- Invitation Status
- Posting Speed
- One post per day
- 1-3 posts per week
- Online Availability
- Really sporadic. My schedule is somewhat of a mess at times.
- Writing Levels
- Intermediate
- Preferred Character Gender
- No Preferences
- Genres
- I like a lot of genres such as magical, modern, fantasy. Anything with an interesting plot.
A Song of Courage and Steel
Welcome to the Game of Thrones roleplay, going by the name of: A Song of Courage and Steel.
It is set in a fictional past of the series and books, in which we desire to carve a story and experience for ourselves. This roleplay is going to be based first in the North of Westeros, where our characters will have to overcome the deadly hurdles that the world throws at them. Not to forget the hurdles that they can pose for each other's agenda. But let us go to it.
GM's:
| @Oetje | @Jason Targaryen | @Aliceee |
| The IC | The Accepted Character Thread |
Welcome to the Game of Thrones roleplay, going by the name of: A Song of Courage and Steel.
It is set in a fictional past of the series and books, in which we desire to carve a story and experience for ourselves. This roleplay is going to be based first in the North of Westeros, where our characters will have to overcome the deadly hurdles that the world throws at them. Not to forget the hurdles that they can pose for each other's agenda. But let us go to it.
GM's:
| @Oetje | @Jason Targaryen | @Aliceee |
| The IC | The Accepted Character Thread |
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Let us start with the most important: the rules.
I am well aware that not everybody is thrilled but we all want to have an enjoyable experience with joining and being a part of the roleplay. The rules aren't thus to bully you but in order to set up proper guidelines on how we conduct affairs together.
1. Rather easy, respect each other.If you aren't able to put up some respect or give another person some time and space, then yeah, we won't rather have you. We all have our bad days, of course. This rule, however, isn't supposed to be a card to pull a nasty attitude and then get away with it. Give each other a bit of time and space. Some of us are used to another and if you see people doing a bit of banter, it is most likely that they know each other well enough to do so. It takes time to get to such a point.
2. IC isn't OOC.I do hope that sentence alone makes sense and you don't need to read further than that. But yeah, keep IC to IC and leave the OOC out of it. Vice versa? Pretty much the same. Just because our characters don't align with each other doesn't justify that we need to have a vendetta against another as well. Pretty much the same from OOC to IC.
3. Communicate.Communication is the key to success. And not just for roleplay but I will spare you the business talk. If you aren't sure of something? Ask around. There are people ready to lend you a hand. If you want to make a plot or join a character's family? Ask the respective people! Do keep in mind that it is in their right to decline you from joining. Sure, seems less fun but that is how things are.
Also inform your writing partners and GM's if you are going to be absent for a long period. Helps to prevent awkward situations with your respective characters or freezing your direct partners.
4. Valar Morghulis.This RP isn't focused on draining our sanity and soul by having characters die left and right. However, characters can and will die if they make the wrong choices. Players can plot and aim to murder as backstab each other. Do, however, consult with the GM's about this though. It is vital for a plot to be approved so that we won't be dealing with sudden weird 180 degrees motives and decisions, just cause it is on a writer's whim. The GM's won't use their OOC knowledge to prevent potential plots. Instead, they will attempt to provide some guidance in how to conduct it without the plot seemingly looking shallow, at best.
This rule is further expanded by what some can consider PVP. Yes, not every character is equally skilled. To keep things fair, the GM's shall arbiter and discuss what would be a desirable situation. Do note that if there is a large gap in terms of skill or such, that one character can die. Other factors, however, do play a role and the GM's will do their best to consider everything before making a verdict.
This also goes for any NPCs that a writer might have made. They don't need a full sheet for it but please respect each other and do try to communicate if you plan to fight IC wise a scene out.
5. Drama is fun, to a certain degree.I am saying it now. There is a subtle line between some interesting intrigue going on and just full on drama that makes absolutely no sense. By applying a character sheet, you adhere to the fact that the GM's can call an action to cause some weird and unnecessary drama to be pulled back. This certainly when it is just to cause harm to another writer's work without any good motive or reason.
6. Morals and viewpoints.Please do note that the roleplay is set in a setting where the morals of the average person and character are vastly different from ours. Where most of us grow up that killing is bad, in a grim setting where the world is less explained and certain 'virtues' are different characters have different viewpoints and reasonings for their actions. That we don't agree with a character that kills another character in cold blood, justifying it is for the honour of their house, is okay. As long as we realise that this is a fictional story and not always going to be our own viewpoints, thoughts and opinions. That having said, be aware that some immersion will stay intact. It means that certain roles will be more 'natural' for women or men. It doesn't mean you can't try to become a warrior with your female character but there will be a lot more struggle and hindrances. Not as much in a physical direction - as we will be willing to bend stuff a bit - but in a society where female warriors aren't the common thing, don't please take out any frustration OOC wise. If you feel uncomfortable or bad, come and talk with the GMs about it.
