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INTERLUDE LETA; A PRINCESS IN A TOWER
DORNE

The guards handle you like a common criminal, you...
Prologue: Dorne 371 AC

June of Songbyrd

Who doesn't love a good bludgeoning?!
Location
Texas Y'all
INTERLUDE LETA; A PRINCESS IN A TOWER
DORNE

The guards handle you like a common criminal, you are bound and gagged and marched through the halls of your home to the spectacle of everyone in sight. The servants and passerby scatter like mice, their heads bowed low but you can hear their whispers, you can see their eyes, wide as coins, straining to glimpse the scene of your humiliation. Your six escorts are weary of your hands and your nails, they know you well enough to realize the danger of their poisonous sheen. Your uncle, Rabastan, would have laughed at how they strained the length of rope they led you with to get away if he were alive.

These men have guarded you since you were a girl, but all you can think is that they're smart to stay away, for you would punch your slender hand through their throats with ease with how much your rage simmers under your skin.

You were close, so very close to getting away with it. Dorne is yours to rule by birth and by merit, but your father wants give it away to your younger brother, Corvus. You jaw aches from how hard you clench your teeth, but your face is smooth as glass, your spine straight as an arrow. You are Princess Leta Nymeros Martell, you will be until the day you die and you do not bow.

You know where the guards intend to take you as they drag you deep into the bowels of Sunspear. Your crimson lips curl up around your gag, and let out a derisive laugh. The guards tense, as if hearing the howling of some ghost but it doesn't matter, nothing matters now. You are not to be kept down in the depths of the dungeons but up in the spiralling Spear Tower.

'A princess in a tower' you sneer 'how quaint'.

True to its name the Spear Tower juts into the sky like a bolt. It lords over all the other towers of Sunspear, its gold top shiny. The walk up the long stairs is the path to the gallows. You can feel the strange powers of this place, the magic in you seems seeped from your very bones and you feel heavy, leaden. You can perform no clever charms here. You know our father better than anyone, he is weak-willed and gentle, to a point… But you have blossomed in the court of Dorne by your father's side. Rudolphus Martell is a man without tolerance for misbehavior, for betrayal. You do not think of your cousins, who may dangle from their necks as you breathed, you refuse. Instead you must think of your own fate, of what awaits you in the top of this tower. You think of torture, of isolation, and starving.

You summon tears to your eyes, the sight of them has softened your father before. Soon you come upon the chamber at the top of the tower, you have seen the bare room only once or twice. You square your shoulders. These men will not see the fear in you, not on your life.

The wizard on your left flank is named Gerios, your father favored the man and he holds a key to the chamber. The lock is old and heavy and it clicks as it opens.
You nearly gape like a fool before you purse your lips on the impulse. You are led into the chamber. On the stone floor is a luxurious and expansive carpet, one of this size must have been dragged from the cellars and beat to cleanliness for days. There is a bed in the far corner, dressed in fine linens and draperies, there is a desk and a chair and sitting area. It is all too much to have been summoned in hours or a few days. There is even a crystalline incense burner flooding the room with the fresh scent you were so fond of.

This was prepared, this was calculated. Your father knew you were going to try and usurp him. You tremble, just once, but it's enough to send your heart galloping. You hold onto your composure with the slightest of grips as another guard, Flajen, removes your bonds from you. You clench your teeth on whatever sounds want to escape your gagless mouth.
One of them must notice your queer stance for they say, "your grace, King Rudolphus has stationed you here". You hear the words but they don't mean anything to you, instead you focus on breathing but even that is difficult. You need to be alone, you need to think but you can't with these men looking at you like the failure you are. You need them out, they need to get out!

Your father has always told you, you were rash when angered, foolish. But you don't care right now. You grab whatever is closest to you, it happens to be a book and you hurl it at Gerios as hard as you can. The wizard dives out of the way just in time.

"Get out!", you hiss. You are grabbing anything you can hold to throw. Now that your composure has cracked restraint is out of the question. You are screaming as the guards flee the chamber like the cowards they are, the noise floods outside the room even as the door closes and locks.

They are not the guards of Princess Leta Martell. They belong to your father and your brother and in all likelihood so does the person who betrayed your plans. Dorne is yours by birth and by merit, but all of Dorne is against you.

You tear the tapestries from the walls and break the tableware in the sitting area. On the table there are four items, neatly placed. There is a game of wizard's chess, a beautiful spellbook, a book of the Seven and a familiar green tome, taunting you; it is the Sun's Exalt, or the history of Dorne and its laws. All of it goes spilling onto the ground with a clattering bang as you overturn to table. It isn't enough and you pick up the Sun's Exalt, ripping the pages from its spine, and scattering the delicate parchment across the floor like rain.

Those laws did not mean anything in the face of men and their greed. When you are done your chest is heaving, your gown has gained a rip down the skirt, the soft fabric is already beginning to fray at the edges, somewhere in the carnage your coronet was lost and your dark curls are a wild mess. You drop lifelessly onto the ruined bed, staring at the chaotic mess around you with a vacant attention.

Your father had known you would rebel, he had allowed you to frame and implicate yourself. If you weren't the target you would praise the callousness of it, the ingenuity. You close your eyes, and what was it for? So your father could smoothly install Corvus? To get rid of a potential liability? The possibilities were numerous. With your rage expunged you were hollow, dreading the next emotion that would cloud your mind.

You did not have to wait for the feeling to come though, for the door to the chamber clicked and slowly heaved open. You do not wish to open your eyes but it happens anyway. There is your father. He's fairer than you, shut in as he is, and you don't remember his face being so lined or his shoulder length hair so grey. He rolls into the chamber on his wheeled chair by hand. In this tower the magics that he used to control the contraption were dampened as well.

His eyes are calm as they look about the room before settling on you.

"Have you tired of throwing your tantrum?" he questions. Your teeth catch your bottom lip to stop yourself from retorting. Your anger has returned now that he is in your presence, the rage is easier to fall into than sting of betrayal. Your father rolls towards the mess that is the sitting area. "A pity" he says as he looks at the destroyed books and scattered pieces, "those pieces were still of some use--" he starts and you have already had enough.

"Spare me long winded metaphors father" you spit. If he knew about the coup, he must know everything else as well "When I was a girl I saw the letter you wrote to Corvus, when he was with Yronwoods. How long was I in your calculations then, months, years?" you have risen from the bed before you can control yourself. You prowl closer to your father, eyes accusing, voice mocking. "tell me was I ever meant to inherit Dorne as you promised me then?"

Your father sits placidly, waiting out your vitriol as he would wait out your tantrums as a child. The thought makes your face heat and you clench your fists, nails biting into your palms. "The ninth Queen of Dorne, Vynaria, first of her name" you say, watching as your father's brow furrows and his lips turn down, but you continue, "she was the firstborn, a brilliant strategist, a beautiful woman. Her younger brother Lucian coveted her position, tried to gather the banners against her but she met him in combat on the Bloody First and struck him down", you pause, swallow, but then you raise your chin, "I would do the same. It would have stung, killing my own kin but for my birthright I would do it--"

A crack echos in the chamber, your head snaps to the side. You freeze, feeling brittle on the edges like a shard of glass. Your cheek throbs. Your father has never raised a hand to you in all your years of life. No matter how arrogant and unruly and stubborn you were he was calm, quietly coaxing you since you from your moods.

"You have always been impulsive, but I never raised you to be such a hellion" your father says, dark and disappointed.

"Look, look at you have discarded carelessly!" he snaps, gesturing to the scattered pages and pieces, " It is my foolishness that I indulged since you were young" he ground out. You look from the mess on the floor to your father with truly glistening eyes, your breath trembling from your lips. You see now the sharpness in your father's gaze, the depthless calculation in those light brown eyes so similar to your own.

"I have no room for error, Leta, no patience for your ego. Strategy, magic, religion and history!" he slaps the armrest of his chair, "Open your eyes! On the ground is the foundations of our new empire!" he bellows.

You fully face your father, gaping. "What?", you tremor, breathless. Your father leans back in his chair, looking much older and wiser than the age he possessed.

"There was a letter for your brother", your father conceded, "he is to be King of Dorne", you open your mouth but he speaks over your rising protest, "and you are to be the Empress of the Seven Kingdoms".

Your shock freezes you again. Your mouth works but can make no sound. "How, am I to be Empress?", you say finally.

"At last, asking the true questions", your father says. He nods to the wizarding chess pieces on the floor, "set the table to rights, put the pieces where they lay". You move with haste and soon the board is standing neatly in the mayhem of the chamber. You sit across from your father in your tattered gown, your cheek smarts from your his hand but you cannot mind such things as your father moves the pieces on the board. He thumbs a thick piece in the shape of a clenched fist. The Godhand was powerful piece, a controller of runes and arrays its range of 3 spaces compelled all opposing pieces to reverse their path.

"When my sweet sister, your aunt, Elia died in that den of snakes and dragons I knew I had to avenge her", he started. You look deeply at your father, who focuses on the board. The times he had spoke to you of aunt Elia could be counted on one hand.

"It grew deeper than that, of course" he says, moving the Godhand a space, "we are the blood of the Rhoynar, of the Unbowed, Unbent and Unbroken. We have lasted longer than dragons, and I have been planning to outlive the snakes for almost a almost a paragon" your father captures your rapt gaze as he holds a piece in his hands.



RULES: Pick a max of three (3) for each choice, pair them please (ie Solider/Hadrian, Godhand/Dracona, etc) put your favorite first and descend from there. Only vote once. You can have less than three (3) choices (ie only one combo).
Choice 1 (Piece):

[x] the Soldier 'Warrior'
The purveyor of wrath and battle. You bring blood and passion to whatever you touch. The cowardly run from your path and the valiant nip at your heels.
[x] the Godhand 'Smith'
The maker of good and bad. You create with one hand and destroy with another, your mind sees what others cannot perceive.
[x] the Executioner 'Stranger'
The drifter of the void. Death is not the end, only the beginning of forever. Your steady hand looms and you overpower all resistance, in good time.
[x] the Healer 'Maiden'
The light of the world. Pure and beautiful, you sweeten the charnel pits of the mortal plain, your hand is seen in all things good.
[x] the Scales 'Father'
The arbiter of justice. Your keen eyes catch wrongdoing and incompetence, you balance the land and breathe brilliance into the world.
[x] the Seer 'Crone'
The watcher of fate. Your hand is seen in the lives of the savvy and the sly, the cautious are your followers. You see the twists and turns of the future and the maze that is the heart of man.
[x] the Hearth 'Mother'
The bearer of the world. You bring forth life and feed your children. There is a strength to your duty, and a fierceness to your love.

"This piece is going to be your step stone to the Iron Throne" your father says, hushed. You lean forward to hear him, enticed to the bone.

"Who?" you demand. Your father's lips quirk up, you realize belatedly he is smiling and then his lips move.


Choice 2 (Character):

[x] Hadrian Snow, 16. Bastard of Lord Arthur Stark and elder brother to Billius Stark; the first trueborn son of Arthur Stark and Molly Stark nee Tully [Start: Winterfell Castle].
You have lived in the shadow of your siblings and under the thumb of your bastardry for as long as you could remember. You are not quite sure what to do with yourself, you never are, but after a strange dream you feel drawn to another path, on it you will discover harrowing and fantastical things.

[x] Nymphadora of Tonks, 21. Daughter and heir to Selwyn of Tonks [Start: Tonks (Sapphire Isle)].
You have fought all your life. You fought for your birthright, you fought to prove your worth with the blade, you fought the dresses that never fit and girlishness you could never possess. But now you're being called from your Sapphire Isle, out into battle and into glory. But you will not return home the same knight, or the same girl.

[x] Dracona Targaryen, 14. Younger sister to the Beggar King Viserys Targaryen, daughter of Grinderys Targaryen and Rhaella Targaryen [Start: Pentos].
You are going to be married this year, but you feel no merriment. It is only being traded from one tyrant to another like so many trinkets. Your brother has promised you a throne and great lands since you were young but your only wish to feel less scared everywhere you go. You have never wanted to deal in the dark, murky waters of rule and responsibility but maybe that choice will taken from you like so many others.

[x] Ioneé of Meereen, 20. The most famous courtesan in all of Meereen, a harpy owned by Hizdahr zo Loraq [Start: Meereen].
You look into the faces of hundreds of creatures as you tell them that their afterlife will be sweet if only they listen to their masters, you feel more disgusting each time you smile. You are the most famous creature in all the Free Cities, you wield power and prestige and pity. But there are strange whispers in the city, strange happenings all about. Ioneé finds herself embroiled in a conflict she never thought possible.

[x] Young Griff, 17. A youthful sellsword born in Tyrosh, he travels the seas with his father, Griff [Start: Tyrosh].
You have grown up with your father who is not a father since you were young. You have known your upbringing was irregular for a long time now; the tutors and the strange benefactors and the 'random' occurrences led to that. But your fate, as pre-ordained as the route of a ship, is intended to be even more irregular. Are you to stick to the script, or create your own story?

[x] Luna of the Moonbeam, 18. An infamous pirate, Luna sails on the fastest ship of the high-seas, the Moonbeam [Start: Summer Sea].
You were born of your ship, raised on sea breezes and heart pounding adventure. Your crew, the Red Hares, have crossed swords with the best and worst of Albion's waters. After a brush with the law that is too close for comfort you need some protection and a guaranteed reward. Your new mission takes you on a much more dangerous journey than you could have imagined, but then, you've always been a magnet for such things.

