the natives of Valyria is beyond any measure as most of what we now know comes directly from the source.

    The Nuqiri, as they call themselves, claim descent from the original Valyrians that somehow survived The Doom. As we all know, Valyrians were originally a civilization of humble shepherds who discovered dragons in the Fourteen Flames (although tales from Asshai claim the beasts were brought to Valyria from the Shadow Lands) tamed the dragons with magic (taught by a vanished people according to the Asshai'i). If one is to suppose that after a cataclysm as devastating as The Doom the surviving remnants might have fallen back to their ancient roots, there could be some supporting evidence to the Niqiri’s claims.

    To our surprise (and the Queen's genuine shock), the Ashlanders’ customs are strikingly similar to that of the Dothraki, of all people.

    The Nuqiri are arranged into tribes, which are primarily nomadic and scattered throughout the New Valyrian Islands. They travel along with their herds, camping wherever is suitable. Additional resources gained by hunting the local wildlife are used to manufacture huts, armors, clothing and general household items.

    The tribes are led by a Nuqirjentys (an Ash Leader, or an Ashkhal, if you will), who is typically the tribe's strongest warrior. The Nuqirjentys will have either one or several Ondos, or Hands, functioning as deputies and dealing with outsiders on behalf of the Nuqirjentys. The position of Ondos can be hereditary, and in the event of the death of a Nuqirjentys his successor is typically chosen from among the Ondori.

    The spiritual wellbeing of each tribe is looked after by the Maegi, or Wise Woman, who provides healing and counsel to the tribe. They are also the historians of the tribes, retaining each tribe's oral tradition and passing it down through the generations. Generally, when a Maegi dies without passing on their history, that tribe's knowledge is lost. They also retain a good deal of the tribes' oral traditions, with much Nuqiri poetry coming from them or collected by them.

    Ashlanders continue to worship the Gods of Old Valyria, including the actual Balerion, Vhagar, Meraxes, and Syrax. In addition to the worship of the Gods, each tribe has its own cult that venerates its own ancestors. Their religion emphasises mysticism and personal revelation, and the tribes and Wise Women hold much stock in dreams and visions.

    The current Great Nuqirjentys of the Nuqiri is Baseimion Dohanyon, a proud man of three-and-fifty, with a great military mind and a fierce nature. His first wife Phenoreah is the tribe’s Maegi. Their son Vogarro serves as his father’s chief Ondos.

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    Their main semi-permanent settlement is Ilvonys (meaning simply Ours) in the northernmost part of the region.

    Lesser tribes reside on the small isles of Elieperzys (the First Fire), Izuleperzys (the Fourth Fire), Lentun (the Community), Kastaryia (the Greenland, probably ironically or as the name for the whole island of Mhysa Faer), and in the Lands of the Long Summer in the Gelenka (Silver-coloured) Mountains south of Yghos.

    Despite the fact that everyone in the immediate Ruling Family easily fulfils the Ashlander’s half-forgotten Prophecy of the Zaldrīzāeksio, or The Dragonlord, who would rebuild the Empire of Valyria, the Nuqiri still consider themselves to be independent from anyone and answer only to the Great Nuqirjentys. For better or worse, the actual Dragonlords let them.

    Nuqiri have very strict customs relating to how people and things are to be handled. If an Ashlander commits a crime against another member of a clan, he will be cast out of the clan. These outcasts have small camps in isolated areas and they often resort to banditry. Nuqiri in general are very proud, and they do not like to admit to things that shame them, especially the men. Ashlanders think it shameful to attack unarmed persons, but they will kill without hesitation an armed person who offends them or their clan laws. Those who do not know their customs risk offending them just by speaking. Challenges for sport can be declined without shame, but not challenges for honour. Honour challenges come from perceived offences or arise from customary formal challenges of status or ritual.

    Their internal culture is very polite, but they hate foreigners and have been known to be aggressive towards them (even though their own prophecies claim the Zaldrīzāeksio would come from the far-away lands). Outsiders are typically not welcome in Nuqiri's yurts, although most Nuqiri consider killing an unarmed stranger shameful, and most will let them leave with only a reprimand. Hospitality is formally granted by a member of the tribe, and is then something that cannot be violated without bringing shame to the tribe. True friendship with the Nuqiri, however, is marked by the declaration of being "Clanfriend." A Clanfriend is made only after a ritual known as the harrowing, whereby the outsider is judged by the ancestors of the tribe.

    Gift-giving is particularly important in their culture. Among Ashlanders, a gift is a token of courtesy among strangers, and affection among friends. A thoughtful gift signals the giver is cautious, considerate, and aware of the receiver's wants and needs.

    We were indeed very fortunate to meet Qarranno as he was the Clanfield of the Nuqiri and thus was free to act on the tribe’s behalf and grant us much needed hospitality. He did not disclose what gifts he gave to the tribe, but Qarrano himself was in possession of a genuine Valyrian greatsword the Nuqiri call Dōron Laes, meaning Stone Eye, for the eye-shaped pommel made of polished white stone with a black oily stone pupil.

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    Dawn of Valyria: The Smoking Sea: The Silver: The Arch. The Bane of Warmth. Keeper of the Plains
  • The Arch​

    After Clanfriend Qarrano’s death at the impressive old age of three-and-seventy, his family, led by his eldest son Joronno, were invited to lead the newly established settlement of Obvos right next to an enormous stone arch looming above the Valyrian Strait between the north-eastern tip of Gelios and the north-eastern tip of Valyria Proper.

    It is currently just a small fishing village of rustic huts made of logs, rough planks and thatch, but its location right between the northern exit of the Valyria Strait and the Gelios’ inner harbour gives this place a lot of potential, although lately alarming rumours of smuggling started coming from the region, but the residents are yet to confirm or deny them.

    Unfortunately one could say that Lord Joronno’s family was also hit by a smuggler of a sort, and this one came in a robe of an unchaste septon who “smuggled” a child into the womb of Lord Joronno’s wife, took some much-needed gold and stole into the night. If the rumours are true, he even has the audacity to hide in the guise of a septa in the Grand Motherhouse back in Westeros. The “smuggled” daughter currently resides not far from Volantis, under the tutelage of young Lord Jaqeo of Sar Mell who became her close friend and confidant.

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    The Bane of Warmth​

    The youngest of settlements on Gelios was established just a year ago and does not even have a proper name yet, instead being called by the name of the coast it is built upon. Contrary to some beliefs, the word Bane in the Bane Coast is actually in High Valyrian and simply means “warm” as the waters coming from the Smoking Sea along the Valyrian Strait.

    Right now there is only a small harbour and a small watch-tower. In an ironic twist of fate, an outcast Ashlander camp recently appeared directly south of the harbour, atop a hill.

    Although the man tasked with the development is very young (Lord Vargello was one year shy of his twentieth nameday at the time of his appointment), he more than makes up for it in his wits and ambition. Second son of a poor freeholder from the Isle of Cedars, Vargello sought the audience with the Ruling Couple during their stay on Mhysa Faer and was quick to demonstrate his thorough knowledge in every discipline crucial for the potential leader of a colony. Bane Coast therefore is considered his ultimate trial.

    Rg9rar3Ici4vQetfnPwL1E-5K2C_m7tiDgqYM-KCzgq-iIH8tFbdDOvxDsuvGhflvUYmUpoIwAPRBGA9FDVQdr3gSSz0422vk9xwty9UgXtmy8FtCpFMQE6YABSsGHkFWB7Ha5WluBpg16tGJc6mFWo


    Keeper of the Plains​

    The Ruling Couple’s (and yours truly) inevitable departure from Gelios sharply raised the question about the overseer of the island. Most expected would have been the elevation of Ser Loronno who had been made a steward of a newly-established fort of Byria built upon the great Valyrian ruins of the same name. But while he was indeed tasked with the supervision of construction of the Gelios’ great inner harbour, Ser Loronno was not granted any additional land, let alone a lordship.

    7QKKJsT9zryw6kxG-posfGdov_EnH71T1VYmLZJWUdVRV28fGdog2XuRBMi8ezVRB8jnKU74j89prYQSN73T7M_rKK-yRZvMu6lgtUIp_uopDGFHv255Dq231FBbUcb0M_ZtaLQXESTBasW7ZaArIA


    Ser Loronno however did not mind. He was content with his fort and with his position as the harbour’s superintendent. After all, he was the son of a disgraced executed criminal from a minor Volantene nobility, so having even a small fort to call his own and pass on to his children already was much more than he could have dreamed of, especially given the apparent curse upon his family. Even though Ser Loronno was not a particularly religious or superstitious man, he could not deny the suspiciously heavy weight of tragedies that befell his family after his father’s execution.

    It started with his brother’s wife. Both his brother Illoquo and his beloved wife Arenela were actually among those madmen who travelled to the island of Mhysa Faer even before its “official” royal rediscovery. Unfortunately they would also become its victims as Illoquo would lose the will to live along with the love of his life, and the love of his life Arenela would lose her whole life entirely. Every day since then Illoquo wishes that he died with her. And in a way he did.

    M29uEenvcTkuLHzuIC7vIn6mQysOse6MbJdNGO1ZoHMDV57G9FrTqPGhFBZScxxlhZolK12PH2pqLzkcI75LS4NSl16sPc3LL4iwXeMisGPp8L362E6FzkS3Nex-CkTvleQF9z9iayjy8Ae8Fh2Hkg


    Wandering apparently runs in this family, and the next one to pay for it will be Ser Loronno’s oldest sister Mineya. She went west instead of east and north instead of south, but death still found her in the most unusual of places. Mineya died among the weirwood roots in the Cave of the Greenseer, killed by a freefolk woman named Beth.

    9gUrgkr-CGVR96XXR2tFcHkqAaZf8naGQ-NtZ4fcyF8zVqj_umJ79dZ8P5TT9qxAXchUhBf-XSJ6u1akOurQCQMkSG7X4TtFH6GG4bvlS-WhpjhTH19UmhOXmcABNYVbthu0dK75Y2I4CwuyEInSig


    Ser Loronno’s second sister Rhae also fell victim to this curse. She did not die, but sometimes those around her wish she did. Poor woman is convinced that her father’s spirit did not die but lives on inside her body, sharing it with her own tormented soul. However, while Rhae does share her father’s fascination with the infliction of pain, she does not execute it with his inherent malice but rather with the proud ferocity of a woman unshakably convinced in the righteousness of her actions as she genuinely believes that it is not her but her father acting through her.

    Ckjim_d2UXa4Ji3JU1v1iEggrtk2lkublry3HXcPkMF0N76pU2C85K2tjBzZVGIVRXB9mQyfXvjEq1YxKm4yxpBAxSHiTV3961iB2qWdYO9JOGFgxywrHFcB9EK4WTHGd6u59l9IEgzqSDrHCxwrhg
     
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    VALYRIAN PATHWAYS
  • Thank you for the updates. Where is the natural bridge? It takes brave persons to journey to this land with settlers even hardier.
    I imagined the pathways somewhat like this:
    IMG_20230201_144015.png
     
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    Dawn of Valyria: The Smoking Sea: Blue Snakes of the Cursed Isle
  • Blue Snakes of the Cursed Isle​

    It seems morbidly poetic that the Ruling Couple (and I) had left this cursed family behind only to travel straight to the isle of Qrimbroz. While more accurately translated from High Valyrian as the Cursing Isle, the common people not familiar with the language immediately read it wrong and started calling it the Cursed Isle instead.

    T_8K1kyX_Jnnj6t2Gf6GMuYHvjjHNjVkdZbp42gBzQpbX7asbM2xJXmN8bK1yFkhyVxHeKXF5Rc3LYERO6XP92UaieRohFtHPR1t5VsBkSfvpcOgm6uRYrQZSpNbEuEPZDJBn9dWKUx18fUX_SfnfN4

    Skywind Concept Art (if anyone knows the author, please contact me)​

    The high pillar-like menhirs characteristic of the area also result in hundreds of rocks, either just exposed, or lying just below the surface, which makes marine navigation along the strait between Qrimbroz and south-eastern shore of Valyria Proper almost impossible. The name of the strait is also up for debates. More romantically inclined propose to name it after its Valyrian shore which appears to be full of flowers. Those who actually tried to traverse this obnoxious puddle find that the Strait of Curses suits much better. The only accessible port is on the east shore of the isle, reached from the west by skirting the region and coming in from the south.

    Numerous ruins dot the landscape, many of them from the times of Old Valyria. The region is largely hostile and uninhabited, with the exception of a small isolated fishing village near the port.

    The population is mostly composed of Valyrians who claim to have settled here even before The Doom. Oddly enough Qrimbroz’s natives do not live the Nuqiri way and furthermore they follow the Old Gods of the First Men, much like the Madman of Pyrys which brings up the question of origin of the two communities.

    When our party arrived at the Isle, we were met by a small party of wary men sent forth by their young leader Yoronno. He met us in his longhouse, seated in an ornate wooden chair with a headrest in the form of a coiling blue snake, a native species of this region (Yoronno later became known simply as Tyvaros, and his family adopted this name as their own as well). Although the young man tried to pose all proud and diligent, his hands were gripping the armrest so tight his knuckles seemed white betraying his fright and inexperience. When he was presented with the question of fealty to the Throne, Yoronno agreed, although he asked to swear it first to the King rather than the Queen. He quickly explained that it had nothing to do with the Queen’s feminine nature but solely driven by the fact that he and the King shared the one true fate, a concern that seemed fairly genuine in his words. As a peculiar exception and a gesture of good will it was allowed, and thus the Throne gained another Isle.

    HIR2U1trpi8gE_vuOGRbJc9FzCp229TZpfbphaK--82LLRBQQPTief8B8qw3694e8SQ7TfH9SFHg51q_CjEvt7z42cRD9x0q8k4hnk6qFO9oKxTl-SRm22bVxqS__izXX9iGBBUbIziu0Jg4gVW7-28


    In the following years Lord Yoronno’s three siblings also became intimately entangled with the North and the Westerosi followers of the Old Gods.

    His first sister, Lady Daenea, travelled to the Oldcastle and met Lord Jeor of House Locke. The pair fell in love and married, although unfortunately they had a falling out in the later years and currently live together solely for the sake of their three children.

    Lord Yoronno’s brother Cadaros married lady Dalla Blackwood, her story was previously covered in the Riverlands Chapter.

    The youngest sister, lady Haelerla, met a sellsword at her older sister’s wedding feast and soon eloped with him. Despite the man’s rather inertness, his easy-going nature won him a leader’s position of a group of sellswords travelling the lands. Captain Beron claims to be related to the House Mollen but has no proof of said relation whatsoever. He also seems to be suffering from some kind of illness that compels him to consume an astounding amount of food, a trait that gave him his most amusing nickname.

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    Dawn of Valyria: The Smoking Sea: The Mother of Grapes: What's in a Name. The Last Song
  • The Mother of Grapes​

    After getting a bit of respite on Qrimbroz, we finally made our way to Mhysa Faer, the last of the periphery islands of the former Valyrian peninsula. It turned out to be a truly magical island that has an extraordinary feel to it. The landscape of its vineyards is like nothing that can be found anywhere else on the islands, or perhaps in the world for that matter. This is because the vine-growing method used in Mhysa Faer cannot be found in any other corner of the Planetos.

    fvPztnJ4pBglrPl9AY_LBQ7h5bGpfETk-iPT936tNXc2ZLTweMvb-BC2vD24ToHqWbMJbHS870pBRCUECyRLSv4lH60fQ1GbA14UdMLWVRmPNXOGsD5O0iY9HIKGIsyir_Hgj0fY7MJXrQCfINfY8D8

    Roaming Through Lanzarote’s Otherworldly Vineyards (if anyone knows the author, please contact me)​

    It would seem that none other than the volcanic eruptions of the Doom themselves created the perfect conditions to cultivate grapevines and make unique wines. Because of those eruptions, most part of the island was covered in volcanic ash (or rofe, as the islanders call it). When the new locals later dug through it to reach fertile soil, they found that the ash retained humidity. And it was that discovery that jump-started wine cultivation in Mhysa Faer.

    A layer of charcoal covers the area where the vines are planted, which filters rainwater and prevents evaporation and, as a result, regulates the temperature of the soil. The topsoil in the vineyards is covered by about a foot of volcanic ash that has two functions: it prevents the growth of other plants and also helps to retain the few drops of rain the volcanic island gets during the year. Circular volcanic rock walls are built to protect the vines from year-round winds. It is an astonishing and indescribably beautiful landscape.

    1ZblrECRZCvvzry9jkhKpIJtRWyrwNtj7WKb124MSxmIfRzaT3SxDCLATjWMk_Tfy5XYvwxqwrtwza6ugQStQNhs9QI18TfSeR5yf-1AgkEDKzP9zGDiVcy7k3LwqBV1uenpAh7mg8SNiiXc3XG3Xs8

    THE ULTIMATE LANZAROTE WINE GUIDE (if anyone knows the author, please contact me)​

    Local wine-cultivators have perfected their method over time. Currently, they make red, white, rosé, and even blackish wines known as Mhysa Jaehor (the preferred wine of the Queen herself).

    Because of the specific requirements for wine cultivation in such difficult terrain, local wines have very special characteristics that are unique to them. Mhysa Jaehor wine, for example, has good acidity, body, and some briny notes from the trade winds that blow across the island laden with sea water.

    What’s in a Name​

    It is easy to note that the name of the island is different from other places in the region as it is clearly of Ghiscari origin rather than Valyrian. It is known however that most modern denizens of the Slaver’s Bay speak in a mongrel tongue combining the language of their ancient conquerors, High Valyrian, twisted by the growling accents of the Old Ghiscari. Nevertheless, some words of the old language are still in use and are part of the dialect, such as Mhysa, which means "Mother". But if the origin of the first word is obvious, the second one, Faer, is much more ambiguous. However, I propose that this is most likely the case of the mongrelization of the High Valyrian word Avero (grape). There is a possibility that this area was rich with vineyards even before the Doom, but I believe that it got its current name from its new inhabitants, the Ghiscari that sailed here for one reason or the other after the catastrophe and founded the new port town on the ruins.