7. Don't forget the top info!When writing a solo post, please do state at the top of the post the name of the character and their location. Same counts for a collaborative post, which will need to be spoilered as having a summary. Let us try to have two ~ three paragraphs as a solo post. If you do happen to have some trouble writing in such quantity as a reaction, then approach the GM team for aid.
8. Acceptance.In order to have your character accepted, it will require the approval of, at least, two GMs. Do keep in mind that if a third GM disagrees and requests changes, that this will be discussed among the GMs. But seeing that we will handle CS's, ideas and requests together you can be certain that if a GM requests change that it is best to adhere to it.
Don't please use the 'card' of that something was accepted before and thus don't need to be adjusted. We are also humans and can oversee matters that we would else request to be changed.
- You may have your character come from a different area or House, if it isn't too far fetched. However, do note that a large number of Houses will play a pivotal role in the story. You may request to control them but do know that the GM team can opt against this. After all, we are *currently* focused on the North. -
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The year is 32 TD (TD = after The Doom of Valyria). Peace and stability have come to the largest kingdom on Westeros, the North. This large realm is home to people that still claim ancestry to the First Men. Staunch believers of the Old Gods and their traditions, they differ in some aspects to the southern kingdoms and that of the Ironborn.
While the kingdom has been at peace for the past few years, it is in a rather peculiar position. To the north lies the colossal fortification which stretches for 100 leagues (300 miles), known as the Wall, which is manned by the Night's Watch. The Wall is reported to be over 700 feet tall and is made of solid ice. It was supposedly constructed using both magic and mundane means some millenniums ago in the aftermath of the Long Night to defend the realm against the White Walkers who dwell in the far north, though they are now considered myths by most. The Wall has grown considerably since it was first constructed, as the Night's Watch has spent years augmenting it with ice blocks and upgraded defences.
Past this enormous fortification lay the lands of the wildlings. Whereas in the past, the brothers of the Night Watch were responsible for guarding Westeros against the wildlings, their numbers have been dwindling. Allowing various wildlings to attempt to move over or past the wall to attack the holdings of those who live south of it.
To the south, the Ironborn have managed to conquer the Riverlands, which used to belong to the Stormlands dominion. This conquest happened some decades ago and while the North remained largely unaffected by it, the Ironborn have made various attempts to attack the North from the south - advancing into the treacherous swamps of the Neck or laying siege to Moat Caitlin.
The western coast of the realm, the Northerners have been the victim of Ironborn raiding their shores. While any large incursion has been swiftly dealt with, it is clear that the Ironborn are more than willing to back their ambitions with bloodshed.
As if that wasn't enough, the stability and peace within the realm seem to be threatened as well. Squabbling houses and their feuds seem to shred any sense of unity. Such is the fate of House of Bearon, a small noble house and while they are the bannermen of House Stark, it seems that they are left to fend for their own.
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The banner and words of House Bearon.
A proud house that rules from the castle known as 'Braewood Keep'. Located southwest of the Wolfswood. Their lands aren't the most fertile but it is enough for some agricultural activity. The nearby Wolfswood provides some means of resources but not many of the House of Bearon are eager to enter the wild and dangerous region for game and resources.
Despite the name giving the idea that the fortification is made out of sturdy wood, it is actually quite misleading. Made out of stout stone walls and enduring towers, the Braewood Keep has kept the members of its house for generations long. Because of the growing population, another ring of defence is already planned, to allow future expansion of buildings past the first ring of defences.
A deciption of Braewood Keep
The late Lord Bearon, Jorvan, died prematurely. Though beloved he was struggling to keep his people safe as feuds and unrest started to rise up. A rival House, that goes by the name of Langdale, started to make claims on the lands of Bearon. These disputes have before turned into bloody minor conflicts, only to be halted by the Starks. But lately, the House of Langdale have once more began to make their incursions. Another rival of House Bearon is the House of Norcross. Though the House of Norcross is smaller, they are somewhat wealthier and have attempted to make gains on the House of Bearon. While no blood has yet been shed between the two, the Norcross house has proven itself to be a threat to the House of Bearon through intrigue and riling unrest in their land.
Now the oldest son of the late Lord Bearon has arisen and time will tell the tales of those who either helped to contribute to consolidating the future of the house or helped to bring it to its end.
The Bannermen of House Bearon
The House of Bearon has two reliable bannermen families to their disposal. These bannermen are responsible for governing a part of the land that is owned by the House of Bearon. They manage taxation and resources, that are kept in reserves or send to Braewood Keep. But they also are required to raise levies during a call to arms. In return, they can expect to be treated just and given protection from threats.
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"Strong, free, proud."
The words of House Haerton.
To the northeast of Braewood Keep lies the village of Haerton. It is governed by a family that has some distant ties to the House of Bearon and served as small lords. Currently, it is governed by the family that has adopted the place's name as their (minor) nobility name.
