So what kind of quest are you most interested in seeing me do?

  • A Mighty Disciple - History's Mightiest Disciple

    Votes: 25 21.4%
  • Child of Konoha - Naruto

    Votes: 33 28.2%
  • Nobunaga's Ambition: Tenka Fubu - Nobunaga's Ambition

    Votes: 12 10.3%
  • As High As Honor - ASOIAF

    Votes: 15 12.8%
  • A (Hedge) Knight's Tale - ASOIAF

    Votes: 11 9.4%
  • Rurouni Kenshin Quest

    Votes: 12 10.3%
  • Heaven & Earth - Tenra Bansho Zero/CKII

    Votes: 5 4.3%
  • Chronicles of Shen Zhou - Legends of the Wulin

    Votes: 11 9.4%
  • Fullbringer Quest - Bleach

    Votes: 15 12.8%
  • Digidestined Quest - Digimon

    Votes: 10 8.5%
  • Final Fantasy X Quest

    Votes: 5 4.3%
  • Final Fantasy XII Quest

    Votes: 5 4.3%
  • Final Fantasy XIII Quest

    Votes: 4 3.4%
  • Avatar: The Last Airbender Quest

    Votes: 27 23.1%
  • Nobunaga's Ambition: Tenra Bansho - Nobunaga's Ambition/Tenra Bansho Zero Fusion

    Votes: 5 4.3%
  • Strongest Under the Heavens - Exalted: Burn Legend

    Votes: 11 9.4%
  • Mass Effect Quest

    Votes: 14 12.0%
  • Dragon Age Quest

    Votes: 12 10.3%
  • Fallout Quest

    Votes: 13 11.1%
  • Tales of Symphonia Quest

    Votes: 4 3.4%
  • Tales of Legendia Quest

    Votes: 1 0.9%
  • Enemy of Harmony - My Little Pony: Friendship is Magic

    Votes: 10 8.5%
  • Just go back to the quests you've already made, jackass!

    Votes: 16 13.7%
  • The Age of Heroes - DCU Quest

    Votes: 24 20.5%
  • True Psychic Tales - Psychonauts Quest

    Votes: 6 5.1%
  • It's Time to Duel! - Yu-Gi-Oh! Quest

    Votes: 17 14.5%
  • Romance of the Three Kingdoms Quest

    Votes: 18 15.4%
  • Devil Never Cries - Devil May Cry

    Votes: 11 9.4%
  • Dragon Ball 1000

    Votes: 4 3.4%

  • Total voters
    117
To elaborate a bit, that game is essentially a remake of... whatever that Fire Emblem that had Marth in it was called, I don't remember off the top of my head. It's a "retelling" of that story, but with your own character (default name Cris) added into the story as a kind of "forgotten history" sort of deal that makes no sense, i.e. you're the "shadow" to Marth's "light." And that alone is the kind of cringe-worthy plot you'd see from sh*tty fanfiction, and the story doesn't redeem itself from those lowly beginnings.

Here's the thing; I'd argue that Fire Emblem doesn't really do very well with its "My Unit" thing, because you have no more control over "your" character than you do over any other character. The only difference is that you get to choose what they look like and which characters you'll be shipping them with. You have no real control over their choices and personality except in ways that affect what ending you get, which most games don't need to pretend you have "your own" character to include. And what's worse, the "My Unit" character is usually really bland and inoffensive with very little concrete personality.

And that game's "My Unit?" The dullest of the lot. They are quite literally a character from a bad fanfiction written by a squealing fangirl. Boy or girl, "Cris" has basically no personality except "wants to give Marth a blowjob, and somehow this makes them extremely likable."
 
Right, now that I have a bit of time, some impressions of the GOT houses, despite me having little direct knowledge on it except several hours of Crusader Kings II.
Summary: Though never one of the most renowned houses in the Riverlands, the Dannetts prospered for many years by dint of their amazing ability to skirt the edge of loyalty and treason in the tumultuous wars that rock Westeros periodically, always finding themselves on the winning side at just the right time.
Which makes little friends. There are only so many times you can backstab someone without outright having the bridge burned under you.
But that luck ran out in Robert's Rebellion, where one Dannett after another died horrible deaths of violence or accident; by the end, the new Lord of Scarcroft was the youngest of seven sons. The traumatized lord of a castle ruined by war and lands wracked by famine, Lord Alfric Dannett has a seemingly impossible task ahead of him.
Not quite. Even if the House is in a poor state, I doubt they would have burned every single favor they ever had. And a land of famine does serve to both encourage and discourage banditry, because even if they try to rob food, they cannot rob food that is not there. It's going to be a tough balancing act to make sure nobody who hates you actually stabs you outright, while balancing attempts to buy Alfric's loyalty. After all, if the person on the land is someone who seems to be easily made into a puppet, well, some transgressions can be forgiven... depending on who are their neighbors.

Basically, play people who hate you against each other, and build up frantically to stabilize the realm.
The new master of the house, Davain Bartheld, is much more conservative than his forbears, which is not sitting particularly well with most other members of his family.
So, Davian 'Killjoy' Bartheld, eh? But dragging a family out of decadence is going to a tough order for sure.
Shrewd, grasping and mean, the Dulvers hover on the edge of richer lands with hungry eyes on their neighbors, ready to make a meal of anyone who falters. Though nominally sworn to House Lefford, Lord Dulver's first loyalty is ever to his own ambitions.
Carrion. If the Lord of House Lefford is wise, he'll be wary of opportunistic strikes. To play this house well will need someone who is bold enough to make a sudden move yet not too reckless. Antithetical to my mindset which focuses on Defense, so not much else to comment.
This has long been the creed of House Kytley, and seeing the fires that have ravaged their land and blow after blow to their reputation, they continue to keep faith that the Smith has great plans for them. Like the molten metal fresh from the anvil, they are well heated, and well shaped; they wait only for the quenching moment to be created anew.
Blacksmiths, all the blacksmiths with the expertise to make equipment. I would think the military of the province would be better equipped than it's equivalent contemporaries. Most likely more dependent on an import market for food and all the metal, though. But then again, fires turn a land fertile, once the embers have settled. Better watch that export market though. Last thing you want is to end up doing what Cao Cao did in Chi Bi - Giving the Shu-Wu Alliance the 100,000 Arrows.
A new house has been granted the lordship of Durain's Forest, a poisoned chalice in the eyes of most. But to the newly made Lord Lockwood and his younger brother, it is a chance at greatness that they intend to grasp with both hands.
Guerrilla Warfare training ho! Since this is a more militaristic posting (Given the fact that it is based in a fort), it will place a less heavy strain on managing resources. On the other hand, you would have to play escort missions. Even if you are proactively hunting the bandits.)
House Lugus bears a seemingly endless supply of brothers, male cousins, sons, and more distant male relations. Although hardly a rival to the brood of Walder Frey, House Lugus still boasts one of the largest noble families in Westeros.
The problem with Medieval Succession Laws is that you either end up with too much or too few sons than you want. Nope. Civil War go home.
Amid the foothills of the Mountains of the Moon, House Marsten guards the western border of the Vale of Arryn. A proud house, still with the blood of the Andals within its veins, though recent years have seen it falter under cruel circumstance. Alliances and intrigue are all that remains of Marsten's once-vaunted strength. Can such weapons still prevail, however, against the threats of time and steel?
Well... this would be the faction most embroiled in politics. Which means whoever gets this spot in an RP would have to be very, very canny.
Always need that token fading house on the verge of obsolescence with a powerful and glorious past.
Reminds me of the Fujiwaras from Shogun 2: Rise of the Samurai.

For decades, Riverthorn was a beautiful and verdant fief ruled by the wealthy House Orell, but an outbreak of plague in the closing days of the War of the Usurper has ravaged this pastoral territory. Now the houses of Riverthorn are empty places haunted by a few plague-scarred individuals. Normally such fertile, ungoverned territory would be the envy of a great many houses, but the specter of plague means that the distant cousin who now reigns in Rose Hall is more likely to receive pity. Lord Elbert Orell and his family are faced with the daunting task of overcoming the spectre of plague and rebuilding this holding from the ground up. But if they succeed, the rewards will be great indeed.
Triage, Trade, and Negotiation. That is the lifeblood of this House. No-one will want it at first, what with the plague, so there would be few actual enemies early-game.

