leonardothered





Posts: 652







Jr. MemberPosts: 652 Diplomacraft: The North Sign-Ups « on: June 05, 2018, 10:59:16 pm »



Hello and welcome; this game is designed to put players directly into the world of ASOIAF and in control of one of the dynasties or factions of the North. The main objective is to ensure your house's survival, and if possible claim dominion over the North or a good position in said heirarchy. Though there are some stats and numbers, these are generally just guidelines to clue you in on the situation in your domain.



The game progresses in a turn-based fashion, and with the coming of each new turn there are events and crises for each player to deal with. These are picked randomly using dice rolls, though if needed I will step in to balance things if, for example, one house gets 3 negative events a turn on a spree or if the result is too deviant from the median. There are also global events which will almost certainly effect all the players, though they are very rare and far between; these will also be random, so even I don't know what will occur every turn or when they will occur. Each turn lasts 3 months in game, and 3-4 days IRL for turn cycles, depending on scheduling. This can be adjusted at need depending on game flow, and I'm predicting the game will go for about 25 turns at max, and 10-15 at the least.



To set the stage, this game takes place before the Doom of Valyria when the Freehold was still young, and after the end of an eight year winter when life has begun to resume its normal pace. The Night's Watch is a powerful institution at this point in time, though over the course of the game they will become less and less effective against their counterparts beyond the wall. Other than that we are likely taking some liberties with direction, and there are no characters from the series in the game, leaving you to form your own. At game's end we will crown a winner based on a number of factors that will help tell us how well someone played the game of thrones. A house that was wiped out may still take the cake for example if they were extremely effective in-game



=======



Getting Started



The first thing you'll want to do is pick a faction and then use the house member creator to flesh out your dynasty and court. There are some things that go unsaid about some of the factions, though most of the important points are noted. Not all factions will be equal or even equatable, and each essentially has different goals. You may have a maximum of 12 house members, though you will see why keeping numbers low can also be very important, and of course as previous one of these characters is the head of the faction.



Prestige: The respect of the realm towards you

Legitimacy: The respect of your vassals towards you

Population: The amount of people in your lands / The amount of armies able to be summoned at game start

Income and coffers: The income and current funds of your regime

Resources: The resources available to your faction

Traits and Notes: Any special rules or notes about your faction







1. Winterfell

Prestige: 9 (Held in high regard by all but their envious rivals)

Legitimacy: 9 (The Stark's bloodline dates back beyond memory and their works and triumphs are known throughout the North; however with the recent trade blockade of the Boltons this is beginning to be questioned)

Population: 420,000 / 3,200 foot, 1000 mounted

Income and coffers: Medium / 250,000 GD

Resources: Furs, Lumber

Traits and Notes:

The Starks of Winterfell - Inspires great loyalty, great troop morale, and has inherent magic, as well as being the rightful rulers of the North.

The Library of Winterfell - Aside from Castle Black and White Harbor, the only notable area encouraging study is the library of Winterfell, where many an ancient tome are kept



2. The Neck

Prestige: 2 (Feared, but generally looked down on)

Legitimacy: 8 (The Reed's have ruled the neck for a long while, but with the lack of formality and legalism comes its own risks, meaning lords are more flighty in decision making)

Population: 70,000 / 1,400 crannogmen

Income and coffers: Low to None / 20,000 GD (The treasures of your people and whatever plunder is gleaned from disrupted trade)

Resources: Peat (Heating in winter is not a problem due to the abundant sources of peat)

Traits and Notes:

Bog Devils - The infamy of the bog devils is well known; they are impossible to subjugate(supposedly) and their tactics are no less formidable for being known throughout the realm.

Warrior Culture - A substantial more amount of fighting folk can be raised than would usually be possible with such a small population due to the warrior culture of the Neck

The Neck - The Crannogmen control the only land route north, which is their only real source of income as well. Allow too many foreigners in however, and you will upset your bannermen



3. White Harbor

Prestige: 5 (The fact that the Manderly's worship the seven hampers their credibility, though makes the port a much more tolerant atmosphere for traders worldwide, increasing trade revenue)

Legitimacy: 6 (The wealth of House Manderly keeps many of the more outspoken zealots quiet, but there are those of your vassals who wish for a return to the old gods)

Population: 650,000 / 5,000 foot, 1,500 mounted

Income and coffers: High / 800,000 GD

Resources: Silver, Luxury Resource - Ale

Traits and Notes:

White Knife: One of the best trade routes in the North, this is vital to trade and whoever controls it recieves extensive benefits

The Seven: Gives troops poor morale and causes friction in the city between the two factions of believers

Silver Mines: Though it takes more time than trade, you can pull your wealth directly out of the ground if need be by setting up subsidized work projects. Pulls directly from soldier pool however due to the hard labor

Trade Fleet: House Manderly possesses a large trade fleet and a few warships, with the ability to convert these for battle or expand this fleet



4. The Dreadfort

Prestige: 8 (Uncouth tactics have left a bitter taste in the mouth when uttering the name Bolton, but the fear the name inspires hushes most criticism)

Legitimacy: 10 (Fear has an iron grasp on your vassals, and with the new trade route having developed and in Bolton control, your lords applaud your every move)

Population: 400,000 / 3,000 foot, 1000 mounted

Income and coffers: Medium / 250,000 GD

Resources: Furs, Lumber, Fish

Traits and Notes:

Trade Route: The new road leading east to the sea has given the Boltons somewhat of a monopoly on the trade central to the North not flowing up the white knife, as few ships visit the eastern coast at all

The Flayed Man: House Bolton inspires great fear, giving solid morale(though not as good as some) and makes revolt very unlikely



5. Karhold

Prestige: 6 (House Karstark doesn't enjoy the same status as their namesake kin, though they are known as doughty fighters. Too rural and somewhat remote to be considered with the same reckoning as Stark or Bolton)