The settlement and its people are currently enjoying the leadership of Lady Eyme Haerton.
It is home to a large group of hunters, woodcutters and trappers that make a living off the southern region of the Wolfswood. This harsh and wild area is filled with resources such as good timber and all kinds of herbs - during summer, that is. But it isn't without its dangers. Packs of wolves, bears, boars and other dangers lurk in the woods. Only the most cunning and toughest of folk can make a living to venture in and out of the Wolfswood.
This hardship has moulded the community of Haerton, causing the majority of the folk to be hardy folk that rather seems to break than to bend.
When the levies are raised, Haerton folk seem to prefer to wield bows and spears or axes. This is likely due to a good portion have a profession resolving around getting resources from the Wolfswood.
Next to the fur and timber that Haerton supply towards Braewood Keep, they have started a brewery. Growing enough hop, the settlement has started to brew their own ale. Which has been surprisingly good, so far.
As a settlement, Haerton is considered a large village and starting to grow towards becoming a small town. A stout palisade, together with a deep ditch, is their main fortification.
A few depictions of Haerton, the settlement and its people.
The levies from Haerton seem to prefer to use their bows. Due to many not able to purchase good quality armour, they aren't fond of moving into close quarters with more professional forces. They serve best as skirmishers and scouts.
The manor serves as the established home of the Haerton leadership, Eyme Haerton. Due to the building being expanded, it supports a large hall where the community on occasion is being rallied to hold meetings - where usually disputes and feuds are ended with the Lady of Haerton as the arbiter.
A band of militia returning to the settlement. The settlement is protected by a palisade, erected to be a defence against any bold animal or group of bandits that may try to their luck. -
"From courage, glory."
Words from House Ashwood, of Fowlsfield.
To the west of Braewood Keep lies a fledgeling settlement, by the name of Fowlsfield. It used to be governed by a family that had some distant ties to the House of Bearon. This family would, however, come to an end with their last lord, Deran Field, dying without any direct successors. Causing it to be granted to a man who had proven his service to both the late Lord Field and House of Bearon. Thus the house of Ashwood was born, designated to govern Fowlsfield.
While it is slightly smaller than Haerton, Fowlsfield is an important site to the House of Bearon. This is primarily because of the close proximity to an iron mine. Providing precious iron for the few smitheries within Fowlsfield to craft tools, weapons and armour - though decent, none of these are on the level of castle-forged material.
As precious as the accumulation of iron may be, the existing mine isn't large enough that it can provide a large supply. It is currently considered for the locals and to have amounts be sent towards Braewood Keep.
Other than the nearby iron mine, agriculture plays a big role. Various grains and resources are being brought into the safety of Fowlsfield's palisade. Only to be stored away for harsher times or to be send towards Braewood Keep.
One of the streets within Fowlsfield with the Lord's Manor in sight, which can be sighted up ahead.
Due to its importance of the strategic resource - the iron mine, Fowlsfield has maintained its own semi-professional militia force for some time. Though with being under the direct command of the small lord of Fowlsfield, the militia and their lord's retinue almost seem one and the same.
Made out of hardy folk that are a mix of volunteers and drafted forces (which on turn seem to be composed out of most able-bodied men), they seem rather fond of close quarters - using a mixture of seaxes, axes and spears with shields. A small force of riders does exist but due to the cost of maintaining horses, this hasn't exceeded a number past thirty.
Their attire seems to exist out of a padded armour with boiled leather lamellar. Some wealthier chaps sport a simple helmet.
A map of Fowlsfield. Build against rocky terrain, the only feasible approach is through the southern gate - unless a person desires to climb and risk being shot by a guard or simply lose footing to then break their legs (or worse). A small but deep river runs through the settlement and it is often where people get their fresh water supply from. By local laws, it is forbidden to use the river as a dump - less the person desires to lose a hand.
The manor of the small lord is located upon the highest hill while the small folk reside within a sector of their own. This is arguably the largest building of the settlement. A small building to the north of the manor is used as armoury and granary.
A recent addition to the hill is a reasonably spacious home, granted to the brother of Lord of Ashwood.
A steep road can lead to the manor but over the river is a bridge, that directly leads towards the homes of the residing small folk of Fowlsfield.
Outside of the settlement are various farms that enjoy the presence and security that Fowlsfield militia and Ashwood retinue can provide.
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Feudalism/Social structure.
This society is based on a rigid social structure and government consisted of kings, lords, and the peasants. Nobles rule over the smallfolk within their territory through a system of fealty and sworn oaths. In this system, each man owes military service to his lord in return for protection, a grant of land, and the peasants to work it.
The feudal system has a rigid structure of social classes. Those who are born commoners can expect to die as commoners. There are no provisions for the advancement of individuals from a lower class into the higher classes. This is not to say that it is impossible, only that it is very difficult, usually bestowed by lords to those who have done a great service to them, or knights bestow the rank and title of Knighthood on any individual who has proven himself worthy.