[x] Sirius Lannister, 31. Second son of Orion Lannister and brother to the Queen of Westeros, Narcissa Lannister. [Start: The Red Keep].
You were slateborn, brought into this world without a hint of magic in your veins, that alone was enough of a torture but your life caused your mother's death and no one will let you forget either fact. You are more than your 'handicap' you know it, just like you know so many things. There are secrets to the realm, to magic, that your mind can decipher better than any wizard ever could. You deserve more than disdain, and you may receive it in ways no one could anticipate.

[x] Ronald Stark, 9. The fifth truborn son of Arthur Stark and Molly Stark nee Tully [Start: Winterfell Castle].
You are only a boy, you just want to see every nook and cranny Albion. There must be great adventures across the Western Sea, and in the jungles of Sothoryos, and on the tops of the mountains in Essos and you want to find it all. But you are called to greater things, dark things but great all the same. You are only a boy, but you walk the path of fate alone.

[x] Fleur Darklyn, 19. A young merchant princess and half-veela living on the mysterious island of Chupara or the Kingdom on the Sea [Start: Chupara (non-existent in any canon)].
You have lived on Chupara for almost half your life and still the wizards here are like nothing you have ever seen. Life on Chupara is pure and simple, but you still itch to bring such things outside your little island for people like you and your sweet sister. You work with your aunt to do just that; to liberate slaves, creature and wizard. But on an operation you become entangled in a much larger plot, one that threatens thousands of lives.

[x] Neville Greyjoy, 15. Heir to the Iron Islands and the hostage of Warden of the North Arthur Stark [Start: Winterfell Castle].
Winterfell is your prison and the only home you have ever own. You are Greyjoy but what is the use of the title to a squid in a lion's pelt? You don't belong anywhere or with anyone and you loathe the disdain and pity you garner in equal measure. You know no one wants you to amount to anything or take up any space in their perfectly formed world. For a long time you thought you should simply fade away, but no more. You have only ever wanted to be wanted, and someday someone is going to need you. How you break your chains and carve out your piece of power will be a sight to behold.

Adhoc vote count started by June of Songbyrd on Apr 27, 2019 at 1:51 PM, finished with 20 posts and 9 votes.

  • [x] Hadrian Snow / the Scales 'Father'
    [x] Sirius Lannister / the Seer 'Crone'
    [x] Fleur Darklyn, 19. the Godhand 'Smith'
    [x] Dracona Targaryen, 14. the Healer 'Maiden'
    [x] Hadrian Snow/the Soldier 'Warrior'
    [x] Luna of the Moonbeam/the Seer 'Crone'
    [x] Luna of the Moonbeam, 18. the Hearth 'Mother'
    [x] Nymphadora of Tonks, the Soldier 'Warrior'
    [x] Dracona Targaryen/the Healer 'Maiden'
    [x] Luna of the Moonbeam/the Godhand
    [x] Hadrian Snow, the Executioner 'Stranger'
    [x]Neville Greyjoy / the Soldier 'Warrior'
    [x] Fleur Darklyn/the Soldier 'Warrior'
    [x] Young Griff/the Executioner 'Stranger'
    [x] Sirius Lannister, 31. Second son of Orion Lannister and brother to the Queen of Westeros, Narcissa Lannister. [Start: The Red Keep].
    [x]Neville Greyjoy, 15. Heir to the Iron Islands and the hostage of Warden of the North Arthur Stark [Start: Winterfell Castle].
    [x] Hadrian Snow, 16. Bastard of Lord Arthur Stark and elder brother to Billius Stark; the first trueborn son of Arthur Stark and Molly Stark nee Tully [Start: Winterfell Castle].
    [x] Nymphadora of Tonks, 21. the Hearth 'Mother'

Adhoc vote count started by June of Songbyrd on Apr 29, 2019 at 8:19 PM, finished with 23 posts and 10 votes.

  • [x] Hadrian Snow/the Soldier 'Warrior'
    [x] Hadrian Snow / the Scales 'Father'
    [x]Neville Greyjoy / the Soldier 'Warrior'
    [x] Sirius Lannister / the Seer 'Crone'
    [x] Hadrian Snow, 16. Bastard of Lord Arthur Stark and elder brother to Billius Stark; the first trueborn son of Arthur Stark and Molly Stark nee Tully [Start: Winterfell Castle].
    [x]Neville Greyjoy, 15. Heir to the Iron Islands and the hostage of Warden of the North Arthur Stark [Start: Winterfell Castle].
    [x] Sirius Lannister, 31. Second son of Orion Lannister and brother to the Queen of Westeros, Narcissa Lannister. [Start: The Red Keep].
    [x] Young Griff/the Executioner 'Stranger'
    [x] Fleur Darklyn/the Soldier 'Warrior'
    [x] Luna of the Moonbeam/the Godhand
    [x] Hadrian Snow, the Executioner 'Stranger'
    [x] Luna of the Moonbeam/the Seer 'Crone'
    [x] Hadrian Snow/the Soldier 'Warrior'
    [x] Dracona Targaryen/the Healer 'Maiden'
    [x] Hadrian Snow / the Scales 'Father'
    [x] Nymphadora of Tonks, the Soldier 'Warrior'
    [x] Sirius Lannister / the Seer 'Crone'
    [x] Dracona Targaryen, 14. the Healer 'Maiden'
    [x] Fleur Darklyn, 19. the Godhand 'Smith'
    [x] Luna of the Moonbeam, 18. the Hearth 'Mother'
    [x] Dracona Targaryen, 14. the Healer 'Maiden'
    [x] Fleur Darklyn, 19. the Godhand 'Smith'
    [x] Nymphadora of Tonks, 21. the Hearth 'Mother'
 
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Mechanics
INTRO:
Takes many cues and structures from the A Lady's Armour (ASOIAF Quest) on Space Battles by Teine Sidhe


Choose an intrepid adventurer or a Machiavellian schemer, choose a spy or a revolutionary. Whatever you decide you'll be in the realm of Albion; a land of wizards, magical creatures and mystery!

This idea came to me from a fanfiction exchange I participated in earlier this month. It is an unfinished crossover between the Harry Potter (HP) and A Song of Ice and Fire (ASOIAF) mythos'. I am using this quest to help shape the story and because I have wanted to create a quest for quite some time! That being said, note I will in all likelihood be using the decisions and progressions of the quest in a fanfiction to be posted to Archiveofourown.org, if that bothers you please don't feel pressured to take part in the quest. I will, of course, will not be disclosing anything like usernames and such in the fanfiction.

This quest is crossposted with SV, the votes are combined between both. Please only vote once per user! Repeat votes will not be counted.

Also note I will be mixing ASOIAF and Game of Thrones (GOT) canon. Due to the nature of the HP crossover timelines, characters, genealogies, names, historical events and a host of other things are completely different. I try to explain sufficiently here but ask questions if you are confused.


Alright! Let the quest begin!


MECHANICS (3 PCs):

Dice Room: Only accepting rolls from here

1) SOCIAL: have numerical value from -100 to +100 (-100 means utter hatred and 100 means utter besottment, even obsession). You will see the relationships of people with an impression greater than -10 to 10 or if you have had a narrative interaction. You will never find someone in the relationship list with 0 as a number, a 0 in my system means they do not even know of your existence. Relationships degrade over time with no contact, the less close the relationship the faster the degradation. Relationships can also be impacted by things like gossip and your reputation. Relationships can be progressed in a few ways:
  • Narrative interactions: these are written in by me and presented as choices. You can impact a relationship negatively or positively depending on what you choose.
  • Speech or interaction rolls: these are determined by your pre-existing stats and by chance (roll). You can pass or fail these interactions, potentially affecting the relationship.
  • Special events: these are branches from the narrative that can be unlocked with especially successful or unsuccessful interactions. Their purpose is less to progress overall plot and more to unlock special supporting character scenes and exclusive information.
  • Long distance communication: this can build and maintain relationships. The progress of long distance relationships is slower will be negatively affected by a lack of face to face interaction at lower relationship levels.
  • Indirect knowledge or reputation: A NPC may never meet you face to face and you may never write them in communication but they can still like or dislike you. This is due to the influence of gossip and news. For example an NPC noble may refuse to house you because they have heard tales of your unsavory adventures via gossip. Therefore, keep your reputation in mind regarding your actions.
2) REPUTATION: Every PC has a reputation. This is defaulted to a neutral 5 at birth. As a PC progress they garner a reputation from 1-10 (1 is Hitler and 10 is Mother Teresa). When encountering NPCs the PC does not know well (<50/100 relationship) the reputation buff can be used negatively or positively. This impacts if an interaction will pass or fail.

3) STATS AND SKILLS: Stats have a numerical value from 1-50 while skills have a numerical value from 1-150. At the start of this quest each player character has a unique set of stats and skills. Both can be leveled in various ways.
  • Narrative Choices: scattered rarely and randomly throughout the quest. The majority are used to boost skills, very rarely will they directly buff a stat (except the beginning).
  • Skill Support: All skills fall under the umbrella of a primary and secondary stat. By improving a skill via self-study or dedicated trainers you can also indirectly add points to stats. Every 25 skill points you gain adds 1 stat point to the primary stat and .5 to the secondary. For example, the calligraphy skill falls under DEX/DIS. By gaining 37 points in calligraphy you would add 1.4 points to the DEX stat and .7 points to the DIS stat (rounding down).
  • Trainers: These NPCs allow players to improve their skills in an accelerated manner. Their presence yields a buff for each session of study.
  • Sustained Actions: small, scheduled tasks that happen without acknowledgment. This is a slow going progress, all players can do a max of three sustained actions but this number can be decreased by a player's schedule (how many actions player character can do is determined by the GM). Sustained actions can be switched out periodically (at the GM's discretion) they can also be interrupted by travelling, injury, special events or other things.
4) MAGIC: Magic is an entire skill unto its own. The system is detailed below under the Magic in Albion section.
5) COMBAT: Hits and dodges are all based upon rolls.
6) GENERAL: This quest's player(s) are quite pre-made which may be a turn off for many but I hope giving many interesting and deep adventures will (hopefully) draw others in.

  • The way this quest is structured is that I cycle through a chapter or event for each of the three PCs. This means I will be releasing 3 events at the same time which means all player characters exist in a similar place in chronological time. I am toying with the idea of special events that take place in the past which would influence the present or through NPCs but I don't know quite yet how to work it out.

  • The actions of one player affect themselves and others, nothing exists in a vacuum. I hope it will be interesting to have each player be able to so closely change and interact with other players.

IMPORTANT WORLD INFO:


I don't want to info dump so here are our barebones:
  • Years are 14 months with 28 days in each month (392 days per year). This means it takes 392 days for Planetos to revolve around its sun. Every 7 years is a septary. 49 years is a paragon. 343 years is an eon.

    Year structure (2 months for each of the seven gods of the Faith):

    1-2 STRANGER winter-spring
    3-4 MOTHER spring
    5-6 MAIDEN spring-summer
    7-8 FATHER summer
    9-10 WARRIOR summer-fall
    11-12 SMITH fall-winter
    13-14 CRONE winter

  • You are born innately with or without the capacity to use magic. So there are 'squibs' called 'slateborn' in this story.
    The vast majority of sentient beings are capable of magic. As in around 90%.

  • Sentient and non-sentient magical creatures exist in Albion.

  • Wands in the traditional HP sense do not exist. They are extremely rare in Albion.

STATS:


Progression:

1-4 Horrible/Incapable
5-10 Sub-par (child, simpleton)

11-14 Average/Passable I
15-20 Average/Passable II

21-24 Proficient I
25-30 Proficient II

31-34 Noteworthy I
35-40 Noteworthy II

41-44 Expert I
45-49 Expert II

50+ Legendary (Gregor Clegane's sword play, Shiera Seastar beauty, Dumbledore wizardry)

Stat Buffs and Skill Levels

Reputation: ( /10)

Attack: 1d4>1d8 > 1d10 > 2d10 > 1d25 (STR+DEX/2 + modifiers)
Magical Attack: Dependent on Class
...
Strength STR: ( /50) BASE: 11


  • -3 ATK at Sub-par
  • -1 ATK at Average I
  • +0 ATK at Average II
  • +2 ATK at Proficient I
  • +3 ATK at Noteworthy I
  • +4 ATK at Expert II
  • +5 ATK at Legendary
  • +4 to feats of non-combat STR (lift, pull, throw, row) at Expert I
  • +6 to feats of non-combat STR (lift, pull, throw, row) at Legendary

Dexterity DEX: ( /50) BASE: 7
  • -2 Reflex Save at Sub-par I, II
  • +0 Reflex Save at Average I
  • +1 Reflex Save at Average II
  • +2 Reflex Save at Proficient II
  • +3 Reflex Save at Expert II
  • +4 Reflex Save at Legendary II
Constitution CON: ( /50) BASE: 17
  • +1 Proficient I
  • +2 Noteworthy I
  • +4 Expert II
  • +5 Legendary
Intelligence INT: ( /50) BASE: 13
  • -2 Memorize and Recall Rolls at Incapable
  • -1 Memorize and Recall Rolls at Sub-par
  • +0 Memorize and Recall Rolls at Average I, II
  • +1 Memorize and Recall Rolls at Proficient I
  • +2 Memorize and Recall Rolls at Noteworthy I
  • +3 Memorize and Recall Rolls at Expert I
  • +4 Memorize and Recall Rolls at Legendary
Wisdom WIS: ( /50) BASE: 13
  • -4 to Will Throw, Persuasion Resistance and Persuasion Power at Incapable
  • -2 to Will Throw, Persuasion Resistance and Persuasion Power at Sub-par
  • +0 to Will Throw, Persuasion Resistance and Persuasion Power at Average I
  • +1 to Will Throw, Persuasion Resistance and Persuasion Power at Average II
  • +2 to Will Throw, Persuasion Resistance and Persuasion Power at Proficient II
  • +3 to Will Throw, Persuasion Resistance and Persuasion Power at Noteworthy II
  • +4 to Will Throw, Persuasion Resistance and Persuasion Power at Expert II
  • +5 to Will Throw, Persuasion Resistance and Persuasion Power at Legendary
Charisma CHA: ( /50) BASE: 13
  • -3 speech rolls at Incapable
  • -1 speech rolls at Sub-par
  • 0 speech rolls at Average I, II
  • +2 speech rolls at Proficient I, II
  • + 3 speech rolls at Noteworthy I, II
  • +4 speech rolls at Legendary II
Beauty BTY: ( /50) BASE: 3
  • -2 Distract with PC at Sub-par
  • +0 Distract with PC at Average I, II
  • +1 Distract with PC at Proficient I, II
  • +2 Distract with PC at Noteworthy I, II
  • +3 Distract with PC at Expert I, -2 to Enemy
  • +4 Distract with PC at Expert II
  • +5 Distract with PC at Legendary
Luck LUK: ( /50) BASE: 10

Discernment DIS: ( /50) BASE: 8

  • -2 Appraise, Search, Hide, Listen at Sub-par
  • -1 Appraise, Search, Hide, Listen at Average I, II
  • -.5 to Appraise, Search, Hide, Listen at Proficient I
  • +0 to Appraise, Search, Hide, Listen at Proficient II
  • +1 to to Appraise, Search, Hide, Listen at Noteworthy II
  • +1.5 to Appraise, Search, Hide, Listen at Noteworthy II
  • +2 to Appraise, Search, Hide and Listen at Expert II
...
Essence ESS: ( /50) (cap: #/50) for details on cap see Magic in Albion 'The learning'.