Legitimacy: 8 (Your vassals are humble, but enjoy staying at home and dislike your dealings with the Braavosi, who they claim have begun to settle some of your coastlines to enact their own small logging operations)

Population: 300,000 / 2,300 foot, 700 horse

Income and coffers: Low* / 100,000 GD

Resources: Lumber(See below), Fish

Traits and Notes:

Greatwood Trees - The trees if Karhold are both plentiful and one of a kind; the greatwood tree only takes root in great number here, and Braavosi shipmakers pay highly for this as well as lumber for firewood, representing most of the Karstark income

Rural Coasts - The coasts are broad and the fishing is here is some of the best in the North, though it begins to freeze during winter and are somewhat hard to police

Woodland - This confers a bonus while fighting on your land, while also taking more time to mobilize men as well as making it more difficult to keep them fed in one place



6. Mountain Clans

Prestige: 4 (Though never openly mocked in their hearing for fear of reprisal, it is well known the North generally looks down on the mountain clans as backwater folk only a rung above wildlings)

Legitimacy: 6 (House Liddle currently holds senior position among the clan chiefs, but due to the democratic and squabbling nature of the mountain clans, holding any central position of power requires constant maintenance and pleasing of chiefs)

Population: 200,000 / 3,000 fighting men each with their own garron and equipment, many with spares

Income and coffers: Low to none / 50,000 GD

Resources: Garrons, Goats

Traits and Notes:

True Northmen - Due to living in the rugged mountains, there are no troops more suited to cold conditions of true winter than the clansmen, and their garrons will last longer than any other northern mount, however they are not ridden into battle generally

Mountainous - Easy to defend the lands these folk no well, and they are difficult to subjugate, though it also is time consuming to mobilize forces

Warrior Culture - Instead of soaking up precious resources in winter, these folk prefer to die with steel in hand, and in general value combat highly, letting them levy more troops than other factions





7. The Rills

Prestige: 7 (House Ryswell is known far and wide for their horseflesh and command a sizable chunk of the North, though not capable of the shows of force House Stark or Bolton can muster)

Legitimacy: 8 (Your vassals are rich through the horse trade, though many also now push for ways to expand this revenue and find new sources of trade and land expand this monopoly)

Population: 280,000 / 1,800 foot and 1000 mounted

Income and coffers: Medium* / 500,000 GD

Resources: Horses

Traits and Notes:

Horsemen - The rills boast the swiftest and fastest horses of the north, as well as the best riders

Longships - A number of fishing boats are available as well as a few longships to House Ryswell to help protect its coasts

Irrigation - Due to the nature of the rills, farmland is abundant due to easy irrigation methods, though not fit for all crops



8. Barrowton

Prestige: 5 (In short, House Dustin is known for its mead, not for its famous victories in the field; however, despite being a younger house they have managed to grasp a sizable portion of land, a deal of it being the best farmland the North has to offer)

Legitimacy: 6 (With more food than is known what to do with, your lords press you to secure trade routes with which to expand revenue streams outside of the North and Saltspear. They also press you to continue colonizing land by issuing grants to their own vassals)

Population: 450,000 / 3,500 fighting men, 1000 mounted

Income and coffers: Medium / 400,000 GD

Resources: Mead, Honey, Dairy products

Traits and Notes:

Best Farmland - The lands beholden to Barrowton are both vast and fruitful; a great deal of the best land is already in full production, but much of the outliers such as Cape Kraken remain unsettled

Rapid Growth - Due to its location and bountiful harvests, Barrowton can experience a great deal of population growth and is a hotbed for refugess of war



9. Bear Island

Prestige: 3

Legitimacy: 9 (None question the rule of House Mormont but your coastal vassals, who provide nearly half your manpower)

Population: 170,000 / 1300 foot, 400 mounted

Income and coffers: Low / 75,000 GD

Resources: Fish, Exotic Furs

Traits and Notes:

Large Game - There are no better hunters than those of bear island, who tangle with the largest prey available south of the wall

South Coast - The South coast of Bear island remains fishable even in the deeps of winter, providing a steady though less consistent source of food, with the rest being free of ice the rest of the time

Skinchangers - House Mormont boasts a large number of skinchangers, rumors say

Fleet - The Bear has not forgotten the Kraken; House Mormont has the only sizable fleet this side of the North



10. Skaagos

Prestige: 5 (Fear is a paramount figure in this equation, causing many lords to shun the island all together, as they are known as slavers, cannibals, and worse)

Legitimacy: 9 (The Skaagosi are bloodthirsty people, who require raiding and plunder to sate them, as well as preservation of old customs such as first night. Give them this, and they are putty in your hands)

Population: 120,000 / 3,000 foot*

Income and coffers: Low to None, 10,000 GD

Resources: Fish, Slaves, Obsidian Mines, Unicorn Blood/Horn/Hair*

Traits and Notes:

Unicorns - These creatures reportedly have great magical properties; their hair is whispered to be unbreakable and unlike any other material found in the world, their blood is reputedly able to grant great gifts to its drinker at a price, and its horns are said to be able to heard across great distances, inspire men, and even contact the children of the forest

Wildling Trade - Along with having trade with the wildlings for what few luxury goods beyond the wall land has to offer, they also are saddled with many a wildling washing up on their coasts, who they enslave and take as thralls, even occassionally selling them to those from the free cities, though your lords do not appreciate dealings with foreigners

Obsidian Mines - The lands of Skaagos boast of the only obsidian mines in the north, though the profession and act of mining is mocked as low by all Skaagosi, fit work only for thralls

Cannibals - The Skaagosi have methods to avoid starvation and harsh winters that are not even considered, let alone spoken openly of; some say they even engage in it ritualistically