    2nHFIM4oG2cUZOtlgUmGvLU8MPqClti8780tazPdlYXqTtsgIy9y5ZJRUNR4G_pAtrv-LhBbeI2UXb0eJg5WSvpilqdGrLSJsZKnksPrtC9GL7v3IRMWBNGYAqA7C9xNxlYsSCaIOcwx3SxzBcBnfUQ

    View of Monemvasia's lower and upper towns from the south (if anyone knows the author, please contact me)​

    One of those Ghiscari was Asporio the Tall, the cruel and self-centred ruler of the island at the time of our arrival (there are some claims that he was related to Qhalaso of Oros, but it is just hearsay). Convinced that we came to take his “kingdom” by force, he tried to make his slaves fight us, but fortunately they heard about the coming of the New Valyrians and came to us for deliverance. In an ironic twist of fate, Asporio brought his worst fears upon himself. Fortunately the dragons were used only for their sheer presence and there was no need for dragonfire as the town’s tyrant was surrendered by his own son Harlano in exchange for his father’s admittance to the Night’s Watch instead of death (he died on his way there anyway). It seemed like a noble and admirable gesture at the time, so Harlano was given the honour of being the first ruler of Mhysa Faer under the Throne’s authority. Unfortunately Lord Harlano turned out to be just a scheming coward with a tendency to violence akin to that of his father. Fortunately he is mortally afraid of his wife, lady Beriona, the absent mother of the Longwaters brother of Port Orbar. Lady Beriona, although herself a highly volatile woman, understands their precarious position and curbs her husband’s most violent tendencies (with violent tendencies of her own towards him, but when presented with two evils you either choose the lesser or do not choose at all).

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    The Last Song​

    Under the Faerosi family another port was (re)established on Mhysa Faer. Port Vaedar, or the Port of Song, was an infamous port of the Valyrian Empire that oversaw the majority of the departures bound for the dreadful penal colony on Gogossos. It is believed that the Song in question was indeed just one specific song that was sung by the inmates sailing to their doom.

    The current Port Vaedar was established by the Slender Man of Port Vaedar, a tall and thin man named Aryos. His eldest legitimate son, Lord Essalos, is the current head of the Vaedros family and the ruler of Port Vaedar. His full brother, Ser Aerio, was unfortunately executed by their overlord Harlano of House Faeros when the latter became unequivocally convinced that Ser Aerio was plotting his demise.

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    Slender Man’s illegitimate sons were sent to govern a small remote keep of Mazoros. The elder, Ser Illoquo, is unfortunately prone to a very erratic behaviour, such as forcing his daughter Alearys into a marriage with his own brother, Aryos’ younger bastard son. Fortunately Ser Aronos treats his extremely shy niece-wife with kindness and respect, stoically living through her paranoid tantrums.

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    Dawn of Valyria: The Sea-Devil of the Cedars: Monsters' Hideout
  • The Sea-Devil of the Cedars​

    We spent almost two full years enjoying the hospitality and exploring the uniqueness of our Mother of Grapes, with only the Queen and King leaving on their dragons from time to time to check on their more traditional lands and attend to their royal duties. We all knew we had to move on eventually, but the magic of the island just could not let us leave. But finally the day had come, and we sailed into the Gulf of Grief for our next destination.

    The Isle of Cedars is a large island that sits astride both Slaver's Bay and the Gulf of Grief. This place had once been called ‘the Isle of a Hundred Battles,’ but the men who had fought those battles had all gone to dust centuries ago.

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    We made landfall on the isle’s southern tip and were greeted by a family of pigs. Bold creatures that had no fear of man, the biggest, blackest boars that any of us had ever seen leisurely dozed on the pale sandy beach while their fat fancily-spotted wives and plenty of plumpy piglets were squealing in the shimmering turquoise waters.


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    Pig Beach at Culture Trip (judging by the leftcorner, author might be Vadim Trunov)​

    What did not greet us on the Isle of Cedars however were the cedars. Drowned four hundred years ago, they are yet to reclaim the south of the isle. Further inland the forests are green and still, full of twisted trees, queer bright flowers (that I suspect are highly hallucinogenic) and hoards of mischievous chittering monkeys.

    The great ruins of Velos were seen not far from our shore. It is said on the day of the Doom a wall of water 300 feet high descended on Velos, drowning hundreds of thousands of men, women, and children. None were left to tell the tale but some fisherfolk who had been at sea and a handful of Velosi spearmen posted in a stout stone tower on the island's highest hill, who had seen the hills and valleys beneath them turn into a raging sea. Fair Velos with its palaces of cedar and pink marble vanished in a heartbeat.

    But on their foundation a new, very eccentric town has been growing for some time now. Mostly made out of an assortment of various hulls, it more resembles a giant shipwreck rather than a town.

    Keeping in mind the proximity of the dreaded Slaver’s Bay, we were bracing for the worst as we made our way into this town. However we quickly found out that our darkest fears were highly exaggerated. There were no slaves in this town, and its people were genuinely curious and open towards us, unapologetically gawking upon the beasts that roamed above their homes.

    Finally a colourful procession poured out of what seemed like a whole warship just laying casually atop the ancient marble stones. It was led by a very tall man, his pale grey eyes almost matched the birthmarks under them. The man was dressed in a rich black robe with an elaborate trim of black and gold and a soft leather perch with a huge red bird settled on it. Two long red feathers similar to that of the bird’s tale were tucked into the man’s neatly-combed white hair. His every other step made an assertive wooded tap as the man had a carved wooden leg.

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    AI by me
    - Zentyssy! - said the bird in a cheerful tone.
    The man gently stroked it under the beak and smiled a warm smile.
    - Yes, darling, we indeed seem to have guests! - to our further surprise he said in the common tongue of Westeros and gestured towards the ship-palace. - And they are most welcome to stay as long as they don’t bother the pigs.

    As we suspected, the Isle of Cedars was indeed a pirate colony. But to the complete opposite of our further suspicions they were actually very decent people. And their leader, a man we knew only by his fearsome nickname, appropriately turned out to be the opposite of it as well.

    There are a lot of tall tales about the man, most of which he deliberately planted himself. But to our knowledge, “The Sea-Devil of Cedar Isle”, then just a young man going by the name Nakodos, literally washed up one day on the isle’s shore and was found by a small group of escaped slaves that were hiding in the isle’s thick forest. They thought him dead and took him to the village of the descendants of those fisherfolk and spearmen that still clung to that same stout stone tower as they thought he was one of them. He however was neither theirs nor dead and the village was left with the question of what to do with him. Before they could throw him back into the sea, young Nakodos swore by every god he knew (and he knew quite a lot) that he will pull his weight in any way he can and will never betray their location or harm them in any way. In fact, he claimed to possess excessive medicinal knowledge, so the villagers allowed him to stay.

    There are a lot of different theories and rumours about his origin and how he came to be half-drowned in the Gulf of Grief, most of which are probably untrue, but he actually turned out to be a very skillful healer and quickly gained respect and even love of his new community. He also does not consume any meat and has a great affinity to every living creature. Under his guidance the village’s gardens saw massive growth and many people on the isle now follow his plant-based diet to the utter delight of the local pig population.

    In the years following his appearance, Nakados gradually became the local leader. Adding to his already quite impressive list of niceties, he actually proposed to build their little society in a somewhat Volantene fashion, with a hard pass on the slavery. The Isle is ruled by a collegium of lesser triarchs with the Triarch at the forefront, all chosen by the people and with the possibility of re-election to be called at any time (there were none yet, judging by the fact that Nakados was the first elected Triarch and still sits firmly in his post). There are two political parties loosely based on the tigers and elephants of Volantis, with the elephants being the party of the merchants that advocate trade and the warrior tigers that advocate raids. The raids in question are aimed on the slavers of the Bay, organised and planned by most of the adult population and carried out with swiftness and devilish efficacy that gained Nakados his fearsome nickname.

    It would also seem that contrary to some beliefs women actually do like nice men. Triarch Nakados has three wives and one open concubine. To add another oddity to this already odd Isle, the three wives are now reportedly mad at their husband for setting that concubine aside, allegedly accusing him of abandoning her in her twilight years.

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    It is worth noting that Nakados strictly sees all of his children as his legitimate offsprings and even petitioned the Throne to acknowledge that fact in any of its possible official documents.

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    The sole exception to that is his daughter Daenerya who willingly eloped with a Greyjoy from Gogossos, and they happen to be the Cedar Isle’s worst enemies ever since “king” Euron’s brother Victarion’s raids.

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    Oddly enough, this exceptionalism does not cover the Sea-Devils' two other daughters that are married to the actual slavers of the Bay and the ever-elusive Devil refused to elaborate adding both mystery around his person and tension with his wives.

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    Another Devil’s daughter decided to venture west and married the heir of House Saerynar from the Port of Sighs in the Lands of the Long Summer.

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    The other two of his daughters married two local cousins whose fathers began the reclamation of another ruined city of the Cedar Isle.

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    ut0j7oZDrNa8WVuIdLqzsShzHnWn_4EZKggMW8ygliCA-O50fu-UvuHgfkCiOltANif5DUU4GjwEI60R2lLacxiFhaLlvxmKc8UGkEEP1fSuHoAJpxit_2TngBqsNlO5Z_8-TVKQ9SEnXmZpFkfMJWc


    Two close-knit families tirelessly work together to rebuild the ancient brick walls and stepped pyramids of Ghozai, a ruined slaver port city on the isle’s northern coast, facing Slaver's Bay. This tedious work is made hard by the abundance of plant life which finally includes the cedars.

    The Devil’s penultimate child recently married a beautiful daughter from the Isle’s western neighbours, the Otor Lands.

    QMyT3X2Og5S0RLXHnBDeUpZPJWaNnsFIZcwq_fkP0Eocmx6WrkNQbjTxhEI70CGcO4dMEgWognU_bhubiOfbr-kXJt0WG_6KewCI3sq4G4TtPvLTEFiDrxN9carfz-uqLgN5pB5WcuyYvfMjtIyMYCY


    Nakodos’ last child is a boy of seven.

    Monsters’ Hideout​

    As we were gathering local information about the region, one odd thing continued to come out time and time again - the rumour that some religious fanatic had moved into a ruin on a small island just west of the Isle of Cedars and while he himself was harmless, he had allegedly taken “monsters” under his care. Intrigued, our party ventured across the narrow strait and into the thick greenery of the Elos isle.

    Fortunately we had dragons, so we quickly spotted a small clearing at the slopes of the (I beg your pardon) Nuttys, a relatively low mostly dormant volcano covered in a thick pink blanket of kropos azalta, or the forsaken dwarf.

    Finally we came upon a makeshift temple in the almost unnoticeable ruins of a long-forgotten city. A man in plain black robe greeted us with a blessing invoking the names of the gods of Old Valyria. He introduced himself as Essalos of Elos and boldly claimed to be nothing less than a maegos, or an actual mage, and a stormsinger for the one true gods. After the Velos and its extraordinary leader we were accustomed to surprises and ready for any oddity this little piece of Valyria decided to throw at us, but we still were quite taken aback by this kind of claim, especially given the fact that the man standing before us did not look that out of his mind at all.

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    Who was definitely insane however was another man that was doing something vaguely resembling an attempt at hiding under a rock. After a laudable amount of futile trying, he finally resorted to a crawl under the nearest bush instead. The man in question turned out to be Qoherys Zobridar, the Last Monster of Mantarys, although it must be noted that despite his hideous appearance and total lack of any semblance of sanity, he was not inherently violent or evil.

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    AI by me

    After his flight from Prince Edderion’s conquest of Mantarys, Qoherys somehow found himself and some of his family stranded on this seemingly uninhabited isle. They would have probably died if it was not for the recluse that moved here just about a year before their arrival. For some reason Essalos let the clearly insane man to think that he was in charge, so Qoherys quickly started referring to himself as Master of Elos.

    A couple of years ago this kindness backfired spectacularly when Qoherys’ son Tahaemarr finally travelled to Velos and presented himself to the Sea-Devil as the leader of Elos’ supposed community. Velos and Ghozai of course knew about some people living in the dense forest of the small isle and sometimes traded with them, but mostly Elos was left to its own devices and no one really cared to know who was whom other there. So the Triarch arranged a meeting where Tahaemarr Zobridar was officially recognized as Lord of Elos, and it was decided that if their community wants to join, they are most welcome, just don’t touch the pigs.

    Upon his return Lord Tahaemarr took both Essalos’ (adopted?) daughters to wives, probably to lessen the blow to the man’s surprisingly fragile ego. It seems to have worked as there are no reports of any hard feelings between the two.

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    Dawn of Valyria: Parmor and Dȳñer
  • As we came to the edge of the former Valyrian peninsula, we absolutely must talk about its unique nature. Even though I was the first known maester to step onto this soil after the Doom, I unfortunately can not claim to have the most abundant knowledge of the region's plants and wildlife, and even if I had it would be far beyond the scope of this humble work. Therefore in it I will cover the most prominent and unique species and forward you, dear reader, to the more in-depth works of my most esteemed colleagues so you could further your knowledge if interest to do so would arise.

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    1. Guar of the Nuqiri (see Animals)
    6) The Strait of Curses (or Flowers)
    1. The Kwama (see Animals)
    7) Slaughterfish (see Animals)
    1. Raw Dragonglass of Bianoros
    8) Grapes of the Mother
    1. Giant Mushrooms of Egrys
    9) Monkeys of Cedar Isle
    1. The Marble
    10) Pig of Cedar Isle
     
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    Dawn of Valyria: Parmor and Dȳñer: Plant Life
  • Plant Life​

    Let us start with the Ashlands and make our way around the former peninsula.

    Mostly dry, inhospitable wasteland characterised by clusters of stone obelisks, it is covered in minimal, highly-adapted vegetation and bubbling ash mires. The land is predominantly dark volcanic rock covered with an overlay of ash and cinder.

    Some species have managed to adapt to the harsh terrain and climate.

    While the region's soil is too poor for cultivation, tough native species scratch out a rough existence in the rocky ground and provide the natives with valuable substances for cooking and creation of potions.

    The species of plants unique to or originating from this region are (here and further the names are given in both common and High Valyrian with literal translation):
    • Ash yam (Gerpa Ñuqir - “Ash Fruit”) - a tough and tuberous root. The root itself has a red-and-brown colour, tipped with several dark-green leaves. Remarkable are the three rather big brown leaves sticking out on top of the root. When the first non-Nuqiri arrived to the shores of Valyria, the Ashlanders taught them how to farm this root. Ash Yam is now commonly grown on the other isles and islands of the former peninsula and is a favoured local vegetable. Ash Yams are believed to fortify both strength and intelligence, grant a resistance to diseases and can be allegedly used in very specific magic potions (to detect keys?).
    • Bittergreen plant (Geba Kasta) - a vegetable. The vines have red flowers when in bloom. The Bittergreen is poisonous when eaten raw, but safe to eat and nourishing when it is boiled. Due to its toxic effect when raw, it is often used as poison. For safety reasons and to prevent inexperienced scholars from misuse, I will not recount the whole recipe of the potent poison. When properly boiled, Bittergreen fits nicely with crab meat and Heltar (a beloved local dish, a remarkably tasty cheese-like, greasy substance made from the flesh of local beetles). Minced Bittergreen can also be used in pastes. Proper use of Bittergreen petals can boost consumer’s mental capacities, however improper use can lead to damaging effects to one’s physical and mental endurance and in the case of an overdose causes a delusion of invisibility.
    • Fire fern (Perzys Parmon - “Fire Grass”) - a perennial herb, native to the lands of the Nuqiri. The flowers are inconspicuous and often hidden. The glossy, evergreen foliage and blossoms are resistant to conditions of high heat and bright light. The natives believe that a petal from this plant placed under the adventurer's tongue will provide protection from the heat and fire of the lava pits and thermal streams. Aside from this alleged fire resistance, failed potions made from this plant often have a paralysing and overall health draining effect.
    • Black and Red lichen (Zōbrie / Mele Puatta - “Rotten Black / Red”) - black-and-green or red mass of leaves spotted with yellow that forms a bowl containing another set of leaves in similar but smaller shape. Both variants are poisonous and if digested are known for draining body’s strength and impending the speeds of both movements and thoughts, however crafty alchemists can create potions to raise body’s temperature and cure poisoning.
    • Scathecraw (Kōz Yrgos - “Evil Neck”) - tough reddish grasses growing in the thermal regions of the Ashlands, well-adjusted to the harsh environment. The soft inner flesh of the Scathecraw can be both poisonous if consumed by itself or brewed into a concoction to cure poison and restore the person’s will to live.
    • Trama (Trūma - “Deep”) shrub - a thorny dark-red shrub. Grows in the most bitter, ashy soils of the Ashlands. A calming tea with alleged magical properties is brewed from its thick, bitter-tasting root. Potions made of this ingredient have the opposite invigorating effect on the soul, however drinking too much can distort the mind and cause a feeling of levitation simultaneously slowing the careless drinker’s every move.

    Moving further into the islands, plant life becomes more diverse and plant life seems to disperse more broadly.

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    Elder Scrolls Online Concept Art (if anyone knows the author, please contact me)​

    The most unique feature that instantly catches the eye is, of course, Dāro Sȳndrun, or The Emperor’s Shade - a breed of giant mushroom native to the region. They are most abundant along the shore of the Knife Isle and the Cursing Coast region.