@Leingod, if you ever make this an RP where each player plays as a minor house, well, it might be quite daunting, depending on how many you want. And given that this is GOT, would you possibly make the gameplay closer to Diplomacy rather than Risk?
 
Which makes little friends. There are only so many times you can backstab someone without outright having the bridge burned under you.
Not quite. Even if the House is in a poor state, I doubt they would have burned every single favor they ever had. And a land of famine does serve to both encourage and discourage banditry, because even if they try to rob food, they cannot rob food that is not there. It's going to be a tough balancing act to make sure nobody who hates you actually stabs you outright, while balancing attempts to buy Alfric's loyalty. After all, if the person on the land is someone who seems to be easily made into a puppet, well, some transgressions can be forgiven... depending on who are their neighbors.

Basically, play people who hate you against each other, and build up frantically to stabilize the realm.

Essentially their problem is that to rebuild Lord Alfric needs an immediate influx of capital. But unless you have a mine to get lots of precious metals from or a port or market town to collect tax money from, your major source of capital is food, which you get through land and peasant labor. So famine is doubly bad because it means you have no capital to invest in fixing the problem and people are likely to stop leaving, so you also don't have the labor to fix the problem.

That said, it's true that the Dannetts are not completely without some political capital in their local area. Historically, they've often acted to defend neighbors with richer lands than their own and then traded on that for food when needed later on. So in the immediate future they can get by, but that's a short-term solution, especially since it's currently winter (though that winter is going to end pretty soon).

So, Davian 'Killjoy' Bartheld, eh? But dragging a family out of decadence is going to a tough order for sure.

On the plus side, there's nothing the Barthelds value more highly than loyalty, so however much they grumble and complain and defy him, no "true" Bartheld would even consider taking drastic action.

Carrion. If the Lord of House Lefford is wise, he'll be wary of opportunistic strikes. To play this house well will need someone who is bold enough to make a sudden move yet not too reckless. Antithetical to my mindset which focuses on Defense, so not much else to comment.

"Scavenger" is a word that comes to mind when thinking of the Dulvers. Lord Dulver himself is called (when out of earshot) "the Vulture on the Heath" for good reason. But he's actually more mercantile in his scavenging than warlike... well, usually.

Blacksmiths, all the blacksmiths with the expertise to make equipment. I would think the military of the province would be better equipped than it's equivalent contemporaries. Most likely more dependent on an import market for food and all the metal, though. But then again, fires turn a land fertile, once the embers have settled. Better watch that export market though. Last thing you want is to end up doing what Cao Cao did in Chi Bi - Giving the Shu-Wu Alliance the 100,000 Arrows.

Basically, they've made their fortune by dredging up crappy bog iron and refining it into quality steel that the smiths of Smithton turn into all kinds of high-quality tools and weapons.

Guerrilla Warfare training ho! Since this is a more militaristic posting (Given the fact that it is based in a fort), it will place a less heavy strain on managing resources. On the other hand, you would have to play escort missions. Even if you are proactively hunting the bandits.)

Technically all feudal holdings are military posts, but yes, this is the one that benefits the most from a strong military.

The problem with Medieval Succession Laws is that you either end up with too much or too few sons than you want. Nope. Civil War go home.

Luckily, Tywin Lannister is practically an absolute monarch in the Westerlands, and he's cracked down on the typical fraternal thuggish violence that is the Lugus stock in trade (he's big on keeping things tidy and orderly, you see). Unfortunately, the Lugus men have compensated by learning just enough subtlety to compensate for that, though it doesn't suit most of them very well. But it suits one of them very well.

Well... this would be the faction most embroiled in politics. Which means whoever gets this spot in an RP would have to be very, very canny.

Marriage politics play a big part.

@Leingod, if you ever make this an RP where each player plays as a minor house, well, it might be quite daunting, depending on how many you want. And given that this is GOT, would you possibly make the gameplay closer to Diplomacy rather than Risk?

Probably something like that, yeah. I definitely won't be trying to make all of them buddy-buddy.
 
I actually posted bios for 6 of the houses before, but I've rewritten them all since then (or rather, did so in my head and am now actually doing so on the computer), so I'll be putting them up individually as I complete them. I won't be including the character bios I included before; I'm changing them somewhat, and if I ever release it as an RP (or someone else wants to; remember, just ask and you can use any of my ideas!), it'll be better if people don't know everyone's backstories and the makeup of all the houses. Though you'll still be able to glean a lot from the rest of the bio.

Anyway, going in alphabetical order, we start with Barnell.

Allegiance: Hoster Tully, Lord of Riverrun & Lord Paramount of the Trident

House Banner: A portcullis over a red and blue chape field.

House Words: Never Falter

History: House Barnell is newborn. Given life out of Robert's Rebellion, it has claimed the last lands of a dying house to rise to nobility. Now it's future lies in uncertain territory as two brothers contest to inherit their father's title, although neither has a fully legitimate claim.

Until the Battle of the Trident, Ser Tomas Barnell had been a lowly hedge knight of little remark aside from his skill with mace and shield. Tomas's father, Ser Garret Barnell, had likewise been a hedge knight, and he was ever reminding Tomas of their poverty and lowly station. From a young age, Tomas was determined to earn his family the full honor and wealth of a noble title. When his father was slain chasing bandits in service to the Tallharts of Torrhen's Square, Tomas took up his father's arms and armor to find his long-desired noble title.

Tomas's chance came during the Battle of the Trident, during which Tomas Barnell fought with the Stark forces aiding the Baratheon cause. During the battle, Tomas inadverently saved the life of Lord Eddard Stark by taking a spear meant for the Lord of Winterfell. He was rewarded for his accidental protection with a choice assignment in the wake of the battle to spend his time while his wounds healed. Among the dead was Lord Ollier Woodworth, a Targaryen loyalist with a relatively poor holding that nonetheless represented the closest fortified position to the battlefield. Along with a number of soldiers, Tomas Barnell was dispatched to take the castle so it could be used to house those wounded from the battle while they recovered. As Lord Woodworth had taken all but a token force with him to the Trident, the task was an easy one.

Soon after, Eddard Stark marched south to King's Landing and then to Storm's End, leaving most of the wounded at Castle Greenward to catch up in the weeks to come. Ser Tomas was left in charge with a handful of healthy soldiers to hold Castle Greenward and care for the remaining wounded. Tomas sat out the rest of the war in Castle Greenward, and the smallfolk of the region had no complaints about his rule they didn't already have with Lord Woodworth's. With the last Woodworth lord dead without an heir and Tomas Barnell doing a sufficient job controlling the lands, Tomas was elevated to a lordly seat following the conclusion of the war. Finally, he had obtained his goal and became Lord Barnell of Greenward.

Unfortunately, this windfall did not come without tragedy. Sonya, Tomas's smallfolk lover, died of fever soon after he was awarded his title. Sonya had already borne Lord Barnell a son, Garret Snow, sixteen years before, but as his name makes apparent, Garret had been born out of wedlock – Tomas, often traveling in service to various lords, had never even known of the child until the boy turned three. Some of the smallfolk suspect there was foul play in Sonya's death. Lord Barnell faced pressure to marry according to his new station; that pressure quickly led to his marriage to Alianna Frey, one of the many grandchildren of Lord Walder Frey and herself a widower with a son. The Late Lord Frey considered her to have little political use due to persistent rumors that the woman carried a curse, so marrying her to a newly-minted lord seemed little sacrifice, and would place the new Lord Barnell in debt to House Frey. While the Lord and Lady Barnell are cordial in their relationship, no one would mistake it for anything more than friendship. Lady Barnell's son Daveth has not seen the same love and attention from his stepfather that his stepbrother Garret has. Between having a bastard as the favored heir and rumors of curses, House Barnell has created no end of gossip among the locals. Combined with Lord Barnell's low birth, these blemishes have made them few friends among other nobles in the Trident. That said, while Lord Barnell is an outcast in matters of intrigue, his personal skill in battle and as a leader of men does him much credit.