STAT BREAKDOWN
Strength STR:
  • One's physical power or athleticism. This contributes to combat roles and roles involving feats of strength (such as… holding a door). It can also affect what weapons you can use and how hand to hand combat will work out. This stat increases naturally by .5/year until age 12 (puberty). Then the stat goes up 1/year until age 16. After 16 the stat be advanced between age 16-50 and will decrease naturally after 50 by 1/year until limit of 25% of peak STR.
  • Dexterity DXT:
    • One's nimbleness and mastery over the body. This stat buffs things like stealth, fine motor skills (sewing, writing, etc), dancing and long distance shooting/throwing. Naturally increases by .5/year until age 12 (puberty). Can be increased until age 50 and will not go down.
      • How well a dance solo or partner goes: (DEX + CHA + BTY / 3)
  • Constitution CON:
    • Health or fortitude of the body. Contributes to one's resistance to drugs, disease and poison. Also refers to one's overall hardiness. This stat gains 1/year until age 16, after which it is only boosted by narrative choices and training. Decreases by .5/year after age 50 until limit of 25% of peak stat.
      • CON + STR / 2 = Endurance
  • Intelligence INT:
    • Contributes to one's comprehension and recall of information, as well as one's problem solving ability. This stat increases naturally at 1/year from age 4-16. It can be trained without an age limit and does not decrease.
  • Wisdom WIS:
    • A sense of intuition or common sense. A knowledge born of experience, particularly about another's intentions, motivations and body language. Allows one to discern a chaotic situation more clearly and resist stimuli that overwhelms and clouds the mind. This stat increases naturally by 1/year from age 6 to age 18 and does not decrease. The more unique experiences one has the more wise they can potentially become.
  • Charisma CHA:
    • The ability to influence and endear yourself to others. This stat affects how persuasive you are with negotiation, bartering, speeches and written literature like poetry. Determines if you pass or fail speech checks. Increases naturally by 1/year between age 0-12 (puberty). Can be added with BTY for a boosting effect but if another is jealous of your looks or has completely alien beauty ideals the BTY stat will be subtracted.
  • Beauty BTY:
    • The fairness of one's face. This stat naturally increases by 5./year from age 12 (puberty) to age 16. Can be temporarily boosted or decreased with cosmetics and/or magical actions. After age 50 BTY decreases by .5/year until it reaches 25% of peak BTY.
  • Luck LUK:
    • This is an inherent stat that cannot be leveled or changed. Calculated by random 2d10 (one dice for tens one dice for ones). Capped at 23, any roll higher than 23 will be rerolled until < 23.
  • Discernment DIS:
    • The sharpness of one's physical senses. Increases naturally from 0-16 by .5/year. Can be increased until age 50. After 50 DIS decreases by .25/year until limit of 50% of DIS.
  • Essence ESS:
    • One's magical limits, is hampered by one's cap number. Think of ESS like gas tank to the car of a magic user. Every magical action (spells, potion brewing, array, battle cast) has a numerical ESS value, any magical action above the limit of one's capacity cannot be used. Increases naturally from age 0-16 by .5/year (see Magic in Albion section for details).
SKILLS:


Each PC gets their own section. Scale: (1/150) or (1/75*). The points gained from self-study and training are based on rolls.
  • Player fails roll = .5 pts to skill

  • Player passes = 1 pt to skill

  • Player crits = 2 pts to skill
NOTE: * (asterisk) indicates more disciplines or varieties need to be discovered to unlock full potential of skill.
NOTE: Magical skills in SPELLBOOK section.
NOTE: Westerosi is also known as Common Tongue.



MAGIC IN ALBION:



The Branch of the Will (Father)
'Without my order there is chaos, without my law there is evil, without the father there is no son'

Emphasis: Law, Philosophy, Warding, Healing

The Branch of the Cloudy (Mother)
'Life rests in body and in my hands. The hearth I tend is of mercy and matronly love'

Emphasis: Midwifery, Child Rearing, Fertility, Chamber Matters

The Branch of the Heart (Warrior)
'These hands are of wrath and blood, they carve empires and topple dynasties. Whosoever blocks in my path can stand no more'

Emphasis: Battle Magic, Battle Arrays, Evangelism




The Branch of the Clear (Maiden)
'Enticement is my scepter, beauty my crown. Were I walk the air is sweet and the darkness retreats'

Emphasis: Beautification, Music, Dance, Handcrafts

The Branch of the Mind (Crone)
'Others overlook, I examine. The wheel of time is within my eyes, the moods of men are its spokes'

Emphasis: Fae Speak, History, Prophecy

The Branch of the Hand (Smith)
'Under my hands anything can be made. My forge burns with brilliance, my hammer shapes majesty'

Emphasis: Runes, Magical Structures, Conjuring


The Branch of the Crow (Stranger)
'I am inevitable. Who else gazes into eternity and snips the strings of fate, who else sees the Other'

Emphasis: Blood Magic, Ritual, Sex Magic, Elemental Magic


THE 'SCIENCE':

This section concerns more lore and logic about the magic system, see section two (2) and three (3) if you're focused on magic rolls and how PCs learn.

The logic of ESS is that it utilizes the essential life force of an individual. This force can be manipulated to do a whole host of actions and is called magic. Like a muscle, magic can develop, change, be exhausted, damaged and even die. It can do actions without a caster's knowledge; like how your muscles will randomly twitch or how you breathe without consciously controlling each muscle to do so. A wizard can faint or die from exhaustion if they overuse/overexert their ESS.
In this universe magic spells are similar to mathematics; like math, spells use a language that so aptly describes things in universe, it appears reality was made to fit the spell. This language is called Fae Speak and was, according to legend, the tongue of the first magic users in Albion. You may be familiar with the concept of True Names from other forms of fantasy media and this is similar.

Magic can come from many sources in Albion. By the D&D definition almost every human magic user (wizard/witch) is a sorcerer, since their magic comes from within. But wizards can have unique additional powers linked to creature inheritance (inborn and earned), pacts, deities, eldritch horrors and nature itself.

Sentient magical creatures use magic connected to the elements and so this magic is referred to as Elemental magic. Creatures are rarely gifted in magics of illusion or manipulation, but are resistant to such spells. They have an inherently better grasp of Fae Speak and can often cast without it.

The spells wizards use to manipulate their ESS and perform magic must be researched and discovered like math is in our reality. Yes, discovered, and the Order of Hogwarts in Westeros is the largest single organization that specializes in this.

Hogwarts is a place where the brightest minds and most talented wizards all gather to make sense of magic. The wizards there commit their lives to the study of magic and are called Maesters. These wizards have spent hundreds of years decoding the words for a spell to lift something from ground, or to tie a knot. In theory, there are words in Fae Speak to describe every possible action and desire that could ever exist.

The most common system in Albion to categorize Fae Speak and magic are the seven branches of the Life Tree (seen above). All aspects of magic are categorized into these seven branches. Since magic is so vast, Hogwarts Maesters tend to focus on a single branch. A Maester may spend their entire life in that branch and barely scratch the surface of a single subject. I just use similar Latin words and such like J.K. Rowling for my spells. Each branch is important, though some are more popular than others at Hogwarts.

MECHANICS:


In this section I often use the term magic and spell interchangeably.
Magic functions on the D&D XP system with some modifications. An average NPC wizard (which is basically a sorcerer) will most likely never progress past Level 0 or Level 1. Most hired guards, cutthroats and other characters with combat/magic experience are level 2.
Unlike D&D wizards our wizards in Albion are not bound by a number of spells they can prepare or use per day, instead what they can do is restricted by their ESS cap and their spell compendium.

Alright, time for a metaphor!

Imagine that a wizard (magic user) is in front of a pool, that pool contains all the magical power they can possibly use.The ESS stat represents the capacities of this 'pool'. The cap caveat is the depths a wizard can reach in their pool. Many things can affect the cap, including but not limited to:
  • Age
  • Training
  • Emotional state and/or trauma
  • Injury
  • Connection to magic source.

Just like a young child can't swim in a the 10 ft. end of the pool, a young/inexperienced wizard cannot utilize the full potential of their ESS because of their cap. A wizard can increase the limit of their cap with maturity and training. A wizard's ESS can be directly increased, but just like it's an arduous and long process to call in a contractor and expand a pool it is just as hard to expand one's ESS. All magic consumes ESS and after all of one's ESS is used you can no longer complete magic until the next day.

XP

XP is how PCs expand their ESS cap and the avenue by which they learn more spells. XP is earned by studying magic, meditating on the source of your power, completing quests successfully and defeating targets in combat. A PC can only cast spells beneath their current character level (1st level PC=0 level spells, 2nd level PC =0 level/1st level spells, etc). Once PCs get to the threshold of a level-up they must complete (1) meditation or connection to their source of power action to advance a level. This action allows wizards with a creature inheritance the chance to pick up new elemental spells or special rules. (One pickup per level (plus a bonus at level 1). And a chance to exchange pickups at every even level) You can do this action more often to learn new secrets about your inheritance and gain buffs. But doing it too often (more than once without leveling up) or to soon before leveling (< 95% to next level) and you have a chance of losing XP or even deleting spells and abilities, so use it sparingly (determined by a roll). The conditions of how you leveled up; with lots of successful missions, successful interactions and many spells learned or the opposite, determine whether you gain 1 or 2 ESS upon level up (80% success overall).
Like D&D if a character decides to hold off on leveling up and accumulates enough XP to jump 2 or 3 levels you cannot do so. Instead, whenever you level up you will only go up one level with enough excess XP to be one point away from your next level up.
Grimoires contains magic a PC can learn. IC there are hundreds of rare and large tomes that focus on one type of magic or a single branch. Albion is not industrial and has no mechanical printing presses, copying grimoires and producing them is hard as some magical imbuements (no matter how small) go into every page, they are a luxury for the rich/noble. These books won't exactly fall from the sky. PCs can only learn magic by acquiring these books or mentors that are stand ins for such a book. When a wizard picks up a grimoire they must master (8/10 PROF, see the learning below) at least one piece of magic from that book before moving on to another. They must also gain a bit of proficiency in a spell (2/10 PROF) to move onto another spell. There are some rare magics that can only be learned by travel or through teachers.
PCs can only read spell books beneath their current character level, this means that a level 4 PC that finds a rare grimoire with level 4 spells cannot even open the tome until level 5. Therefore, the book can be sold, given to another or be put into hiding place until the PC levels up. PCs can be made aware of magic beyond their level by outside forces which will improve how good they are at this magic when they do learn it.
The first time a PC learns about some magic it is added to the PCs Spell Compendium as a (1/10 PROF). If a PC loses/sells a grimoire before they master a magic they cannot improve it any further (< 4/10 PROF).


Rules of Casting:

  • ESS is a mana pool, ESS cap is your limit of mana. Magic subtracts from ESS. ESS cap goes up as you level. ESS recovers each day.
  • ESS cap 1-20 = only 1 active magical action can be enacted at a time.
  • ESS cap +20 but <31 = 1 long-term magic action concurrently with an 1 active spell.
    • Long-term magic subtracts an amount of ESS equivalent to the action for however long that magical action is in effect. For example, a wizard with 24 ESS cap could create an array worth 14 ESS. As long as the array is active they can only use 10 ESS.
  • +31 ESS cap means 2 active spells at one time concurrently with 1 long-term magic action.
    • For example, a wizard with 40 ESS cap casting two spells worth 15 ESS each (one unique spell for each hand) and operating an array worth 10 ESS.
  • Someone with 0 ESS has no magic and can never gain any either.