Sovereign Lords/Kings
A sovereign lord or king claims ownership of the land, has the final political authority and holds the ultimate power in all matters. Although in practice the king is constrained by political realities, and while no individual command is likely to be countermanded, he could still lose his position to intrigue if he were to offend the wrong people. Of course, as kings do not retire, this loss of position would involve his death.
Kings, in turn, have vassals, the high lords of great houses. These high lords control the major regions of the Seven Kingdoms, and in turn, employ vassals of their own; even these lords might have vassal lords sworn to them. This system terminates with the lowest level subordinate knights or minor land owners.
Nobility
In George R. R. Martin's/Game of Thrones world there are only lords, some bigger and some smaller, some sworn to others, but still all with the same title - save for the Lords of Sunspear, who still hold the title "Prince of Dorne." Nobility is a hereditary title, that it is expressed through the bonds of vassalage which connect between them the various owners of strongholds. Each lord has vassals; sometimes the vassals themselves have vassals, and this may continue onward down the line.
Some lords have extra titles which belong only to their houses: House Greyjoy, for example, has the title of "Lord Reaper of Pyke", House Lannister has "Shield of Lannisport", the newly-created House Royce of the Gates of the Moon has the title of Keeper of the Gates of the Moon made hereditary for them, and House Manderly has several flowery titles, many of which relate to their past life in the Reach and make no sense in the north, but are preserved as tradition. These titles do not elevate a lord above others, they serve as markers of a house's history and as a source of prestige.
Knights/Bannermen
Knights are the lowest rank of the nobility. This class is made of landed knights, who have been given a keep and grant of land to administer. They have their own peasants and men-at-arms, and may even take sworn swords. Landed knights are sworn to fight for the lord who holds dominion over their land. While the wealthiest knights manage more land than the poorest lords, landed knights do not have the authority to deliver law and justice in their land. Rather, they must appeal to their liege lord
Landed knight is a rare rank in the north and is almost nonexistent on the Iron Islands, because knighthood is culturally linked with the Faith of the Seven, which is not widely practised in those lands. While it isn't canon, in the roleplay the equivalent of a knight in the North is a bannerman, to avoid major confusion.
Commoners
Commoners or smallfolk are the bottom of the social structure. They do not own lands or titles; they work the land of their lords, and do not have a say in their own governing. While this may seem similar to slavery, the difference is that commoners own themselves, and can make appeals to their local lord regarding violations of the law or general disagreements between parties; they are recognized as having a right to fair and just treatment by the nobility and society in general. Most Houses have laws protecting the local population from abuse or mistreatment, even by members of the nobility. However, those laws differ and are enforced in varying degrees, mostly depending on the disposition of the local lord.
Many of the tradesmen and craftsmen belong to guilds, such as the Alchemists' Guild.
There is little social mobility; odds are that if you are born a commoner, you will never be able to rise above commoner status. However, it does happen, and there several examples of people who have managed it. A few good canon examples are: Varys was a common-born slave and rose to be the spymaster of the Seven Kingdoms. Dunk was born a commoner in Flea Bottom, yet he was able to rise to be a member of the Kingsguard.
Another thing that sets nobility and commoners apart is that commoners lack surnames.
More terms:
Liege, the primary lord of a vassal who holds by military tenure. The liege lord and vassal each have responsibilities to one another; the vassal must remain loyal to the liege lord above any other lords, while the liege is the vassal's principal protector.
Vassal, a person granted the use of land, in return for rendering homage, fealty, and usually military service or its equivalent to a lord or other superior. They are frequently referred to as "bannermen".
Warden, commanders who exercise military functions for geographic locations, such as Lord Manderly being Warden of the White Knife.
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And here is the character sheet!
If you are going to use a custom character sheet or edit it, please do try to keep in line with what is being requested on this character sheet to avoid any confusion.