Strife has already entered the halls of Castle Greenward as the question of which son will inherit has become an increasingly immediate concern. Tomas favors Garret, while Alianna favors Daveth. The whole issue would be settled by a child of Lord and Lady Barnell, but so far their limited attempts at producing an heir have been fruitless, uncomfortable and embarrassing for both parties. Lord Barnell has no male siblings to serve as his heir, so his only choices currently are a reckless bastard and a weakling scholar. While House Barnell is not bound in familial love, it is bound in loyalty and friendship, but is that stronger than a father's pride?

Defense: Castle Greenward is situated within a few leagues of the ford where the Battle of the Trident was fought, now known as the Ruby Ford. The castle is an ancient structure, predating the Targaryens and thought to have been built to protect the nearby farms. The castle is of Andal construction and local lore claims it to be at least five hundred years old, though the name of the house that controlled it before the Conquest has been lost to time. After the Conquest, Lord Edmyn Tully awarded control of Castle Greenward to House Ferros, a small banner house in their service.

House Ferros became the first to suffer from what smallfolk in the area call "the Greenward Curse." During the revolt of the Faith Militant, a group of zealots managed to sneak into Castle Greenward and killed every member of House Ferros, ending the line forever. House Tully quickly reclaimed the castle and awarded it to another banner house, House Wellyn, but within a few generations, House Wellyn was stricken by a plague that wiped out the entire family. Again, House Tully awarded Castle Greenward to another loyal house, only to see it wiped out during the First Blackfyre Rebellion. This trend has continued on up to the current day with House Woodworth taking possession of Castle Greenward in the wake of the Third Blackfyre Rebellion. Now, House Woodworth too has fallen, and the whispers among the smallfolk say it was Castle Greenward that brought them low. Some have already begun to wager about how long House Barnell will last before the Greenward Curse ends it as well.

The castle itself is not large, but it is solidly built. The outer wall is large and thick, broken only by a single gate that opens on a road that links up to the Kingsroad a short distance away. The large walls create ample space within the castle to allow soldiers to drill regularly. Several stables and bunk houses have been built against the outer wall to provide extra housing for the troops under House Barnell's banner. The keep itself is a small structure built around a single tower that sits in the northwest corner of the yard, allowing anyone in its highest levels to see for miles in all directions. The keep is very simple, consisting of a single large feasthall and audience chamber, a kitchen, and rooms in the tower for the Lord and Lady Barnell and their children. The castle has neither maester nor septon, though Lord Barnell hopes to attract the services of a maester when his fortunes improve. The castle is fed by a series of wells, and Lord Barnell makes sure to have several months' worth of provisions in reserve in the case of a siege, as unlikely as that may be.

Many of the smallfolk in the region still consider Castle Greenward to be cursed and refuse to spend the night there, something that doesn't make Lord Barnell's work any easier. The castle is said to be haunted by the many who have fallen victim to its curse, something even Lord Barnell is reluctant to deny. Everyone who spends more than a fortnight there comes away with some manner of strange story to tell, most of which involve ghostly apparitions in the corridors, the sounds of weeping coming from empty corners, or eerie lights walking the tower and the battlements. While none of the soldiers admit to being afraid of these disturbances, few keep watch alone if they can help it.

Castle Greenward's large outer wall allows a great deal of room for expansion, something that Lord Barnell realized from the moment he first reached it. He dreams of making it the equal of Winterfell someday, though even he realizes that to be an extremely distant dream.

Influence: Lord Barnell has never been one for courts, intrigue, or gossip, favoring martial matters. His house's lack of influence reflects this; Lord Barnell has spent no time seeing to the political needs of his house. Lady Barnell and her son work to counteract his inaction, but they already have many ignored invitations, rude rebuffs, and unintentional insults to overcome.

The issue of an heir to House Barnell has yet to be settled, and likely won't until the house's fortunes improve. If Lord Barnell were to die right now, there is much debate as to whether the house would survive. The whole matter would be settled if Lord and Lady Barnell produced their own heir, but so far their limited attempts have borne no fruit.

Lands: The territories surrounding Castle Greenward are common of the fertile land of the Trident, mostly dominated by farms with one major wooded region known as Greenward Forest. For the Trident region, it is an average-sized parcel of land with a large population of smallfolk, most of whom are farmers. The land is crossed by a number of well-kept roads, the maintenance of which Lord Barnell thinks to be a matter of defense more than of trade or communication. There are no fords across the Green Fork save the Twins a distance away, making travel across difficult. Building a bridge across the Green Fork within his territory is one of Lord Barnell's major goals for the near future.

Castle Greenward sits on the border between the farmland and Greenward Forest, neatly bisecting the house's land in an east/west divide. The forest has been subject to nearly as much smallfolk superstition and rumor as the castle that guards it. It is said that the forest is home to the ghosts of the First Men who settled there; these ghosts are said to sometimes aid those who get lost there. Some smallfolk claim these ghosts are protecting an ancient Godswood deep in the forest, but such stories are usually only half-believed. Some stories have become intertwined with the legend of the Greenward Curse, leading to a tale that the ghosts in the forest are somehow trying to lift the curse of Castle Greenward. These extrapolated stories are popular among children and drunks, but few smallfolk ascribe motivations to events so far beyond their ken. Lord Barnell has been encouraging some of his smallfolk to begin logging the forest so that he can use the wood in pet construction projects, increase the available arable land, and develop another source of income.

The Green Fork runs through House Barnell's land, watering the surrounding farms but allowing little in the way of transportation. The length of the Green Fork is too shallow and rocky to allow deep-water boat travel, but some locals use shallow draft boats to traverse the river. These rafts are not large enough to help in transporting goods of any appreciable size, but are useful in moving people. High water levels in the spring from snowmelt and rain allow more adventurous merchants to try to float their goods down the Green Fork on barges, but few opt for the risk when so many well-maintained roads are available year-round. Many local children grow up swimming in the river during summer, but every few years one of them gets too adventurous and is either drowned by the current or smashed against the rocks. Some locals say the spirits of those children still haunt the river, drawing in more children to join them in their watery torment.

The village of Wellyn, founded by the long-dead House Wellyn, is the only settlement of note controlled by House Barnell. It has barely three hundred inhabitants, though this number expands to well over a thousand during festivals planting and harvest times. Wellyn is a good distance from Castle Greenward, and attempts by past rulers to settle the town's population around the castle have been universally unsuccessful due to fear of the Greenward Curse. Lord Barnell has given up on the idea and simply travels to Wellyn when he must, using such trips as an opportunity to give his cavalrymen a good workout.

Wellyn is the major trading center within House Barnell's lands, and it sees a steady stream of traders and merchants for most of the year despite its small size. These merchants trade tools, clothes and other goods for food, which they usually take north. Most smallfolk in the region do all their trading at Wellyn, and its services include a smith, barrel caster, wainwright, midwife, and woodwright. The town has no official leader other than Lord Barnell himself, but the town wainwright, "Tubby" Jacob, has become a voice for the community in recent years due to his outgoing nature and willingness to stick his nose in everyone's business. Lord Barnell often consults Tubby Jacob in matters concerning Wellyn, which is swelling the man's head.

Law: Despite Lord Barnell's harsh punishment of any criminals brought to him, crime occurs no less frequently in Barnell lands than anywhere else in the Riverlands. The problem is one of perception, not force, as Lord Barnell clearly has the soldiers to enforce his will on the region, but invests little effort in preventative measures; he has no constabulary or agents in Wellyn to keep an eye on things. What crime is found is punished with severe force; Lord Barnell is known to favor execution for livestock theft and removing a hand for even minor theft.

There is little organized crime in the area, and Lord Barnell responds with overwhelming force to any bandits that try to move into his territory, but itinerant thieves are a common problem due to the proximity to the Kingsroad; many of these thieves try to steal livestock, as the smallfolk have very few coins and the merchants usually hire their own protection. There have been a string of theft of metal ingots from the smithy of Wellyn of late, but the culprits remain at large. Thus far, no thieves have been stupid enough to try to steal directly from House Barnell.