*Skaagosi troops, while numerous and possessing almost unshakable morale, are poorly armored and armed



11. Last Hearth

Prestige: 7 (The mightiest fighters the North has to offer, these men often have fierce reputations which command respect, though is not always given by the haughtiest of Northern lords due to rumors of barbaric activities)

Legitimacy: 10 (The Umbers and their vassals keep the old ways such as First Night and blood sacrifice. By allowing them to hold to these traditions you command their undying loyalty, though it causes some in the realm to shun you)

Population: 340,000 / 2000 foot, 1000 men with garrons, 400 mounted

Income and coffers: Low / 120,000 GD

Resources: Lumber, Weirwood, Gold?*, precious resources?*, secrets?*

Traits and Notes:

Wildling raids - The Umbers suffer from raiding wildlings due to the lack of natural cover the mountain clans can boast, and some say they use passages and ways now lost to the North to pillage

Cave Systems - Underneath the North and extending even beyond the wall are vast caves of unknown origin; though some return with fables of riches untold waiting to be mined or secret passages with secrets, more return with tales of monsters and demons, or not at all

Weirwood Grove - The Umbers possess the largest natural grove of weirwoods south of the wall, rivalling Winterfell's godswood. The Umbers swear by its power and make regular prayer here, which they say explains their harvests which seem larger than should be possible...



12. The Wall

Prestige: 10

Legitimacy: 10

Population: 10,000 / 1,000 rangers, 3,000 foot, 1,000 mounted

Income and coffers: Low / 50,000 GD

Resources: None

Traits and Notes:

The Decline of the Watch - The Night's Watch is an institution of great prestige, however over the course of time this begins to decline as the watch forgets its true purpose

Libraries of Castle Black - If there is a center of learning of the North, it is ironically at the wall, where thousands of books lie dating from beyond living memory

Eastwatch Fleet - The Watch commands a number of large galleys from Eastwatch







13. Beyond The Wall

Prestige: 1 (You are a chief of the Free Folk, where respect and loyalty is earned through action, not birth)

Legitimacy: 1 (Your holdings are small, but those under your command are loyal)

Population: 500,000

Income and coffers: None / 100 GD in valuables

Resources: Giants, Mammoths, Obsidian

Traits and Notes:

Wildlings - The Free Folk are notoriously fickle and difficult to organize, and while forming armies is possible, forming labour groups is almost laughable Logged

leonardothered





Posts: 652







Jr. MemberPosts: 652 Re: Diplomacraft: The North Sign-Ups « Reply #1 on: June 05, 2018, 11:15:15 pm » « Edited: June 05, 2018, 11:22:05 pm by leonardothered » You have 40 points to distribute, with 5 points maximum per category. Each new house member costs 1 point. These will directly affect outcomes of endeavors made by them, capable of greatly enhancing chances of success or failure. When the head of house dies, you take over as the next in line. Natural death count will be low and shouldn't be worried about much unless there are crises which directly affect this. A child's education, said cost of, mentor, and chance will determine how they progress as they age.



After creating your house, you do the same for your court, only with a maximum of 4 members and only 20 points to distribute. All other characters used will perform as if they had 0 in all categories.



Intrigue: This characteristic dictates the more underhanded aspects of the game

Statecraft: Aids in negotiating and generally improves the administration and function of your demesne

Martial: Aids with the successes of general strategy and tactics, as well as helps dictate a character's own martial prowess



SAMPLE HOUSE:



Tywin Lannister



Intrigue: 3

Statecraft: 5

Martial: 3



Jaime Lannister



Intrigue: 0

Statecraft: 1

Martial: 5



Cersei Lannister



Intrigue: 1

Statecraft: 1

Martial: 0



Tyrion Lannister



Intrigue: 3

Statecraft: 4

Martial: 1



Kevan Lannister



Intrigue: 1

Statecraft: 4

Martial: 3



===



In closing is a sample turn along with the player's following orders to give you an idea of what gameplay consists of



Turn 1



Robert Umber of House Umber 2/5/4 (Intrigue/Statecraft/Martial)



Prestige: 7 (The mightiest fighters the North has to offer, these men often have fierce reputations which command respect, though is not always given by the haughtiest of Northern lords due to rumors of barbaric activities)



Legitimacy: 10 (The Umbers and their vassals keep the old ways such as First Night and blood sacrifice. By allowing them to hold to these traditions you command their undying loyalty, though it causes some in the realm to shun you)



Population: 340,000 / 2000 foot, 1000 men with garrons, 400 mounted



Income and coffers: Low / 120,000 GD



Resources: Lumber, Weirwood, Gold?*, precious resources?*, secrets?*



Traits and Notes:



Wildling raids - The Umbers suffer from raiding wildlings due to the lack of natural cover the mountain clans can boast, and some say they use passages and ways now lost to the North to pillage



Cave Systems - Underneath the North and extending even beyond the wall are vast caves of unknown origin; though some return with fables of riches untold waiting to be mined or secret passages with secrets, more return with tales of monsters and demons, or not at all



Weirwood Grove - The Umbers possess the largest natural grove of weirwoods south of the wall, rivalling Winterfell's godswood. The Umbers swear by its power and make regular prayer here, which they say explains their harvests which seem larger than should be possible...



<><><><><><><>



STATE OF AFFAIRS:



-News is dire as your own daughter has been hauled off by the wildlings! Witnesses report them heading to one of the cave system's entrances, and your vassals urge you to march into the depths to retrieve her before the window is shut forever. If you do not act, some of your vassals may regard you as craven and cause them to lose respect. However to brave the deeps may have its own consequences...



-One of your patrols recently dissappeared while near the border of the Karstark lands; they were carrying tribute from one of your vassals and your advisors push for recompense from the Karstark's or an investigation into the matter at the least.