Rolls:

Whether magic works or not is a result of two checks. A passive ESS cap check which is pass or fail, then a casting check 1d10 roll.

# > PROF required = FAIL/INEFFECTIVE/WEAK
* At PROF 9.5 if you roll a 10 your spell is 50% as effective.
#
< PROF required = PASS/ EFFECTIVE
# 1 = CRIT/ VERY SUCCESSFUL

PROF (profenciency) is an action specific skill. Every magic skill has its
own individual PROF number. The more a wizard casts a spell and gets training in that area the higher the PROF in of that action. This applies to potions as well.


Creature Inheritance:

Inheritance in this universe is basically a race class. You can be born with inheritance; by being born as a creature or a half-breed. You can also be given the abilities of an inheritance by a higher existence; these deities are mercurial and often demand a price for access to their abilities.

I am open to making classes and most D&D classes are also open. Prestige classes will be judged case by case for how IC they are.



Classes:

Your PCs have an affinity for a certain branch of magic already. By choosing a class to specialize in you boost the focus of their magic on a few branches but you decrease their effectiveness in others. You also gain access to class-exclusive abilities and spells. Most basic D&D classes are open (except sorcerer since wizards in Albion are basically sorcerers by default).

THE LEARNING:

Thanks goes out to veekie for the system idea! What a questing legend!
A PC can only begin improving a spell after learning the recipe/Fae Speak/ritual for that skill from a grimoire or trainer. A PC can only comprehend spells at their ESS level and lower. The magic will then show up in the grimoire with a PROF of 1/10. With every training session and use of that magic your PROF can rise.
1/10 PROF = only basic knowledge/nearly no capability to perform.
2/10 PROF = minimum ability to cast successfully
5/10 PROF = reasonable competency, may be weak/fail in unfamiliar/stressful situations.
9.5/10 PROF = nearly impossible to fail. If you roll a 10 your spell is 50% effective.

*I cap PROF at 9.5 because no one is perfect.


Study Rolls:

10> 20 = rolling lower than a 10 on a 1d100
(ie going from 1 PROF to 2 PROF)
20 > 30 = rolling lower than 20 on a 1d100'
(ie going from 2 PROF to 3 PROF)

etc. until 90.5

Fail roll = +.25 PROF
Pass roll = +.5 PROF
Crit. roll (equivalent to 10, 20, etc) = +1 PROF

PCs can only increase their ESS cap by meditating on/ contacting the source of their power.
 
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Stats, Skills and Spellbook
CHARACTER SHEETS

HADRIAN SNOW
Age: 16
Motivation: Unknown.
Alignment: Lawful Neutral (45+21)
Alignment Scales

< 0--------------------------20--------------30-------------40-------------------------60 >
Perfect Chaos.........................Perfect Neutral...............................Perfect Law
Perfect Evil..............................Perfect Neutral..............................Perfect Good
Alignment= Order + Morality

Stats:

Reputation: 4.5 (Bastard)

Attack: 1d10

Magical Attack: 2d8

...

Strength STR: 21

Dexterity DEX: 16

Constitution CON: 17

Intelligence INT: 22

Wisdom WIS: 12

Charisma CHA: 19

Beauty BTY: 27

Luck LUK: 19

Discernment DIS: 22

...

Essence ESS: 50 (+2) (cap: 19/52) for details on cap see Magic in Albion 'The learning'.


Skills:

Short Sword DEX/STR (49/150)

Archery DIS/DEX (19/150)

Hand-to-Hand Combat DIS/STR (26/75*)

Scouting DIS/WIS (15/150)

Riding CHA/CON (51/150)
...

Westerosi Literacy DIS/INT (77/150)

Westerosi History INT/WIS (53/150

Westerosi Etiquette CHA/DIS (80/150)

Westerosi Geography INT/DIS (54/150)

Economics DIS/INT (35/150)

Arithmetic INT/DIS (38/150)

Lettering DIS/DEX (62/150)
...

Owling CHA/CON (30/150)

Woodcarving DIS/DEX (19/150)

Herbology DIS/CON (11/150)

Leadership CHA/WIS (13/150)

Basic Skills:
Cannot gain levels in these directly, but they improve as the stat they are under improves. Can gain bonuses and penalties.
STR
  • Climb
  • Jump
  • Swim
  • Use Rope
DEX
  • Balance
  • Escape Artist (Bonds)
  • Move Silently
  • Open Lock
  • Ride
  • Sleight of Hand
  • Tumble
  • Reflex Save
CON
  • Concentration
  • Will Save
  • Resist Poison
  • Resist Disease
  • Resist Wounds
  • Resist Faint
INT
  • Decipher Script
  • Disable Device
  • Forgery
  • Memorize X
  • Recall X
WIS
  • Diplomacy (Persuasion)
  • Sense Motive
  • Spot
  • Survival
CHA
  • Bluff
  • Disguise
  • Gather Information
  • Handle Animal
  • Intimidate
BTY
  • Distract with PC
DIS
  • Appraise
  • Hide
  • Listen
  • Search

Languages:


Westerosi (Mother Tongue)


Special Rules:

Child of the Crow; You have a special connection to the magic of the Stranger. -1 on PROF magic checks in this branch. +2 ESS stat.
Iron Chest; You gain the ability to block one (1) debilitating-fatal blow from one (1) target. Does not include poisons and sneak attacks. Single use per target.
Internal Compass B; day or night, cloudy or clear, you always seem to know exactly where you are and where you should be going. Does not apply to secret or concealed areas (underground mazes, secret chambers, etc). Only applies to Westeros, does not apply to bodies of water.

Masteries:
Unearned.
Current Status:
Unearned.
Other Titles:
Unearned.

Relationships:

Arthur Stark (92/100: Treasured)

Molly Stark nee Tully (12/100: Tolerated)

Billius Stark (78/100: Loved)

Fred Stark (50/100: Distant Siblings)

George Stark (48/100: Distant Siblings)

Persia Stark (30/100: Distant Disdain)

Ginerva Stark (62/100: Hero Worship)

Charlie Stark (50/100: One Who Bestows Food)

Neville Greyjoy (15/100: Ambivalent)

Septon Mordred (23/100: Good Student)

Coryn Hale (43/100: Close Mentee)

Companions:

Political Ties:
Enemy - Rival - Neutral - Friend - Ally
Unearned.

Personal Inventory:
1 Purebred White Feathered Storm Owl 'Hedwig'

1 Metal Short Sword (Low Grade)


Magical Inheritance:

Combat Sub-Class


Spellbook:

Branch of the Will
  • Arrays
  • Elemental Spells (creature magic)
    • 'Ignis' I, LONG TERM: Caster can create a small column flame (length and width of middle finger). Limited to one flame at a time. Flame is immune to water when still attached to user (ie not put on torch or on another object). COST: 1 ESS/use PROF: 8
  • Potions
Branch of the Cloudy
  • Charms
    • 'Lutumus' I: Caster can clean a mundane garment of dirt and grime. Limited to cloth garments. COST: .25 ESS/garment PROF: 8
  • Midwifery
  • Potions
Branch of the Clear
  • Transfiguration
    • 'Aliuma Expectamus' I: Caster can alter the superficial properties of a inanimate objects. Spell is cancelled when the object changes state (is damaged or altered). Limited to objects the size of the caster and smaller. Limited to 3 objects concurrently. COST: .5 ESS/target PROF: 7.
  • Magical Handcraft
  • Potions
Branch of the Heart
  • Battle Spells
    • 'Dantibus' I, OFFENSIVE/LONG TERM: Caster can channel ESS into a hand held weapon. ESS adds +5 to attack roll. Spell is cancelled when caster breaks weapon or drops weapon. Limited to one weapon concurrently. Limited to one use per encounter. COST: 1 ESS/use PROF: 5
    • 'Sidio' I, DEFENSIVE: Caster can shield their body against physical and magical blows <10 ESS and <10 attack. Requires awareness of attack and its intended target. Limited to one shield concurrently. Shield size limited to 6 in x 6 in (15 cm x 15 cm). Limited to 1 use per turn. COST: .2 ESS/use PROF: 6
  • Battle Arrays
  • Faith Spells
  • Potions
Branch of the Mind
  • Scrying
    • 'Oculi' I, LONG-TERM : Caster can extend their vision past its natural limits, seeing an extra 100 ft. (30 m) away. Cannot see through objects/walls. Cancelled by blinking. COST: .5 ESS/use PROF: 7
  • Fae Speak
    • 'Altumurus Secra' LONG TERM: Caster can condense their ESS into an invisible blade that can cut mundane objects. Blade is roughly as strong as basic steel. Blade is visible to those with DIS >25. Cannot cut through metal armor. Spell can is broken when blades draw blood. Limit of two (2) blades per caster. COST: 1 ESS/blade PROF: 4
  • Healing
    • 'Ficiem': Caster can heal one (1) superficial wound on an extremity (not on the chest or head). Does not include internal injuries (deep stabs). Does not include poisons. Limit of one (1) use/turn. Limit of three total uses per target/day. COST: .2 ESS/use PROF: 7
  • Potions
    • 'Addera': Caster can increase their retention skills for a brief period of time, allowing them to perfectly memorize whatever it is they see. Limit of two (2) uses per season.
      • Requires: Moon Lily Flower (3) + Snow of the Mountain Water (1)
Branch of the Hand
  • Conjuring
    • 'Parvitenta' I: Caster can conjure inanimate objects from a distance of 13 ft. (4 m) away or less. Limited to one object at a time (no entire baskets full of stuff or bags full of objects). Limited to objects the size of the caster and smaller. Limited to objects caster knows the location of. COST: .2 ESS/object PROF: 4
  • Runes
    • 'Captionem' I LONG TERM: Caster can trap one (1) living being in a restrictive rune if the trapped beging's attack power is lesser than the caster's. Trap is visible to the naked eye. Trap can be placed on any flat surface. Trap can be broken by a stronger being and must be re-cast to be used afterwards. Limited to two (2) traps concurrently. COST: .5 ESS/trap PROF: 6
  • Potions
Branch of the Crow (-1 PROF Check)
  • Hexes/Jinxes
    • 'Mortulus' II, OFFENSIVE: Caster can create shocking, stinging pain on a target. Increases the chance of attacker missing attack or being stunned. Range of 5 ft. (1.5 m). Limit of three (3) targets concurrently. Limit of one (1) use per turn. COST: 2 ESS/use PROF: 6
  • Curses
  • Blood Magic
  • Sex Magic
  • Rituals (Religious//Spiritual)
    • 'Rites of the North': Caster honors the memory of someone who has passed. Caster(s) bury the dead, placing a mask of bark over the face to help the dead become one with the earth and grow into a tree themselves. Then the caster(s) burn a fire over the grave with some of the deads possessions. Ceremony gives clarity and humility. +4 DIS and +2 CHA for seven days after ceremony. COST: 3 ESS/ceremony PROF: 4
      • Requires: Bark of Weirwood (2)
  • Potions

LUNA OF THE MOONBEAM
Age: 18
Motivation: protecting her crew.
Alignment: Chaotic Good (7+42)
Alignment Scales

< 0--------------------------20--------------30-------------40-------------------------60 >
Perfect Chaos.........................Perfect Neutral...............................Perfect Law
Perfect Evil..............................Perfect Neutral..............................Perfect Good
Alignment= Order + Morality

Stats:

Reputation: 3 (Fugitive of the Crown (Westeros))

Attack: 1d8

Magical Attack: 2d10

...


Strength STR: 15

Dexterity DEX: 22

Constitution CON: 19

Intelligence INT: 22

Wisdom WIS: 23 (+2)

Charisma CHA: 17

Beauty BTY: 27

Luck LUK: 23 MAXED

Discernment DIS: 20



Essence ESS: 50 (cap: 25/50) for details on cap see Magic in Albion 'The learning'.


Skills:

Rapier DEX/DIS (78/150)

Hand-to-Hand Combat DIS/STR (32/75*)

...

Westerosi Literacy DIS/INT (30/75*)

Westerosi History INT/WIS (10/150)

Westerosi Geography INT/DIS (17/150)

Economics DIS/INT (64/150)

Arithmetic INT/DIS (53/75*)

Lettering DIS/DEX(32/150)

...

Herbology DIS/CON (79/150)

Marine Navigation DIS/WIS (82/150)

Climbing DEX/CON (72/150)

Sewing DIS/DEX (22/150*)

Swimming CON/STR (88/150)

...

Leadership CHA/WIS (28/150)

Ship Management WIS/CHA (32/150) Tutor; Zafira of Lys (83/150) Experienced

Basic Skills
Cannot gain levels in these directly, but they improve as the stat they are under improves. Can gain bonuses and penalties.
STR
  • Climb
  • Jump
  • Swim
  • Use Rope
DEX
  • Balance
  • Escape Artist (Bonds)
  • Move Silently
  • Open Lock
  • Ride
  • Sleight of Hand
  • Tumble
  • Reflex Save
CON
  • Concentration
  • Will Save
  • Resist Poison
  • Resist Disease
  • Resist Wounds
  • Resist Faint
INT
  • Decipher Script
  • Disable Device
  • Forgery
  • Memorize X
  • Recall X
WIS
  • Diplomacy (Persuasion)
  • Sense Motive
  • Spot
  • Survival
CHA
  • Bluff
  • Disguise
  • Gather Information
  • Handle Animal
  • Intimidate
BTY
  • Distract with PC
DIS
  • Appraise
  • Hide
  • Listen
  • Search
Languages:

Westerosi (Mother Tongue)

Trade Talk (Fluent)

Low Valyrian; Braavos (Conversational)

Low Valyrian; Tyrosh (Conversational)

Special Rules:

Child of the Mind; You have a special connection to the magic of the Crone. -1 on PROF magic checks in this branch. +2 WIS stat.
6th Sense; You gain the ability to sense sneak attacks of five (5) targets or less. Use once per turn. Does not apply to poisons and large ambushes.
Dornish Liars; your first attack is 50% more potent when in a combat encounter with Dornishmen.