Population: Most subjects of House Barnell live in the farms that are scattered across their land or live on the edges of the Greenward Forest. Local smallfolk live in multi-generational families, with the responsibilities to the land being handed down from father to son. There is no more room for new farms in House Barnell's lands, and at Daveth's suggestion Lord Barnell has been encouraging the second sons of his subjects to move to Greenward Forest to help with the new logging operations.

Power: Lord Barnell prides himself on the military forces of House Barnell, seeing them as the true measure of a house's power. With over five hundred soldiers at his command, he has one of the largest military forces among the minor houses in the region, but the size of this force has kept his house's wealth from increasing.

Immediately after his house's founding, Lord Barnell created a personal guard out of those soldiers who served under him when he first took Castle Greenward and stayed with him afterward, which he calls the Company of the Morningstar. They have accompanied him in every battle he has fought since (most of which are just minor campaigns against bandits). The Company of the Morningstar is already well-respected in the region and endeavors to do its lord proud, on the battlefield or off of it. The commander of the Company of the Morningstar is Ser Kieran Orell, who served with Lord Barnell's father years ago.

Company Greenward is the garrison force permanently assigned to Castle Greenward, and more specifically, to protect Lady Barnell. These soldiers are not as skilled or as respected as the Company of the Morningstar, but they are still well-trained and well-treated. Company Greenward and the Company of the Morningstar see each other as rivals, mainly due to the fact that Company Greenward has not had a chance to prove itself. They are itching to find a way to show their mettle on the battlefield.

An even newer company is the Riverroad Riders, a cavalry unit that Lord Barnell formed to allow him to exert military force across his territory with greater speed. The Riverroad Riders have yet to be involved in anything more dangerous than harrying fleeing bandits. Considering the expense that went into equipping the Riders, they are desperate to prove their worth to Lord Barnell. Garret Snow has taken to riding with the Riders, effectively taking command of the unit.

When Lord Barnell was first assigned to hold Castle Greenward he was assigned a single siege engineer, Master Jarion, to ensure the castle's security. Jarion has remained in service to Lord Barnell, bringing with him a skilled corp of engineers who see to the defenses of the castle and the maintenance of its siege engines. Of all the units under House Barnell, they are the least interested in combat, being more tradesmen than soldiers.

Wealth: A good half of the territory controlled by House Barnell is farmland that makes use of the fertile soil and plentiful water of the Trident. These farms primarily grow grains and vegetables and produce far more than House Barnell consumes, thus creating the main financial asset of the house. The secondary source of income is lumber from Greenward Forest, but these operations have yet to make any serious returns so far due to the legends about the forest. Unfortunately for the house's coffers, Lord Barnell has a habit of giving away excess food stocks to what few allies he has or stockpiling it in Castle Greenward, instead of arranging for its sale. This is one of the many reasons for the continuing poverty of House Barnell, though Castle Greenward is well-prepared for a protracted siege in the event that one occurs. House Barnell also funnels much of the money it does make into improving its defenses, as Lord Barnell continually works to expand his military forces.

Lord Barnell has used some of his house's meager wealth to attract the services of a master smith named Michel. Lord Barnell has had Michel working constantly to equip the soldiers of House Barnell with the best weapons and armor available. This endless work has driven Michel to grumbling to other servants in the castle about being overworked. When drunk he sometimes boasts of looking for employment elsewhere, where he might be treated with more respect. Thus far, these complains have not reached Lord Barnell.

EDIT: Next is House Bartheld.

Allegiance: Renly Baratheon, Lord of Storm's End & Lord Paramount of the Stormlands

House Banner: A brown boar running on a black field.

House Words: "Joy in Service."

History: House Bartheld is a minor lineage, born thirty years after Aegon's Landing when a serving boy saved Lord Davos Baratheon from assassination. One of Baratheon's banner knights is said to have knighted the lad on the spot. Ser Hamish Bartheld went on to prove that even the lowest commoners could rise to great heights. Although he was never brilliant—or even very good—as a soldier or a statesman, he developed a reputation for honor and loyalty that served him and his descendants well. To this day, House Bartheld is a family where loyalty and good faith is regarded more highly than skill or cleverness.

Ser Hamish also developed a huge appetite for everything life as a noble offered. By the time he died, he was obese, red-faced from drink, and suffering from several venereal diseases. The first Bartheld took his degeneration with good humor and, it is said, died with no regrets. The Barthelds emulate their eponymous ancestor, though most are more careful with their health.

All of Hamish's children—trueborn and bastard—did well for themselves in their own ways. Some became maesters at the Citadel or took the black, and several were knighted as well. Despite gaining some respect as a family, without land, the Barthelds were always dependent on the Baratheons for wealth and station. In return, the Barthelds have served the Baratheons as squires, chamberlains, companions, bodyguards, and bed-warmers, and so prospered. The most cynical Barthelds claimed—but never within earshot of their patrons—that House Baratheon never granted them holdings of their own to keep them dependent, so that the Baratheons could continue to enjoy the fruits of Bartheld labor and loyalty.

Although they maintained a close relationship with House Baratheon, the Barthelds also acted as procurers and bodyguards for other houses, for a price. Rumors persist—vociferously denied by the Barthelds themselves—that the family whored its sons and daughters in the hard days after the Dance of Dragons. These stories continue to stain the House's reputation.

Borros Bartheld, the first true lord of the house, began his career as a knight in service to King Robert's great-grandfather Lyonel Baratheon, the Laughing Storm. Borros and his sons, including one who served Lord Lyonel as a squire, fought in the Third Blackfyre Rebellion (219 AC) and distinguished themselves in battle. Although Borros survived the war, two of his four sons did not. As a form of compensation for the family's years of service and Borros's sacrifice, Lord Lyonel finally granted House Bartheld land of its own. House Bartheld was given the territory of House Asrig, which had lost all its sons in the war fighting on behalf of the Blackfyres.

House Asrig had been the worst kind of nobles. They had satisfied their desire for luxuries and companionship at the expense of the smallfolk and indulged in cruel, extravagant punishments. Lord Leofric Asrig was particularly fond of punishing entire families or villages for the misdeeds of a few. On one memorable occasion that a peasant insulted his wife with a bold stare, Lord Leofric gave the man's friends and neighbors a choice: either they delivered his eyes to the castle, or he would send his knights to claim ten. Upon hearing of the death of her husband and sons, Lady Inez Asrig had ordered every village and fortification burned to the ground and set fire to the castle from the inside. Borros Bartheld arrived to discover that his new demesne had been devastated. All the major structures and most of the villages had been destroyed and the peasants were traumatized and distrustful, eager to believe that their new lord was just as bad as the old one.

When Hart House was complete, Borros celebrated with a huge feast. The party won Borros many allies and goodwill. Inspired, Borros turned his native hospitality into a tool. Since then, Hart House has hosted a variety of colorful characters, from young men avoiding duels they can't win, to young women avoiding suitors they can't shake, to old lords reliving glory days they can't repeat. Brom Bartheld, boasts— without revealing any incriminating details—that Hart House has hosted at least one septon and his lover, and helped more than one pair of star-crossed lovers avoid their families long enough to be married in secret.

Young Davain Bartheld, Lord Brom's oldest grandson, is the current lord of the House. Brom abdicated his lordship unexpectedly and left Hart House—his aging squire, Dart Waters, in tow—to seek the hand of Lady Yve Tullison. Davain is something of a black sheep, an ascetic in a family of sybarites. Davain has already alienated some of his wilder family members by toning down the yearly party. Davain's uncle Tobias was particularly insulted by his decision to hire businesslike middle-aged servers rather than attractive young wenches, and his uncle Kent was annoyed to discover that Davain has banned hunting parties from departing Hart House with more than a single wineskin. Davain's cousin Fendrel, on the other hand, is concerned that overabundant sobriety will hurt the house's standing. The Barthelds thrived under Brom's hospitality and permissiveness, and he is afraid that sobriety and propriety will ruin them.