-A band of wildlings was caught and apprehended alive; while the zealots among you urge you to make a sacrifice to the old gods of them, your less devout say they may yield information about how the raiders are entering your lands.



YOUR HOUSE AND COURT:





Arnolf 'The Quiet' Umber

Intrigue: 3

Statecraft: 4

Martial: 4





Cregan Umber

Intrigue: 0

Statecraft: 0

Martial: 5





Roose 'Smallbones' Umber

Intrigue: 5

Statecraft: 4

Martial: 1





Tytos Snow

Intrigue: 2

Statecraft: 5

Martial: 3





Colloquo 'The Easterling'

Intrigue: 1

Statecraft: 2

Martial: 5





EXAMPLE ORDERS:



-House Umber decides to establish a standing force of 500 men to help prevent and respond to wildling raids



-Send Arnolf 'The Quiet' Umber into the caves with 50 good men and light provisions. Tell him to bring charred wood to mark their ways through the caves and establish an outpost before venturing deep into the caves. Also send some of my best hounds and one of the raiders you caught, while the rest are sacrificed to the old gods.



-Dispatch a raven to Karhold inquiring as to the dissappearance of your men and this vassal tribute while simultaneously dispatching a small force to the vassal himself and another where the men supposedly vanished



As the game moves on, situations will become more complex and player to player interaction will begin to take the place of random events. Through this more subjective approach I will be able to cater more to the individual gameplay of players and more ably ensure a fun game Logged

leonardothered





Posts: 652







Jr. MemberPosts: 652 Re: Diplomacraft: The North Sign-Ups « Reply #2 on: June 05, 2018, 11:25:21 pm »



If you want to take up a different house other than the ones listed give a shout as there are a lot of open spaces in the North not in the opening posts. Sisterton would probably be another good start up now that I think about it... We'll see how this goesIf you want to take up a different house other than the ones listed give a shout as there are a lot of open spaces in the North not in the opening posts. Sisterton would probably be another good start up now that I think about it... Logged

leonardothered





Posts: 652







Jr. MemberPosts: 652 Re: Diplomacraft: The North Sign-Ups « Reply #4 on: June 07, 2018, 09:19:50 pm » You got it broheim; you are taking on the role of Lord Liddle then?



To clarify things a bit in regards to timeline, we are post Andal invasion; however there remain many more houses devoted to the first men than at the time of Aegon. The Iron Islands are currently in the thick of fighting with the Andale for supremacy, though every other great house is Andal besides the Lannisters, who have welcomed them into their lands with marriage pacts and flattery. Valyria and the Rhoynish chafe eachother more each day, so Dorne is a very different place than we now know it.



The North has always been isolationist even before the Andals I think, so this creates a nice bubble for us to work in without a lot of foreign intervention. Logged

Orwell



Sr. Member



Posts: 3,040







JacksonHitchcockSr. MemberPosts: 3,040 Re: Diplomacraft: The North Sign-Ups « Reply #5 on: June 08, 2018, 11:38:04 am »





Mountain Clans of the North











Harrian Liddle



Intrigue: 5

Statecraft: 5

Martial: 5

Galbert Knott

Intrigue: 5

Statecraft: 5

Martial: 5



Doug

Intrigue: 2

Statecraft: 2

Martial: 2





Court:





Ed

Intrigue: 4

Statecraft: 4

Martial: 4



Ned

Intrigue: 2

Statecraft: 2

Martial: 2



Harrian LiddleIntrigue: 5Statecraft: 5Martial: 5Galbert KnottIntrigue: 5Statecraft: 5Martial: 5DougIntrigue: 2Statecraft: 2Martial: 2Court:EdIntrigue: 4Statecraft: 4Martial: 4NedIntrigue: 2Statecraft: 2Martial: 2 Logged

leonardothered





Posts: 652







Jr. MemberPosts: 652 Re: Diplomacraft: The North Sign-Ups « Reply #6 on: June 08, 2018, 02:10:56 pm »



You'll also need to decide if any of these characters are married already; spouses don't cost any points but you may want them unmarried until a later time. Also I forgot this originally but make sure to include ages, and how Galbart Knott is related to the other two. Pay mind that without any women it'll be harder to make marriage alliancesYou'll also need to decide if any of these characters are married already; spouses don't cost any points but you may want them unmarried until a later time. Also I forgot this originally but make sure to include ages, and how Galbart Knott is related to the other two. Logged

leonardothered





Posts: 652







Jr. MemberPosts: 652 Re: Diplomacraft: The North Sign-Ups « Reply #7 on: June 08, 2018, 03:49:37 pm » DUDES



The game of thrones prequel was just announced, set 1000 years before the main series, which is pretty close to our own timeline hehe. Logged

leonardothered





Posts: 652







Jr. MemberPosts: 652 Re: Diplomacraft: The North Sign-Ups « Reply #9 on: June 09, 2018, 10:03:30 pm » Alright folks, the time for holding out to see what others do is done hehe, we need to get the ball rolling eventually! I'll try and get outreach to some other sites but the fan community for GOT is actually pretty scattered... Logged

Southern Motherf***in' Catholic Republicans



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jdbModeratorsAtlas StarPosts: 20,710 Re: Diplomacraft: The North Sign-Ups « Reply #10 on: June 10, 2018, 08:18:29 am » « Edited: June 30, 2018, 04:00:05 pm by X Marks The Spot » Head of House:



Lord Mychel Bolton (age 48)



I: 4

S: 4

M: 3



Adult Children:



Eldest Son: Josua Bolton (age: 24)



I: 3, S: 4, M: 3



Eldest Daughter: Roselin Bolton (age: 23)



I: 4, S: 3, M: 0



Second Son: Jon Bolton (age: 20)



I: 2, S: 2, M: 4



The Bolton Court (i.e. acknowledged adult bastards raised alongside their trueborn half-siblings; once again, the mothers are long since dead)



Petyr Snow (age: 22)



I: 0, S: 3, M: 3



Barbrey Snow (age: 21)



I: 3, S: 2, M: 0



Marq Snow (age: 20)



I: 2, S: 0, M: 4



Note: All children and bastards are unmarried Logged

leonardothered





Posts: 652







Jr. MemberPosts: 652 Re: Diplomacraft: The North Sign-Ups « Reply #11 on: June 13, 2018, 10:03:11 am » Nicely done, so we have Jackson Hitchcock as House Liddle of the Mountain Clans and X as House Bolton of the Dreadfort.