Code:[CENTER]- Name of the Character - - Image of character, if thou has one. - [FONT=Book Antiqua][SIZE=5] [B]Personal Motto:[/B] [color=Insertcolorhere]""[/color] [ Personal Information ][/SIZE][/FONT] [spoiler] [B]Name:[/B] - Reminder: commoners (those not of noble birth) have no surname. Children born out of a wedlock/Bastards bear the name 'Snow' behind their personal name. - [B]Aliases: Gender: Age:[/B] - Starting date is 32 TD (thus 32 years after the Doom.) [B]Length and body build:[/B] ( Please use this to display both systems of centimetres and inches: http://www.inches-to-cm.com/) [B]Weight:[/B] (Please use this to display both pounds and kilograms: https://www.convertunits.com/from/pounds/to/kg) [B]Sexuality:[/B] [hr][/hr] [B]Grandparents:[/B] - Optional - [B]Parents : Siblings: Distant relatives:[/B] - Optional - [hr][/hr] [B]Appearance:[/B] - The usual style of appearance. An image to give an idea is okay but some details on what they prefer as fashion or attire is highly appreciated - [hr][/hr] [B]Loyalty: [/B] - Which house do they serve - [B]Occupation:[/B] - State both current and previous occupations! - [B]Ambition(s):[/B] - Don't be shy~ - [hr][/hr] [B]Personality:[/B] - Please do try to write down a personality of around two to three decent sized paragraphs. - [/spoiler] [FONT=Book Antiqua][SIZE=5][ History ][/SIZE][/FONT] [spoiler] [B]The History:[/B] - Please do try to write at least four to five decent sized paragraphs in. If you are short on insperation, try to work it up in a chronological order. From their situation as a child to their current years. How it is that they have become what they are now. - [B]Theme music:[/B] - Optional. I am just interested in what might have inspired you or what you think represents your character. :) - [/spoiler] [FONT=Book Antiqua][SIZE=5][ Skills and Gear][/SIZE][/FONT] [spoiler] [B]Skills and various Traits:[/B] - Think of in what fields the character is skilled in and what various traits that they have. Such as herbal knowledge, reading and writing and for example. Do note that some skills can be subjective. Having a nice singing voice won't mean that just everybody has to appreciate your character's suggested singing voice or tune.- [hr][/hr] [I][B]List of weapons.[/B][/I] - Copy the small sheet below to fill in the information for each weapon and equipment your character has with them. This doesn't mean what they are competent with but just what they can bring with them in various situations! Don't go overboard though!- [B]Name:[/B] -Of the Weapon or Tool.- [B]Description:[/B] Perhaps how it was gained or how much it is valued. Not to mention of how the character uses it and their skill with the weapon/tool.- [B]Appearance:[/B] - An image and some description on the appearance or some notes on the weapon or tool. Marks of damage as use and the like.- [B]Name:[/B] -Of the Weapon or Tool.- [B]Description:[/B] Perhaps how it was gained or how much it is valued. Not to mention of how the character uses it and their skill with the weapon/tool.- [B]Appearance:[/B] - An image and some description on the appearance or some notes on the weapon or tool. Marks of damage as use and the like.- [B]Name:[/B] -Of the Weapon or Tool.- [B]Description:[/B] Perhaps how it was gained or how much it is valued. Not to mention of how the character uses it and their skill with the weapon/tool.- [B]Appearance:[/B] - An image and some description on the appearance or some notes on the weapon or tool. Marks of damage as use and the like.- [hr][/hr] [I][B]List of armour or attire.[/B][/I] - Pretty much the same as the previous with the weapons and armour. Obviously, you don't have to list everything but I relish every bit of information that is given about the character. :) - [B]Name:[/B] -Of the armour or attire.- [B]Description:[/B] Perhaps how it was gained or how much it is valued. Not to mention some description on the armour or clothing.- [B]Appearance:[/B] - An image and some description on the appearance or some notes on the weapon or tool. Marks of damage as use and the like.- [/spoiler][/CENTER]
Extra Information
The topics below can and will be expanded in the future, if there is a need for it.
The topics below can and will be expanded in the future, if there is a need for it.
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The map with known locations on it. It will serve as handy tool to see where some locations lay and what directions one has to take to go from point A to point B.
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The North is currently dominated by the Starks of Winterfell. The current king is Darrik Stark. His rule has been somewhat prosperous, considering the delicate geo-politics. Despite the best attempts of the Starks, they aren't able to quell all the problems that trouble the North.
The main focus has been to defend their demense against Ironborn incursions and invasion attempts. For the past decade, this has been an almost continuous campaign of back and forth between the Northerners and Ironborn. And while the Starks have been able to protect the borders, this has made them blind for internal affairs.
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"To Death."
The house of Langdale rules from Ryle Fort. Somewhat the equal of House Bearon, a lengthy rivalry has been going between the two houses. This has been going on for so long that many can't even recall clearly what caused the two houses to become so hostile towards another.
Currently, the house of Langdale posses as a serious threat to the House of Bearon. This is because of their roughly equally military strength. But also because the House of Langdale is making more allies to support what they proclaim as a justified claim on half the lands of their rivals.
The House is led by Lord Bracks Langdale. A seasoned veteran of military campaigns. Though he is quite kind to his own kin, he is known as a crude and brutish man to those he considers below him.
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"Deeds, not words."
The House of Norcross reigns over their subjects and lands from the castle of Dorston. Though they control less land, they aren't an easy picking. Three large iron mines have contributed much to the current wealth of the House of Norcross. Allowing them to field larger ambitions with each year, it seems.
One of these ambitions seems to be to diminish the influence and power of their northern neighbour, the House of Bearon. But unlike the more direct approach that the House of Langdale takes, the House of Norcross seems to opt for a more subtle route. Undermining their target with diplomacy, bribery and shrewd actions, they are becoming an ever-growing threat to the House of Bearon.