However, Davain is not without allies in his house. His uncle Tobias knows that summer never lasts forever. With harsh winters sure to come someday in the future, he believes that House Bartheld will benefit from more sober leadership. Not all of his sons agree, but at least one of them, Ser Alec, is Davain's firm ally, though his duties to Storm's End keep him away from Hart House.

Defense: The seat of House Bartheld is a huge manor rather than a true castle. Borros Bartheld commissioned an image of the Baratheon arms to be fixed over the front door. The house is full of stag imagery, from the frolicking stags on the tapestries to the stag's head newel tops to the huge stone stags that flank the entrance.

A trained eye notices that although it was not built to repel a full-fledged siege, Hart House is far from defenseless. The walls are made of good stone, well-laid and well-mortared, and all of its doors are made of stout wood banded with iron. Much of the house's decorations are placed so that right-handed attackers charging up the stairs will entangle their swords in tapestries and statues, leaving them open to attack from right-handed defenders charging down at them. Secret passages in the wine cellar lead to safety and collapse with a good kick to the right timber. Most importantly, Hart House is situated on a bluff overlooking a forested valley. In order to reach the manor, attackers would have to make their way up the slope, in full view of the house. Although not a castle by any means, Hart House was built by a man who had survived a bloody war, and it takes care of its inhabitants.

Influence: House Bartheld is a minor house with a colorful history. Characters like Ser Hobb Bartheld, who died two hundred years ago protecting Esme Baratheon's virtue during a bandit attack while on the way to her wedding in Bronzegate, and Ser Kyle Bartheld, Lord Ormund Baratheon's closest confidante (and rumored lover), are still admired by the lordly houses of the Stormlands. House Bartheld's reputation for hospitality wins it many friends and a great deal of influence. On the other hand, the Baratheons kept the Bartheld family dependent upon them for two hundred and fifty years, and everyone knows it. Nobody in Westeros even pretends that House Bartheld has the power to determine its own fate.

Lands: House Bartheld's holdings consist of two domains: the lightly forested hills rising on the highlands and the valley grassland below. House Bartheld's smallfolk live in two hamlets. Hartville supports Hart House and houses the peasants who work in the vineyards further up in the highlands behind the manor, while South Yard farms the fertile soil of the valley. A ruined castle, the haunted remains of the House Asrig seat, squats in the forests near Hart House.

In the ten years that he was the head of House Bartheld, Lord Borros built Hart House, repaired an Asrig watchtower and renamed it Lyonel's Fist, and planted a vineyard in the highlands behind Hart House. He and his son and successor, Lord Brom, could probably have achieved even more had they not been preoccupied with filling Hart House with fine wine and pretty girls.

Law: The Barthelds keep their peasants happy, and happy peasants do not become bandits. However, Brom never devoted much of his energy to patrolling his lands, and banditry became endemic along the borders of his land. Davain is not so tolerant, however, and he intends to wipe them out. The most pernicious group of bandits around Bartheld lands is the Black Serpents.

Population: Most of House Bartheld's smallfolk are hardworking, practical people who care very little for the affairs of nobles, so long as they can live unmolested in their farmsteads and hamlets.

Power: House Bartheld only has a small force of untested soldiers at its disposal, mostly made up of peasant volunteers hoping to improve their lot in life through service to the nobility. House Bartheld has no banner houses, navy, or significant cavalry. House Bartheld must answer House Baratheon's call in battle, but when they do it will be with only one or two troops of infantry and whatever sellsword forces they see fit to purchase.

Wealth: House Bartheld is unusually wealthy for a minor house. Years of Baratheon patronage and their successful vineyards have contributed to the house's growing fortunes. The members of House Bartheld can count on a stipend if they need it. More importantly, if war comes to Bartheld lands, the family can afford to hire plenty of mercenaries.

Oh, forgot this. Here's some detailing on Hart House itself:

The Wine Cellar: Hart House's wine cellar is one of the best in Westeros. Borros Bartheld knew nothing of wine—except that he liked to drink it—but he consulted a variety of maesters schooled in winemaking when the time came to build a wine cellar, and he spared no expense on its construction. As a result, the cellar is naturally maintained at the perfect temperature and humidity for aging fine wines. The dark, cool recesses of the cellar are also a perfect place for trysts that should not see the light of day. Many nobles and their servants, men and women who are married, but not to each other, and stranger pairings have found a place in Hart House's wine cellar. Before he left Hart House to pursue Lady Yve, Brom Bartheld often joked that he should arrange for a basket of blankets and pillows by the cellar door.

The vineyards of Hart House are similarly impressive, though by chance instead of design. The soil of the highlands behind Hart House are perfect for growing a wide variety of grapes and producing several wines that enjoy moderate popularity in the Stormlands. In addition to renting out some of the surrounding lands, wine sales from Hart House make up a significant part of House Bartheld's income.

The Grand Ballroom: The grand ballroom is another of Hart House's attractions. The grand ballroom is huge—practically its own wing—with marble floors, a huge chandelier, and a mirrored ceiling. Like the rest of the manor, the ballroom is covered with stag imagery. Stag mosaics feature prominently on the marble floor and on the tapestries. The marble floor can be heated in winter by an underground furnace. Between the mirrored ceiling, the heated floor, and the chandelier, the ballroom is ready to reproduce the feeling of a midsummer night even in the depths of winter.

The Sept: Hart House is not a pious place. The manor lacks a godswood entirely, and the sept is a small building off to one side. The sept is well made, but unassuming and infrequently used, as evidenced by the dust on the seven-sided crystal and bas relief images. Still, it is a place of peace and quiet in a house that is often full of madcap activity. Brom never acquired the services of a septon, and Davain has shown no inclination to do so either.

The Grounds: Finally, the grounds of Hart House—the gardens surrounding it and the forest in the valley below—are immaculately tended. The forest exists to be hunted in and ridden through. Like the rest of Hart House, both the garden and the forest have seen many licentious uses, with one exception. A simple stone monument in the garden commemorates Borros Bartheld's sons and every other man and woman killed in the Blackfyre Rebellion. Borros was adamant that this part of the garden be a place of solemnity and respect, and both Brom and now Davain have upheld this edict.

Davain's Forge: Davain's forge is quite new, commissioned by the new lord upon inheriting Hart House. The forge resembles any city's smithy, but with the finest tools and highest quality steel. Davain doesn't shoe horses in his spare time; he makes fine daggers and beautiful swords. Davain's forge is situated as close as possible to the manor, but far enough away that the noise and smell doesn't bother his guests.

Although everyone refers to the smithy as "Davain's Forge," Davain is not the only one to work the forge. "Black" Anton became Davain's friend and mentor while Davain fostered with the Swanns at Stonetree. When Davain came into his inheritance and moved to Hart House, Anton came with him.

The Guardhouse - Lyonel's Fist: The so-called guardhouse is really more of a small castle. This is the place to which inhabitants of Hart House will retreat if they are ever attacked. The guardhouse is a single tower ringed by a tall crenellated wall. The secret passages from Hart House's cellar emerge nearby, making it an ideal refuge. Behind the wall are a storehouse, a small forge, and a barracks. Lyonel's Fist is not a particularly strong fortress, and it isn't meant to be. Rather than holding off a determined siege, it is meant to save the lives of the people inside it. The Fist should be just difficult enough to overwhelm that an invading force is likely to take the battle elsewhere, leaving its inhabitants to escape. The Fist is also situated so that it can act as a watchtower and warn the smallfolk and the inhabitants of Hart House of an approaching attack.

And here's the Dannetts.

Allegiance: Walter Whent, Lord of Harrenhal

House Banner: A pomegranate pierced with a red vertical arrow against a grey field

House Words: Eat Bitter, Grow Strong

History: The Dannetts have never been the most renowned of the houses near the God's Eye, but their longstanding protection of several nearby farming communities has ensured a fair amount of influence in local politics and a decent income from their tenants. In the tumultuous years of war that have periodically ravaged the Riverlands, the Dannetts skirted the edge of loyalties and had a knack for choosing the perfect moment to switch their allegiances as the fickle winds of war shifted.