    Other species of local mushrooms include:
    • Bungler's Bane (Mitto Morghon - “Fool’s Death”) - a mottled brown-and-orange shelf fungus collected from the trunks of trees in the Gelios’ northern coastal region. It is shaped like the letter “B”. Sometimes, the mushroom can be found on wet rock, too. Bungler's Bane must be handled very carefully, since it is highly poisonous, rapidly affecting one’s speed of movements, endurance and strength. Its one beneficial effect is its alleged ability to dispel evil spirits. Ajira, a Maegi apprentice I met in one of the Nuqiri camps told me that Bungler's Bane mixed with crushed pearls creates a good dispel potion, though its taste is awful.
    • Hypha facia (Huborzo Kyrstor - “Cloth of Many Threads”) - is a light brown shelf fungus also collected from the trunks of trees in the Gelios’ northern coastal region. Hypha Facia looks much like Bungler's Bane and grows like a shelf on trees and wet rocks. Hypha Facia looks just like Bungler's Bane. Once more I have consulted with Ajira, who was very helpful and deserves being mentioned in this report. Hypha Facia seemed to confuse Ajira easily, but she stated that Bungler's Bane smells more dry and dusty than Hypha Facia which has little smell, but tastes very moist. This shelf-fungus is edible and tastes well, but due to the negative effects like impede movement and cause fatigue (and allegedly just bring bad luck), I advise not to eat too much of it. Maegi claim that combined with a hound meat, a potion can be brewed that helps to detect a curse.
    • Luminous Russola (AlbieMele - “Shining Red”) - a mushroom growing in the Gelios’ northern region can be recognized by its squat form and mottled brown-and-green colour. The toadstool mushroom has a distinctive smell and can be poisonous, for example if it is mixed with Violet Coprinus. Poison effects are the delusion of the ability to breathe underwater and rapid fatigue.
    • Violet Coprinus (Kasta Vaogar - “Blue Filth”) - a mushroom with a tall and slender stem with a distinctive violet-blue colour. Coprinus comes from long-stemmed toadstools which are glowing blue at night. The mushroom is most common in the Gelios’ northern coastal region. Mixed with Luminous Russola, which also grows in the region, Violet Corpinus can be a potent poison. Since Violet Coprinus and Luminous Russola are very common, I advise caution when working with them.

    The broken peninsula is also rich in other plant life:
    • Black Anther (Zōbrie Jeson) - a pretty, long stemmed plant with multiple leaves. The tips of the petals are violet while the middle part of them shines in a light yellow. It grows mostly along the Varlyian shore of the Cursing Coast. Poisonous to consume, will result in rapid decline in mobility and intellectual capabilities.
    • Bloatspore or Bloatroot (Oiro Tindon - “Fat Root'') - grows in dark, damp locations. Bloat is the thick, pulpy-white tuber of the plant. The Maegir of the Nuqiri claim that while Bloat inhibits a person’s magical potential, it also allegedly boosts one’s intelligence and their power of will and can, if used properly, help in detecting hiding animals. As I have never felt particular luck of intelligence, all it did was give me a severe stomach upset. It would also seem that at the time of my encounter with it there were no animals hiding anywhere as all I could detect was an uncontrollable urge to flee to the nearest bush.
    • Chokeweed (Boter Parmon - “Grass of Suffering”) - a tough shrub growing in the rocky highlands on the west coast of Pyrys. Its slender trunk has a black-and-white colour, while the fern-like leaves have a green colour. The potions that are created using Chokeweed drain the drinker’s will to live, but are also able to restore fatigue and cure some diseases.
    • Comberry (Idañe - “Fellow”) - a bush that produces a bitter tasting red berry. The bush can grow to man-size and carry many berries. Comberry is grown in abundance on the Knife Isle. It is best known as the basis of the native comberry brandy called Qūvrir (or sometimes in a mocking accent of the common tongue - Greef), a rough but potent alcoholic beverage. Another favourite usage for Comberries is comberry cake. When Comberries are used in potions, the following effects can be achieved: alleviate fatigue, restore the tired mind, and allegedly shield from the damage of fire, which makes the berry very versatile in its use.
    • Corkbulb (Tije Guēse - “Wooden Onion”) trees - grown for their tough, fibrous roots. Its form, though bigger, is similar to the Ash Yam, but having big lush green leaves. Corkbulb root is sometimes used in place of wood. Corkbulb grows best on the Knife Isle. It is also used by fletchers to make basic arrows and as material for the fabrication of papyrus. Used in alchemy, Corkbulb Roots allegedly can cure paralyzation, bring luck and restore health. Maegir of the Nuqiri claim that it can be used to create a lightning shield, whatever it might be.
    • Draggle-Tail (Lōz-Bode) - a dark-green and knotty stem with an easily recognizable blue cup-shaped blossom with yellow inflorescence. Consuming the flower can lead to a feeling of levitation or water-walking. Consistent use obliviates one’s personality, intelligence and health.
    • Garth’s Bitterworth of the Cedars (Citadel High Valyrian name: Gartheniana Uelaro, local High Valyrian name: Kasta Rijilaksy - “Blue Nobleman”) - a perennial herb of Garthenian breed (the first local plant to actually resemble something that is already known in Westeros, but this one still unique to the Isle of Cedars). In the summer, tubular bell-shaped blue-violet coloured flowers at the tip of the stalk bloom in rocky high mountain gaps. The narrow leaves are dense whorls.
    • Hackle-Lo (Lōz Tīkos - “Wet Feather”) - a common root. Its brown body is covered on top with hanging thin brown leaves which look like hair (or, well, wet feathers). On top of these grow the usable and well known Hackle-Lo leaves used in Nuqiri kitchen. Hackle-lo leaf is a tasty edible succulent leaf of the Pyrys’ Grazelands, prized both for its taste and its restorative powers. It is a year-round vegetable and can be eaten cooked or raw. Maegir claim that Hackle-Lo leaves can restore fatigue and bring luck, but are also able to paralyse or cause a delusion that one can breathe underwater.
    • Gold Kanet (Qeldlie Rhēdessiarza - “Golden Noble”) - a flowering plant commonly found on the Knife and Cursing Isles. The plant has yellow flowers and very dark green leaves with sharp spines. A variation of the Gold Kanet plant is "Roland's Tear" which is said to have wondrous powers when combined with other ingredients. Gold Kanet has but one beneficial alchemical effect: restore strength. Its other use is creating poisons to rob the victim of health (and supposedly luck) and instil the feeling of heavy burdens in their soul.
    • Kreshweed (sic) (Kris Parmon - “Leg Grass”) - a coarse man-sized green grass which is growing in the Grazelands and on Cursing Coast. Used to obtain Kreshweed fibre used by the Nuqiri.
    • Green Lichen (Kasta Puatta - “Rotten Green”) - very similar in shape and form to its siblings, the Black and Red Lichen, growing mostly on the smaller Isles, but can also be found in caves. Used properly it can boost the user’s feeling of confidence and cure mild diseases, but also can be used improperly to damage the victim's health and body strength.
    • Marshmerrow (sic) plant (Lōz Ībyr - “Moist Bones”) - a tall stalk with triple radiating leaves at intervals along the stalk. The sweet pulp of marshmerrow reeds is a delectable foodstuff. Marshmerrow is an important crop of the farms and plantations of the region, but it also grows wild in the Grazelands of the Silver Island and on the Cursing Isle.
    • Muckspunge (Tēgivos Vaogroma - “Bowl of Mud”) - towering tubular plants found on the west coast of Pyrys and on the Cursing Coast. Muck is the damp, fibrous slime from crushed muckspunge plants. Unless properly prepared in the native manner, Muck is mildly toxic. Used correctly, muck can be used as medicine.
    • Roobrush (sic) (Ruarā Parmon - “Hiding Grass”) - a tough, low, wiry shrub growing in arid, poor, ashy soils of the Pyrys’ west coast. Alchemists use it to boost one’s agility and cure poison, but it can also be used to make the poison itself.
    • Rosetree of the Cedars (Citadel High Valyrian name: RēkoGuēse Uelaro, local High Valyrian name: Gerpa Hunero - “Rabbit’s Berry”) - a woody, evergreen shrub native to the Isle of Cedars. This compact plant grows slowly into a dense, rounded mound or dome 2 to 3 feet tall and wide, sometimes reaching a height and width of 9 feet. Provides year-round interest with its thick, glossy and leathery, curled leaves with velvety brown hairs on the undersurface. New growth is covered in dense white hairs. Attractive dark-pink buds open to light-pink flowers that fade to white in mid-spring. This plant tolerates browsing by rabbits, but has high severity poison characteristics: salivation, watering of eyes and nose, stomach pains, loss of energy, feeling of unfathomable sadness and impending doom, nausea and vomiting, loose watery stool, weakness, difficult breathing, progressive paralysis of arms and legs, total incapacitation.
    • Saltrice (Lopon Mālor) - another of the tasty and nutritious foodstuffs raised as crops by the region’s farmers and plantation owners. Saltrice also grows wild in the Grazelands and on Qrimbroz. Embāzma (or in Ghiscari - Mazte), a cheap and invigorating beverage, is brewed from fermented Saltrice. Another purpose of Saltrice is to bake bread from Saltrice flour. Saltrice is believed to restore fatigue and health as well as give a boost to the mind. Consuming too much can also drain fatigue, though (as it usually happens if one overeats in general). An ashlander once told me that mixed rat and hound meat baked with Saltrice, Scuttle and Kwama eggs makes a fine and nourishing dish, but I have yet to confirm that.
    • Scrib Cabbage (Turgon Parmon - “Worm’s Grass”) - a plant resembling Lichen in form, but with much denser and more round leaves and a bright green colour. It allegedly makes one’s muscles more flexible, but also drains one’s intelligence (the latter might be the reason to believe the former). If the negative side effects can be minimised, this would make a good ingredient for a salad.
    • Slough Fern (Molry Parmon - “Horn Grass”) - a remarkable plant, as it features a spore pod among its leaves. The spore pod, when used as an ingredient, rapidly drains the body’s strength resulting in an incapacitating fatigue and even threatens to paralyse the uninformed user. But it can also allegedly be used to - again! - brew potions to detect keys (I am starting to think that this might not mean actual detection of actual keys though).
    • Stoneflowers (Dōron Rūklon) - dark blue, with stems bend towards the ground when they are in bloom. The leaves look like they are folded along the stems. Stoneflower petals can be ground into a paste and used to mask the scent of a being from wolves and hounds, although actually using them like that is believed to bring bad luck afterwards. The smell of the flowers positively affects the body's strength and attractiveness.
    • Sweetbarrels (Dōna Tēgivor - “Sweet Bowls”) - a cactus-like plant native to the Cedar Isle with two variants called the flowering and desert Sweetbarrels. The Sweetbarrels has a deep intensive green, and the flowering variant features small red-and-yellow cupped blossoms. The Sweetpulp made out of this plant can, depending on usage, either paralyse or help to resist paralyzation. It is also used in healing potions and as a mild hallucinogen for inducing the feeling of levitation.
    • Valyrian cedars (Citadel High Valyrian name: Uelar Valyre; local High Valyrian name: Ezīmor Ruarilaksa - “Hidden Parts”) - stocky shaped cedar trees unique to the Isle of Cedars. They grow on less nutritious granite soil slowly and have a very tight grain. The wood contains a lot of resin due to the Isle's high rainfall and high humidity, making it resistant to rotting and thus withstand the area’s regular typhoons. As a result, these trees tend to have longer lives, and many larger trees have survived for more than thousands of years, long predating the Doom.
    • Willow flowers (Iliman Rūklon - “Weeping Flower”) - big red blossoms with five petals and light green leaves. Willow anther is the powdery residue from the flower’s pollen-bearing parts. Used in potions, the anther helps to raise the body’s temperature and cure disease and allegedly even some forms of paralyzation, but it smells horrendously and can have a great negative effect on the user’s appeal
    • Wickwheat (Qēlītsos Parmon - “Candle Grass”) - a wild grain that grows in the Grazelands. It is easily recognizable with its lush green leaves and the yellow spike. In the grazing season Ashlanders build their camps from the non-edible parts of the Wickwheat plant. Wrong use can result in paralyzation and dumbness.

    Most of this Chapter’s information about the plants was taken from the words of Maegi Ajira (later compiled into the Flower Report and the Mushroom Report), and two later published books: "Special Parmor of Valyria", the life's work of my late colleague, Archmaester Hardin the Herbalist; and “The Parmor of Valyria - An Alchemists' Resource” by Archmaester Nalion and his field study assistant and specimen illustrations, Lady Laria.

    For more detailed (and rather poetic) information on the Broken Peninsula’s plant life please consult with the most recent and most thorough works of my esteemed colleague, Archmaester Ellard.

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    Dawn of Valyria: Parmor and Dȳñer: Animal Life: Dragonkin. Lizardkin. Scuttlers Gonna Scuttle. Creepy Crawlies: Hivemind. Rolling in the Deep. Happy Tree Friends
  • Animal Life​

    While the region’s plant life is unquestionably interesting, local animal species usually invoke much stronger shock and awe (given the fact that even the most common rats grow here to the size of a small dog). When I am asked about what Chapters of my work would usually be read first, I alway say that it would most probably be the Chapters about the magic Beyond the Wall and this Chapter about the grotesques of Valyria.

    Dragonkin​

    Let us start with the dragonkin.

    As we know, Septon Barth’s book “Dragons, Wyrms, and Wyverns: Their Unnatural History”, usually simply known as “Unnatural History”, was supposed to be a go-to book about dragons, wyrms, and wyverns. After witnessing the horrors of the death of Princess Aerea Targaryen, Septon Barth began the research and investigation that would lead him to write this most intriguing book. Unfortunately the Citadel condemned the book as "provocative but unsound", and on account of Barth's alleged practice of the higher arts and his studies, King Baelor I Targaryen ordered the book expunged and destroyed. Although some fragments have survived, and we know that in his book Septon Barth considers various legends examining the origins of dragons.

    From the few surviving fragments of the book (generously rented out for copying by the late Lord Paramount Tyrion of House Lannister) we know that firewyrms are creatures that breathe fire but have no wings, and are possibly related to dragons.

    They can bore through rock, soil, and stone. According to old tales, firewyrms were in the Fourteen Flames of the Valyrian peninsula even before the dragons came. Their young are not much bigger than a child's arm, but as they age they can grow to immense sizes. They have no love for men. Fortunately for us, very few of the firewyrms can still be encountered in the periphery lands of the Broken Peninsula, namely on the small isles of Elieperzys (the First Fire) and Izuleperzys (the Fourth Fire).

    In his book Septon Barth also wrote about wyverns, species of animal that live in Sothoryos, kin to dragons, although they do not breathe fire. Wyverns have great leathery wings, "cruel" beaks, and an insatiable hunger. They are more ferocious than dragons, if smaller in size. Wyverns are called "the tyrants of the southern skies", and are one of the reasons why Sothoryos is thinly populated. Varieties of wyverns include brindled wyverns, swamp wyverns, brownbellies, and shadow-wings. Brindled wyverns have green-and-white scales, and grow up to thirty feet long. Swamp wyverns may grow larger than that, but they are mostly inactive and rarely fly far from their lairs. Brownbellies, though not much bigger than monkeys, hunt in packs of a hundred or more, and so are far more dangerous than larger breeds. The shadow-wing wyvern is nocturnal, with black scales and wings that make it invisible in the dark, and therefore is the most feared.

    Septon Barth speculated that Valyrian bloodmages may have created dragons using wyvern stock. It is worth noting that the dragons actually do highly resemble a hybrid of a firewyrm and a wyvern, both living today and especially the ones depicted in Maester Thomax’s “Dragonkin”.

    Flight Does Not A Dragon Make​

    While the wyvern is universally acknowledged as being the close kin to the dragons, they do not live in the Broken Peninsula, so the title of “the tyrants of Valyrian skies” is rightfully claimed by another leathery-winged family of monstrosities, although their relation to the dragonkin is disputed.

    The long-tailed cliff racer (KōzBratsi - "Wicked Gull") is an aggressive, dangerous flying creature with a large vertical sail along its spine.

    Cliff racers are commonly thought of as invasive pests and are universally hated. They are individually weak, but appear in large numbers to harass larger creatures. They can bring down vermin on their own, but prefer to band together and drive a predator from their kill. Cliff racers have driven most of the native avian creatures to the margins.

    The Nuqiri even claim that these creatures in their sheer numbers drove out the last dragons who supposedly survived the Doom and dwelt in Valyria not that long ago. They also claim that there was another variety of these creatures, but at the time of our arrival they were all long gone (exterminated either by the Doom or by the Racers, depending on the teller).

    Cliff Striders were a species of large winged reptilian creatures. They were related to Cliff Racers and Cliff Darters, and the three species coexisted contemporaneously. Unlike Cliff Racers, Cliff Striders had great difficulty flying despite their wings, and consequently spent their lives on the ground, while using their wings to glide from cliff heights.

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    Cliff Strider for ESO: MORROWIND – VVARDENFELL FLORA AND FAUNA (if anyone knows the author, please contact me)​

    But this did not stop them from being a successful predator, as a carnivorous species, they would prey on much of the local wildlife, including man. Several breeds existed but shared a commonality with their loud screeches and terrible smell. Their young were known as Cliff Skippers and were hatched from giant nest piles.

    Despite their aggressive nature, they were admired in the Nuqiri folklore and some were allegedly tamed as pets.

    Lizardkin​

    We do not know if Septon Barth wrote about any lesser dragonkin or if he even knew about them as it is unclear exactly when did these species emerge, but apart from the already known firewyrms the Broken Peninsula host a variety of lesser dragonkin and lizard-like species.

    I am speaking, of course, about guars, alits and kagoutis.

    Guars are but the most common species from a large native family of bipedal, non-flywing, lizard-like creatures. The guar has small forelimbs, a rounded mouth and teeth.

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    (Found randomly on Pinterest. If anyone knows the author, please contact me)​

    The guar is the workhorse of the new-Valyrian agriculture (literally; the Broken Peninsula’s native grasses are mildly poisonous to horses, so they require their own feed at all times, making them too expensive for most roles). They serve as beasts of burden like oxen and as slow mounts like mules. A local farmer will plough his fields with a guar one day and load up his goods on it the next day to go to market.

    Nuqiri society idolises the guar, symbolising loyalty, piety and work ethic.

    Guars are content to graze with their lower jaws for tubers and roots just under the surface of their ashland home. Wild guar are mostly docile, but have been known to become feral and attack in the wilds of some lands. Guar are fierce if provoked, and have been known to kill.

    Their closest relatives are the Alit and Kagouti, also common in the lands of the Broken Peninsula.