1. Jackson hitchcock (House Liddle/Mountain Clans)

2. X (House Bolton)

3.

4.

5.

6.

7.

8.

9.

10.



I think we're looking for 7-10 houses before starting. Dereich is still considering which house he wants to join, and I'll probably send out some PMs to old hats who may not watch the forum as much.

Logged

Dereich



YaBB God



Posts: 3,764





ModeratorYaBB GodPosts: 3,764 Re: Diplomacraft: The North Sign-Ups « Reply #12 on: June 14, 2018, 09:36:27 pm » « Edited: July 10, 2018, 10:39:39 am by Dereich » I would like Ryswell.



HOUSEHOLD:



Jon Ryswell (Deceased Head of House Ryswell, died 7 years prior at age 49)



Lord Jon was an ambitious man. Having spent several years adventuring and serving as a mercenary in the southern lands, he married a Crannogwoman with a view of expanding his holdings south of the Saltspear. Years of focus on expansion, neglect on preparation for winter, and contempt of Northern politics left House Ryswell in a poor situation when winter came and with few friends willing to provide support. Though he scrambled to correct his mistakes, Lord Jon was unable to undue his folly as he died in the first year of winter, falling through the ice on a lake he had misjudged to be firm.





Cley Ryswell (24, Current Head of House)



Intrigue: 2

Statecraft: 5

Martial: 2



Taking over House Ryswell at age 17, Cley Ryswell by necessity quickly learned the skills of administration. Popular among his vassals for managing the mess left by Lord Jon, Cley's clever rationing and administration of resources managed to blunt the worst effects of the winter. An excellent horseman, Cley's over-reliance on cavalry and lack of understanding of infantry or siege tactics could prove an issue in battle.



Donner Ryswell (22, brother of Lord Cley)



Intrigue: 1

Statecraft: 2

Martial: 3



The second son, Donner has long expected to follow in his father's footsteps by adventuring in the strange lands to the South. Kept at court by his mother and brother until Lord Cley is married and succession is assured, Donner sits and waits in boredom. An excellent horseman and popular with soldiers, Donner's impulsive nature keeps him from being a truly great fighter.



Serena Ryswell (19)

Intrigue: 1

Statecraft: 3

Martial: 1



Raised in expectation to aid her father's ambitions through marriage, Serena is ladylike and quick-witted. However, as she does not direct her thoughts towards court machinations like her mother or spend her free time riding horseback like her brothers, she does not excel in other areas.



Barthogan Ryswell (54, Brother of Lord Jon and Uncle of Lord Cley)



Intrigue: 3

Statecraft: 0

Martial: 4



Barthogan Ryswell always expected to rule the Rills. Calling himself Barthogan the Loyal (and behind his back called Barthogan the Homebody), the younger brother stayed at home while the older brother recklessly threw himself into danger south of the Neck. When his brother returned safe and sound, Barthogan sullenly took up arms and applied himself as a soldier of fortune around the North. In this he excelled, hampered only by the low morale caused by being a strict disciplinarian and by an inflated view of his own skill. After most recently fighting for House Bolton in their conflict, Barthogan returned to the Rills in time for his brother's death. Barthogan expected that, as an experienced and adult member of the House, he would easily be able to supplant his nephew as its head. He might very well have been correct, had he not alienated nearly everyone at court through his arrogance and rudeness. Barrogan now once again sullenly serves as military adviser to a lord he thinks he is better than.



Jyana Ryswell (52, Widow to Lord Jon)



Intrigue: 4

Statecraft: 1

Martial: 3



The widow to Lord Jon, Jyana Ryswell was a key part of her husband's plans for expanding south of the Saltspear and did much to exacerbate her husband's ambitions. A Crannogwoman, Jyana is unrefined and is looked down on as almost uncivilized. However, she is unquestionably canny and serves a vital role in protecting her son's rule from his enemies, his uncle being chief among them.



Court:

(I'll probably fill in descriptions at some point)



Allard Rivers (Age 51)

Intrigue: 4

Statecraft: 2

Martial: 4



Errard Branch (Age 43)

Intrigue: 1

Statecraft: 3

Martial: 2



Dominick Ryder (Age 9)

Intrigue: 0

Statecraft: 1

Martial: 0

Logged

Bacon King



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Atlas PoliticianAtlas IconPosts: 18,440 Re: Diplomacraft: The North Sign-Ups « Reply #13 on: June 16, 2018, 04:48:26 am »



What time period is this set in? You say it's when "the freehold was still young" but does that just mean that it was before the Doom? Because the Freehold lasted thousands of years, but the geopolitical situation you're describing sounds like it's set only a few centuries before the Doom (especially with the established Manderly presence in the North and Braavos openly participating in international trade)



I guess the precise date doesn't matter so much but could you answer the following questions so I fully understand the setting for the scenario



- is the north fully unified under Stark rule? (whether nominally or genuinely)

- what's the general situation south of the Neck?

- Have the Ironborn taken the Riverlands yet?

- how prominent is the faith of the seven throughout Westeros?

- how much influence does Valyria have in Westeros (are the Celtigars and/or Velaryons already present?)