During Aegon's Conquest, they initially remained loyal to Harren the Black, but at the instigation of Lord Edmyn Tully they switched sides just before the burning of Harrenhal. This timely surrender allowed them to keep their lands. In both the Dance of Dragons and the First Blackfyre Rebellion, the pattern was much the same: House Dannett would begin on one side (the Blacks during the Dance and the Blackfyres during the Rebellion), but quickly changed sides at the right moment. In this way, they gained little glory or reward, but did avoid punishment, something many houses in those wars couldn't claim, even when they were part of the winning side from the beginning.

During Robert's Rebellion, the Dannetts rose their banners for Robert Baratheon, shrewdly judging that they could abandon that course and claim they were coerced into rebellion later if need be. The War of the Usurper provided no good opportunity to defect, however, and House Dannett was forced to commit its forces to Robert's cause in full. The Dannetts suffered great losses, and Targaryen forces besieged and badly damaged Scarcroft Castle early in the Rebellion.

Before the Rebellion, Ser Alfric Dannett was the trusted right-hand man of his liege and older brother, Lord Sofred Dannett, and he had gained some small fame for good performance in local tourneys. But in scarcely a year, Alfric's life changed completely. Early in the war, Alfric held Sofred's head in his lap as a maester strove to remove an arrow from the gory pit of Sofred's eye. His beloved brother's gurgling cries were more animal than human by the end, and to his shame, Alfric felt only relief when Sofred gasped out his last tortured breath. With Sofred dead with no heirs, it fell to Alfric to lead House Dannett in his place.

But Alfric's five younger brothers fared little better than Sofred. The second Dannett brother was cut down by Elbert Orell's blade at the Battle of the Bells; Alfric has felt a burning hatred for the knight since that battle, and the ascension of Elbert to lordship despite having fought for the Targaryens was thus truly galling to him. His third was spitted on a Dornishman's spear at the Ruby Ford, and the fourth died from a simple scratch that turned gangrenous. The fifth toppled from the battlements when Scarcroft was besieged and smashed like an egg on the helms of the men below, and a traitor's knife killed the sixth. Finally, though, the war ended with Robert's crowning as king. But it seems the gods are not truly through with House Dannett.

Despite generous support from their liege Lord Whent, ill fortune continues to plague House Dannett. Even before the Rebellion began, years of poor harvests had begun to take a toll. During the war, the the damage the lands sustained from being plundered and besieged by Targaryen forces worsened this, and famine has struck Scarcroft hard. No one knows just how dire straits Scarcrot is in save the Dannetts themselves

Kept strong only by the love of his wife, Lyra, and newborn daughter, Iris, Lord Alfric Dannett is determined to find some way to reverse his house's flagging fortunes.

Defense: Scarcroft Castle is the only major fortification in Dannett Lands, and is situated roughly in the center of the lands. The castle has its own wells to provide water – though there is also a nearby stream if the well is unavailable for whatever reason – and its stores for food are sizable, though currently nearly empty. The castle itself is constructed of a smooth, milky white stone and is small but solidly constructed, though there is plenty of space between its outer walls and the inner keep. Two tall towers at the northern and southern ends allow those in the castle to see any approaching enemies from several leagues away.

Early on during Robert's Rebellion, a detachment of the Targaryen army laid siege to Scarcroft. Though the inner keep held, the outer walls were overcome and torn down in several areas, damage that Lord Dannett has had neither the time nor the resources to fix. As such, the defenses of Scarcroft Castle are much weaker than they have ever been.

The land of Scarcroft has only a few small roads, which are little more than paths of hard-packed dirt trampled down by centuries of feet, hooves and cart wheels. Only one of them sees regular traffic and is subject to any maintenance work to keep it clean and navigable; it runs westward to Harrenhal and east toward the Kingsroad.

Influence: The Dannetts have never been a particularly famous or influential house, but they have always held some level of respect on a local level. The setbacks the house currently face has hurt their credibility, but not to the extent that any longstanding relationships have yet seen any major change.

Currently, Lord Dannett has only a single heir: his newborn daughter, Iris. Were Lord Dannett to die now, his daughter's future would be greatly in jeopardy; such a vulnerable heiress would be a truly enticing target to greedy lords. Alfric is keenly aware that his dynasty, and his daughter's future, hang on his feeblest breath until either Iris grows older and can be married to someone trustworthy, or Alfric has a son.

Lands: The lands of Scarcroft are small, but have long been more than fertile enough to ensure moderate prosperity for House Dannett. Most of the land is flat and given over to farmlands, which are fed by a number of streams that eventually feed into the God's Eye. Most of these streams are shallow enough that they can be crossed on foot in some places, though sometimes the spring melt causes minor flooding that damages the fields. In recent years, though, several of the streams have become even more shallow, and nowadays a few of them are even dry until the spring melt fills them for a few months. As yet though, the loss of water is far from enough to consider it a drought, merely an annoyance that makes some fields more time-consuming to water.

Law: For all Scarcroft's current problems, Lord Dannett can at least know that a breakdown in law and order is not one of them. Though the smallfolk begin to go hungry, the situation is not yet desperate enough to cause them to turn to banditry, and word of the nascent famine has kept bandits and deserters focusing on more fertile grounds.

Population: Even before the Rebellion, Scarcroft was sparsely populated, with no settlement larger than a cluster of homes arranged around the farms worked by the smallfolk. Their numbers are even lower now thanks to dislocation and death from the depredations of the Targaryens, and several of the farms now lay fallow, lacking smallfolk to tend them.

Power: Both the siege of Scarcroft and the bloody battles at Stoney Sept and the Ruby Ford took heavy tolls on the military force of House Dannett. But though much reduced, House Dannett's military is still enough to serve its needs in patrolling and garrisoning Scarcroft and its keep. The garrison of the castle has been reduced and the patrols are less frequent, but so far peace has been kept. However, Lord Dannett is worried about the strength of his military; if he is forced to resort to war to ensure his holding's recovery, he will need more troops than he has.

The most important of House Dannett's forces is its cavalry, a small, elite company called the Bitter Riders. These men are all veterans with years of experience; some of the older ones were men fully grown during the War of the Ninepenny Kings, and a few even fought at the Stepstones. The men of the Bitter Riders all have a great deal of pride in their exalted position in House Dannett's structure and a strong sense of camaraderie with one another.

Wealth: Throughout its history, House Dannett has been a house of above-average fortunes for its size, with enough income from its farms to maintain a comfortable standard of living and keep enough stored for a rainy day – or be spent on tourneys and feasts, depending on the whims of the current Lord Dannett. Unfortunately for the Dannetts now, Lord Sofred was in the latter category, and now that income from the farms is no longer assured, Lord Alfric is searching for new forms of revenue to help prop up his house's ailing fortunes. One of his recurring ideas is to divert a nearby river to his own lands to better water some of his drier fields. The fact that this river is vital to the holding of Riverthorn, held now by Lord Elbert Orell, is not a motivation Lord Alfric has admitted to as yet.

EDIT: Then House Dulver. One of my personal favorites, actually (though one I can't even begin to take credit for, just li,e well, all of them).

Allegiance: Leo Lefford, Lord of the Golden Tooth.

House Banner: A black pickax on a copper field.

House Words: Earth Yields

History: Mudge the Bronzeman, say the Dulvers, was the first of the First Men to dig into the earth of Westeros, and it is to him that they trace their line and the founding of their name. It was from Mudge's forge that the First Men armed themselves with spears and swords to drive out the Children of the Forest. It was the axes that Mudge made that cut down the weirwoods.

But even in days long past the Dulvers were known for practicality rather than zealous loyalty. When the peace was made between the First Men and the Children, they planted a godswood within the walls of Deepen Hall and spoke their vows before the Old Gods. When the Andals came, the Dulvers built a seven-sided sept and Lord Dulver took an Andal wife. And when the Conqueror came, they learned to love dragons. Whatever else may be said of them, the Lords Dulver knew where power lay, and strove in every generation to see that their allegiances lay with it.