    Alit are close relatives to the guar, with far sharper sets of teeth. Their snouts are pointed like a lizard-lion’s, and their saliva is mildly corrosive. Without a tail to speak of and with a massive head, the appearance of the alit is almost comical, a mouth on legs.

    They are omnivores and while they do not hunt in organised packs, they have been known to attack other creatures and even people for an opportunistic meal. Alit supplement their nutrition by rooting and with an occasional small vermin.

    Kagouti are large short-tailed bipedal armoured cousins of the guar and the alit. Their most distinctive features are their two massive tusks and head crests.

    They are territorial, fierce, and hostile. It's the largest and most dangerous of its family, known to gore unwary travellers who intrude on their territory or get too close during mating season. They hunt in packs and have been known to be able to flip a full-grown Norseman in the air with ease. Like the alit, they inhabit an ecological niche much like that of a bear, mixing grazing with hunting small animals and defending its territory with superior size and arms.

    Scuttlers Gonna Scuttle​

    Along their much larger counterparts, there is a group of little creatures found in abundance around the region.

    Cliff darters are feathered, bird-like reptiles with aerial capabilities. They possess talons on their feet and clawed digits on their wings.

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    CLIFF DARTER at ESO Model Viewer (if anyone knows the author, please contact me)​

    Cliff darters belong to the same family as cliff racers, cliff striders, scuttlers and bantam guar. As such, they are also known to be the more distant cousins of guar, alit, and kagouti. Unlike their cliff racer relatives, cliff darters are more docile. They do not attack upon being approached, and instead prefer to fly away when disturbed. Darter plumes are used locally as decorations for garments and household goods.

    The scuttler is a small, docile species of biped lizardkin the size of a common housecat. They have no apparent forelegs, and survive on eating smaller insects and groundworms.

    xaj42Oy44l4i8JnyN21fmxOUexhaVpoS6waepvMio4OPESxLj-SQATn39g6YnvQH-_ihYRNsCwYeFqUQzfNiDVtQh-wqNYhz2H8_K6Iahcyix_Cs1CHFo1VQc5o8_IbvSjX-U3FqnAbxu6RSn--MnUA

    Scuttler for Elder Scrolls Legends (if anyone knows the author, please contact me)​

    Having completely different reproductive and growth cycles, they are not related to the guar or alit. Scuttlers are more similar to the cliff racer family of leathery flyers than their form would suggest. The Nuqiri use their guts for fishing bait. There had been worrying reports of smugglers selling them as pets in ports from Slaver’s Bay to Leng.

    Bantam Guar, or "Pony Guar" as nicknamed by the outsiders, despite their name are not guar at all and classify as a part of the scuttler family. Many have described them as "ugly chickens," as they have a distinctive body shape and behaviour that remind many of the common bird. They retain the vestigial wings, and unlike their cliff racer and cliff darter cousins, they cannot fly.

    Not well known outside of the Ashlands, they are mostly held as pets by the Nuqiri, but some do raise them for their eggs, meat and skins.


    Creepy Crawlies​

    Apart from the dragon and lizardkin, the Broken Peninsula host a variety of insects, some unique only to this land.

    One of them is shalk. Shalk are large black generally docile beetles common in the Ashlands and Grazelands of Gelios, known for their hard shells and defending themselves with gouts of fire.

    Shalk Resins are the tough, soluble substances extracted from Shalk hides. Shalk resins are used as glues and stiffeners in manufacturing bonemold and chitin armors.

    A common mild local disease known as collywobbles may be contracted from a diseased Shalk. The sick report generally being poorly, lacking strength to do their everyday tasks and easily becoming fatigued.

    Hivemind​

    The most unique, twisted and disturbing of the region’s animal kingdoms is, of course, the Kwama.

    The kwama are a group of insect-like creatures found exclusively in the Broken Peninsula. They are a hive organism with a strict hierarchy and are a crucial part of economics in the region where they are usually kept for their eggs (or "mined", the biggest mine being the one near the Egg Hill on Gelios).

    Kwama work in an underground colony similar to ant hives. These colonies are called egg mines due to their size and structure: egg mines are consistently large enough to allow entrance of miners, and some egg mines are obviously man-made or man-maintained due to supports that have been erected. Egg mines are typically labyrinthine and can have several separate chambers depending on their size and importance.

    In their underground communal colonies each kwama has a specific role.

    At the top of the colony's hierarchy is the Queen. Kwama queens are the "leaders" of kwama egg mines, found in the deepest chambers of egg mines. These areas are often referred to as "queen's lairs." A kwama queen is the most important part of an egg mine, as she is the only egg layer. If a queen is killed, the mine is effectively killed as well.

    Kwama queens are quadrupedal, brown and have what looks like a kwama forager in its mouth, similar to a kwama warrior. As stated before, they are extremely large and bloated, with an off-white eggsack on the rear.

    The queens are huge, bloated and unable to move to defend or even feed themselves, so all their needs are attended to by the Workers.

    Kwama workers are brown, striped with darker and lighter areas of the same colour, and quadrupedal.

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    Hive Worker for Elder Scrolls Legends (if anyone knows the author, please contact me)​

    Drones dig the colony's tunnels and chambers, tend the queen and the eggs and produce and distribute food (although what kwamas eat is uncertain). The workers also produce a pheromone unique to their colony. They are accustomed to human presence, so will not become aggressive unless provoked. They are usually docile, but not completely helpless.

    Different colonies compete over resources, making them natural enemies. Kwama Warriors are the martial arm of a kwama nest, defending the colony's tunnels and participating in inter-nest warfare. Kwama warriors resemble a bipedal, slightly larger kwama worker, with what appears to be a kwama forager in its mouth, however the mouth is upside down compared to the worker.


    ado12JDYNvTqNJloo3uaiSFN1OAReu2AdPHwlc2MpepCxjbblLWAVb4bGO-WruU0NF0ac-okANPS1z_pEl2mkLAGWloZjh7kpFjKgDQHpXZZWa0mObmYi13nOiPke9FWZlBw8ggexzJRSzL1IfYbEQ

    Hive Defender for Elder Scrolls Legends (if anyone knows the author, please contact me)​

    They are aggressive and dangerous, with poisonous attacks. They will attack anybody not covered in the right kwama pheromones that enter the nest.They usually don't attack the miners because they are used to their odour, but will assault outsiders without hesitation.

    Kwama Foragers are brownish tan cone shaped wormlike jumping creatures, with a round mouth and several small teeth. Kwama foragers move with a distinctive squishing sound and are usually found outside nests hunting for prey and scouting for natural underground passages suitable for new nest locations. Foragers are aggressive, but not very dangerous.

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    Kwama Forager for Elder Scrolls Legends (if anyone knows the author, please contact me)​

    Scribs (or squibs) are a late larval form of the kwama, often found wandering the surface. They resemble large whitish bugs with eight jointed legs.

    They feed on other small insects, and are eaten constantly by larger scavengers. Scrib larvae can sometimes be found in rotten meat, and will eat their way out of the victim's stomach if consumed. They are not very aggressive and their sole defense is a weak paralytic venom, lost as it grows up.

    Kwama Eggs are a rich, nutritious foodstuff and a principal agricultural commodity of Gelios Island. The eggs come in two main sizes, large and small, with the large eggs having more nutritional (and alleged alchemical) properties than the small ones. Kwama Eggs can be eaten boiled, roasted, or raw, and remain fresh for weeks. They are popular throughout the region, and becoming a major export.

    Scribs are known to have a pupal stage; these pupae are sometimes harvested and roasted over an open fire by Nuqiri. The flesh of scribs is crushed down into the soft Scrib Jelly, a nutritious but sour-tasting gelatin with an unpleasant texture that is popular with the natives. Scribs can also be cut into strips and dried in the sun to produce Scrib Jerky, a practical foodstuff for travellers as it doesn't spoil.

    Kwama Cuttle is a tough, waxy substance that comes from the beak of kwama beasts. Kwama Wax expands and hardens with heat, making it useful for plugging leaks or mending furniture. It is also sometimes used to dress armour.

    The Blight, a very dangerous local disease, is a major threat to eggmines, making it unsafe for miners and killing the Queen if she is not cured. Once the Queen is cured, the colony will recover. Kwama can also become infected with droops, a common disease.

    Kwama are exploited by both the natives and the newcomers. The miners protect the kwama from poachers, predators, and raiding kwama foragers from other colonies, and harvest the eggs judiciously, leaving enough eggs to sustain colony growth. Due to the importance of egg mines, villages and even towns began to spring up near them. Dromon Hill and its Fort Darys is an example of one such town, as its entire economy and well-being depend on the mine.

    A symbol of a scrib is used to signify an inn or tavern around the Broken Peninsula, and one can usually be found hanging on a banner outside of the establishment. Scrib Cabbage, a domesticated plant found in the region, is named after the larvae.

    Rolling in the Deep​

    The Broken Peninsula has a vast variety of marine wildlife, but only one solely unique to the region.

    The Slaughterfish, silvery streaks with flashing teeth, are extremely aggressive and will go after larger prey, even unsuspecting travellers and swimmers, both in open waters and subterranean pools. They generally appear as a school, stalking unwary prey before attacking quickly and lethally all at once with their razor sharp teeth

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    Giant Slaughterfish by Grafit Studio for The Elder Scrolls: Legends (if anyone knows the author, please contact me)​

    Slaughterfish tend to prefer foul waters, but can thrive in a variety of aquatic environments across the Broken Peninsula and their population is diverged into several distinct breeds. The slaughterfish of the Straits is known to be average around six feet in length, although some specimens have been known to grow at least twice as large than average due to plentiful meals. Even larger variants such as the Blind Slaughterfish can be found in underground rivers, and the Electric Slaughterfish that thrives in the hot waters of the Smoking Sea where most other fish species had been rendered extinct. The Nuqiri tell stories about a rare breed of slaughterfish known as the Crab-Slaughter-Crane, that is said to be big enough to "swallow a mudcrab and a crane in one gulp".

    With this fish being so prevalent, slaughterfish bites are a somewhat common occurrence and dangerous enough to maim limbs. This has led to a lucrative market for slaughterfish preventatives and cures, with products ranging from alchemical slurries marketed as repellents, to books full of remedies, the success of these products have been mixed.

    Another health risk associated with the fish, is that it is a carrier for the Greenspore disease, which can cause mental issues such as dementia.

    The meat of the slaughterfish is mealy and noisome, but dried slaughterfish scales are said by locals to be 'a crunchy treat' when prepared in the native manner.

    Various parts of the slaughterfish have been found to hold value.

    Their scales and eggs are prized by alchemists for their alleged alchemical properties, while their sharp teeth prove useful when used to enhance grappling hooks.

    They are also fit for consumption and due to the species' widespread range, there are numerous culinary traditions involving slaughterfish. Among the Nuqiri, the scales are dried and consumed as a "crunchy treat", whilst disdaining slaughterfish flesh, describing it as "meally and noisome". However among the newcomers the stone-cooked splayed slaughterfish is considered a delicacy, and the seared slaughterfish and the slaughterfish pie are a common meal. Sailors both native and new are also known to smoke slaughterfish to take out at sea.

    Happy Tree Friends​

    While the lives of pigs and monkeys on the Isle of Cedars are certainly unique, the pigs and the monkeys themselves are unfortunately not.

    Who is unique to the region, however, is the flying fox or the fruit bat of Elos (GerpaMassa - “Fruit Bat”). A small shy creature with a wingspan of about 4 and a half feet and a forearm approximately 5 and a half inches long, it weighs less than a kitten. The body of this bat is covered in long hairs, making the body seem almost woolly. The bat is reddish brown and has a yellowish white nape. Its ears are small and pointed, and are difficult to see beneath its thick fur. Its flight membranes are dark brown in colour.

    It is a nocturnal species, usually solitary roosting in trees during the day and foraging at night. It is mostly frugivorous, consuming the fruits of more than fifty plant species, the flowers of twenty plant species, the leaves of more than five-and-ten plant species, and the bark of one plant species. It has also been observed consuming eight different species of insect. The Valyrian Cedar trees are an important source of food year-round.

    Not long before the Sea-Devil’s arrival on the island, many Cedar islanders believed that the flying fox is a pest that should be managed by culling. Fortunately for the furry, they seem to finally have found the balance and joy in coexisting.


    Most of this Chapter’s information about the animals was taken from the words of the natives (later compiled into “A Distant Chime: Beasts of Valyria”, “ Unofficial Valyrian Pages” and the “Valyrian Chapters” of the Grand Gūrēntir).

    For more detailed (and also very poetic) information on the Broken Peninsula’s animal life please consult with the most recent and most thorough works of my other esteemed colleague and dear friend, Archmaester Ormond.

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    Laying outside of the scope of this work and scattered throughout the land are countless caves, eggmines, Old Valyrian ruins and odd towers of uncertain origin. If dear reader would feel interested in learning more about them, I would highly recommend the works of my colleague, Archmaester Axel.

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    If one would find interesting the written documents found throughout the years or more thorough and detailed accounts on the oral tradition of the Nuqiri, I urge them to acquire the works of Archmaester Tyler. I will however advise caution around some of his most recent works however as he might have overexerted himself with his studies and does not seem to be of right mind as of late (his takes on the hidden meanings in ancient prophecies and the inner, probably dark, magic of the High Valyrian language are definitely controversial, but highly entertaining).

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    The Harpies: Knowledge is Power? Power is Power: Warden of the River. Going Down All the Way on the Demon Road. The Red Sister. Sons of Harpy Come Again
  • The Harpies​

    While in the lands sworn to the Iron Throne the vile practice of slavery has been eradicated, it unfortunately is still alive and well in other parts of the world. The centre of the known world’s slave trade are the great cities of Slaver’s Bay, where everything from pleasure slaves to the feared eunuch soldiers known as the Unsullied can still be purchased.

    More than 600 miles wide, Slaver’s Bay is more of a small sea than just a bay. The far west coast lies against the Valyrian Peninsula. The north coast is bleak and mostly unsettled. The only good harbour is at Bhorash, but that city was destroyed after the Doom of Valyria and the ruins were shunned until very recently. The east coast is home to the great slavers’ cities. To the south, beyond the Isle of Cedars, Slaver’s Bay becomes the Gulf of Grief, a great body of water so-called for the centuries of conflict between Valyria and Old Ghis that raged across its waters. The Doom of Valyria saw a wave of water hundreds of feet high slam across the gulf, destroying every ship in its path and devastating towns all along the coasts, giving the name fresh meaning. To the east the coast turns along the Summer Sea towards the Straits of Qarth.

    Slaver’s Bay is dominated by the culture of Old Ghis, the great Ghiscari Empire which ruled this region for over three thousand years before it was laid low by the might of Valyria. Valyria kept a chokehold on Slaver’s Bay for well over four and a half thousand years (according to tradition) before it was destroyed in the Doom. In the four centuries since then, Ghiscari traditions and culture (or a modern version thereof) have reasserted themselves. However, a distinction should be drawn between the spreading power of New Ghis, which claims to be the Old Empire come again, and the cities of Astapor, Yunkai and Meereen, which are culturally Ghiscari but wished to maintain their political and economic independence. That wish however is not always respected among the cities, and once in a while the geopolitical landscape of the region shifts one way or another.

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    Knowledge is Power?​

    Yunkai, the Yellow City (for the colour of its bricks), is possibly the smallest and most obscure of the three slave cities. Founded in a wave of Ghiscari expansion well over five thousand years ago and built to a similar design as its sister-cities.

    Lacking Meereen’s enormous strength and influence or Astapor’s reputation built on its Unsullied slave-soldiers, Yunkai’s rulers, the so-called Wise Masters, seem to compensate for this by giving themselves and their city flamboyant titles, such as the Queen of Cities (a title also claimed by Qarth). Yunkai has a good harbour but is otherwise unremarkable, few of its pyramids approaching the size of Astapor’s and none rival those of Meereen, and its reputation is built on pleasure slaves rather than soldiers like the Unsullied. That left the city vulnerable and saw the city lose its independence during the reign of Wise Master Reznak zo Rhaezn. He was left to govern the main city’s region after its fall, and his eldest son Skahaz now oversees the city proper while the youngest son Morghaz governs Yunkai’s hinterland that runs east to the mountains and south along the coast for a good hundred miles or so.

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    The governorship of the surrounding region and the ultimate decision-making about it and the city however shifted to High Master Grazdan zo Ahlaq when he was assigned to guard the new border between Yunkai and Astapor after the latter lost some of its territory to the warring neighbour.

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    Power is Power​

    The warring neighbour in question was not Yunkai herself, but Meereen - the largest city on Slaver’s Bay and possibly one of the largest cities in the known world, outstripped only by Volantis, Asshai, possibly Qarth and some of the cities of Yi Ti. The better part of a million people live in the city and the surrounding area. Meereen is larger than Astapor and Yunkai combined and its bricks are of many colours, giving the city a more colourful feel than its two smaller sister-cities.

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    Game Of Thrones (Telltale Games) - Meereen (if anyone knows the author, please contact me)​

    The rulers of Meereen are known as the Great Masters, who rule from the Great Pyramid. Over 800 feet tall and one of the tallest structures in the world (taller than the Wall, rivalled by the High Tower of Oldtown and outstripped only by the Five Forts of Yi Ti), the Great Pyramid dominates the skyline of the city and the surrounding countryside for miles. The next-tallest pyramids in the city are less than half the height. Also imposing is the Temple of Graces, the centre of religion in the city and the surrounding region.

    Meereen’s walls are tall, studded with towers and significant bastions. With the Dothraki Sea located just to the north, across the river, and the city being located on the frontier between Old Ghis and Valyria, it has always had a need for a strong defence. The walls have been kept in good order (unlike Astapor and Yunkai’s, which have fallen into disrepair over the years) and the city remains formidable. No outside army has taken the city since Valyria overthrew Old Ghis, and even the Dothraki seem to have been daunted by the city’s sheer size. Until very recently the Great Masters have wisely refrained from giving them cause to try to take the city, instead offering them good prices for slaves herded downriver to the city’s fleshpots.