Masteries:
Unearned
Current Status:
Captain of the Moonbeam
Other Titles:
Unearned.

Relationships:
Zafira of Lys (87/100 Like a Daughter)

Amtraut Chelulis (52/100 Captain)

Harsent of Lys (52/100 Captain)

Orella Maut (52/100 Captain)

Isota Xe'chan (60/100 Admiration)

Robinet Waters (52/100 Like a Sister)

Tebaud Waters (52/100 Captain)

Dobbin (52/100 Captain)

Gabel of the Green Leaf (72/100 Hero Worship)

Rand Stone (52/100 Captain)

Ivon (52/100 Captain)

Alock of Tyrosh (40/100 Unfit Captain)

Milla of Volantis (52/100 Captain)

Monk of the Black Son (-15/100 Thief)

Ellyn of the Jade Gust (59/100 Grudging Respect)

Flayne Brightsong (52/100 ???)

Companions:

Political Ties:
Enemy - Rival - Neutral - Friend - Ally

WESTEROS:

The Crown: Rival
The Black Son (Pirates): Enemies

OTHER:

Jade Gust (Pirates): Friends
The Sea Snake (Pirates): Rival


Personal Inventory:
1 Great Ship 'Moonbeam'
1 Valyrian Wand 'Brightfang'
1 Silver Rapier 'Red Maid'


Magical Inheritance:

Combat Sub-Class


Spellbook:

Branch of the Will
  • Arrays
    • 'Night Fury': Casters alter the appearance of Moonbeam, making the ship blend with other normal vessels. Illusion lasts for six hours. Cloaking cancelled by exposure to fire. Limit one (1) cast/day. COST: 7 ESS/caster PROF: 6
    • 'Silver Light", LONGTERM: Casters create the illusion of several phantom Moonbeam ships. Activates 1d10 roll to determine miss/hit of projectile attacks to Moonbeam. Illusion cancelled by one (1) or more casters being incapacitated. Illusion cancelled by hit from attack. COST: 10 ESS/caster PROF: 7
  • Elemental Spells (creature magic)
    • 'Aquarius Anibus', LONGTERM: Caster can manipulate one (1) arm composed of water. When active arm adds +5 to attack role. Limit one arm concurrently. Spell cancelled by magic with greater attack. Spell cancelled by fire based attacks. COST: 1 ESS/cast PROF: 5.75
  • Potions
Branch of the Cloudy
  • Charms
    • 'Lutumus' I: Caster can clean a mundane garment of dirt and grime. Limited to cloth garments. Does not alter smell or structural damage to garments. COST: .25 ESS/garment PROF: 9.5
    • 'Mentia': Caster can remove the skin of singular fruits and vegetables. Limited to one food at a time. COST: .1 ESS/fruit PROF: 9
  • Midwifery
  • Potions
Branch of the Clear
  • Transfiguration
    • 'Novicorpus', LONG TERM: Allows caster to change the appearance of their face. Does not change other physical traits. Spell can be cancelled by exposure to water and oil. Can be directly seen through with +45 DIS. Limited by one use/day. COST: 3 ESS/use
    • 'Aliuma Expectamus' I: Caster can alter the superficial properties of a inanimate objects. Spell is cancelled when the object changes state (is damaged or altered). Limited to objects the size of the caster and smaller. Limited to 3 objects concurrently. COST: .5 ESS/target PROF: 8.
  • Magical Handcraft
    • 'Protentia': Allows caster to create a cloth garment with +2 CON against physical and magical attacks. COST: .5 ESS/garment PROF: 6.
  • Potions
    • 'Red Grace': Potion alleviates the pains associated with one's moon blood. Potion lasts one day/dose. Limit one dose/day. One full potion has 3 servings. COST: 2 ESS/brew PROF: 8.25
      • Requires: Poppy Flower (3) + White Seagrass (1)
Branch of the Heart
  • Battle Spells
    • 'Dantibus' I, OFFENSIVE/LONG TERM: Caster can channel ESS into a hand held weapon. ESS adds +5 to attack roll. Spell is cancelled when caster breaks weapon or drops weapon. Limited to one weapon concurrently. Limited to one use per encounter. COST: 1 ESS/use PROF: 7.75
  • Battle Arrays
    • 'Moon Goddess', OFFENSIVE/LONG TERM: Animate the figurehead of the Moonbeam to attack enemies. Exclusive to the Moonbeam. Requires five (5) casters. Goddess has ATK of +15 the average of the casters. Cancelled when one (1) caster is incapacitated or when array is disrupted. COST 15 ESS/caster PROF: 5
  • Faith Spells
  • Potions
Branch of the Mind (-1 PROF Check)
  • Scrying
    • 'Deptha Medinus', LONGTERM: Caster can see into the depths of water for 8 ft. (2.4 m) deeper than natural senses. Buffs DIS +.2 for duration of casting. Cancelled by blinking. COST: .6/cast PROF: 5
  • Fae Speak
  • Healing
    • 'Ficiem': Caster can heal one (1) superficial wound on an extremity (not on the chest or head). Does not include internal injuries (deep stabs). Does not include poisons. Limit of one (1) use/turn. Limit of three total uses/day. COST: .2 ESS/use PROF: 7
    • 'Duruma Brisa': Caster can heal one (1) deep wound on an extremity as long as extremity is not severed. Time limit, three days after initial injury. Does not include poisons. Limit of three total uses/day. COST: .5 ESS/use PROF: 6.25
  • Potions
Branch of the Hand
  • Conjuring
    • 'Parvitenta' I: Caster can conjure inanimate objects from a distance of 13 ft. (4 m) away or less. Limited to one object at a time (no entire baskets full of stuff or bags full of objects). Limited to objects the size of the caster and smaller. Limited to objects caster knows the location of. COST: .2 ESS/object PROF: 4
  • Runes
  • Potions
Branch of the Crow
  • Hexes/Jinxes
  • Curses
  • Potions
    • 'Emutio': causes uncontrollable vomiting in target for three days. All food consumed will be evacuated in hours. Ineffective against those with immunity or CON +47. Limited to three (3) targets concurrently. Three servings in a brew. COST: 2 ESS/brew PROF: 8
      • Requires: Hogflower (3) + Jash (spice)


DRACONA TARGARYEN
Age: 14
Motivation: surviving her marriage bed.
Alignment: Chaotic Neutral (18+27)
Alignment Scales

< 0--------------------------20--------------30-------------40-------------------------60 >
Perfect Chaos.........................Perfect Neutral...............................Perfect Law
Perfect Evil..............................Perfect Neutral..............................Perfect Good
Alignment= Order + Morality

Stats:

Reputation: 5 (Most do not know you exist.)

Physical Attack: 1d8

Magical Attack: 1d8

...


Strength STR: 13


Dexterity DEX: 23


Constitution CON: 18


Intelligence INT: 27


Wisdom WIS: 13


Charisma CHA: 29


Beauty BTY: 38


Luck LUK: 20


Discernment DIS: 22

...

Essence ESS: 50 (cap: 17/50) for details on cap see Magic in Albion 'The learning'.


Skills:

Westerosi Literacy DIS/INT (27/150)

Westerosi History INT/WIS (15/150

Westerosi Geography INT/DIS (10/150)

Economics DIS/INT (9/150)

Arithmetic INT/DIS (55/75*)

Lettering DIS/DEX (60/150)
...

Wizard's Chess (Cyvasse) WIS/DIS (53/150)

Lyre DEX/DIS (60/150)

Dance DEX/CHA (79/150)

Singing BTY/CON (84/150)

Poetry CHA/INT (46/150)

Sewing DIS/DEX (52/150)

Painting WIS/DEX (18/150)
...

Herbology DIS/CON (15/150)

Basic Skills:
Cannot gain levels in these directly, but they improve as the stat they are under improves. Can gain bonuses and penalties.

STR
  • Climb
  • Jump
  • Swim
  • Use Rope
DEX
  • Balance
  • Escape Artist (Bonds)
  • Move Silently
  • Open Lock
  • Ride
  • Sleight of Hand
  • Tumble
  • Reflex Save
CON
  • Concentration
  • Will Save
  • Resist Poison
  • Resist Disease
  • Resist Wounds
  • Resist Faint
INT
  • Decipher Script
  • Disable Device
  • Forgery
  • Memorize X
  • Recall X
WIS
  • Diplomacy (Persuasion)
  • Sense Motive
  • Spot
  • Survival
CHA
  • Bluff
  • Disguise
  • Gather Information
  • Handle Animal
  • Intimidate
BTY
  • Distract with PC
DIS
  • Appraise
  • Hide
  • Listen
  • Search
Languages:

High Valyrian (Mother Tongue)

Westerosi (Fluent)

Low Valyrian; Pentos (Fluent)

Low Valyrian; Braavos (Fluent)

Low Valyrian; Meereen (Conversational)

Lhazareen (Basic)


Special Rules:

Child of the Healer; You have a special connection to the magic of the Maiden. -1 PROF on magic checks in this branch. +2 BTY stat.
Golden Tongue; You gain the ability to charm (1) target to agree to a proposition. One (1) time use per target. Cannot compel a target to agree to something utterly against their will (ie telling Ned Stark to choke a baby).
Radiant Face; You are wonderfully beautiful, and who could stand to ruin such a face. Choose this for the ability cause one physical (1) fatal attack aimed at you to miss. Applies to sneak attacks, does not apply to poisons. Can be used once/season.

Masteries:
Unearned.
Current Status:
Exiled Royal
Other Titles:
Unearned.

Relationships:

Viserys Targaryen (85.5/100 Possessive)

Robert Baratheon (-20/100 Hatred)

Illyrio Mopatis (15/100 Ambivalent)

Fenrir Greyback (34/100 Attracted)

Aya (53/100 Close Master)

Companions:


Political Ties:

Enemy - Rival - Neutral - Friend - Ally

WESTEROS:

The Crown: Enemy

Personal Inventory:
Empty.

Magical Inheritance:

Combat Sub-Class


Spellbook:

Branch of the Will
  • Arrays
  • Elemental Spells (creature magic)
  • Potions
Branch of the Cloudy
  • Charms
  • Midwifery
  • Potions
Branch of the Clear (-1 PROF Check)
  • Transfiguration
    • 'Maiden Fair': Improves one's appearance temporarily by +.5 BTY. Spell lasts six (6) hours. Spell is cancelled by exposure to water. Spell can be cast once/day. Can be directly seen through with +45 DIS. COST: .5 ESS/cast PROF: 7.75
    • 'Aliuma Expectamus' II: Caster can alter the superficial properties of a inanimate objects. Spell is only cancelled when the object is exposed to a counter spell. Limited to objects the size of the caster and smaller. Limited to 5 objects concurrently. COST: 1 ESS/target PROF: 8
    • 'Revelis': Caster can cancel Aliuma Expectamus I and II spells. Must cast the spell for each individual object. Limit three (3) castings/day. COST: .25/object PROF: 6.25
  • Magical Handcraft
    • 'Protentia': Allows caster to create a cloth garment with +3.5 CON against physical attacks. Limited to wear one (1) garment at a time. Absorbs three (3) blows before cancelling. COST: 2 ESS/garment PROF: 9.5.
    • 'Florivo Regis' LONG TERM: Allows caster to embroider a cloth garment with floral accents that appear to be freshly blooming, allows for one (1) re-roll of CHA checks while wearing garment. Limit of re-roll per/encounter. COST: 2 ESS/use PROF: 4
  • Potions
    • 'Red Grace': Potion alleviates the pains associated with one's moon blood. Potion lasts one day/dose. Limit one dose/day. One full potion has 3 servings. COST: 2 ESS/brew PROF: 8.25
      • Requires: Poppy Flower (3) + White Seagrass (1)
Branch of the Heart
  • Battle Spells
  • Battle Arrays
  • Faith Spells
  • Potions
Branch of the Mind
  • Scrying
  • Fae Speak
  • Healing
    • 'Ficiem': Caster can heal one (1) superficial wound on an extremity (not on the chest or head). Does not include internal injuries (deep stabs). Does not include poisons. Limit of one (1) use/turn. Limit of three total uses/day. COST: .2 ESS/use PROF: 5.75
  • Potions
Branch of the Hand
  • Conjuring
    • 'Luminos' LONG TERM: Caster can summon a ball of light the size of the caster's hand. The light is immune to dousing via water. COST: .2 ESS/use PROF: 9.5
  • Runes
  • Potions
Branch of the Crow
  • Hexes/Jinxes
    • 'Hepia': Caster causes target to experience uncontrollable hiccups. Lasts one hour. Limit of one (1) use/per target/day. Limit 2 casts/day. COST: .1 ESS/use PROF: 3
  • Curses
  • Potions
Adhoc vote count started by June of Songbyrd on Apr 28, 2019 at 6:34 PM, finished with 23 posts and 9 votes.