Their current leader goes by the name of Lord Roberd Norcross. Though he is past his prime, he is a most intelligent man that knows how to get most matters done. With many loyal subjects and kin, he has access to some very experienced and capable retainers. All to see his ambitions being realised.
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We will be focusing for now mostly on the North and its traditions.
Northman or Northerner is a term used on the continent of Westeros, which has different meanings depending on the region.
Most commonly, the term "Northerner" is used to refer to the people established in the region north of the Neck but south of the Wall, where the blood and traditions of the First Men still hold sway and belief in the Old Gods of the Forest remains the dominant religion.
The Northmen are proud descendants of the First Men, who successfully repulsed the Andals from the North when they invaded Westeros six thousand years ago in a mass migration. South of the Neck, the majority of people from the other kingdoms of Westeros are all descended from the Andals, intermixed with the conquered local First Men, but the defiantly independent First Men remained the dominant ethnic group north of the Neck. Except for the crannogmen, northmen are sometimes collectively referred to as "wolves", in reference to the sigil of House Stark.
The "Northmen", the crannogmen of the Neck, and the wildlings are all descended from the First Men, and all three groups still follow the same religion of the Old Gods, but their cultures diverged in different ways across the millennia.
In a cultural context, the term "Northmen" often excludes the crannogmen, the reclusive people that inhabit the swamps of the Neck itself. Like the other "Northmen" (such as the Starks) the crannogmen are also descended from the First Men, but their culture branched off from their Northmen cousins to adapt to the unique conditions of the swampy lands they inhabit.
The wildlings who dwell in the wilderness beyond the Wall consider themselves the "true" Northerners, using the term "southerner" to refer to all peoples who live south of the Wall, regardless of their cultural background.
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The weapons carried generally reflect those of the prototype armies and by far the most common is the spear and bow. This is to a very real extent the mark of a soldier and so carried by all, although it may not necessarily be the soldier's primary weapon or their preferences. Other weapons are also common. Almost everyone carries a knife or dagger, as they are useful and practical in many circumstances. Effective spears and mauls are relatively cheap to make and are, thus, popular weapons for men-at-arms. A cheap spear can still be a good weapon; the same cannot be said of a cheap sword.
Polearms
- Halberd: The halberd has a heavy, cleaver-like blade at the top of a long shaft. It usually has a spike at the top of the shaft and a thorn or a hook opposite to the blade.
- Poleaxe: A Poleaxe has an axehead opposite to a hammer or a spike, mounted on a shaft. The shaft usually has a spike on both ends.
- Battle-axe: A wicked, broad-headed axe, used to cleave through armor and shields. It can be wielded in one hand, and some battle-axes are double-bladed.
- Hand Axe: A warrior's version of a hatchet, smaller than a battle-axe and balanced to be thrown. These short-hafted axes are used by the ironmen to dance the finger dance.
- Longaxe: A long-hafted version of the battle-axe. The longaxe is light enough to be wielded by one hand. A longaxe may have a double-bladed axe head or it may have a spike on one side. It is likely that some longaxes are large enough to require two hands.
- Woodsman's Axe: A woodsman's tool for chopping and splitting wood, this axe can easily turn into a deadly weapon. Normally used by smallfolk and brigands, it is single-bladed and smaller than its martial cousin, the battle-axe.
- Club/Cudgel: A short club fashioned of hardwood or sometimes metal. Usually used by policing forces such as local guards and watchmen.
- Mace: A blunt crushing weapon designed to smash armor, a mace consists of a heavy head of stone or metal set upon a wooden or metal shaft. The head is often flanged or knobbed to better penetrate armor.
- Warhammer: Usually about the same length as a mace (though they can be much longer), the head is made of hardened steel that has a long spike to one side and a small mace-like counterweight on the other. Warhammers are good for piercing armor, or hooking the enemies' reins or shields.
- Arakh: Dothraki warriors favor this long curved sword. It is a type of sword with no guard and a curved blade resembling a scythe.
- Shortsword: Shorter than a longsword but longer and heavier than a dagger, the shortsword is a one-handed blade generally meant for thrusting.
- Falchion: A short, cleaver-like sword used for hacking.
- Braavosi Blade: Slender swords, edged and balanced for the thrust. The Water Dancers of Braavos have made these narrow swords famous, though they can be found throughout the Free Cities.
- Longsword: A common weapon of knights throughout Westeros, these one-handed blades are also known as broadswords or simply "swords." The blades are about three feet in length, double-edged, and mounted on a hilt with a heavy pommel and a sizable crossguard.
- Bastard Sword: Neither a longsword nor a greatsword, the bastard sword is named for its lack of family. It has a longer blade and a more elongated grip than a longsword. However, the longer hilt is not as large as that of a greatsword and it is meant for the off-hand to provide a bit more leverage. Thus, the bastard sword is more of a hand-and-a-half weapon than a two-handed sword.