    Meereen sits on bluffs on the south side of the River Skahazadhan where it meets Slaver’s Bay. The Skahazadhan provides rapid travel eastwards towards Lhazar and the Dothraki Sea, but this can also be a weakness. During the ancient wars with Valyria, the Meereenese built immense wells to draw water from sources that could not be easily polluted by besiegers. Meereen’s hinterland extends south and east through the sandstone mountains towards the Lhazareen border. Estates can be found in these hills, although the territory is not as verdant as it once was. History records large numbers of cedar trees and olive groves studding the shores of the bay and extending into the hills, but the Valyrians burned most of these out. Farms, tended to by vast numbers of slaves, are located where the ground is fertile enough to turn a good crop, so to help feed the city. However, the land is harsh and in a prolonged siege, not able to bring in food by road or sea, Meereen would likely starve.

    Meereen saw a major and rapid expansion under its previous Great master, Reznak mo Reznak, for his exploits known as the Conqueror. He subjugated Yunkai to the south and began the war between the Slaver’s Bay and the Dothraki, the first real one in centuries. He was unfortunately captured by his nemesis, the grandiose Drogo the Khal of Khals, and was tortured to death by the raging Dothraki at the very impressive age of seven-and-seventy.

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    After the Conqueror’s death his son Krazdan was deemed unworthy to step into his father’s shoes and promptly relocated to Khyzai Pass, a mountainous pass linking the coast of Slaver’s Bay to the kingdom of Lhazar further inland. The Khyzai Pass has been hewn out of the sandstone mountains by the passage of the Khyzai River, a tributary of the Skahazadhan. The pass permits relatively easy travel between Meereen and central and southern Lhazar. There is a road that outflanks the mountains to the north, following the Skahazadhan more closely, but this road also passes through regions that the Dothraki raid on a fairly frequent basis. The pass is a safer and more secure route.

    The man deemed worthy to follow the Conqueror is the current Great Master of Meereen and Yunkai, Bhakaz zo Loraq, now known as Tenacious for his firm rule and his aid to the victory in his predecessor’s war.

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    Warden of the River​

    After Reznak the Conqueror was captured, his banner was unexpectedly picked up by a man who was supposed to oversee the logistics of the Conqueror’s army but in the ensuing chaos found himself among the thick of the battle. His screams of rage inspired the men around him, and with the very timely arrival of Great Master Bhakaz’s reinforcement the day was won, and the Dothraki finally abandoned the fertile lands further along the Skahazadhan river east of Meereen.

    The steward that picked up the banner (named Zhezzan zo Pahl) quickly named himself the new Master of the Skahazadhan, later going even farther and calling himself a King, even donning a crown in a pompous ceremony. He also quickly married one of the captured Dothraki women named Zhavvi who turned out to be The Drogo’s own granddaughter. She later took to the teachings about the great harpy very seriously and became a Green Grace after the death of her husband.

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    Zhezzan’s death brought turmoil to the region. His older brother Grozlal usurped the crown from Zhezzan son, in a twist of cruel irony named Grozlal in honour of his now-usurping uncle.

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    Grozlal the usurper ruled for mere four years and died from a festering wound. His son Barghaz lost his throne to his nephew, Grozlal the heir, and is currently held under constant guard in his own palace.

    It is interesting to note that the usurper’s second son was given some land to call his own by his cousin and not held accountable for his father’s actions.

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    The rightful Grozlal is married to Lady Lempi, a woman of very interesting background. She was born a daughter to one of the Great Fathers of Yinishar in the Bone Mountains to the east and his wife Maelerys, a woman of suspected Valyrian descent. Their first son Zhezzan, Grozlal’s heir at that time, was unfortunately and very suspiciously found dead at the age of just five years.

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    Grozlal’s current heir is his brother Miklaz. He governs the southern bank of the Skahazadhan river with his wife, Lady Gorgazza, granddaughter of the current Great Master of Meereen.

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    Ozzan, the youngest of the three brothers of Skahazadhan, helps his middle brother. He is unmarried, but holds a Lhazareen girl as his bedwarmer. Curiously enough, his son by her is recognized as his official heir.

    ehpjHQ544MzD4Soc9I-uH6MDNuSPWo-_-kq0zoBWE6uXbI7mnpR7Bd5qUKErUntes_it-_GL8Bpx-8a6E6_2YRBsx_IdYK3XeSJs2envnBacaflxVfQ16501kMWqyPdjzQwyh9agWZIK-PpmmTwYx3M


    Going Down All the Way on the Demon Road​

    While the newly-acquired lands along the Skahazadhan river are nominally independent from other slavers’ cities, new colonies along the Demon Road are under a tenacious grasp of Meereen.

    The first man to lead an expedition and establish a foothold in Bhorash was Harghaz zo Pahl, kinsman to the Skahazadhan’s brothers. Unfortunately his prolonged stay and apparently the things he saw there led to his horrible demise (or maybe a tumour of the brain made him see these things in the first place). Rule of the land did not go to any of his son’s however.

    7ArLEWYFcD6Q_IolXd6UxYxfu0SSIWRAgd1X9UKWNuejKiHk8DBS2Gz0WTZSCzdW8V-tdj3z8Utl3ul9iEeDl5vuErZYTFPJJUwtY_OrFI_tnxtkDaKwPhePQYG8z1MlccYU9MLwpGb-lirE49JwcLo


    Instead it unexpectedly went to Harghaz’s cousin Shakhar, probably due to the fact that the man is very easy to control as he almost never leaves his chambers ever since the unexplainable death of his beloved young wife. He usually just lays down on his enormous bed and tries to eat away his endless sorrow.

    AZ1w1jElG0TMgeR6t2UW7uTgovf6ubq7d7d7G2JplrI3iZt41ElRMwLK1Mo15h01DFf7ofLDwfj7A-Fls0th0XuPZLS_y_3H8Qb6gHqkc71vwT2u4VuoyUbaEkyTtFziULtaf-GEcl_fjtxGIG0i4OQ


    Shakhar (for his eating habits known as the Gross) refuses to have any relations with any women, free or enslaved, and does not have any offspring. His heir is his kinsman Gazhaq (that first bewitched Harghaz’s nephew) who oversees the reconstruction of the Bhorash’s harbour. Gazhaq’s own heir is also not one of his children but his other kin, bewitched Harghaz’s youngest son Shakhar (not to be confused with Shakhar the Gross).

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    Another interesting development in the region is the incorporation of the fertile plains and the valley north of the Demon Road, a piece of land also seized from the Dothraki in the Conqueror’s war.

    The first overseer of the region, a young man named Razdar zo Merreq, died less than a year into his new position. His second wife and the mother of his two children oversaw the land with her new husband until it was time for her son Yazzak to take the reins.

    VjNsGFbrLNgTqX-qj0QXuHfZagxs0iM_CvxwhFmVktfshXfgb2mb5u2SBtSllMmzumOF5xxjMwLN3zJj7sepQsN6FKD7YJwdtvvUB5TGmBJDGPKw-7G_loT8-37BOHHUEjwqelChjyGLjwC29WWF_h0


    There are rumours that deep in the valley the Meereenese found a ruined city of black stone with an old black stepped pyramid in its centre, but the sources from that region are unfortunately sparse and often unreliable.

    The Red Sister​

    Astapor, the Red City, is the southernmost of the three slave sister-cities. Its rooftops and many of its buildings are red in colour, derived from the crumbling old red bricks that the city was built from, giving the city its name. The air is also often heavy in red dust.

    Like most cities of Ghiscari origin, its ruling class (the so-called Good Masters) lives in great stepped pyramids. The tallest in Astapor, located along the waterfront, is about 400 feet tall. Its current occupants are Good Master Haznak zo Mazlaq and his rather large family. After the death of his first wife, the daughter of one of the previous Good Masters, Haznak married his wife’s niece, who might be familiar to my dear readers that had familiarised themselves with the Chapter on The Sisters between the coasts of the North and the Vale.

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    Further down the coast is the port and the mouth of the Worm River where the current true powerhouse resided. High Master Faezdhar mo Ullhor controls all the land along the river while the Good Master of the region in reality directly controls only the city proper.

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    The city’s elite are often found taking their ease on the pleasure barges gliding up and down the river, fanned and attended by their well-fed slaves.

    Elsewhere in the city are far darker sights: the fighting pits where slaves battle one another to the death for the entertainment of the rich, and the Plaza of Pride and Plaza of Punishment where slaves are put on display.

    Astapor is famed as the home of the Unsullied, warrior-eunuchs trained from birth to fight and die for their owners. The Unsullied are utterly formidable in battle and a popular choice for bodyguards and household guards. Until relatively recent events, Astapor had a long-standing contract with the Free City of Qohor, which had exclusively used Unsullied as its front-line troops since defeating the Dothraki in the Battle of Qohor over three centuries ago.

    Beyond the city lies its hinterland, which runs along the coast for a hundred leagues to the west and south and half that to the north. There are tall hills, more like low mountains, to the south, where the Worm River is born and flows down to the sea. Beyond these mountains lies the resurgent power of the Ghiscari Empire, which Astapor regards warily.

    Sons of Harpy Come Again​

    The region of Ghiscar is large, spreading for well over 300 miles to the north and east to the sandstone mountains, as well as along the coast of the Summer Sea.

    This was the old heartland and core territory of the Old Ghiscari Empire, its breadbasket and the location of its major cities. Almost five thousand years ago, Valyria devastated this region with dragonfire on an epic scale. So complete was the destruction that most of the Ghiscari towns and villages that once dotted this landscape have simply vanished, with nothing left standing above ground to indicate they were ever there.

    An exception are the ruins of Old Ghis, the ancient capital of the Ghiscari Empire. Once one of the greatest cities in the world, Old Ghis spread for miles along the coast of the Summer Sea, along a fine harbour and sheltered from the storms and harsher tides of the open sea by a series of offshore islands. The city was obliterated at the end of the Fifth Ghiscari War, the Valyrians destroying the city in detail and salting the earth. However, the tallest buildings of Old Ghis, the pyramids, were too difficult to destroy altogether and so were simply abandoned. Over millennia they have started to fall back into the ground, but the ruined Great Pyramid of Old Ghis (the inspiration for the near-identical Great Pyramid of Meereen, some 700 miles to the north) still stands, over 800 feet tall.

    Located just over a hundred miles off the coast, the island of Ghaen was a Ghiscari stronghold for millennia, and latterly an annexed Valyrian colony. The island’s geography protected it during the Doom of Valyria, preventing its population from being wiped out like the Isle of Cedars. Subsequent to the Doom, the people of Ghaen broke away from Valyrian control and declared themselves the true heirs of Old Ghis, the sons of the harpy come again.

    The city of New Ghis rose on an island off the coast of Ghaen. Smaller than Astapor, Yunkai or Meereen, but far newer and more dynamic, New Ghis has established itself as a vital waystop and trading centre.

    The city is strategically located on the main sealanes leading west to new Valyria, the Free Cities, Summer Isles and Westeros, north to Slaver’s Bay and east to Qarth and the Jade Sea. A boom town, New Ghis has increased in size, power and population quite remarkably in the last four centuries. Its location renders it vulnerable to attack by corsairs out of the Basilisk Isles to the south, but the Ghiscari have struck both alliances with the pirates (some say paying them off to seek prey elsewhere) and also trained their own formidable military, spearheaded by the Iron Legions, to defend themselves. The power of New Ghis has spread to the mainland nearby, the territory of old Ghiscar, and continues to grow, to the disquiet of Astapor to the north.

    The current King of New Ghis is Ozdhan zo Grazdan, a great swordsman in his younger days and even now, despite being enormously fat and at the age of sixty, still a very formidable opponent (some say his prowess is due to his meddlings with the arcane, but the truth of the claims is yet to be proven). He is married to the sister of the two first kings of Skahazadhan.

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    The pairs first son and Ozdhan’s heir apparent, Ozzan, is married to Immissi, called the Princess due to her being the granddaughter of The Drogo of the Dothraki. She was sent to Ghis by Ozzan’s uncle Zhezzan, who was married to Immissi’s sister Zhavvi. Immissi also learned and embraced the ways of her captors and is highly regarded at the court of New Ghis.

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    Lambs to the Slaughter
  • Lambs to the Slaughter​

    Located to the east of the sandstone mountains and south of the Skahazadhan is the small kingdom of Lhazar. The bulk of this kingdom lies in a triangular region, its boundaries marked by three cities: Hesh in the north-west, Kosrak in the north-east and Lhazosh, the nation’s nominal capital, in the south.


    Lhazareen villages and towns dot this landscape, becoming rarer in the east as the relatively fertile and green lands around the river give way to the parched desert known as the Red Waste.

    The nation is noted for its non-warlike, non-expansionist nature. The Lhazareen are followers of a deity known as the Great Shepherd, whose priests and priestesses teach that “all men are one flock” and urge their followers to trust the winds of fate and do no violence. The people of Lhazar are peaceful, placid and value good, honest trade with its neighbours. Many of those neighbours – the Meereenese to the west, the Ghiscari to the south-west and the Qartheen to the south – are unreliable and take advantage of the Lhazareen pliability at almost every turn.

    Some Lhazareen reject these teachings and do take up the ways of fighting for themselves and their people. The most recent and the most prominent of these recusants was the first Queen of the Lhazareen, Mirri the Careless.

    Once a kind-hearted and cheerful woman, she had to witness one of the most horrendous slave raids of her time. It was committed on the orders of the Qartheen ruler of Port Yghos, Lady Chataya Qar Maath (to her people known as the Wise, but to the Lhazareen known as the Cruel). Not only a simple slave raid, it was also a retaliation for the death of the Lady Chataya’s niece and predecessor, Lady Tagganaria Qar Maath, who in her simplemindedness decided to conduct and lead her own raid years prior and died at the age of six-and-ten by the hand of Mirri.

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    First they got Mirri’s beloved husband, but as he was already an old man, they hanged him from the tallest tower of Lhazosh. Her fistborn son and two of her daughters were captured and taken back to be made into slaves. Mirri’s third daughter Umay, a girl of just four-and-ten, completely broke under torture almost immediately upon arrival to the dungeons and died in a state of bliss, her mind gone by the end of it. The boy, Ilik, was gelded, and when he still refused to work for his new masters, his head was put under an elephant’s foot just a year after his enslavement. The second daughter, beautiful Jhigi, endured for almost four years before she too succumbed to the unimaginable suffering inflicted upon her.

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    Mirri’s heart was broken and turned into stone. She relentlessly united her people into one nation and even managed to convince most of them that their Great Shepherd, while definitely peaceful and definitely against violence, did not mean that they cannot fight back when violence is done to them. She unfortunately died ten years into her reign under somewhat suspicious circumstances.

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    Her youngest son Arslan, almost a copy of his father, succeeded his mother as the King of Lhazar as is the Lhazareen custom. He went even further with his interpretation of the teachings and is currently locked in an active state of open war with the New Gris, a very powerful player in the region. His wife Ipekeh does not adhere to her husband’s views on the Lamb God’s teachings and it had clearly made a rift in the pair.

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    King Arslan’s older brother Rakharo however and Rakharo’s wife Patiyera both support their liege in his endeavour.

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    As a side note, an odd woman reportedly leads a small Lhazareen community in a small village of Atakosh. Lady Gulayi, while being a follower of the older, more non-violent teachings of the Lamb God, effectively holds her own husband as a breeding slave. Haggo, the husband in question, for his cowardice was left behind by his fellow Dothraki during one of their raids on this land during Gulayi’s youth. She essentially enslaved him, eventually using him as fresh blood to cover up for the absence of men made by that same slave raid.

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    Blue Lips, Blue Veins, Black Hearts. Great Wetnurse. Fun For the Whole Family
  • Blue Lips, Blue Veins, Black Hearts​

    The continent of Essos was once home to a long-lived and remarkably enduring people and civilisation: the Qaathi. They are mentioned in the oldest legends of the east, contemporaries of the Fisher Queens and the Great Empire of the Dawn, older even than the first flowering of Old Ghis. They lived in the western shadow of the Bone Mountains, ranging far and wide across the eastern Grasslands and along the banks of the Skahazadhan.

    At some point in the remote past they were displaced from their ancestral homelands, forced south and east by the rise of Sarnor, Old Ghis and the first nomadic incursions by the ancient ancestors of the Dothraki. They found a new homeland, located south and west of the Bones. This was a vast stretch of countryside, fed by numerous rivers and running along the coast of the verdant Summer Sea. Here, on an excellent harbour on the straits linking the Summer Sea to the Jade Sea, they founded what would become the greatest of all their settlements: Qarth, the Queen of Cities.

    The Qartheen built other cities, including Qolahn, Qarkash and Yhos, along with numerous towns in the interior. A network of roads was constructed, linking the Qaathi cities with the Ghiscari Empire to the west, the Sarnori city-states (and, later, Lhazar) to the north-west and the great Great Empire and its successor, Yi Ti, to the east along the coast. In the wake of the Long Night the Patrimony of Hyrkoon was founded and expanded west of the Bone Mountains, establishing Yinishar at the mouth of the Steel Pass on the northern fringes of Qaathi territory. It is possible that conflict may have erupted, but instead the two powers chose trade. When Ghis was laid low by Valyria, the Qaathi welcomed the dragonlords as trading partners and potential allies. The Valyrians had little interest in the Qaathi, aside from ensuring that they did not attempt to tax or levy Valyrian ships passing through the Jade Gates on their way to the fabled east.

    Several centuries before the Doom of Valyria, the Qaathi noticed that the lands were becoming less fertile. The inland salt lake to the north-east, which the Dothraki forebears already called the Poison Sea, may have been responsible for this, but some believe that the repeated toll of long winters and long summers had simply sapped the life out of the land. Whatever the cause, the Qaathi heartlands began to dry up and then experienced desertification. In a remarkably swift period of time the Qaathi had to begin abandoning the interior, drifting south towards the coast.