  • [x] Hadrian Snow / the Scales 'Father'
    [x] Sirius Lannister / the Seer 'Crone'
    [x] Fleur Darklyn, 19. the Godhand 'Smith'
    [x] Dracona Targaryen, 14. the Healer 'Maiden'
    [x] Hadrian Snow/the Soldier 'Warrior'
    [x] Luna of the Moonbeam/the Seer 'Crone'
    [x] Luna of the Moonbeam, 18. the Hearth 'Mother'
    [x] Nymphadora of Tonks, the Soldier 'Warrior'
    [x] Dracona Targaryen/the Healer 'Maiden'
    [x] Luna of the Moonbeam/the Godhand
    [x] Hadrian Snow, the Executioner 'Stranger'
    [x]Neville Greyjoy / the Soldier 'Warrior'
    [x] Fleur Darklyn/the Soldier 'Warrior'
    [x] Young Griff/the Executioner 'Stranger'
    [x] Sirius Lannister, 31. Second son of Orion Lannister and brother to the Queen of Westeros, Narcissa Lannister. [Start: The Red Keep].
    [x]Neville Greyjoy, 15. Heir to the Iron Islands and the hostage of Warden of the North Arthur Stark [Start: Winterfell Castle].
    [x] Hadrian Snow, 16. Bastard of Lord Arthur Stark and elder brother to Billius Stark; the first trueborn son of Arthur Stark and Molly Stark nee Tully [Start: Winterfell Castle].
    [x] Nymphadora of Tonks, 21. the Hearth 'Mother'
 
Last edited:
DR. Chapter 1:
Dracona Chapter 1: Married Off​
Results=
[-] Dracona Targaryen/ The Healer 'Maiden'
-GAIN: Character Sheet
-GAIN: SP RULE; Child of the Healer; You have a special connection to the magic of the Maiden. -1 PROF on magic checks in this branch. +2 BTY
-GAIN: SP RULE: Golden Tongue; You gain the ability to charm (1) target to agree to a proposition. One (1) time use per target. Cannot compel a target to agree to something utterly against their will (ie telling Ned Stark to choke a baby)


"Aya, tell me of the the Greybacks. Illyrio calls them warlords, savages", steam rises around you in the bath. You have restrained your thoughts for months; whether you wanted to be married or not it did not matter, so why ask? But you were to marry your husband this very evening, primped and primed, while not even knowing what the man looked like. Your fingers tap on the edge of the golden rimmed tub, you try to resist the bubbling fear in your belly but still you are anxious. You will be a wife soon, even a mother and, unfailingly, the thought makes you tense in terror. You started your moon blood only a year ago, you could not image bearing the weight of a child or enduring the agony of birth.

Your maidservant, Aya, carefully soaks your hair in oil after oil, sprinkling strange herbs and spices into the steaming water, you were soaking in a brewing potion of for beauty that you knew not the name of. Every moment in the water plumped and pinkened your skin until its surface tingled strangely. Your brow furrowed as an unnatural heat crept upon you, but you endured it.

"What would you like to know, miss" Aya said calmly, running her fingers through your hair. You lean back into the touch thinking for a long moment before you say:

[] history of the Greyback warlords

[] the culture of Greyback marriage

[] write in


Aya speaks in her slow, steady tone, voice thick with a Lhazareen accent. You purse your lips, her answers leave you feeling no more assured and you take an unsteady breath. You feel a bit dizzy, is the heat affecting to you?

"Miss, please hold your breath" you obey, closing your eyes.

Your maidservant presses you under the warm water of the bath. You contemplate staying beneath the surface. At least here it is calm, without the sight of the unpleasantness that awaits you in reality, but Aya pulls you back up and you allow it, breaking the surface of the tub to your bathing chambers in Pentos. You nearly jump at the sight of your brother, Viserys, lurking in the entrance to the bathing room. For all your brother strikes fear in you, he loathes when you flinch from him.

"Sister, I come bearing gifts", Viserys sing songs, entering the bath. You hesitate for a heartbeat before you stand in the bath to acknowledge your brother like you know he expects. The air outside the tub is cool, making goosebumps appear on your skin, but you do not cover yourself, Viserys loathes when you do that as well.

"Brother, I can only wonder what you could possibly be hiding behind you", you say lightly. Your brother violet eyes rake over your body with an undisguised desire, the appraisal makes your skin itch. You are a virgin, but you know the matters that went on between men and women were not simply partaken in to produce heirs. When you were just a girl, Viserys told of how your ancestors had wed, brother and sister, to keep the bloodline pure. Such talk had scared you then, for you had not known what the word marriage meant and Viserys would often grow impatient with your ignorance. Now, you simply did not wish to imagine the way Viserys would treat in the bedchamber with his cold fingers and sharp teeth.

Viserys approaches you with an uncommonly bright smile, he has been so jovial in the wake of your being sold to a savage. You keep the unhappiness from your face only due to years of practice. From behind his back your brother presents a fine gown of:

CHOOSE ONE (1)

[] gold

GAIN SP RULE: Radiant Face; you are wonderfully beautiful, and who could stand to ruin such a face. Choose this for the ability cause one physical (1) fatal attack aimed at you to miss. Applies to sneak attacks, does not apply to poisons. Can be used once/season.

[] white

GAIN SP RULE: Pure of Heart; you are a kind person, an innocent one. How could you possibly do something wrong? Choose this rule for the ability to buff your reputation +.5.

[] blue

GAIN SP RULE: Inspire Spirit; your words bring a sense of hope and invigoration. Choose this rule for the ability to add +2 to your CHA and to increase the attack of units under your command.

[] red

GAIN SPELL: HANDCRAFT Fortis Vesti; can be cast on a garment of mundane clothing to block only magical attacks <3.5 ESS. Does not affect physical attacks. Can absorb three (3) attacks before spell cancels. Limited to wear one garment. COST: 3 ESS/garment PROF: 6


Your wide eyes of shock are completely genuine. The gown is beautifully crafted, thin and light and stitched with expert care. Your brother watches your reaction with utter satisfaction, raising his chin smugly.

"Oh, brother it's beautiful, thank you" you say smilingly.

"Of course it is beautiful, I will have nothing less of the sister I will one day crown Queen of Westeros", he whispers. Your smile goes stale at the words. Viserys has spoken of Westeros and the Iron Throne since you could understand words, but you were a babe when you fled from there. You had never seen the shores of the country Viserys spoke of with deep desire, never met its people.


[] You did not care for what lie across the Narrow Sea. You had an easier life here.

[] But you still wanted your brother to take the throne that was rightfully yours.

[] Write in.


Your fondest memories were of Braavos with Ser Darry, in that house that smelled of fresh lemons and sunshine. There you learned to walk and Viserys did not burn with viciousness and malice. Your brother's eyes flicker to Aya, who sits placidly by the tub.

"Leave us", he commands. You swallow down the weight of dread in your stomach as Aya rises and bows slightly, leaving the bath. No sooner than she has left through the entrance does your brother toss the dress away to a nearby chaise, his fingers gripping your chin. You don't resist, it is not worth it to wake the dragon.

Your brother kisses you. It feels like it always does, as callous and demanding as Viserys himself. You simply clench your eyes shut and allow him to do what he pleases, it is easier that way. When you separate he smiles, looking you in your pale blue eyes. The pair of you are similar in face as siblings should be, it is unsettling.

"Ah, sweet sister, too long have we lived in the debt to petty benefactors. Soon I will have my army, and we will return to Westeros to a rain of fire and blood" Viserys brings you close, so close his hot breath wafts over your face, smelling deeply of wine. His other hand seeks to touch your chest and you tense up. Viserys has not touched you there in a long time and you do not want him to now. His intentions are escalating rapidly, you draw back, distracting him.

Dice Room: only accepting rolz for rolls.

Roll: 2d10 + 5

Please format using [-] Plan: Character Name, Plan Name and then your votes!
 
Last edited:
LU. Chapter 1:
Luna Chapter 1: Drop Sail​
Results=
[-] Luna of the Moonbeam/ The Seer 'Crone'
-GAIN: Character Sheet
-GAIN: SP RULE: Child of the Mind; You have a special connection to the magic of the Crone. -1 on PROF magic checks in this branch. +2 WIS stat
-GAIN: SP RULE; 6th Sense. You gain the ability to sense sneak attacks of five (5) targets or less. Use once per turn. Does not apply to poisons and large ambushes.


It is night and the calm ocean stretches out in all directions, as smooth and dark as a black pearl under the moonlight. In the middle of these calm waters is a ship, it is a pale vessel, large and beautiful. But its crimson sails are burnt and the deck is stained pink with blood.

The night sky is clear. The stars shine and you can see the bright constellation of the twin arms of the Father. You and your crew have been drifting under the left arm of that constellation for over a sennight. You are off the eastern coast of the Westerosi Empire, just past the radar of the Crownlands and its nuisance of a fleet. But the ship is without a gust and your crew is without supplies. Six of your thirteen crew are sick or wounded because of that thrice damned ambush.

You knew collaborating with those salty, slippery Dornish liars was a terrible idea but Zafira :

[] your mother's former first mate

[] your closest friend

[] write in


Had urged you to do it. It was your second mission as captain of the Moonbeam and it had killed two of your crew, Robert and Generya, as well as wounding nearly half your remaining members. Monk, that charlatan of a captain, loved to crow about the code of pirates and yet, his crew the Black Sun had betrayed you for the King they slandered. The Crown and must have gutted their coffers to pay off the self-righteous pricks, for people did not cross the Red Hares lightly… and the Dornish would come to regret it, you would make sure.

GAIN SP RULE: Dornish Liars; your first attack is 2X when in a combat encounter with Dornishmen

Zafira had elected the escape to the Stepstones; a scattering of islands to the south crawling pirates. But you had refused her, called to the east by instinct. You had escaped from the Imperial fleet with half skill and half luck. Now, you were stranded just a hair's breadth away from your pursuers on a ship with dwindling supplies. As the days passed the water dried up and the food became scarce. You could feel the crew's despondency growing like a gathering stormcloud. It had only been 2 months since your mother's death split Red Hares in twain; half had not wanted to follow a girl of your age across the oceans. Then, when you agreed to the deal with the Dornish the Hares had splintered once more. Now, your crew of thirteen was weak, growing lean and bitter under the boiling sun.

You purse your lips into a thin line. You could not explain why you had brought them here, or why staying in this very spot was so compelling but you could feel you must stay. You were not a silver tongued orator, you could not explain what you knew to the crew. This instinct, like all of your premonitions, sprung fully formed from the depths of your mind. Yet, the distrust and disappointment in your crew's eyes agonizes you. The oldest member left on the crew, Alock, had only grown more outspoken as the days wore on, coming just short of insubordination. You knew the Tyroshi man had confronted Zafira, pushing her to compel you to action.

Tonight you are tangled in the rigging, your hair dangling loose beneath you as you hang upside down. You swear on your own life that being in this position makes your mind clearer and it is especially amazing for sensing breezes! You personally think it prudent to solve two problems at once. All the while, your eyes are shut tight and you are waiting for something.

"Luna!", a voice calls faintly from below. Your grasp on the strange premonition inside you slackens and the epiphany floats away, like smoke on a breeze. Your nose wrinkles as you clench your eyes tighter, what was that feeling? North? East?


[] North

[] South

[] East

[] West


The voice comes urgent and impatient "Luna!" and the feeling is truly absent now. Your eyes pop open as you look down from your perch near the main topsail. Even from this distance and upside down, Zafira's face looks colder and sterner than is the tendency, which you thought to be utterly impossible. Zafira is a long, thin woman with her dark hair pulled back into a severe plait. The tight style only highlights the sharp cut of her cheeks and her thinning neck.

You grunt as you pull yourself upright on the rigging, climbing down the maze of ropes with the practiced ease that another would walk across flat land with. You hop onto the surface of the deck, swaying on the landing as your head spins. Your rations had been long spent on the Red Hares, particularly on Gabel, your newest stowaway. The orphan boy was only ten, he could not restrain the ravenous looks and you could hardly stand them. After a moment you orient yourself, looking at the woman.

Zafira claims the helm of the most level headed crewmember, but she is a worrier to the marrow. Her nails are bitten to the quick and her foot jitters with anxious movement.

"Captain", Zafira starts, your brow wrinkles at the still unfamiliar title "we have been without tailwind, headwind-- seven hells, we have been without a thrice damned whirlwind for days", she hisses. The woman stops herself, taking a slow breath.

Your mouth opens, you know the situation is dire just as she does, if not more so. Zafira cannot see the dark shroud of death wavering about the Moonbeam which makes your hair stand on end. But Zafira must have deeper intentions, so you bite your tongue.

"I am going to take one of the small boats. We are just east of the Narrow Bay, in a few days I can paddle to Duskendale with half our goods and demand someone help us in exchange for the rest of our bounty", Zafira says cooly, there is no permission in her tone.

Zafira is your elder, nearly your mother's age. You held her fingers in your childish fists when you took your first steps across the Moonbeam's forecastle. She is the closest thing to a mother you have left. You know Zafira means well, she always does, but this not a matter of love it is one of importance and authority. The crew was beholden to her sway more than yours. The day you struck the deal with the Dornish the Red Hares had looked at Zafira for leadership, they had followed her urging and watched for her nod whenever you made a decision.

You feel deeply that staying put is paramount, but your crew is suffering, and you cannot stand the thought of losing more of them.

What do you do?

[] agree to Zafira's plan

[] ask for Zafira to wait until tomorrow

[] write in



SP RULE BONUS Choose one (1):

[] GAIN SP RULE: Internal Compass A;

day or night, cloudy or clear, you always seem to know exactly where you are and where you should be going. Applied to salt water, not applicable to land or lake/river navigation. Does not apply to uncharted sea water.