- does House Stark have the (Valyrian steel) Ice?

- does House Mormont have Longclaw?

- is the thousand year war between the North and the Vale already over?

- does every playable House have a Maester? If not, who doesn't? How do they communicate and stuff?



sorry for the annoying questions I'm definitely in! Tentatively calling the Starks but there are several questions I have before I can fully decide on which House I want to play (I'm considering all of Manderly, Mormont, Reed, or Umber)What time period is this set in? You say it's when "the freehold was still young" but does that just mean that it was before the Doom? Because the Freehold lasted thousands of years, but the geopolitical situation you're describing sounds like it's set only a few centuries before the Doom (especially with the established Manderly presence in the North and Braavos openly participating in international trade)I guess the precise date doesn't matter so much but could you answer the following questions so I fully understand the setting for the scenario- is the north fully unified under Stark rule? (whether nominally or genuinely)- what's the general situation south of the Neck?- Have the Ironborn taken the Riverlands yet?- how prominent is the faith of the seven throughout Westeros?- how much influence does Valyria have in Westeros (are the Celtigars and/or Velaryons already present?)- does House Stark have the (Valyrian steel) Ice?- does House Mormont have Longclaw?- is the thousand year war between the North and the Vale already over?- does every playable House have a Maester? If not, who doesn't? How do they communicate and stuff?sorry for the annoying questions Logged

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jdbModeratorsAtlas StarPosts: 20,710 Re: Diplomacraft: The North Sign-Ups « Reply #14 on: June 16, 2018, 09:46:09 am » « Edited: June 16, 2018, 12:58:10 pm by X Marks The Spot » Quote from: Baconomics 🐖 on June 16, 2018, 04:48:26 am



What time period is this set in? You say it's when "the freehold was still young" but does that just mean that it was before the Doom? Because the Freehold lasted thousands of years, but the geopolitical situation you're describing sounds like it's set only a few centuries before the Doom (especially with the established Manderly presence in the North and Braavos openly participating in international trade)



I guess the precise date doesn't matter so much but could you answer the following questions so I fully understand the setting for the scenario



- is the north fully unified under Stark rule? (whether nominally or genuinely)

- what's the general situation south of the Neck?

- Have the Ironborn taken the Riverlands yet?

- how prominent is the faith of the seven throughout Westeros?

- how much influence does Valyria have in Westeros (are the Celtigars and/or Velaryons already present?)

- does House Stark have the (Valyrian steel) Ice?

- does House Mormont have Longclaw?

- is the thousand year war between the North and the Vale already over?

- does every playable House have a Maester? If not, who doesn't? How do they communicate and stuff?



sorry for the annoying questions

I'm definitely in! Tentatively calling the Starks but there are several questions I have before I can fully decide on which House I want to play (I'm considering all of Manderly, Mormont, Reed, or Umber)What time period is this set in? You say it's when "the freehold was still young" but does that just mean that it was before the Doom? Because the Freehold lasted thousands of years, but the geopolitical situation you're describing sounds like it's set only a few centuries before the Doom (especially with the established Manderly presence in the North and Braavos openly participating in international trade)I guess the precise date doesn't matter so much but could you answer the following questions so I fully understand the setting for the scenario- is the north fully unified under Stark rule? (whether nominally or genuinely)- what's the general situation south of the Neck?- Have the Ironborn taken the Riverlands yet?- how prominent is the faith of the seven throughout Westeros?- how much influence does Valyria have in Westeros (are the Celtigars and/or Velaryons already present?)- does House Stark have the (Valyrian steel) Ice?- does House Mormont have Longclaw?- is the thousand year war between the North and the Vale already over?- does every playable House have a Maester? If not, who doesn't? How do they communicate and stuff?sorry for the annoying questions

While I can't answer most of these, here are my early impressions (hopefully they help at least a little bit and Leonardo can obviously correct me if I'm wrong):



- It sounded to me like  based on the stuff Leonardo wrote  to the extent the Starks rule The North at all, it's in a more nominal sense with the other Houses more or less doing what they want. If anything, I got the impression that their influence is starting to decline a bit and that they're starting to be openly challenged by other Houses (which honestly, is probably necessary for the game to work since there's only so much you can do with a North-centric game if one House is already the undisputed ruler of that The North ). Maybe the Starks are first among equals or something like that? *shrug* Plus, it's obviously easier for some Houses to exercise greater autonomy/independence than others.



- The Mormonts had Longclaw for about five hundred years prior to AGoT (per AWOIAF), so they wouldn't have Longclaw yet since IIRC this takes place about 1,000 years before AGoT (Leonardo should correct me if I'm wrong re: that date).



- The Starks got Ice 400 years before Robert Baratheon became king (per AWOIAF), so they wouldn't have Ice yet either



- It sounded like the Faith of The Seven was viewed with deep suspicion and contempt by most in The North aside from the Manderlys at this point. IDK about the rest of Westeros though.



- I'd be pretty surprised if Maesters didn't exist given the point in history we'd be at, although worst case, Leonardo can obviously take whatever liberties he needs to make the scenario work While I can't answer most of these, here are my early impressions (hopefully they help at least a little bit and Leonardo can obviously correct me if I'm wrong):- It sounded to me like  based on the stuff Leonardo wrote  to the extent the Starks rule The North at all, it's in a more nominal sense with the other Houses more or less doing what they want. If anything, I got the impression that their influence is starting to decline a bit and that they're starting to be openly challenged by other Houses (which honestly, is probably necessary for the game to work since there's only so much you can do with a North-centric game if one House is already the undisputed ruler of that The North). Maybe the Starks are first among equals or something like that? *shrug* Plus, it's obviously easier for some Houses to exercise greater autonomy/independence than others.- The Mormonts had Longclaw for about five hundred years prior to AGoT (per AWOIAF), so they wouldn't have Longclaw yet since IIRC this takes place about 1,000 years before AGoT (Leonardo should correct me if I'm wrong re: that date).- The Starks got Ice 400 years before Robert Baratheon became king (per AWOIAF), so they wouldn't have Ice yet either- It sounded like the Faith of The Seven was viewed with deep suspicion and contempt by most in The North aside from the Manderlys at this point. IDK about the rest of Westeros though.- I'd be pretty surprised if Maesters didn't exist given the point in history we'd be at, although worst case, Leonardo can obviously take whatever liberties he needs to make the scenario work Logged