    This would have likely been a more leisurely and natural exodus, but then the Doom of Valyria took place and the Dothraki rode out of the east to destroy mighty Sarnor. Several Dothraki khalasars, seeing that the chances of booty in the west were reduced due to numbers, instead swept south into the Qaathi lands. They obliterated several cities, reducing them to Vaes Orvik (“City of the Whip”, due to the number of slaves taken in the sacking) and Vaes Shirosi (“City of Scorpions”). They also destroyed mighty Qohlan, renaming the ruins Vaes Qosar (“City of Spiders”). Vaes Tolorro (“The City of Bones”) was likewise abandoned, but its walls and many of its buildings are said by some explorers to still be intact, suggesting it was evacuated ahead of the Dothraki advance or was spared and later abandoned due to the encroaching desert.

    The Dothraki turned back from the coast, sparing Qarth, Qarkash and Yhos. The reasons for this are unclear, but the Dothraki were far from home and the horse-riders feared the deep desert to the east. Thanks to the blood spilled as well as the colours of the sands, it was given a new name: the Red Waste.

    The Red Waste is the largest desert in the known world, although some ancient Valyrian records claim that much vaster areas of wasteland and desert exist further south in Sothoryos. The desert measures at least 1,000 miles across from north to south and around 800 miles across from east to west, although its size is debatable. The desert does not have sharp margins, with instead the land very gradually turning more desolate and barren from the fringes inwards.

    Still, the borders of the Red Waste are held very roughly as the hills of south-eastern Lhazar to the north-west, the Poison Sea to the north-east, the Bone Mountains to the east and the coast to the south. To the west the land becomes more fertile until it opens into the sheep-farming country of southern Lhazar, beyond which lies the Ghiscari hills and mountains.

    The Red Waste is dry, barren and virtually uninhabitable. A few intact wells can still be found, particularly in the ruins of some of the towns and cities sacked by the Dothraki or abandoned to the desert, but crossing the Waste is a formidable and difficult task. Its presence, along with the possibility of encountering hostile Dothraki khalasars to its north, has routed a lot of trade and travel by sea to the south instead, through the Straits of Qarth.

    Qarth is one of the greatest and largest cities in the known world. Only Volantis, Meereen and the cities of Yi Ti can rival it in population and power, and only Asshai is known to be significantly larger (although far less populous).

    Qarth is defended by its famed Triple Walls, three enormous, semi-circular fortifications of 30, 40 and 50 feet in height. The walls are inscribed with images of animals, war and lovemaking, respectively. The Triple Walls are one of the man-made Wonders of the World as noted by Lomas Longstrider.

    The city is noted for its wide thoroughfares, with great statues of Qaathi and Qartheen heroes standing on top of marble blocks. There are fountains in almost every square, many of them carved into the shape of beasts such as dragons and lions. Dominating the skyline is the Hall of a Thousand Thrones, from where the Pureborn of Qarth dispense laws and justice. Far less ostentatious – but far more feared – is the House of the Undying, sometimes called the Palace of Dust, which is the home of the Warlocks of Qarth. Numerous large estates are located within the walls. Three merchant guilds – the Thirteen, the Tourmaline Brotherhood and the Ancient Guild of Spicers – control trade in the city, as well as skirmishing with one another for influence and power. Other notable locations in the city include the Temple of Memory, Warlock’s Way and the Garden of Gehane.

    Qarth’s direct control extends to the cities of Qarkash and Port Yhos. Qarkash is located 300 miles to the west of Qarth, and Port Yhos a further 350 miles west of Qarkash. The two settlements provide food and supplies to Qarth itself, as well as acting as waystops for ships less willing to brave the depths of the Summer Sea as they head west or east.

    The current ruler of this great city is Pureborn Ognos Gosymion, aged two-and-fifty. As an interesting sidenote, his second wife is the Noble Lady Tagganaria Qar Maath, aged four-and-fifty, current ruler of Port Yghos (as a side note: she is kinswoman and successor of the Wise/Cruel Lady Chataya and recently conducted her own successful raid on poor lamb people).

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    They were married just a couple of years ago, soon after the death of Ognos’ first wife, but rumour has it that actually the newlyweds were friends and lovers for many years before their marriage, and that Noble Lady Tagganaria’s children, whose father she refuses to name, were all fathered by Ognos.

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    Qarth is an enormous city but also a vulnerable one: the landward side of the city gives way very quickly to the Red Waste. Although the Waste protects the city from the Dothraki better than any walls, it also makes travelling to the city overland difficult. It also prevents a hinterland of farms and market towns from being established to help feed the city. As a result Qarth has to import its food by sea from the coast of Moraq and from other cities to the west and east, as well as by caravan from places such as Lhazar.

    More than four hundred miles long, the Straits of Qarth form one of the busiest waterways in the known world, with ships from the Summer Islands, the Free Cities, Slaver’s Bay and even remote Westeros (which is located more than 3,900 miles to the west) passing through on their way to the Empire of Yi Ti, the islands of the Jade Sea and, of course, remote, foreboding and threatening Asshai-by-the-Shadow.

    The entire length of the Straits of Qarth are indeed solely controlled by Qarth, which has a monopoly – or stranglehold – on all travel and trade along their route. This is a vulnerable supply chain; if the city was blockaded by sea, it would starve in short order. Qarth once held the strait with a lighter touch, fearing the power of Valyria to the west and Yi Ti to the east, but with Valyria destroyed in the Doom and Yi Ti more concerned with internal affairs, the Qartheen built and still maintain a huge fleet to enforce their control of the straits; no other power on the Summer or Jade Sea has a large enough fleet to challenge them (currently Yi Ti is trying though). They also conquered the island of Qal in the middle of the strait and fortified it with two fortress-harbours. The Qartheen exact a toll on all ships passing through the Straits, giving them immense riches and allowing them to maintain their city.

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    Fragment of the map of the known world from The Lands of Ice and Fire

    The city itself is built around an excellent harbour midway along the Straits - the Jade Gates, the narrowest (less than 30 miles wide) part of the Straits of Qarth that divide the Summer Sea to the west from the Jade Sea to the east and the continent of Essos to the north from the island of Great Moraq to the south. On a very clear day the Moraqi coast can be just discerned as a distant line on the horizon.

    Great Wetnurse​

    Great Moraq is the largest island in the known world (possibly save Ulthos, the status of which remains debatable). 900 miles long from north to south and 450 miles wide at its widest extent in the north, the island acts as a massive barrier between the Summer Sea and the Jade Sea. It is separated from the continent of Essos 30 miles to the north by the Straits of Qarth and Jade Gates, and from the continent of Sothoryos 400 miles to the south-west by the Cinnamon Straits, which are packed with islands large and small.

    Great Moraq is relatively fertile and green compared to the Red Waste located across the straits to the north. The northern half of the island is covered by rolling fields and low hills, where many farms spread which feed both the island’s population and the city of Qarth to the north.

    Until very recently it was controlled by Lord Qgon Dhee Qar Zarnath, but the man drank himself to death when a warlock predicted that his unborn child by his second wife would be a girl. His posthumous son Phalinos inherited his father’s position, however the actual rulership currently is in the hands of his uncle and regent, Kyat Qar. It is unclear who would become the next heir if anything befalls either young Lord Phalinos or his uncle as all their other close male relatives had already died without issue.

    lfo5jmAhknl1MHBNHKw1TCzG5_B2d-Acse9S2Idc56KW1sEndbf5MCMLl0upKu4t3aa4pdI6K5JN0swKtGhTWao4vh40lwhejaTcH5gamyiq9OCaqizvLD57ITa9beiOsVCyxQIPmsk55iMV85G2qUw



    The north of the island of Great Moraq is dominated by Faros, a large city-state located on the west coast near the mouth of a great river.

    zcysq0bY8kb4Z3SiqLgHmcHYuPzbjChN5_ElGZu6SfJv3KG11f0yDt4YAuY5c9UuOHlkpF9Qt9EmTCpSpkECRBIUf_TWxZPlmTvQNjjV4SG9kZStTWAw3v_c4xU_Gl3qzGUFMnG80XTyElLBG6rulps

    AI by me​

    Faros is a notable trade settlement, but it is less powerful than Qarth; prevailing winds and currents carry ships clockwise around the Jade Sea on the great “trader’s circle”, which means that ships have no choice but to enter the Jade Sea via Qarth, which has a monopoly on transit, but can come out via Faros, Vahar to the south or braving more westerly routes through the islands closer to Sothoryos. Faros thus lacks Qarth’s monopoly on travel. The people of Faros worship a god known as the Stone Cow and have erected a massive statue to this deity in the city. It is an impressive, if slightly incongruous, monument.

    In a continuous twist of fate, Faros is also ruled by a ten year old child. Shan Wossam’s father, Shan Halil Faruud, died at the age of just five-and-twenty during the same outbreak of the Grey Plague in the year 353AC that took the lives of two Qar Xarnath cousins. True power in Faros currently lies in the hands of the regent, Wossam’s distant kin. The tragic and peculiar story of his mother Samantha, granddaughter of Lord Horas of House Redwyne of The Arbor, was already covered in the appropriate previous Chapter on the Reach.

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    The island and city of Vahar lies about 170 miles south of Faros. It is an important centre of the world spice trade and gives the Cinnamon Straits their name. In a final stroke of fate’s irony, it is also ruled by a child. Four years old Shan Ahaq, the second of his name, became a nominal head of the Hallafa family after the sudden death of his father, Shan Ahaq the first. The island of Vahar is currently ruled by young Shan’s mother.

    hCS7TIyrkEV0YcZa0jsp6aGBdiGnN8Cwpu2FJsJnp6OwBYu_JMKElyCzTALNkQ1NvSgJ9kTIhCTRRk2OdnNznWhyggBUtPo8RYgvDHj0XPTYtvroonz-iT1I8UNNIjPA_th9MZUrA7RsL8QRceqRLTA


    South-west of Vahar lies Lesser Moraq. A sizable island (270 miles long, 150 miles wide), Lesser Moraq is covered in dense jungle and sparsely inhabited.

    Less than seventy miles separates Lesser Moraq from Wyvern Point on the far north-eastern coast of Sothoryos. Although the waters between the island and the mainland appear to be traversable, ships usually stay well to the east out of fear of the plagues and savage creatures said to inhabit the southern continent.

    An even larger island lies about a hundred miles to the south of Lesser Moraq, but curiously it has never been given a name (at least one that has stuck). Beyond this island the coast of Sothoryos extends southwards (and possibly somewhat eastwards) for, allegedly, thousands of miles, with both the ancient Valyrians and the more contemporary Qartheen claiming to have never found a bottom to the continent.


    The southern half of Moraq is covered in dense jungles and forests. At the southern tip of the island, more than 650 miles from Faros, is Port Moraq, a thriving and bustling trade city.

    7t5omsNi8fJhP0jPj70ZM05bFwB9W8J1TdGfJ0rY1JZ-lry3X74E3_W3aAuK4IZZo0w9Y-lGhOXFt_CkhO0DmXE5bRs7niHBRW4tHArsnp6xdMDlZdg8gc7IAKsA1vNsVir-EAOKvB5bWGamqorS6Pg

    AI by me​

    This is also the only major settlement on and around Great Moraq that is ruled by an adult, Shan Sadiq Jaffarala, the Wetnurse of Moraq. An ambitious man, he steadily makes his moves further inland and sways more and more of the lesser local leaders to his side.

    6NNs46k2mFA8hLRIo8h0e7rYhl6i1peFJW6RyR6ct46LrddcXG54N25Hjp3onQRbZ5tmOLf76WHmGxvwJIAklXsiHgRj97ERX_8ihqO3ZpjUPyVbrY7_zJKiWDKP0eT_9ltItJCeWdTJocLyPT-qxDE


    Moraq’s west coast is more densely populated than the eastern; due to currents and prevailing winds there is no call for ships to pass along the east coast. The island is reasonably populous but not rich in resources. It was conquered by the Empire of Yi Ti under Jar Joq, one of the sea-green God Emperors, but there was relatively little profit in doing so and many of the Moraqi simply faded away into the jungle until the invaders abandoned the effort.

    Fun For the Whole Family

    200 miles south-east of Port Moraq lies Zabhad, another trading city located on the north coast of the Isle of Elephants. Elephants, unsurprisingly, are commonly found on the island. According to sailors, the isle is ruled by a shan from the so-called Palace of Ivory. Also according to sailors, in the recent years it would be more fitting to name the Palace as one of Incest and Inbreeding.

    It all started with Shan Aghlab Mahabhar, the Trickster of Zabhad. Sources vary on the nature of his other tricks, but the one he pulled on his own family definitely was a disaster.

    dRViSxfgm242pUegmu2QaDNBhkgqIH3TxL_vZPYgRxMSjonogY8qNgoT0p6bRiOIwhUx0kIzMHlpWBmvshl0o7BAQbRA2vi81s3_0h1nZWLD4AAkmfUxAjsNuVxuGY-Mz_ZLCFMtrFF4huyt5li7ZV8


    The reasoning behind it is unknown, but Shan Aghlab made his daughter Ayadi marry her uncle Nawfat.

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    Then he went even further and made his son Kadir marry his cousin-niece Ezima, the daughter of Ayadi and Nawfat.

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    Naturally, all of their children suffer from severe health problems.

    Their first daughter died the same year she was born.

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    Their first grandson died the same way, and his father Asem died thirteen years later without any other progeny at the age of nine-and-twenty, comatose and unresponsive.

    YMPYwEbw9OYinTj3f5lhwviLKgyPhVAdnhPHPEzPNdHfwjyUfEbL5Aqw-ojA0uRoT8rJ9FzosL6mNrQkm6k9COf7KYiUjHhC9q5GJDf8osMchwIVjGPLyF3zvunkzal5KqhmdWObulXKK4QYBDTcHHM


    Their second daughter Nadaqi soon followed her brother. Surprisingly her son Ahaq Zah is now almost a man grown and does not yet manifest any severe health issues. He is currently living on Vahir isle with the kinswoman of its young Shan.

    -3Z78pzIES5Wr71fVn-IOXVnEs6GNqA3NkK7N3GrBQKG8Ftw2Ue3n-LHZJijd9yOeg6k3WgFmDPsN8TGxDHNLuwODkIr64EXU1Tz_EC7wVTNa_aQrAdDvZaSwV8BTuUwm_HKbNTJsV3ZLX95xY8MjQg


    Two of Kadir and Ezima’s unnatural offspring are still alive.

    Yamina, the youngest, managed to birth a healthy and strong son.

    pJrCp9b_p7X_REqaZzzM5onG7NdNzEkyeEMXmkTCtYUbetAdRzafRS4cSrXebXPgFbZxUlhUJSO-yLTdL7RtG5O3abrYHIlmYdJ6c92gnn7Oj48Stj78WBA4exO13OOCo1rKoF7d2oPRNQp5bFnu_i4


    Shan Aghlab, the second of his name, is the current Shan of the Ivory Palace. His only son was born dead, so his heir is his nephew Ahaq Zah, Nadaqi’s son.

    AYThJnwHwYkgkUsFCnV2VWdLBkzzwHrNcbVggrHoV8zjfZGzB40btYiRUOMqnWp0YTSaUxBBGF0Dl5OQzSPlXvywl3DKbAWTZKjO8HkpRg-Cp1U8ydmzMcb460Agi13hqGhgZbISCHW03phnz9Cv3b4


    600 miles to the north, located some 250 miles off the coast of Great Moraq in the western reaches of the Jade Sea, is the Isle of Whips. The island is a noted slaver trading post and a waystop for ships heading east; the coast of Yi Ti lies only 300 miles to the north-east.
     
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    The Great Grass Sea: The Khal of Khals: The Sphinx of Ifeqevron
  • The Great Grass Sea​

    South and west of the isle of Moraq lies a land with a name that means only one thing: fear. The southern continent of Sothoryos is a land of burning deserts, thick jungles, boiling plagues, shrieking monsters and unrelenting mystery.

    But let us look north instead of south, to the land of fear not much lesser and monsters also known to occasionally shriek.

    Imagine, my dear reader, a flat plain that extends to the horizon, broken only by low hills in the distance but completely covered in grass. This grassplain extends east from the forest of Qohor for two and a half thousand miles, almost rivalling the distance from the Wall to the Summer Sea in Westeros, before abruptly ending in the foothills of the towering Bone Mountains, and covers the entire distance from the Painted Mountains to the shores of the Shivering Sea.

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    Fragment of the map of the known world from The Lands of Ice and Fire

    This flat plain, when viewed from the mountains or hills, looks like a green sea, which gives it its name.

    The term “Dothraki Sea” is a relatively new one, displacing the simple name “The Grasslands” that used to apply to this vast region and was used by the Valyrians, the Ghiscari and the ancient Qaathi for millennia. The term came into use between three and four centuries ago when Khal Mengo united the disparate and scattered tribes of the far eastern Grasslands and swept west in a crusade of blood and fire. In the Century of Blood the Dothraki destroyed no less than twenty-one major cities, tore down the ancient kingdom of Sarnor and destroyed the Valyrian cities of Essaria, Hazdahn Mo and Ghardaq. The region is also known as the Haunted Lands and the Great Desolation after the dozens of ruins of the cities destroyed and nations conquered by the Dothraki. Their advance was turned back at the Battle of Qohor and the expansion of the Red Waste in the south. During the Bleeding Years the Dothraki established an area of control bigger than the Empire of Yi Ti and almost rivalling the Seven Kingdoms in size.

    For outsiders, the Dothraki Sea can appear featureless, a monotonous slog of never-ending grass that has to be endured for the weeks it takes to cross to Vaes Dothrak. But the Dothraki have many names for different parts of the sea, and for the ruins that dot its expanse.

    Vaes Dothrak, the City of Riders, is the only permanent Dothraki city, a great sprawling mass of buildings that looks more like a temporary caravan stop than the sole habitation of note between the Bones and Sarnath, more than a thousand miles to the west. Vaes Dothrak is a remarkably isolated city: its nearest neighbours are Meereen, 1,250 miles to the south-west; Kosrak in Lhazar, 950 miles to the south; New Ibbish, almost exactly 700 miles to the north; and Kayakayanaya, about 800 miles to the east, through the Bones.