- Greatsword: The greatsword requires two hands to use. It is the largest type of sword.
Projectile Weapons
- Bow: Bows in the Seven Kingdoms are made from wood, though bows from more exotic lands may be made from laminated horn or bone. Bows are difficult to use while mounted and cannot normally be used with any accuracy if the mount is moving.
- Longbow: The longbow is cut from a single piece of wood approximately six feet long, and when drawn back to the chin or ear will have a draw-weight of upwards of 100lb, sufficient to carry a shaft 250 yards or so, even to drive one through plate armour at very close range. Longbows will be used by most of the armies (and indeed unless someone is specifically mentioned as carrying a crossbow it can be safely assumed that all archers are longbowmen).
- Bow, Double-Curved or Recurved: This small bow is double-curved and made from laminated horn, wood, or bone (hence it is also called a "Composite Bow" sometimes). Double-curved bows are mostly favoured in Dorne, but they can be found in many places throughout the world. The Dothraki especially favour them, alongside the Dornishmen. Double-curved bows can be fired from horseback (primarily to lay an arrow storm, rather than pick individuals), and can achieve draw-weights comparable to longbows.
- Crossbow: Crossbows are shorter bows that shoot bolts or quarrels. There is a stock attached to the bow with a mechanical assist to draw the bowstring. Due to its shorter draw, the crossbow requires a higher draw weight to give the same amount of energy as a conventional bow. The drawing mechanism can be a stirrup with a winch or a crank. The Myrish produce ungainly crossbows capable of firing three quarrels at a time.
- Spear: A simple weapon used for hunting and combat, comprising a wooden shaft up to 10 feet long tipped with a relatively small head of iron or steel. It can be used for individual combat.
- Pike: A pike is a longer spear, normally 10-15 feet long. This weapon is characteristic of the Northern armies in particular and is used by large bodies of infantry operating together either to push through or over opposing infantry or hold off cavalry.
- Spear, Boar: A short version of the spear, the boar spear features a large blade and has a cross-piece just behind the head to prevent it from penetrating too deeply. Sometimes favoured by infantry officers it is as the name indicates primarily a hunting weapon
- Spear, Frog: A weapon used by the Crannogmen, these small spears end in three prongs and are primarily used for hunting frogs and other small prey in the Neck, but they can just as easily be adapted to fight men. Frog spears can also be thrown.
- Flail: A military cousin to the farmer's tool, a warrior's flail is a length of chain attached to a rod. At the end of the chain is a heavy metal head, either blunt like a mace or spiked like a morning star.
- Morningstar: Cousin to the flail and ball and chain, a morningstar is a length of chain connected to a rod at one end and bears a spiked ball at the other.
- Dagger: A long knife used to stab and pierce, often carried as a tool as much as a weapon.
- Dirk: A dagger designed for combat with a straight, narrow blade, often used in the off-hand to complement a primary weapon.
- Net: Made of strong rope, a net is typically a tool to catch fish or birds. Some people have adapted them for fighting, such as the crannogmen from the Neck, who use them to ensnare opponents or entangle weapons.
- Peasant Tool: Peasants rarely could afford traditional weapons and generally fought with what was at hand: sticks, clubs, tools or their bare hands, those weapons are of poor quality.
- Lance, War: A weapon of knights and heavy cavalry, lances are normally 8-10 feet long, made of turned ash, and banded to prevent splitting. The lance is tipped with a sharpened steel point and is normally used for a single charge before becoming too unwieldy in close combat.
- Lance, Tourney: Tourney lances are longer and more fragile than their battlefield cousins. Their tips are blunted to better unhorse an opponent without causing serious harm, and they are unbanded, meaning that they will often break upon impact. A tourney lance is normally 12-14 feet long and may be made from a prettier wood, such as golden wood from the Summer Isles.
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Armor in Westeros is commonly forged from iron and steel. Occasionally one may find an ancient piece of armor forged from bronze, but that is a great rarity today. Advanced full plate and scale armor, made of relatively light weight steel, is also available to those with the proper funds.
Additional ornamentation can be quite elaborate. Common methods involve paints, enamels, or bluing the steel. A truly skilled blacksmith, however, can work colour into the metal itself to ensure that it does not chip or flake off. Such work is expensive and can be afforded only by the nobility. In the real world, the technological level is comparable to the late medieval and early renaissance, which is quite advanced "for the time" in Westeros.
The most effective, and expensive, armor is plate armor, which consists of a number of shaped plates of steel fitted to the body. Plate is normally worn over chainmail and an undercoat padded armour. Those who cannot afford plate may wear chainmail or leather, and this coverage still provides good protection. It is also common to wear only partial plate; a plate helm, for example, is common, as are breastplates and gorgets - though still quite expensive. Scale armor is also known but considerably less common. Armor made of boiled leather is sometimes worn by itself on top of padded armour, particularly by scouts and levied men-at-arms. While better than nothing, it cannot stop an on-target axe blow, whereas plate armor can.