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Atlas PoliticianAtlas IconPosts: 18,440 Re: Diplomacraft: The North Sign-Ups « Reply #15 on: June 16, 2018, 02:17:25 pm » Quote from: X Marks The Spot on June 16, 2018, 09:46:09 am

If this is set a thousand years before AGoT then the Starks would actually be more powerful than they'd ever been -- that's when they finally subdued the Boltons for good, finally achieving full dominion over the north. This would be set after the Greystark cadet branch's rebellion against Winterfell and alliance with the Boltons; when the Starks prevailed after that fight they allowed the Manderlys to settle in the newly vacated wolf's den on the white knife



I don't mean to be a buzzkill or come across like i am demanding absolute accuracy to established canon I just want to know what I'm getting into before I pick my house. I would love to play the Starks in a weaker role, where they have the impossible task of keeping their vassals placated with the few resources they have, but if the Starks are to have a very dominent leadership role in the north perhaps it should be controlled by the GM



If this is set a thousand years before AGoT then the Starks would actually be more powerful than they'd ever been -- that's when they finally subdued the Boltons for good, finally achieving full dominion over the north. This would be set after the Greystark cadet branch's rebellion against Winterfell and alliance with the Boltons; when the Starks prevailed after that fight they allowed the Manderlys to settle in the newly vacated wolf's den on the white knifeI don't mean to be a buzzkill or come across like i am demanding absolute accuracy to established canon I just want to know what I'm getting into before I pick my house. I would love to play the Starks in a weaker role, where they have the impossible task of keeping their vassals placated with the few resources they have, but if the Starks are to have a very dominent leadership role in the north perhaps it should be controlled by the GM Logged

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jdbModeratorsAtlas StarPosts: 20,710 Re: Diplomacraft: The North Sign-Ups « Reply #16 on: June 16, 2018, 03:26:57 pm » Quote from: Baconomics 🐖 on June 16, 2018, 02:17:25 pm Quote from: X Marks The Spot on June 16, 2018, 09:46:09 am

If this is set a thousand years before AGoT then the Starks would actually be more powerful than they'd ever been -- that's when they finally subdued the Boltons for good, finally achieving full dominion over the north. This would be set after the Greystark cadet branch's rebellion against Winterfell and alliance with the Boltons; when the Starks prevailed after that fight they allowed the Manderlys to settle in the newly vacated wolf's den on the white knife



I don't mean to be a buzzkill or come across like i am demanding absolute accuracy to established canon I just want to know what I'm getting into before I pick my house. I would love to play the Starks in a weaker role, where they have the impossible task of keeping their vassals placated with the few resources they have, but if the Starks are to have a very dominent leadership role in the north perhaps it should be controlled by the GM





If this is set a thousand years before AGoT then the Starks would actually be more powerful than they'd ever been -- that's when they finally subdued the Boltons for good, finally achieving full dominion over the north. This would be set after the Greystark cadet branch's rebellion against Winterfell and alliance with the Boltons; when the Starks prevailed after that fight they allowed the Manderlys to settle in the newly vacated wolf's den on the white knifeI don't mean to be a buzzkill or come across like i am demanding absolute accuracy to established canon I just want to know what I'm getting into before I pick my house. I would love to play the Starks in a weaker role, where they have the impossible task of keeping their vassals placated with the few resources they have, but if the Starks are to have a very dominent leadership role in the north perhaps it should be controlled by the GM

My bad Upon reviewing Leonardos posts, I think I must have misremembered b/c he doesnt seem to have said 1,000 years. Not sure where I got that from, but dont worry, youre not being a buzzkill or anything like that. I actually think the type of House Stark you said youre interested in playing as would be ideal tbh.



My badUpon reviewing Leonardos posts, I think I must have misremembered b/c he doesnt seem to have said 1,000 years. Not sure where I got that from, but dont worry, youre not being a buzzkill or anything like that. I actually think the type of House Stark you said youre interested in playing as would be ideal tbh. Logged

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Jr. MemberPosts: 652 Re: Diplomacraft: The North Sign-Ups « Reply #17 on: June 16, 2018, 11:07:19 pm » Quote from: Baconomics 🐖 on June 16, 2018, 04:48:26 am



- is the north fully unified under Stark rule? (whether nominally or genuinely)

- what's the general situation south of the Neck?

- Have the Ironborn taken the Riverlands yet?

- how prominent is the faith of the seven throughout Westeros?

- how much influence does Valyria have in Westeros (are the Celtigars and/or Velaryons already present?)

- does House Stark have the (Valyrian steel) Ice?

- does House Mormont have Longclaw?

- is the thousand year war between the North and the Vale already over?

- does every playable House have a Maester? If not, who doesn't? How do they communicate and stuff?



sorry for the annoying questions

I'- is the north fully unified under Stark rule? (whether nominally or genuinely)- what's the general situation south of the Neck?- Have the Ironborn taken the Riverlands yet?- how prominent is the faith of the seven throughout Westeros?- how much influence does Valyria have in Westeros (are the Celtigars and/or Velaryons already present?)- does House Stark have the (Valyrian steel) Ice?- does House Mormont have Longclaw?- is the thousand year war between the North and the Vale already over?- does every playable House have a Maester? If not, who doesn't? How do they communicate and stuff?sorry for the annoying questions

They're good questions, the confusion is just because of new information coming to light since I originally started the plot



We are also taking liberties with the history here because certain things need to differ from source material.