    The city is huge, extending for miles along the shore of the Womb of the World, an immense lake sprawling for about a hundred miles. The Womb feeds a series of rivers which cut north through the northern forests before reaching the Shivering Sea. To the east of the lake is the Mother of Mountains, a sheer mass of stone rising out of the flat Dothraki Sea to dominate the surrounding landscape. Both the Womb and the Mother are considered holy by the Dothraki, who punish any trespassers with lethal force.

    Vaes Dothrak has one large entrance, the Horse Gate, less of a gate than two immense statues of horses rearing in battle.

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    Vaes Dothrak by Marc Simonetti (unfortunately I couln't find this particular picture on any of the author's pages)
    From the Horse Gate a huge thoroughfare, the Godsway, extends across the length of the city. It passes the Western and Eastern Markets, both of which are bustling and cosmopolitan, with traders from across the known world meeting and mingling. The Western Market is home to traders from the Free Cities, Slaver’s Bay and the occasional Westerosi or Summer Islander who braves the journey. The Eastern Market is the place of trade for those from Yi Ti, Asshai, the Jogos Nhai and other remote lands of the far east.

    Although huge, Vaes Dothraki has relatively few permanent inhabitants. Most of the population is transitory, meeting to trade or feast. Only the crones known as the Dosh Khaleen and their servants and bodyguards permanently live in the city. Several Dothraki khalasars may be present at any one time, but the city is big enough to hold all of them – the entire Dothraki civilization – if required.

    How many khalasars there are exactly is hard to estimate, as they merge, break apart and fight one another with bewildering frequency. What is likely is that there are more Dothraki warriors than there are potential soldiers in all the Seven Kingdoms. It is fortunate that the width of the Narrow Sea and the Free Cities divides the Dothraki from Westeros; the Dothraki fear the poison salt water and will not cross it under any circumstances.

    The Khal of Khals​

    A gathering of the entire Dothraki horde has happened just once in living memory, when a khal-of-khals, the most powerful warlord, united all the Dothraki.

    From an early age Khal Drogo was an extraordinarily gifted warrior even among the fierce Dothraki, and by the age or forty he managed to do what no other Khal had ever done before. The Khal of Khals was never defeated in battle until his very last one that so happened to be against the literal dragon.

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    Khal Drogo by dalisacg

    In one of his earliest exploits the future Khal of Khals had dared the Painted March of Volaena and threatened the great Volantis itself. The Magisters prudently chose to “give gifts” to the Dothraki. One of those “gifts” was marriage with a magister’s daughter, Talisa from a noble Volantene House of Maegyr. If the accounts are to be believed, the pair actually grew quite fond of each other, although their union resulted in only two children. One of them, Lady Rhaenys (a most noble Valyrian name, no doubt given to her by her mother), is the beloved wife of Prince Aegon the Confessor of Essaria. Her older brother Drogo inherited his father’s entire khalasar after the Slaughter of Horses of 330AC. His mother Talisa however refused to join the dosh khaleen in Vaes Dothrak as it was customary for a khaleesi after the death of her khal and tried to flee to Essaria to join her daughter. Unfortunately she was caught and escorted there, and after several more attempts to escape she was brutally killed by her own son.

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    Despite the genuine affection between the grandiose Khal Drogo and his khaleesi, he entertained himself with other women as well, both free and enslaved. One of his slaves, a Qartheen woman named Xanthe, managed to escape and even found her way back home where she married a fellow Qartheen.

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    Her only daughter by Khal Drogo, Rakki, was first promised to a son of one of the kos, but the boy suspiciously died at the age of just six years. Rakki then married another ko, Virsallo son of Caggo, who shared her with his brother Moro. Moro later married Rakki himself when Virsallo killed himself out of grief over his tragically deceased firsborn son. Odd rumours circulate among the rival khals that both Virsallo and Moro shared a wife because none of them really wanted her as both preferred the company of other men (or some say that even each other), but the fact that Rakki managed to have five children between two brothers kind of breaks these theories.

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    Fitti was a free fellow Dothraki taken by Drogo after her husband inexplicably dropped dead at their wedding. When the Khal eventually set her aside, she joined and served the dosh khaleen. She was very close with a man named Cozammo and some whispered that she acted as if they were married, even claiming that she referred to herself by his name. She died relatively young, at the age of just five-and-thirty. Cozammo withered away in sorrow five years later.

    Fitti had two children with the Khal, a son named Zono who died from a festered wound at the age of four-and-twenty, and a daughter named Valeqi who joined her cousin and other kin in their efforts to tame (or be tamed by) the Kingdoms of the Ifeqevron (more on that later). Valeqi initially ran away to the forest from the wrath of her more traditional kinsmen when she fell in love with a man captured to be made a slave and snuck him out along with her, but later became converted by her kin.

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    The Khal of Khals also had a number of children with various enslaved women whose names are unfortunately lost to us.

    One of these children, a son named Zhaqo, challenged his oldest brother’s rule and paid for it with his life. Zhago’s wife Qizhanni also paid for her husband’s folly, first with her freedom as she was sold as a slave, and then with her life when she died after her cruel master forced her to live with the dogs.

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    Another child of a forgotten woman was named Jhogi, for her towering stature known as the Long. She was married to ko Qrakko, son of Rakharo, until her death at the age of four-and-forty. Her husband deeply mourns her death and in her memory remains loyal to his wife’s favourite nephew despite the very obvious tension between the men.

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    Jhogi’s (half?)sister Temmi was married to Jommo, son of Dhako, until her death at the age of three-and-forty.

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    Jommo’s brother, Khal Dhogo’s second wife Thirli is the last child of the grandiose Khal and a free Dothraki woman named Vizi, his last known concubine (who was also claimed by the Khal of Khals when her husband suddenly died before they got to consummate their marriage).

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    The next Great Khal was Khal Drogo’s firstborn, also named Drogo. He was married to khaleesi Yaswitha of the Sarnori ruling House of Dholakia, until her death by his own hand when it was discovered that she was involved in one of her mother-in-law's attempts to escape. The second Drogo then married his long-time concubine Sihi, daughter of Rakharo, sister to Ko Qrakko. He also entertained himself with a freeborn woman named Tezhimi. After Khal’s death Tezhimi got involved with a man named Doggo, but he died just a year later. Curiously enough, she then became involved with another man also named Doggo who kind of resembles her previous one a lot.

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    The second Drogo’s two oldest daughters were taken captive after the rise of the Skahazadhan (their stories were covered in the previous appropriate Chapter).

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    His third daughter, named Tezhimi after her mother, is married to her cousin, ko Dono son of Zono.

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    Ko Lanno was the second Khal Drogo’s middle son. After his excursions to the forest to the north he began seeing visions in his dreams, and after one of those visions he challenged his father to a duel and died by his own father’s hand.

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    Lanno’s only child, a young daughter Tezhimi, recently fled the khalasar and found herself among The Maiden’s Men, a group of sellswords with an unsavoury reputation. Fortunately for her the man to claim her first possesses a kind heart and the pair seems to genuinely have fallen in love.

    oti52Ifetx1xDw2ZWbYj9zUmSp2n8SJ_bKH4vdpQvY7aCgmD796wRyqgy6dZtPpPXcuPkUHv-Y3EQYqIMjk-UwM00uMK4VVlXAd9YPno8Kar2grITAqMqY3k0t4IwpOJf4b2Bc8hCB-UPeTkDbRdCOs


    Two of the second Drogo’s sons, Khaqo from his Dothraki concubine-turned second wife and Jhogo by his Sarnori first one, had just recently revolted against their oldest brother.

    HHBJp7RfzGqGM28M1iWvuWnj7xPXu94O0qTAurMXXKjWhicoxRn3LunlfsINASJGZUFxahmHiMFmytoRNoOhjLG7WxbH3xV0z5LbFABh36TwWgzHh-8YYRfYui_As2bxQDsRH7BbnfqwyLLzXiZiJws


    Another brother, Rahkaro, pledged his support to the defenders.

    n3Mz7yrSmDOnSLVTU9hcGxId9Ue6JOBBJxwivuqmPQVK22dtPWF9b5694ZCxykFIYB1otg6Cgd5eemzSkm34ZKlHW8QRUm3qtCPLMXg4Nz-jMO0g6dleSvO6uiKa15Vaa31jqMj_5ObBDHuF-MKf7JY


    Peculiarly enough, he and the firstborn are also half-brothers as Rakharo is the full brother to Khaqo, being the son of the Dothraki wife, and the third Khal of Khals is the fill brother to Jhogo through their Sarnori mother.

    The Sphinx of Ifeqevron​

    Before we talk about the third Khal Drogo and the reasons for the revolt however, we must first take a look at this particular stretch of northern Essos.

    A vast region of woodland extends along the coast of the Shivering Sea, sprawling for 1,300 miles from the Bay of Tusks to the Bone Mountains. At its thickest, the forest extends 350 miles inland. This utterly vast forest, dwarfing any in Westeros, is known as the Kingdom of the Ifequevron, the latter meaning “woods-walkers”. According to both Dothraki and Sarnori legend, the woods-walkers were a strange, peaceful race living in the deepest forest. Even the Dothraki seem to fear and respect them. Maesters and scholars have drawn comparisons between the woods-walkers and the Children of the Forest of Westerosi legend, but any similarity between these stories is theoretical at best. The forest coastline is habitable and Corlys Velaryon, the Sea Snake, put in along the coast to conduct a survey during his great northern voyage. He reported that the woods were silent and strange, with odd carvings in the trees.

    K32EpbWJNN8DDjYgDh9VxrNkHWelfcuNweA9Kgzos9ZU7d-Slr8I8nTk8wbeJm0vG6fVuXvZMOhZ7xtyXYl-sHt1KBDmUE92E4YVWgTb9_D7TcRIeCB3BAhx00AfZMz2Ws1gt35lF2UifED-Igoakk4

    (Found randomly on the internet, if anyone knows the author please contact me)​

    Strangest of all is the ruined settlement on the coast. Located eleven hundred miles east of Morosh, the city does not appear to have been built by humans. The Dothraki theorise it was a city of the woods-walkers, abandoned thousands of years ago. If this is true it may cast doubt on the idea that the woods-walkers were an eastern colony of the Children of the Forest, who did not build cities as we know them. The ruins are called Vaes Leisi, the “City of Ghosts”, and are shunned by most of the Dothraki.

    The third Khal Drogo is not one of them. Known to take pride in his bravery, his first excursion into the forest was on a dare when he was just a boy. What he found there exactly is not known, but after that he became obsessed with the woods, disappearing for months at a time. When he became strong enough, he left the khalasar and served with the Windblown for a couple of years (even managed to meet a westerosi hedgeknight there and become knighted himself). When he got back, he brought with him a warrior woman Kaarina from Samyriana, a grey stone city located on the Stone Road in the eastern Bone Mountains and carved into the rock of the mountains it defends. He also took a Dothraki woman named Ovahi to his bed and lived with both women as his wives. In an eerie similarity to his father, he later got into a heated argument with his samyrianan wife that escalated to a full-blown fight that tragically ended with Kaarina’s death. He never took an enslaved woman and on behest of Ovahi even freed his captives on numerous occasions, despite the disgruntlement of his fellow Dothraki (it is also one of the primary reasons for the current eruption of violence within the khalasar).

    YY0oaWRZwTZPac7cv4sN0QIXGykFpyAq2R2zdWUAp-StEtoRdaAuXXvAHA-sDshNdd5fFqK88a9Xkg_62ya_P5cXgXSnwxvJ9G3jWGozB7OCZ6ca_rmCNFwAiAsaBLyS54IcqyhoRdtMHmNQf6aY6hc


    The third Drogo also did not forget his fascination with the northern forest. At some point he gathered a group of like-minded peers and took them to the woods. They were lost for almost two years and there were talks among the remaining khalasar that they were definitely lost for good.

    It was not so, and in the last month of the year 345AC then yet a Khalakki Drogo emerged from the trees with a long deep scar on his face and in his hand a fine Valyrian Steel sword. It has a distinctive green marble pommel in the shape of a sphinx, one side of the hilt shows a whirlwind symbol and the other side has “Mēre”, or "one", written in High Valyrian. Drogo claims that this blade is truly ancient and was held by the mysterious and secretive Ifequevron, or wood-walkers of Essos, for millennia. According to him, they traded with the ancient Valyrians for it not long after the Valyrians had first created Valyrian Steel, although what they traded for it or precisely how long they have had it not even they know.

    1Y9GnCC7VWC8LlaWOCCjxioC7GIuLE9EyW-0yxgnAALrcK6IWxZIDoT5jdIr4pkmkEmnIpbUkV5LZSImyaZqx_M41l8hOgUDPqdKYIjJgjbZ6JIpkosvzLqY9gl_RZFCHpSTda9PF_CnZF2p8RRjRn0


    While the third Drogo was a khalakka and not yet a khal, most of the Dothraki merely ignored his unfamiliar ideas, but as he stepped into his father’s place after the latter’s death in the year 352AC, new factions began to form. By the end of the year 358AC the tensions reached the boiling point and now the whole Dothraki Sea steadily turns into a sea of blood.

    Unfortunately the Sphinx’s older daughters will probably feel the first blows since they are married to the relatives of the leaders of the rebelling khalasars.

    n8nlzQmcEwGC_ZHQgPSQrVqGz3LHTUFkoA1MqDoPLzXn7OJFm6qeEqHu3nvx5ftBO8cRTeTNX7e3zphY0zUQwTwGWd3N3mGxXtN8ZhrfDrkkPzBR3BTrVs1af12QxiIwwYyR8FwSGyhaeP1p5FXv2sc


    Z7Ak3-8NkY4T3v30XAGkaP-tnM-TrIqix-lffGrqNeh5STNk8U6lpB7Sn23ZgKHs1Pl3kpbI7SA9wHDD2_fadHpog9hLAQlrHs7wce2XHaENIUE7R5uGAGKxJyLYtRZIvqa2EY17Lhx28tQq5xh5MK0


    Fortunately one daughter is married to her cousin in the friendly brother’s camp and does not have to fear immediate resentment from the surrounding peers.

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    And the last daughter was sent to Sarnor to even out the representation of the two warring factions and hopefully discourage the Tall Men from interfering on behalf of the rebels.

    gtWtEB8NRyT0nd94aC3yVMZJIl63AI-bBUwzKKBi5rwghjOslQ1VnfZMk4kdVySPqksJlrlGbQ1ZzR3f6uB1dKX_QC7uMPBux6dWuZ3HcbyxO8EL-F9BXoL4-bIXEh3WSs70wD6d6yJtx6GjKvnXuKU


    The third Khal Drogo prudently hid his remaining children and other vulnerable relatives in the forest to shield them from the oncoming slaughter.

    His oldest son, also a Drogo, was supposed to be sheltered along with the Valyrian sword at the Vaes Leisi, the “City of Ghosts”, but being a proud man who makes everything about himself, he joined his father’s side as he is paranoid about being replaced as his khalakka. There are also rather concerning reports about an apparent marriage pact between the young khalakka and the granddaughter of the current ruler of Qarth, but with Qarth being preoccupied with its embargo war with Yi Ti it is doubtful that the Qartheen would be of any use anyway.

    t6EGVJyUaWe7riyYGT97Hm280Kjq4Jv8XEVX1uuGX6x5nsXOjiGLz-5ucdzNgrh0YbTwFuFEfetpL6gtb4QsQisdNAweMOFYu9BT3K9Lyi_7_lWG17Z7G1G4Rr7ItGFoOmVo8_SiRLgtDCsfjfljuPI


    The second son, ko Dhoqo, was supposed to be hidden in the eastern part of the forest, but he was taken to the City of Ghosts to fill in his older brother's position as the representative of their father. It is interesting to note that Dhoqo’s young and apparently very gifted wife Mavi is supposedly being taught by a maester, but who the man might be and how he ended up in the Ifeqevron forest is unfortunately unknown. There is hope that one day the man would come back to the Citadel as his raw knowledge on this new kind of woodland Dothraki would be absolutely invaluable and highly appreciated.

    c71AKDWsafg_d8CM-hWTUVtmV9fOiP53VBH3WEl316niBBQbf6nS3Z5xesNwS44kOuaaGNOxZmWU2G41OtJLuYh0GzEqRyr3rFcvKEQpnDTBRE-7Jn1MOIkaXIem82xsaU8BTZ0UkLAdRlczEP6aUzM


    To add to the peculiarity to this whole situation, Mavi’s mother, also named Mavi, is a khaleesi of a khalasar in her own right, and rumoured to also be a maegi. Her oldest daughter Oqetti is her khalakki. Unfortunately despite her indisputably high intellect the older Mavi seems to be a bit naive if she actually believes that were the third Drogo’s rule to dissolve the other khals would tolerate a female ruler.

    sjDT14ZXyZtVOWjmdX4W-mzdtBSR8lZpyAWLiEkl62cLAtxzr0PYK5Fn-itcfUdUqTobCvo6h8iFG0eIGV44V_Ry94_GdB5GLPjp3rnX3jssbgr1h5_FyrbGFRhOtI7sIGe8mdM1c0r8rl3CP4c4gmU


    550 miles to the north-east from the City of Ghosts lies the town of New Ibbish. A small port located at the northern end of a peninsula, partially sealed off from the rest of Essos by geography and the rest by a lengthy wall, this was a colony of Ibben, which lies just off the coast to the north across the Bay of Whales (and we will explore further at another time). If reports are true, the third Khal Drogo drove the Ibbenese away and conquered the city.

    New Ibbish was founded after the Century of Blood, when the Dothraki destroyed the city of Ibbish. Located 250 miles to the south-east, Ibbish was built around a very impressive harbour and was heavily fortified. It survived for centuries before the Dothraki destroyed the city and its impressive Whalebone Gates. The city repulsed several Dothraki attacks before it was evacuated in secret, to the fury of the Dothraki who named it Vaes Aresak, the “City of Cowards”. In the recent years multiple attempts were made to reclaim the land for the Ib, but right now the land and the structures left behind after those new attempts are both conquered by the third Khal Drogo. Contrary to the usual Dothraki fashion he did not raze to the ground any of the places but actually heavily fortified them both even more and now uses this corner of the forest to hide his most vulnerable relatives.