For all their cunning, though, the Dulvers have rarely been especially rich or powerful in their own right since the Andals brought steel to Westeros. Their holdings are small, remote and poor—stony hills and spare pastures. Their people are few. The Dulver knack for knowing which way the wind blows has served mainly to ensure survival rather than promote enrichment. Leastwise until Lord Harald Dulver took the lord's chair.

Lord Harald's father, Lord Hemmel Dulver, called Hemmel "Pinchpenny," was a notorious skinflint. It's said around tavern tables that the late Lord Dulver was so miserly that it took his lady wife locking herself in her chambers for a month for him to agree to serve more than turnip gruel and cider at their only daughter's wedding. For all his reticence to spend coin on luxury though, Lord Hemmel had a miraculous nose for a bargain. He employed a veritable legion of factors combing the countryside for goods that might be acquired on the cheap. He bought up the goods of impoverished houses, the discarded weapons of defeated armies, brass hinges and bronze urns, books and candlesticks and iron tools. And when he had filled the cellars beneath his hold, he had his miners dig more.

When Lord Hemmel perished of a chill in his forty-third year (taken from his cellars while counting great casks of iron nails) he left his heir his name, his lands, and a hundred cellars stuffed to bursting with the castoffs of seven kingdoms. Some might count this a burden, but Lord Harald had two things his father had always lacked—ambition and the willingness to sell.

There was little enough wheat among the chaff Lord Hemmel had gathered, but Lord Harald found it all. Through patience, will and a vicious knack for haggling, the new Dulver found buyers for the strangest things and in the strangest places. Every penny that came to him he sent back out to bring in more. And while he had his father's keen nose, young Harald had a much more discerning eye.

By the time of Robert's Rebellion, Lord Harald was doing a brisk business taking the lead and tin and copper that the mines upon his land would yield and turning them into gold and steel and more. He had also got himself a Lannister wife by way of Lannisport, a (very) distant cousin to Lord Tywin and the Lannisters of the Rock. And when Lord Tywin kept his men at home, so too did Harald Dulver.

Each time a messenger arrived below his gates, Lord Dulver threw them open and welcomed them most warmly, be they Robert's men or Aerys'. But when they asked for men he had but to show them around the castle and let them see his ill-manned walls. "I have but blind old codgers and callow boys, my lords," he said. "But I cannot let you go empty-handed." And so he sent them each away with casks packed with salt pork or wayns laden with new boots, but never men.

When finally Lord Tywin marched from Casterly Rock to support Robert Baratheon, Lord Dulver met him on the road with three hundred footmen behind him. As the Dulver men joined the Lannister host and marched on King's Landing, Lord Tywin asked from whence these men had come. "My cellars," replied Lord Harald. "I had misplaced them behind some turnips. I hope His Grace will understand." And so Lord Dulver's turnips marched with the lions of the Rock up the road to sack the city before bending the knee to a king.

In all the years of Harald's rule, House Dulver's fortunes have advanced steadily, if slowly. The mines that dot their holdings are not so rich as their cousins', yielding lead and tin and copper instead of silver or gold. But even kings need chamber pots and spoons. When his neighbors need anything, Lord Dulver can provide. Arrows, swords or the men called Dulver's Turnips. Grain or salt or seeds. Two of everything in his cellars, it's said. And acre by acre, Lord Harald's domain grows, because while the Lannister may always repay his debts, the Dulver always takes his price.

Defense: Deepen Hall is small as castles go. Supposedly, it was built some ten thousand years ago by the First Men, but so much of it has been rebuilt over the years it's hard to tell. The castle sits on the shoulder of the Deepmont, a low, round-topped mountain. Its walls, towers and keep are all built of stone quarried from the mountain itself. In those dark and distant years, the builders of the First Men carved away the lower slopes of the Deepmont and left sheer cliffs broken only by a narrow causeway curling up and around to end before the great bronze gate.

Towers flank the gate facing south with another, taller tower looming at the far end to look out over the hills. Between these three towers rises the main keep like a fist thrust up from the body of the mountain, the curve of its peak making a natural motte. Within the walls a half-dozen wells keep the castle in water and stables and outbuildings line the inside of the walls.

Below the keep are the fabled cellars that gave Deepen Hall its name. Stories say the mountain itself is hollow as an old gourd, and while this isn't true, the cellars do go deep. There is, in fact, as much of Deepen Hall below the earth as above it. Dulver's Turnips hid in them. And it's said that more than one rival or unwelcome relative has disappeared into them over the years. Any time they've shown any signs of running out of room, the truth of Lord Hemmel Dulver's words are proven—you can always dig another hole.

In recent years Lord Dulver has acquired a parcel of land north and east of Stony Heath, and with it a small tower house of stone and timbers. His younger son Horas holds it in his name with his young wife and a small complement of men from the castle's garrison.

Lands: The Stony Heath is comprised mainly of low, rocky mountains and rolling, sandy hills. The farming is poor and is mainly restricted to onions, leeks, carrots and turnips. This is something of a sore spot among the Heath's inhabitants given the unmitigated bounty of the Riverlands, well within sight from the mountains and hills.

The acquisition of a small tract of a northern neighbor's lands has given the Dulvers hope to add some greater variety to their pallet of crops. Lord Dulver has dispatched his younger son to oversee the development and cultivation of these lands, but so far the young Dulver has borne no useful fruit. In fact, some have taken to calling young Horas Dulver "Blackthumb" after the failure of three crops in one year. Perhaps the family's words, they say, do not extend to crops and harvests.

Small herds of sheep and goats also roam the hills, gleaning sustenance from the sedges and gorse that speckle the land in tufts.

The one extravagance you'll find on the Heath is the narrow path called the Digger's Road. Laid in the days before the Andals came, the road wends its way through valleys and over hills to Deepen Hall, every mile paved with stone. Once it was a river of bronze flowing out from the hall as swords and spears and suits of mail. The coming of iron and steel put an end to that, but the road itself endures.

Law: Aside from the narrow trade road running from Deepen Hall to the River Road, Stony Heath is a largely trackless and desolate land, dotted with isolated crofts, cottages and mining camps. There is little worth stealing by the measure of most bandits and by dint of that fact alone, banditry is but a minor problem.

The garrison mounts regular patrols of the road and the route to Ser Walton's tower, but circuits of the hills and mountains are rare and irregular. From time to time some band of desperate men will take refuge in one or another of the valleys creasing the Heath. At those times Lord Harald sends his garrison out in force to root them out with steel and fire.

Population: The only things thinner on the Heath than the trees are the people. Shepherds' cottages dot the valleys and poor farmers' crofts huddle on the hills. Mining camps squat over holes in the ground grubbing out the lead and copper and tin that the earth of Stony Heath will yield.

The largest concentration of smallfolk lives in Copperton, the little hamlet that huddles at the foot of the Deepmont serving the needs of his Lordship and the castle. They butcher his sheep and cut peat from the bogs on the sides of the hills. They serve the needs of the teamsters driving wayns, though poorly. And most of all, they dig.

Power: No lordly family holds its seat for ten thousand years by letting their swords go to rust. Lord Dulver, though a mediocre warrior himself, knows the value of keeping strong men and stronger steel about him. His garrison is strong, well-trained and regularly drilled by Lord Harald's bastard uncle and master-at- arms, Ser Gambol Hill. A force of well-armed crossbowmen stand his walls as well, ready to rain death down on the rare force that might assault Deepen Hall.

Along with his combat troops, Lord Dulver maintains an expert force of sappers and engineers. On those occasions that Lord Dulver must bring his banner to bear in the service of his liege lord, it's most often the case that his engineers are the men most wanted. If indeed the need is great, the hills and valleys about the Heath can also be gleaned to assemble an able, if unseasoned, corps of laborers.