1. The last winter was so long, and the previous war between the Boltons and Starks so vicious that both houses were decimated and likely both iterations are now cadet branches. All previous claimants died either in winter or during the war, and conflict involved few vassals and mostly was just Stark Vs Bolton. It was truly a case like many wars where the people fighting them no longer even remember or care why they started. It shattered the heirarchy of the North and the current Starks have not claimed the crown.



2. The south of the neck is at war in many places. I believe I have the ironborn currently rebelling against Andal rule and the Lannisters the only non Andal major house.



3. The Targaryens are not present and neither are the other Valyrian houses. A lesser vassal occupies Dragonstone but it is there.



4. The North does not have Valyrian Steel. Yet.



5. The Vale and North are at peace, but the Sisters are a different story.



6. All lords have maesters or an equivalent, even the Skaagosi. This is because maesters his cannot be undervalued at this time and is a GM ruling. The communication with ravens predates maesters.



The wildlings do not though.



I will be back to clarify, currently at a smoky bar on my phone atm. I may have contradicted myself slightly They're good questions, the confusion is just because of new information coming to light since I originally started the plotWe are also taking liberties with the history here because certain things need to differ from source material.1. The last winter was so long, and the previous war between the Boltons and Starks so vicious that both houses were decimated and likely both iterations are now cadet branches. All previous claimants died either in winter or during the war, and conflict involved few vassals and mostly was just Stark Vs Bolton. It was truly a case like many wars where the people fighting them no longer even remember or care why they started. It shattered the heirarchy of the North and the current Starks have not claimed the crown.2. The south of the neck is at war in many places. I believe I have the ironborn currently rebelling against Andal rule and the Lannisters the only non Andal major house.3. The Targaryens are not present and neither are the other Valyrian houses. A lesser vassal occupies Dragonstone but it is there.4. The North does not have Valyrian Steel. Yet.5. The Vale and North are at peace, but the Sisters are a different story.6. All lords have maesters or an equivalent, even the Skaagosi. This is because maesters his cannot be undervalued at this time and is a GM ruling. The communication with ravens predates maesters.The wildlings do not though.I will be back to clarify, currently at a smoky bar on my phone atm. I may have contradicted myself slightly Logged

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Atlas PoliticianAtlas IconPosts: 18,440 Re: Diplomacraft: The North Sign-Ups « Reply #18 on: June 18, 2018, 12:10:59 pm »



Just checking whether it is an intentional change or not Nice! One last thing, you mention the first night as one of the things only practiced by the houses that keep to the "old ways" but shouldn't the first night still be a normal and allowed tradition at this point in time? It was only banned under Targaryen rule, at the same time Queen Alysanne gave the New Gift to the Nights WatchJust checking whether it is an intentional change or not Logged

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Jr. MemberPosts: 652 Re: Diplomacraft: The North Sign-Ups « Reply #19 on: June 18, 2018, 02:48:37 pm » I don't think it would have been normal; I imagine most Starks would consider themselves above the practice along with other more "forward thinking" houses like the Manderlys, Dustins, Ryswells and Karstarks. The more rural houses and those clinging to old ways may still practice it openly. Never outlawed, but also not something shouted about and paraded around. This applies only to the peasants, but I imagine the Umbers and Boltons as well as Skaagosi took it even farther to include the lower nobility or a weak vassal.



I'll look over my materials again tonight and start getting some more things concrete, but this should mostly be about the North as an isolated and independent kingdom, with occasional interludes. The timeline seems to be around 300-500 years before conquest based on what we've been working with, with Valyria being a good bit older than I originally envisioned hehe Logged

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Atlas PoliticianAtlas IconPosts: 18,440 Re: Diplomacraft: The North Sign-Ups « Reply #20 on: June 18, 2018, 05:57:13 pm » Quote from: leonardothered on June 18, 2018, 02:48:37 pm I don't think it would have been normal; I imagine most Starks would consider themselves above the practice along with other more "forward thinking" houses like the Manderlys, Dustins, Ryswells and Karstarks. The more rural houses and those clinging to old ways may still practice it openly. Never outlawed, but also not something shouted about and paraded around. This applies only to the peasants, but I imagine the Umbers and Boltons as well as Skaagosi took it even farther to include the lower nobility or a weak vassal.



I'll look over my materials again tonight and start getting some more things concrete, but this should mostly be about the North as an isolated and independent kingdom, with occasional interludes. The timeline seems to be around 300-500 years before conquest based on what we've been working with, with Valyria being a good bit older than I originally envisioned hehe



That makes sense, thank you for being so quick and thorough with your responses! I have an unhealthy obsession a love for all things ASOIAF (I know so much trivia and minutiae about the series and its setting, I have very strong opinions about many fan theories and I've even developed some ideas of my own. If we had a general discussion ASOIAF thread in Off Topic I'd probably be its most prolific poster [actually would there be any interest in that lol)



Definitely looking forward to the game start! Tentatively I'm thinking about playing as the Starks but I haven't 100% decided yet. If someone else joins and wants to play House Stark they can have it and I'll pick something else That makes sense, thank you for being so quick and thorough with your responses! I havea love for all things ASOIAF (I know so much trivia and minutiae about the series and its setting, I have very strong opinions about many fan theories and I've even developed some ideas of my own. If we had a general discussion ASOIAF thread in Off Topic I'd probably be its most prolific poster [actually would there be any interest in that lol)Definitely looking forward to the game start! Tentatively I'm thinking about playing as the Starks but I haven't 100% decided yet. If someone else joins and wants to play House Stark they can have it and I'll pick something else Logged