    His daughter and the children of Drogo’s aunt Valeqi (and herself with her unusual husband) reside there as well as two of his youngest sons who are being fostered in the relative safety behind the New Ibbish wall.

    pkgclN_quCwjSXyIFT8s86XPIya-nS6ghIsvkddpyX0IP87HJfb3TzWEMX7bsobM4YWQ4PnPasM5jukoL1FS-sdlUKaXuUg1x-fZpSW_sfzdbbQ1XkJ03WODFByQ2azZj0DIVXJssHTrmx5h1xq9VKg


    N0yHVEgS6evjWq6HCDHphqO5dnKsY0hFUHYtWM-2gZJ50cRJtGjIV4iuh6mur_qD_3N21N1zqqtV30PxTdkAcpghNXXTK__Sq9Bj8AM713tvN1XXkaj80InQglfSFgtiH0N54AI4nrfeM4WHhnaWDvQ


    tYKmY9qprk3NvOwQv0Ut4Bpr-a2rtwhNA_7EzCOOtwqsDfdR00T8R4PIVdMMqVhBIEdUX-E24mENEoI3I1fKIguDTH3IpeQWtl3KcS6uE7kd5_Z8Yn5DV_t4r_6N6Ve3Z6-fKqDvn0DyxAPBtXBt6WQ


    There are also rumours that the third Khal Drogo had built, or more probably captured an Ibbenese ship and actually sailed upon it into the Shivering Sea. If that particular rumour is true, it might have the most dire consequences to the New Ibbish former masters on Ib and to the more broader world, Westeros included.

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    The Men of Ibben: Moths to the Flame. (Un)remarkable. Ib Sar Asylum For The Criminally Insane. (Un)natural
  • The Men of Ibben​

    East of the Dothraki Sea lies the edge of the known world, where true and reliable knowledge gives way to increasingly outlandish fables and legends. Part of the reason for this is a towering barrier that splits the continent of Essos in two: the Bone Mountains. Bisecting the continent from north to south, the Bones stand as a daunting barrier to travel and commerce. Difficult to traverse and unrelentingly hostile, the Bones force a lot of travel to the south, through the Jade Sea, and to the north, through the island nation of Ibben.

    O25UWDIkAinblCKvd6Gxz7lve9QQv9zFETB-ZJGN2Bpl2pwmYBqcf0Fl0ZKcfNdFT69dJFHWSD7UZUAu7QtoMnu0c0SzaV4f1GTLzQNqYgnCDkZTKE6iHv55n7J32wW5VndVFM5dkTc1fYnDKJarMGg

    Ibben is a kingdom which sprawls across several islands in the Shivering Sea and colonies on the northern coast of Essos. In ancient times, when Ibben was ruled by a God-King, the nation controlled a vast swathe of territory extending far to the east and west, reaching as far as the Lorathi islands and the Axe. Ibben’s power has waned. Since the Doom of Valyria, Ibben has been ruled by the Shadow Council and has pursued a policy of mercantile trade.

    The homeland of the Ibbenese is Ib, the second largest island in the known world; only Great Moraq, between the Jade and Summer Seas, is larger. Located off the north coast of Essos, near the Dothraki Sea, Ib measures 600 miles from the north-east to the south-west. It is about 300 miles across from the north-west to south-east, but with several peninsulas extending further into the Shivering Sea. The mainland of Essos is about 200 miles to the south.

    The island is story and mountainous, particularly in the north, and the Ibbenese have great mines built into the great grey hills where they mine and smelt gold, iron and tin. There are also extensive ancient forests, their dark interior a haunt of bears and wolves. Giants are said to have once lived on Ib, but were hunted to extinction, though mammoths still roam the island’s plains and hills. Shaggy unicorns, kin to those on distant Skagos, may also live in the higher mountains of Ib.

    The Ibbenese stand apart from the other races of mankind. They are a heavy people, broad about the chest and shoulders, but seldom standing more than five and a half feet in height, with thick, short legs and long arms. Though short and squat, they are ferociously strong; at wrestling, their favourite sport, no man of the Seven Kingdoms can hope to equal them. Their faces, characterised by sloping brows with heavy ridges, small sunken eyes, great square teeth, and massive jaws, seem brutish and ugly to Westerosi eyes, an impression heightened by their guttural, grunting tongue; but in truth the men of Ib are a cunning folk—skilled craftsmen, able hunters and trackers, and doughty warriors. They are the most hirsute people in the known world. Though their flesh is pale, with dark blue veins beneath the skin, their hair is dark and wiry. Ibbenese men are heavily bearded; wiry body hair covers their arms, legs, chests, and backs. Coarse dark hair is common amongst their women, even on the upper lip. (The persistent myth that Ibbenese females have six breasts has no truth to it, however.)

    The Ibbenese of the woods and mountains have much less love of strangers than their cousins by the sea and seldom speak any tongue but their own. Foresters, goatherds, and miners, they make their homes in caves or houses of grey stone dug into the earth and roofed with slate or thatch.

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    Russian Village Art in Rise of the Tomb Raider Art Gallery (if anyone knows the author, please contact me)​

    Towns and villages are rare; the Ibbenese of the interior prefer to dwell apart from their fellows, in solitary compounds, gathering only for weddings, burials, and worship. Gold, iron, and tin can be found in abundance in the mountains of Ib, as well as timber, amber, and a hundred sorts of pelts in the island’s forests.

    The Ibbenese of the shores are known as the greatest and most prolific whalers in the known world. Their whaling ships can be found as far east as the Thousand Islands and as far west as the Bay of Seals off the north-eastern coast of Westeros, three thousand miles away. The Ibbenese are also among the finest sailors in the world, braving storms that even the ironborn (who live in more clement seas) would baulk at. North of Ibben lies nothing but empty grey seas, often wracked by storms, until the endless ice walls of the White Waste appear, over 1,500 miles north of the island. Vast ice floes and icebergs sometimes pass close to Ib, and the Ibbenese treat the northern polar waters with respect.

    Given the eastern location of Ib and the undoubted Ibbenese proficiency at sea, some maesters theorise that the Ibbenese must have explored the eastern Shivering Sea in much greater detail than any other Essosi or Westerosi sailors (even the mighty Corlys Velaryon, the Sea Snake, had to turn back a thousand miles or so to the east of Ib), and may even have reached the legendary far eastern coast of the continent. If so, the Ibbenese have refused to release charts of these waters or confirm what other kingdoms and peoples may exist in that direction.


    There are two major cities on Ib.

    Ib Nor, on the north coast, is home to many whalers and traders.

    The Port of Ibben on the south coast is the largest port on the Shivering Sea east of Braavos. It is a bustling trade city where whalers, merchants and travellers mingle. Foreigners are permitted to stay in the Port’s trade quarter, but are not allowed in the rest of the city, or the island, without the protection of an Ibbenese host.

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    Lake-town, or Esgaroth for The Hobbit: The Desolation of Smaug (2013)
    The Ibbenese of the shore are a more venturesome folk than their cousins from the woods and mountains. Bold fishermen, they travel the northern seas widely in search of cod, herring, whitefish, and eel, but it is as whalers that they are best known in the wider world. Their great-bellied whaling ships are a common sight in ports up and down the narrow sea and beyond. Though seldom pleasing to the eye (or nose), Ibbenese ships are renowned for their strength for they are built to weather any storm and withstand the assaults of even the largest leviathans. The bone, blubber, and oil of the whales they hunt are Ib’s chief stock-in-trade, and have made the Port of Ibben the largest and richest city of the Shivering Sea.

    Grey and gloomy, the Port of Ibben has ruled over Ib and the lesser isles since the dawn of days. A city of cobbled alleys, steep hills, and teeming docks and shipyards, lit by hundreds of whale-oil lamps suspended over its streets on iron chains, the Port is dominated by the ruins of the God-King’s castle, a colossal structure of rough-hewn stone that was home to a hundred Ibbenese kings.
    The last such king was thrown down in the aftermath of the Doom of Valyria, however. Today, Ib and the lesser isles are governed by the Shadow Council, whose members are chosen by the Thousand, an assembly of wealthy guildsmen, ancient nobles, priests, and priestesses not unlike the magisters’ councils of the Free Cities.

    Moths to the Flame​

    The current High Councillor of Ibben is young Draloth Moth. He is married to the only daughter of the ruler of Ibben Zok, the smallest and most southern isle in the Bay of Whales.

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    High Councillor Draloth was elevated to this position after the sudden death of his father, Durr the Mad. There were rumours of foul play, but no real investigation was conducted and the matter was quickly laid to rest. Not surprising, given Durr’s absolute insanity brought forth by his brothel disease that literally ate his brain and the fact that for many years the nation was actually ruled by his second wife Uhnath of Melten.

    F5M7RzvB49CrCio0n0v5cGffHZfVVZ0iA6MgZSF67Jloz4Ec0c-VQYPCU4qI4pebSRFqelIXnpJ0BFiCgPO0E-PWpLeNXvPnxDYvsY45-JaF2kt4jssRQV8RaxafXT0tg70DRCDh-7tSWu1X9jV42hE


    There is a strong suspicion among the people of Ib that she was responsible for the death of Durr’s first wife, also confusingly named Uhnath. Some go even further and accuse her of the deaths of four of the first Uhnath’s children by way of poison or a curse. In an ironic twist of fate (or a curse gone wrong), the second Uhnath’s only daughter died the same way as the first Uhnath’s firstborn one.

    kZ6Bd_SSk5lEDK_D9LGCQ_X6Q0g9BQPAA1_BCUpMTMxoCCAF_xgvrB3_ueTXiLiEfEh5-D2E4rKnnDnLZFVZiMt2vtRT7UaPP1IFJOy1b_5prq7XeLhClIwzfX2R7qqhFSSYErCQZZTASolMQ5Lt7Jk



    High Councillor Draloth’s current heir apparent is his sister Groona, the only other child of Mad Durr’s to survive. She is married to Lord Cull Grorak who was made an overlord of the isles of the Bay of Whales by Groona’s mad father. It is unclear whether or not Durr was already insane at that point, but it is universally agreed that Cull married Groona solely because of his ambitions. There is also a very high chance that he was the one responsible for the death of his father-in-law, but if he is, it is doubtful that anyone on the island would really blame him.

    Tq4-_S51IB-38MjHNpdz5uRqjsSGTgCjmErIZbatZzsKiMI6gjpbzre47GakixHIzZmGMVzIoMFBR4MgEb4pFjBYDE0YOLKM8VzathG7e0U6uVYXjGHnIs1zBLdCoK600huFOv_NaBE11n4we_PIq64


    (Un)remarkable​

    On the north-western shore of the island lies a small village of Ib Oss. For many years it had been ruled by the quite unremarkable lord Draloth until his death at an impressive age of nine-and-seventy.

    uoy8ZnP5RYHrEJGbKu1L7MbdAe-YQxNqHrYKhgVT5HZMs3T7_HG5vL6b9pSLukxUOiMBj_kqXn05dIMi9V9XSwAE_BhCdW22SIXaVa_Ub41NljblL7yZsqET0yUbBxQhmaC8woqsdkz49KLio037T7w


    Lord Draloth’s eldest and even more unremarkable son Cull the Clumsy died before his father, so Cull’s son Chek succeeded his grandsire and still rules this little village, his rule expectedly unremarkable.

    i5EPiyojp2FBjbi6RTUxL3wqci-Rdsdq2jobeTBBR0tB-NMD-_DVoWstP3kMnacqYDB48LkXT6_KQD9ZT-JTK-w92ZPI5OY2YuNgOFXPK4y3Wq7jRRrjQjuSKG569LibKvVvjbjTgCKP4OXNuvW8R90


    Lord Chek’s heir is his uncle Uhnog, also not very remarkable by himself. In his first marriage he was married to an equally unremarkable woman named Sogga who hailed from an even smaller village of Melten, high in the mountains closer to the southern shore.

    SDGdkxIOLteD3u_tM4bnT9yMvfcy5IjQHTBd1CbhHYyL8Ux54O4vLgdDoBqrYLPq3vkvMyMNi3xg91-id6q7jOtw7kXwzr5B11APgxbh15tTAJNlQZieqPYh_YYXqNtcNRQSeM9pV6F6bL-3wnpGJYU


    Sogga’s somewhat remarkable father Usog was elevated to the position of the village’s elder by the grandfather of the Mad Councillor Durr, but later was usurped by his own son Cull the Scholar, again unremarkable.

    9Y5IZfMiSkycSC2ANrMvF7angi_5XR2xzeTpi7R7il1jcY8oWxA3ztfsPp-zYWn8ndXslzhUHAFdx5mDZVE4mOO5FFDT-ynUnNCmNee23DcGAiQyZXiV8mcUVy5uMoatvv0i_v-nmQIk36tJCgiyzuY


    Cull’s very remarkable niece, Sogga and Uhnog’s daughter Azogga, united the neighbouring villages into one big and angry mob, staged a rebellion against her uncle and kicked him out of the village. She now rules as an overseer of the whole western portion of the island as well as serving as both the Chief General and a High Almoner to the High Chancellor himself.

    RfKgn0C5R8aRpB1HfoudjW4lRaFBMEIHdRPUjpk16y9H7NoclUgMTB1soShqX1gcphLa9wjndC2KQxRqPon4lyIP7LKCMa2g45DI6jSgCxqLo5rzSVSpJ2qwubr_RwFf9GEC79QcZQDXTFI_Ty2hTXk


    Her father Uhnog is seen as an heir to both his daughter in Melten and his nephew in Ib Oss, but considering his age of seventy years it is much more likely that the actual successor would be little Ahum, Uhnogs young son by his second wife.

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    Ib Sar Asylum For The Criminally Insane​

    300 miles to the south-east of Ib lies the island of Far Ib, second largest of the Ibbenese islands. Almost 250 miles long and about 100 miles wide, it is dominated by an inland mountain chain which the Ibbenese have extensively mined. The small port of Ib Sar exports these minerals back to Ib and to other markets along the Shivering Sea.

    Far Ib is altogether a bleaker and poorer place.
    Ib Sar, its only town, was originally a place of exile and punishment where the Ibbenese of old sent their most notorious criminals, often after mutilating them so they might never return to Ib itself. Though that practice ended with the fall of the God-Kings, Ib Sar retains an unsavoury reputation to this very day.

    Its current ruler, an utterly insane Lord Jumir Joth, just adds to this unfortunate perspective. Fortunately for the Far Ib’s inhabitants Jumir’s second wife Fanna (who is old enough to be his mother) manages to hold him confined and the day-to-day operations on the island are managed by a formally elected regent.

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    (Un)natural​

    Though ships from the Port of Ibben are a common sight in harbours up and down the narrow sea, and even as far away as the Summer Isles and Old Volantis, the sailors who crew them keep to their own kind even when ashore and display a deep suspicion of all strangers. On Ib itself, men of other lands and races are restricted by law and custom to the harbour precincts of the Port of Ibben and forbidden to venture beyond the city save in the company of an Ibbenese host, and such invitations are exceedingly rare.

    Though the men of Ib can father children upon the women of Westeros and other lands, such matings are extremely uncommon and the products of such unions are often malformed and almost inevitably sterile, in the manner of mules. Ibbenese females, when mated with men from other races, usually bring forth naught but stillbirths and monstrosities.

    This makes the story of lord Jumir of Herse and his wife Sheryse almost unique.

    In his youth Jumir was a prominent whaler and sailed the Shivering Sea far east and west. On one of his western voyages his ship was stranded and washed up on the shores nor far from Karhold. While the crew gathered provisions and mended the ship, Jumir spotted a local northern woman and either persuaded her to come with him or stole her outright and brought her to his village as his wife, much to the shock and amusement of the locals.
    Unfortunately their marriage was not very happy and ended in tragedy when old lord Jumir (who with age had lost his eyesight, his courage and his mind) became extremely anxious about getting sick and isolated his indisposed wife in a cell where she died alone and in much distress.

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    Poor Sheryse gave her ungrateful husband five daughters, all of whom had unfortunately been affected by that apparent incompatibility of Ibbenese and Westerosi blood.

    Their youngest, Ahuma, was born with a splitted upper lip. She never married and instead spends her time in the shady port tavern, eating like a whale and occasionally fornicating with sailors desperate enough.

    Her older sister Sarra was born a dwarf, also never married and died at the age of thirty from a dreaded Grey Plague.

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    Unula, the oldest daughter and the current lady of Herse, was born with a severely hunched back. She is married to her cousin Poleg for more than twenty years, but the marriage expectedly remains childless and lady Unula is unfortunately stuck with her sister Togga as her heir.

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    Togga, the only woman born without any additional bodily abnormalities, is unfortunately absolutely insane. In her rare moments of clarity her kind and sociable nature could sometimes be glimpsed, but unfortunately in her bouts she becomes violent and possessive. This greed made her lash out at her own distant kin and murder him in cold blood when she became convinced that he is trying to supersede her as the heir.

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    The only daughter of this unusual and tragic family to somehow avoid sterility and become a mother is the middle one, Polega. The royal maesters claim that this achievement is entirely theirs as she happens to be residing in the Red Keep along with Beron Bordon, her husband and a former Westerosi sailor turned royal fool. Man of a very unfortunate appearance, he met his future Ibbenese wife on one of his voyages and like his father-in-law before him either convinced or stole her from the island. The pair seem to genuinely love each other, and after lots of potions, salves and event chants provided by various maesters they miraculously managed to have a daughter. The girl named Alynne was born without any deformities and does not (yet) exhibit any signs of problems with her mind as well. There are some concerning rumours that their child, if there even was one to begin with, was born dead, and the girl is not actually Polega’s daughter at all. Idle talkers insist that she is ether Beron’s bastard child with some unknown woman that did not seem fit to claim her, or even more sinister whispers that allege that Alynne was outright stolen by the pair from some poor mother in Flea Bottom. These rumours however are heavily contradicted by the amicable nature of the pair and adamant reassurance of at least two maesters of the royal household that insist on witnessing the live birth.

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