[] GAIN SP RULE: Goldeneye;

you have a keen eye for precious gems and fine metals, no petty glamors and transfigurations can fool your gaze. Choose to be able to spot a counterfeit gem/ore from a mile away. Does not apply to coinage or the Transfiguration spells level 3 and higher.

[] GAIN SP RULE: Haggler;

your years of piracy have allowed you to spot a good deal. You can roll a 1d2 for the 50/50 chance of lowering the terms of a trade agreement done by you personally by 15%.

[] GAIN SPELL: POTION Heart of Lys;

Allows brewer to heal one (1) less than fatal physical wound. Takes one (1) day to fully heal wound. Does not affect poisons or primarily magical wounds. Can use once on one (1) unique target per day. Limit of 3 consecutive days. Does not work on creatures. Two (2) servings in a brew. COST 5 ESS/ brew PROF: 6

  • Requires: Tears of Lys (1) + Dust of Fire (1)
Please format using [-] Plan: Character Name, Plan Name and then your votes!
 
Last edited:
HA. Chapter 1:
Hadrian Chapter 1: Strange Happenings​
Results =
[-] Hadrian Snow/ The Executioner 'Stranger'
-GAIN: Character Sheet
-GAIN: SP RULE: Child of the Crow; You have a special connection to the magic of the Stranger. -1 on PROF magic checks in this branch. +2 ESS stat
-GAIN: SP RULE: Quick Thinking; You gain the ability to reroll one (1) block/dodge from one (1) target. Does not include poisons and sneak attacks. One use/encounter.


You awaken in a bed chamber not your own; this is the room of your boyhood. It is packed to brim with sweet memories and fond recollections. Some part of you knows this a dream, but another part feels this vision makes perfect sense.

You sit up in the bed, casting off the bedclothes to escape the cocoon of furs. You have to hop off of the bed, your feet pale and tiny on the stone floors.

Your were so much smaller as a boy, and much, much messier. You realize that these were not the chambers of a little lordling, but the abode of a spoiled son. Exquisitely crafted toys, gathered from caravans travelling as far as Essos, litter the floor like common playthings, your bed is piled high with the finest furs, and on your walls are:

[] Hand painted maps of the world your lord father hung himself.

GAIN SP RULE: Internal Compass B; day or night, cloudy or clear, you always seem to know exactly where you are and where you should be going. Does not apply to secret or concealed areas (underground mazes, secret chambers, etc). Only applies to Westeros, does not apply to bodies of water.

[] Great tapestries of your house banner; a ferocious saberlion.

GAIN SP RULE: House Loyalty; your love of your house rings true. Receive 1 re-roll when speaking to a member of your house. Can use on one (1) target, one (1) time per season. Must have Stark blood, no third cousins twice removed here.

[] Your childish drawings of gallant heroes and saints.

GAIN SP RULE: Berserker; allows you to increase attack by +5 if you CRIT on a roll in a combat encounter. Once activated, wounds will not affect attacks during that encounter (exception to debilitating wounds). Can only be used once per combat encounter. Wounds come back into effect after encounter.

[] Recreations of some of the ancient runes left by the founder of house Stark and your namesake, Hadrian the Godhand.

GAIN SPELL: RUNE, LONG TERM 'Clawfist' : Allows caster to prevent others from opening things, with a verbal phrase to deactivate. Limited to small objects like boxes, closets and chests. Can be used on two (2) targets concurrently. Prevents others from breaking protected object with physical means. Long term action. COST: 1 ESS/target PROF: 6


You smile at the sight of all of your old things. You and your younger brother, Bill, had wreaked havoc in this chamber and all across Winterfell castle, to your lord father's consternation and bemusement. Those few years had been the sweetest of your life, but… you pick up a nearby toy, a strange puzzle of colored beads, and your smile turns brittle on the edges. The expression is strange on a chubby face made for laughter and smiles. Your childish adventures were long past.

You turn your head, hearing something faint. There is a soft humming in the distance, you drift toward your bedchamber door and the colorful toy drops from your slack grip. Your ear is drawn to the soft lullaby like a moth to a flame. You swear you have heard this melody before, it is a beautiful song and it fills your chest with a warm feeling that is as lovely as it is unbearable. Your hand is on the door before you can truly think and you throw it open, searching for the source of the song.

Snow floods into the bedchamber, icy and freezing. The gasp on your lips is stolen away by the torrential winds. You shield your face as wet slush and ice ride the vicious currents. This was the type of storm that could strip your flesh from your bones and freeze you in your bed.

You slowly lower your arms. All around you is nothing but barren winter as far as you could see. Crystal like snow shined in every direction and you squint in the pearlescent light. You do not feel the cold. You know in your mind this wind and snow should chill you to your bones in seconds and make you an icy statue in hours, but it did not. The snow did not coat your hair or melt into your clothes, as a matter of fact it seemed to go through you. But… that was not strange, was it? No, no it did not feel strange at all.

You turn and come face to face with a man. The storm has frozen his red beard and iced over his capless head, yet a blinding smile still stretches across his features.

"Ser, there you are we, have been waiting for you for ages. We thought we had lost you to the wind and storm in these parts! Quickly, come inside, we are celebrating for you, Ser" even his talk was happy and bright, the man's voice rising over the roaring storm with ease.

'Ser?' you ponder, but you are older, are you not? Tall, with a fine beard and a:

[] long sword

[] short sword

[] warhammer

[] bow and arrow

[] write in


at your behest. You find your lips moving on their own, as if pulled by foreign fingers.

You grin, "You should not have waited for my presence! This winter could not fell a babe, not to mention myself. I warn you, if the ale has gone stale I will be forced to put you out in the cold!" the man laughs a second before you finish speaking, he lets out deep guffaws that make him throw his head back.

You too laugh, an euphoric happiness coming over you. You laugh and laugh, hardly able to control yourself. You are just so happy. Why are you happy? It does not matter, you simply are… Yes, it does not matter.

The man finally stops his scourge of good humor, smiling widely at you, "You can have all the ale you want, Ser, all the ale in the world as long as you come inside! We've been waiting for you for ages, Ser!" the man steps back, beckoning at you with his hand like one would call an animal.

Your eyes slide past the man's shoulder. The smile on your face freezes, the hair on your arms stands on end. There, behind the man is a place utterly foreign to you:

[] it is a great monolith of a wall.

The wall is so tall it forks into the low clouds, so long it disappears to the east and west. A strange hum comes from the within the monument, there is something beyond it you cannot fathom. Past the wall is also a beaming light. There is something bright and alluring about that light that you crave deeply.

[] it is a great mountain range.

These types of mountains lie no where in the North. The peaks are coal black and jagged as knife. Ensnared in the valley of the mountains is a strange settlement, one like you have never seen before. In this valley lies knowledge and danger, it calls to a dark and curious part of you.

[] it is a foreboding castle.

Grand and sprawling, the stones appear light colored but the air about the castle is anything but. There is a stink of lies and deceit on this place, a knot of secrets and lies in its foundations. Yet, there is more to the story of this castle, power resides there in droves as well as other intrigues, both of which pull your attention.

[] it is a grand fortress.

The magnificent structure is tall and smooth and black as pitch. The stone or ore making up those walls is lost on you. But perched on the fortress' soaring towers are statues of fantastical beasts; dragons and gargoyles and wyverns and other magical creatures. It is a thing of beauty and terror. There is shroud of darkness upon this place, put even that draws you in.


"Come inside", the man repeats softly, happily, urgently. Your feet take a single step forward of their own volition. Your heart is galloping in your chest, there is something strange about that place, you are not sure if you want to be closer or further away, much further.

You Choose:

[] to fight the pull, that place is of something unsavory.

[] to follow the pull, despite your misgivings you wish to enter this mysterious place.

[] to shut your eyes

[] write in


Please format using [] Plan: Character Name, Plan Name and then your votes!
 
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DR. Chapter 2:
Dracona Chapter 2: Hand of Fate​
Results=
[-] Plan Dracona Golden Rule
-[-] the culture of Greyback marriage
-[-] gold

GAIN SP RULE: Radiant Face
-[-] But you still wanted your brother to take the throne that was rightfully yours.


LUK roll: 20 (2d10+5) OOC: The gods of RNG were on your side you barely passed...


You pull away from Viserys, thinking desperately of a distraction as his expression sours in rage. While Aya's bathing has soothed any appearance of marks on your skin, you still remember the pain you incurred for waking the dragon nary a fortnight ago.

"Viserys there must be more gifts for my bride price, are there not?" you spit out. Your words are not exactly right, and you cringe as Viserys scoffs disdainfully. A cry escapes you as your brother wrenches you back by your hair, sending stinging pain across your scalp. Viserys stares down at you, face twisting into an ugly snarl, "If I did not know better, I would say you were happy to be wed to that backwards beast man", he hisses.

You bite into your lip to stop it from trembling, shaking your head as much as you are able, "No, no brother of course not. I would never think it! I only think... I am only considering what the gifts could do for you, brother". You stumble your way through an excuse, you are lying through your teeth and its seems Viserys can tell. He shoves you down into the tub, splashing green water every which way as you flail. Viserys watches your struggle with satisfaction, he young man's hands flex as if he is restraining himself from more.

Bad Interaction -.5 Relationship.

RP: 86 > 85.5 (Possessive)


"I have no use for the dirty trinkets of your bride price! You should be gratified I even intend to make you Queen when your maidenhood is to be sullied by that savage", you cling to the edge of the tub, flinching as Viserys reminds you of your fate. "You have the blood of Targaryen, if only in a woman's body. It is the only thing useful about you!" he sneers, storming from of the bath with a mocking laugh.

Your body shudders with:

[] fear
-[] You don't dare provoke your brother because of this.
-[] You fear for what he will be as King.
-[] Other
[] anger
-[] You grow tired of your treatment.
-[] You are angry that your volatile brother will rule anything.
-[] Other
[] sadness
-[] You long for your brother of old who would hold your hand.
-[] Other


You take a trembling breath, blinking away the tears in your eyes. You have endured Viserys for more than two septarys (14 years), and there was no end in sight with your marriage to Fenrir only hours from reach. But there was a fire in you; Viserys was right about one thing, you lived at the mercy of benefactors. Since the death of Ser Darry when you were six, you have drifted from city to city. Everywhere you boarded, Viserys would command, then ask, and, finally, beg for support to his claim of the Iron Throne in Westeros. The Beggar King, is what they called your brother. You wondered if he knew... you wondered if that was what had made your brother so cruel. With Fenrir you would escape Viserys clutches, you could leave all vestiges of being a 'princess' behind. But you would also be leaving behind the memories of your mother, your father and those who'd sought to destroy them. The thought was terrifying, and freeing.

Aya enters the bathing chamber, interrupting your internal dilemma. For a moment you are angry at the maid for leaving you alone with Viserys but it fades just as quickly; she is just as defenseless as you to Viserys, if not more. Aya has served you for a little more than a year, she has seen all flavors of Viserys' mercurial moods and you are eternally grateful Aya does not address your brother's outburst.

"Your hair is ruined", she speaks in Lhazareen. The pair of you, in your time together, have exchanged no little part of each others' mother tongue. Of course, you must only speak it in secret, there is no telling what Illyrio or Viserys would do if they found out. You laugh without humor as Aya helps you from the tub, "Is it truly? I could not tell" you mutter. You shiver as soon as you are exposed and Aya wraps you drying cloth.

"Oh, yes, my lady", she confirms as she pats your skin dry gently "Simply, horrible".

"Well, at least the gown he brought was pretty" you say lightly. The two of you meet eyes and both let out a laugh. Aya was good at drawing you from your own dark moods. You look at her with no little sadness. Aya was not a part of your dowry, and you feel remiss about losing her companionship. Aya dries you completely and helps you into the beautiful golden gown Viserys so carelessly tossed aside. You glance at yourself in the mirror of the bath and you gape; it is vain to say, but you look beautiful. Aya looks beside herself, letting out a throaty sound that you know by now means approval.

Garment bonus: +1 BTY

The faint concepts of your future solidify as you look at yourself in the mirror; this is your wedding gown, you are going to be married. You feel your heart pounding, you are going to travel to lands unknown with a cohort of barbarians. Aya had told you of how domineering the Greybacks were of their wives, of how their wives endured their husband's many lovers and were bound until death. The thoughts make you anxious. You turn to Aya, clutching both of her hands in your own.

"Aya I do not know the arts of woman!" you whisper in Lhazareen, "I have nothing to offer or defend myself with! What if- what if Fenrir is..." you trail off but the words are clear 'what if he is just like Viserys'. Aya's fingers tangle with yours and her brown eyes meet yours, "I wish I could tell you of chamber matters and of men and their moods, but I am a maiden myself" she bemoans. You shake your head, "I always forget you are only six and ten, you seem know how to deal with Viserys' moods when I cannot", you bite your lip, feeling daring in the face of your unknown fate.

"There are other things I can do..." you say slowly. Illyrio is a rich man, with all manner of useful items, mundane and magical, within his villa. And now the villa is quite empty with many servants preparing for your ceremony. Aya's face morphs into surprise and then consideration.

"We only have a few hours, my lady... what do you want to do?"

CHOOSE TWO (2):

[] Fix your hair.
Increases relationship with Fenrir. Boosts Persuasion by +3.

[] Convince Aya to come with you.
Adds Aya to the Companion List. Requires you to pass Persuasion roll against Illyrio.