Plate armor is more common in the Reach, while mail is more the rule in the North, and the wildlings beyond the Wall are much more primitively armored. The Dornish use a lot of copper armor, but mainly for ornamental purposes. It's very pretty flashing in the sun - as pretty as gold - but cheaper.
- Padded armor: Made of linen or canvas, which has been stuffed with cloth. This can be worn by itself, often called a gambeson, but is essential when wearing as first line of armour, in order to absorb blows more readily.
- Boiled leather armor: Used by GRRM to denote thick leather, boiled in water. In reality such leather would be dressed with oil to retain its flexibility. Boiled leather will set very hard and was moulded into rounded pieces to protect shoulders, elbows and knees before the ready advent of plate armor.
- Brigandine: Also known as Jack, is a cloth garment, generally canvas or leather, lined with small oblong steel plates riveted to the fabric. Commonly worn by: freeriders, mounted bowmen, and men-at-arms.
- Hauberk: A chainmail shirt, the hauberk includes sleeves and can extend as low as the knees. The hauberk is typically constructed of interlocking whoops of metal sewn into a shirt or a tunic. The sleeves of a hauberk often reach the elbow, though the sleeve length varies. The hauberk tends to be made of iron rings, and is generally worn over a padded undercoat.
- Byrnie: Made of chainmail. Byrnies are generally distinguished from hauberks by their sleeve length (a byrnie has only short sleeves). There are doubts about the exact definition (and length) of a historical byrnie, but both in Westeros and in history byrnies are some variety of armor jacket or a shirt. Oberyn Martell's is specifically described as chainmail.
- Scale armor: A garment with hundreds of small plates stitched and riveted onto it.
- Heavy plate armor: Worn over mail and a padded surcoat. Large rondels protect the juncture of arm and breast. The vulnerable points are at the less protected joints, places at elbows, knees, and beneath the arms
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The developmental level of science and technology in Westeros, and The Known World as a whole, is roughly comparable to real-life late medieval levels.
The technology level in their society more or less matches late medieval Europe, i.e. right before the use of gunpowder and cannons revolutionized medieval warfare and brought it into the Early Modern era.
Magic was prevalent in the world in the long-distant past, but for many centuries, magical power has dwindled in the world, as has knowledge of its use. While a handful of odd cults still believe in magic, such as the Alchemists' Guild and Warlocks of Qarth, they can do little to substantiate their claims. The general population considers magic to have never existed at all and to be simply mythical; a view promoted by the Order of Maesters, who champion a world based on science and reason and scorn the very idea of magic. The mighty Valyrian Freehold was built using the powerful dragons, who were rumoured to share a deep link with magic. However, most dragons were killed in the Doom of Valyria
Military technology in Westeros and Essos is loosely comparable to the kinds used during the real-life Hundred Years' War and War of the Roses. Crossbows are prevalent, though they have not superseded longbows, which are also quite common on the battlefield. Various kinds of advanced siege weapons such as catapults are employed. Horse cavalry is widely used, and some regions of Essos are known to use mounted elephants. Heavy cavalry, using mounted knights in full plate armor, is a mainstay of the battlefield, though they are more commonly fielded by the wealthier regions of Westeros (i.e. the Reach or the Westerlands), while the poorer kingdoms (such as The North or the Iron Islands) make do with chain mail instead of full plate armor. Many armies frequently make use of different kinds of mercenaries.
Different societies have their own writing systems. The main one encountered is the one used for the Common Tongue of the Andals throughout Westeros. The Andals introduced the first full writing system to Westeros: the First Men before them only used a basic rune script for the Old Tongue which was only used for basic inscriptions on grave markers, etc. The Dothraki do not have a written language.
The novels refer to characters in Westeros using both "parchment" (made from animal skins) and "paper" (made from wood pulp). This is not incongruous to the setting: paper was introduced to real life Western Europe as early as the twelfth century, though it did not surpass use of parchment for many centuries. Generally, parchment was still used for important documents - legal charters, important diplomatic messages, etc. - while paper was a cheap, less durable alternative. Given that Westeros is loosely based on the War of the Roses in England during the 1400s, it is not contradictory that their society uses a mix of paper or parchment for different tasks. Paper seems to be often used for more common tasks: the messages sent via the raven network are described as being written on little scrolls of "paper" - paper is thinner and lighter than parchment so it is probably easier to roll, easier to fit more writing on each roll, and easier for the birds to carry.
More important hand-delivered messages tend to be written on parchment, particularly royal decrees. Most if not all books are made out of parchment, not paper: books are usually commissioned or hand-copied and thus more like luxury items, so anyone commissioning one will have it made of high quality. They don't have cheap mass-produced paper books.
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