[] Search the area near your chambers for useful items.
Roll 1d20+5 for search roll. Roll 2d10+5 for stealth roll.
-[] With Aya. +2 to search roll success, -2 to stealth roll success.

[] Search the area near Illyrio's chambers for useful items.
Riskier, but also possibly more rewarding. Roll 1d20+5 for search roll. Roll 2d10+8 for stealth roll.
-[] With Aya. +2 to search roll success. -3 to stealth roll success.

[] There is a spell book is Viserys room... There may be other things as well. Roll 1d20+5 for search roll. Roll 2d10+5 for stealth roll.
-[] With Aya. +2 to search roll success. -2 to stealth roll success.

[] The Greybacks must be close. This is a chance to get some up close and personal information. Roll 2d10+8 for stealth roll.
-[] With Aya. -3 to stealth roll success.

OOC: you don't know the native Lycan language of the Greybacks. Aya does.

[] Write in.

Please format using [-] Plan: Character Name, Plan Name and then your votes!
 
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HA. Chapter 2:
Hadrian Chapter 2: Wind of Change​
Results=
[X] [Hadrian] Plan Yer a Wizard Harry
-[X] Hand painted maps of the world your lord father hung himself.

GAIN SP RULE: Internal Compass B
-[X] Greatsword
-[X] it is a foreboding castle.
-[X] to follow the pull, despite your misgivings you wish to enter this mysterious place.


There is something irresistible about the castle and in that uncanny way dreams flow you step right into the castle's banquet hall, passing through leagues in a single step. All around you is chaos of the best kind. Faceless people dance and feast and laugh, you are a swept up in the heady sensation. A woman sweeps you into a dance, the pair of you twirl across the floor and you are dizzy with happiness. You can not name a single feature of her face but her hips are shapely and her fair bosom spills out of her dress like milk from a pitcher and somehow you have a gold goblet spilling over with ale in one hand.

The woman's lips are hot on your skin and she breathes tantalizing whispers in your ear. "The wildlings are dead" she says and you bury your head in her bosom. "The usurpers have been hung" she says and you close your eyes, spinning faster and faster. "The babes freeze in their cradles and the Seven Kingdoms have torn themselves apart and Winterfell lies in ruins", the whole room laughs but you do not smile. Your brow wrinkles.

The woman laughs for you, her hands are hot as well. In fact, the entire hall is hot, burning even. You do not realize your back is soaked with sweat until the woman's sweltering grip pulls you close.

"All you have to do is drink of the goblet", she whispers, insisting. Something is wrong but she sounds so sweet.

"Drink and you shall have what you desire", she tempts. What you desire... What is that again?

You desire [Choose 1:]

[] Power
[] Wisdom
[] Love
[] Riches
[] Magic
[] Write in


OOC: All I'll say here is choose carefully. Think of your long term goals for Hadrian.

"Drink!" she urges, tone hypnotizing.

You decide [Choose 1:]

[] To raise your head and open your eyes.
[] To drink the from the chalice.
[] Write in

Please format using [-] Plan: Character Name, Plan Name and then your votes!
 
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LU. Chapter 2:
Luna Chapter 2: Change of Fortune
Result=
[-] Plan Luna Northern Compass
-[-] your mother's former first mate
-[-] North
-[-] ask for Zafira to wait until tomorrow
-[-] GAIN SP RULE: Internal Compass A

OOC: I am so glad y'all decided on North lol.

You implore Zafira to wait until tomorrow. Zafira is set against this deal, you need to convince her.

Persuasion roll:
DC = 15 (base DC) + 25 (Zafira WIS) + 5 (Unfavorable deal) - 10 (Intimate Relationship) = 10 (35 - 23 (+2) WIS)
DC=10
Roll: 1d20
Result: 16 FAIL
Try-Again: Possible

You can tell your words do not sway Zafira and her mouth sets in firmer, unhappier line. You run a hand through your hair, swallowing the frustration in your gullet. Turning from you, Zafira clenches her fists, "Luna, I have allowed to pursue the captainship you have desired, but this is... this is different " Zafira turns to you, here eyes critical and hurt all in one. You can almost hear her thoughts of doubt.


"Someone needs to save the crew" she stresses, unmoved by your conviction. Are you baring me because the Hares doubt your leadership", the question rings true, but not in the ways it should "Luna, is there a care in your heart whether we live or die?" she asks, low and dark. You stare Zafira in shock, you cannot fathom how she could even ask you such a question.

Persuasion Roll:
DC = 15 (base DC) + 25 (Zafira WIS) + 5 (Unfavorable deal) - 10 (Intimate Relationship) = 10 (35 - 23 (+2) WIS)
DC=10
Roll: 1d20
Result: 3 PASS
"Do I care?" you parrot, uncomprehending, "Zafira I would think I care more than anyone!" you shout, "I do not covet the sway you have over the crew! I covet the way they they gaze at you and see a leader. I covet the trust they have about your decision while they doubt my every move. I care deeply for every member of this crew!" you cry. You touch your hand to your chest just above your heart, "it pains me that I am so unfit that I cannot even maintain a skeleton crew, it pains me that the woman I think of as a- a mother doubts me". Zafira's hard expression crumples and she buries her face in her hands.

"Oh, Luna I know you care, I know but this is all the family we have left" she says from behind her hands, "When your mother sailed these seas she was confident, competent, ingenious with how she thought her way out of a situation...in how she trusted her instincts", Zafira trails off. You are struck by how frail Zafira looks, there is weariness in her past these harsh few days. Your father passed before you were three years old, you have only faint impressions of a man tall and broad with a deep, soothing voice. You never questioned the connection between your mother and Zafira, there was never anything to be seen. But the only time you have witnessed Zafira cry was at your mother's deathbed, the only person who could make this dour woman laugh was your mother.

"And you think me nothing like my mother?" you question, now it is you who is hurt. You only want to:

[] Do your mother justice.
[] Separate yourself from her legacy.
[] Write In.


Zafira raises her head, looking at you with intense, shining eyes. You are struck by the fire there, the intensity.

"No, you are so similar to your mother it hurts, and so different at the same time", Zafira lets out a sound. It takes you a moment to realize that she is laughing, it is a sad sound, "you have been so strange since your mother passed. So closed off" she murmurs. You feel your urge to speak welling up but you swallow it down, turning from Zafira. Your mind has been strange since your mother's death. You hear voices where none exist, you see things in the night; strange creatures and ghosts even when you are utterly alone. Your instincts plague you, scream at you at every waking moment to do things that make no rightful sense. And every night, without fail, since your mother's death you have been having vivid dreams, strange dreams even for you. Your mind conjures up:

[] Days and events that have never occurred.
[] Sights and sounds from eyes not your own.
[] Eldritch realms where you cannot tell if you are a witch or a beast.
[] Whispered guides and teachings of strange magic.
[] Write In.


"I am not a girl anymore", you lie, hiding behind the curtain of your ash blonde hair "I have had to become a captain".

Zafira is silent for a long moment, gazing at you before she comes closer. You do not flinch as Zafira's hand holds your cheek, the other sweeping your hair away, "you are not a girl anymore are you, Captain?" your eyes meet, and Zafira reveals a smile you cannot resist returning. "You have been struggling have you not, and I should-- I am going to help you be the captain I know you are" Zafira pauses, "whatever your decisions may be" she finished.

ACQUIRED: Ship Managment Tutor; Zafira of Lys (83/150)

You are overwhelmed, "thank you, Zafira" and you mean every word.

"I am still going to be voicing every last one of my opinions, you know" she said imperiously, raising an eyebrow, "You may know your way about a ship but your trading, by the seven girl, tell me, have you heard of a counter offer?" she continues. You cannot help it, you giggle.

"And another thing--"

Your eyes widen and your hand flies up over Zafira's mouth. The woman's eyes widen incredulously and she grips your wrist.

"Quiet!" you hiss, ear turning to the... North. You hear something, it is faint. You wait longer and the strand of hair drifting in your eye sways just a little. The sound is not truly quiet, no, it is deep like the sound of thunder. It is the sound of mountains crashing and waves roaring, so low it rumbles in your chest. You look North and there is something on the horizon it appears to be:

[] A storm
[] Another ship
[] Something... else
[] Wind
[] Write in.


(OOC: just saying 2/5 of these options are pretty cool guys <__<).

Please format using [-] Plan: Character Name, Plan Name and then your votes!
Adhoc vote count started by June of Songbyrd on May 5, 2019 at 5:07 AM, finished with 7 posts and 4 votes.

  • [X] [Dracona] Plan Mourning Maiden
    -[X] sadness
    --[X] You long for your brother of old who would hold your hand.
    -[X] Convince Aya to come with you.
    -[X] Fix your hair.
    [X] [Luna] Sea Adventure
    -[X] Separate yourself from her legacy.
    -[X] Whispered guides and teachings of strange magic
    -[X] A storm
    [X] [Hadrian] Plan GRYFFINDOR!
    - [X] A Life without regrets
    - [X] To kiss her before you open your eyes.
    [X] [Hadrian] Plan GRYFFINDOR!
    - [X] A Life without regrets
    - [X] To kiss her before you open your eyes.
    [X] Plan Dracona Nostalgia
    -[X] sadness
    --[X] You long for your brother of old who would hold your hand.
    -[X] Convince Aya to come with you.
    -[X] There is a spell book is Viserys room... There may be other things as well. Roll 1d20+5 for search roll. Roll 2d10+5 for stealth roll.
    [X] Plan Hadrian Insight
    -[X] Wisdom
    -[X] To raise your head and open your eyes.
    [X] Plan Luna Independence
    -[X] Separate yourself from her legacy.
    -[X] Whispered guides and teachings of strange magic
    -[X] Another ship
    [X] Plan Dracona Nostalgia
    -[X] sadness
    --[X] You long for your brother of old who would hold your hand.
    -[X] Convince Aya to come with you.
    -[X] There is a spell book is Viserys room... There may be other things as well. Roll 1d20+5 for search roll. Roll 2d10+5 for stealth roll.
    [X] [Hadrian] Plan GRYFFINDOR!
    [X] Plan Luna Independence
    -[X] Separate yourself from her legacy.
    -[X] Whispered guides and teachings of strange magic
    -[X] Another ship

Adhoc vote count started by June of Songbyrd on May 5, 2019 at 5:08 AM, finished with 7 posts and 4 votes.

  • [X] [Hadrian] Plan GRYFFINDOR!
    - [X] A Life without regrets
    - [X] To kiss her before you open your eyes.
    [X] Plan Dracona Nostalgia
    -[X] sadness
    --[X] You long for your brother of old who would hold your hand.
    -[X] Convince Aya to come with you.
    -[X] There is a spell book is Viserys room... There may be other things as well. Roll 1d20+5 for search roll. Roll 2d10+5 for stealth roll.
    [X] Plan Luna Independence
    -[X] Separate yourself from her legacy.
    -[X] Whispered guides and teachings of strange magic
    -[X] Another ship
    [X] [Dracona] Plan Mourning Maiden
    -[X] sadness
    --[X] You long for your brother of old who would hold your hand.
    -[X] Convince Aya to come with you.
    -[X] Fix your hair.
    [X] [Luna] Sea Adventure
    -[X] Separate yourself from her legacy.
    -[X] Whispered guides and teachings of strange magic
    -[X] A storm
    [X] Plan Hadrian Insight
    -[X] Wisdom
    -[X] To raise your head and open your eyes.
    [X] [Hadrian] Plan GRYFFINDOR!
 
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HA. Chapter 3: 369 AC
Hadrian Chapter 3: 7 Month of the Father, 15th Day, 369 AC
Results=
[-] [Hadrian] Plan GRYFFINDOR!
- [-] A Life without regrets
- [-] To kiss her before you open your eyes.


Your feet step and twist wildly without thought. The music and laughter around you grows louder and more distracting, but you force yourself to think past the lips at your ear and the breasts pushing against your chest. You... There is something wrong here. You are losing your head... losing your mind. Your head feels leaden with stone, heavy with heat and desire but you raise it. Your lips brush the woman's, the soft skin is just as hot as the rest of her touch, it burns, yet you love it all the same. Whatever is in the chalice cannot compare to this. The woman laughs under your attentions, if you were not already pouring sweat you would color in embarrassment. The bit of your mind screaming 'But Winterfell! What of Winterfell?!' grows too loud to ignore. Your eyes drift open lazily, and you stiffen in shock.

Gone is the faceless woman you danced with before. The being in your embrace is utterly beautiful, impossibly so, she possesses an unearthly majesty. Her skin is white as bone, face delicate and dashed with treachery, her eyes shine black through and through. On her head of long black hair is a coronet of onyx and gold, pearls line its edges and an eye adorns its center. It is a blue eye, still wet with gore and viscera. The orb appears so strange and delicate outside of someone's head. In the North there is but one tale of The One Who Sees. They are the brother and sister to the gods of life and birth...

"Bàisleann", you breathe, the name rings in the banquet hall like you have struck a bell and all goes silent. The pair of you stop your frenzied dance and exhaustion grips you immediately; your knees buckle. You sag into Bàisleann's hands but the petite deity does even twitch under your burden. The goddess' lips, pink and full, tip up mockingly, "So you Northern folk still know of my name?", her voice is soft but sharp.

[] Ask Bàisleann why she is visiting your dreams
[] Bow to Bàisleann
[] Stay silent

[] You reply (Write In)

Please format: using [-] Character Name, and then your votes!
OOC: for the Old Tongue (aka Weirden) I'm mostly using bastardized Scots Gaelic. Apologies to anyone who actually knows anything about this language, for I am only a pleb.
 
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