Wealth: Rich is a word that is often attributed to the lords of the Westerlands, but where most of his fellows count their riches by the dragon, Lord Dulver's wealth lies mainly in the goods he stores in his cellars and the talent he houses within his walls. It was not always so. Not so long ago, House Dulver was just as poor as the lands it held. Old and hung heavy with history, but poor. Ever since the Andals brought steel to Westeros and condemned the bronzemen of Stony Heath to be makers of sconces and chamber pots, House Dulver struggled to make its way.

Lord Hemmel's obsession might have beggared the ancient house, but his son's timely ascension turned obsession into innovation and reversed a house in decline. Through wise stewardship, wily trading and a healthy dose of luck, Lord Harald has improved his family's fortunes immensely and seems likely to continue doing so.

Among his assets Lord Harald counts the service of a masterful stonemason in Master Karyl. Building or breaking, Karyl knows as much about stone as any man in the West.

Though Lord Harald is not much given to luxury, the advancement of his House's fortunes has afforded him one. It was seven years ago that he sent to the Citadel at Old Town and six since Maester Falstan came to serve.

Then House Kytley.

Allegiance: Walder Frey, Lord of the Crossing

House Banner: Chevronelly of five red and black, over a white anvil.

House Words: Fire Hardens, The Hammer Shapes

History: After Aegon the Conqueror burned Harrenhal and ended the line of the Hoares, he ejected all Ironborn houses that had taken lands in the Riverlands as well, creating gaps in the structure of power. To see the smallfolk cared for (and to secure greater power for the Crown in the Riverlands), King Aegon I raised up several new houses from Riverlanders who had served him faithfully. One of these was a knight named Theobald Kytley, called Theobald the Smith because he had apprenticed as a blacksmith before becoming a knight and had forged his own weapons and armor.

The Conqueror raised the Kytley line to nobility in order to watch over lands in the marshy north of the Riverlands, reasoning that with weapons of such quality, no brigand band would cross their territory without having to bleed for it. He also reasoned that no truly noble house would look kindly on being given such poor lands. House Kytley has taken great pride in their mastery of swamp and bog since then, and executed their royal duties with expertise and pride.

From its founding, House Kytley has tied its fortunes to the flow of bog iron and the careful tending of its smallfolk. The Kytleys grew into a house of influence and power that remembered always to bend a knee to the Iron Throne, the Lords of Riverrun, and the Smith above all the Seven. Hammerstone, the great seat of House Kytley, was completed early in the house's rise to glory. Begun by Theobald the Smith, it was his son Lord Osmer Kytley who would improve upon Theobald's plan and see Hammerstone to fruition.

Smithton, the central jewel of Kytley's demesne, grew to prominence alongside House Kytley's fortunes. The furnaces belched forth smoke at all hours, rendering bog iron into ingots ready for casting. The metal, harvested nugget by nugget from the swamps, contained many impurities, which made it too unpredictable for easy smithing. When the bog iron was used for casting, however, this same flaw created tools and implements that were harder than normal iron, and resistant to rust. Merchants plied the waterways, and made the journey from the Kingsroad to trade in Smithton's market square. Generations of smallfolk rose and fell, always thankful to have the gentle hand of House Kytley to protect them from fire, famine and war. Grateful, at least, until the rule of Jamys Kytley, known afterwards as Jamys the Hedonist.

After many long years failing to produce an heir, Edric Kytley, the twentieth Lord of Hammerstone, grieved over the wasting death of his wife. Scandal flared when, less than a fortnight after her death, Lord Edric took one of her ladies-in-waiting as his second wife. Such scandal disappeared quickly when his new wife, Johanna, provided him a son and heir within the year. Johanna would give birth to five other children in the next seven years, though Edric held his firstborn son dear to him and spared no expense in seeing to the child's happiness. Fear for an unstable future led Lord Edric to personally lead his garrison against a particularly troublesome group of bandits. Lord Edric fell to the bandits, an arrow piercing his throat. Fortunately for him perhaps, for Edric's death would prevent him from seeing what became of his overly beloved child and the ruin he brought to House Kytley's name.

Jamys Kytley, later called the Hedonist, would remember nothing of his father's grace and kindness, only that no pleasure, experience, or whim should be denied him. A degenerate, he allowed Smithton's furnaces to grow cold and the land to go untended while squandering House Kytley's fortunes on progressively more lavish parties. The excesses at his soirees fueled rumors of Jamys's depravity—nothing and no one was off-limits.

Jamys found something close to a confidant in the hedonistic Brom Bartheld, and the early part of Lord Jamys's rule saw a bond form between Hammerstone and Hart House. Like all other things entrusted to the Hedonist, this bond was undervalued and destroyed. When one of House Bartheld's smallfolk confronted Lord Jamys and demanded dowry for his now-deflowered daughter, the Lord of Hammerstone agreed – after a fashion. He demanded a trial by combat, then made certain that the first blood drawn was the farmer's last. He informed the man's family that they could keep the sword as dowry—and that he had more in reserve should they wish another payment. While Jamys paid Brom for the loss of revenue, relations between Hart House and Hammerstone soured and have never recovered.

Six years of Jamys's excesses weighed like decades upon smallfolk and noble alike. Lavish expense left little money to repair defenses or pay soldiers, and the Kytley lands proved too tempting to resist when the stag fought the dragon. It's unknown to this day whether they were Baratheon or Targaryen men, but a force of soldiers put Smithton to the torch, and destroyed farmhouse and smithy alike with little concern for an organized resistance from Hammerstone. Indeed, they went so far as to assault the seat of Kytley with torch and ram, and reduced the once-great structure to the near-ruined state it remains in today.

When the call went out for swords to aid either King Aerys or Robert Baratheon, Lord Jamys rallied his smallfolk to the side of the king. While some might call this his sole act of nobility, it seems more likely that Jamys desired the new experiences a war might bring rather than an opportunity to serve his king. Jamys proved himself incapable of following even the most basic tactics or orders, and notoriously held a wild revel the night before the Battle of the Trident. Whatever his motives for entering the conflict, Lord Jamys was slain by a soldier's axe and thrown into the river, ending his ruinous rule of Hammerstone.

Despite a number of young bastards presented at Hammerstone, many of whom bore Jamys's features, the Hedonist left no trueborn sons. The death of Jamys passed the rule of House Kytley to his younger brother Ambrose, the sixth of Edric's children. Lord Ambrose excelled in books and learning, and had studied in the Citadel in preparation for donning the robe and collar. He was recalled from his studies to serve as Jamys's castellan before he could forge his chains, fortunately for House Kytley's future. Upon accepting the rule of Kytley's lands, Lord Ambrose pledged his loyalty as a bannerman to House Frey, with whom he was related by marriage.

Though nowhere near true recovery, House Kytley's fortunes have a least begun to shift to the better, as Lord Ambrose's care and attention have yielded immediate results. Smithton was rebuilt almost miraculously quickly – though a fraction of its former size – and smallfolk tend the land again.

Defense: Hammerstone, the seat of House Kytley, has fallen into disrepair since it days of glory. Once a castle in its own right, much of the current structure is in ruins and only the central keep is at all defensible.

Influence: The current heir of Hammerstone, Robert Kytley, has been removed from the House and lives as a ward of House Mallister. Should House Kytley gather enough influence, Robert's return would be the first place to expect them to invest their gain. In the meantime, Lord Ambrose has two other children—Robert's twin sister Merild, and his youngest child Walton. While not currently the house's central figures, they are old enough that their actions and their lives are politically significant.

Lands: House Kytley still controls a great deal of land. However, much of what it holds consists of bogs and wetlands; regions unsuitable for the farming and industry that support other houses. Instead, bog iron and linen form the core of House Kytley's revenue. Swine, with few space requirements and a willingness to wade through mud without distress, are more commonly seen than cattle or sheep.

If the narrow waterway that passes through Kytley's lands ever had a name other than Smith's Fork, it has long since vanished from the memory of the smallfolk. While never growing to a really significant size, the Fork provides clean water to Smithton and the surrounding lands.

House Kytley's primary domain contains the small town of Smithton, only just beginning to recover from the damage it suffered during Robert's Rebellion. The smelting furnaces once again render bog iron down into usable ore, while the flax-heckling houses of the linen-makers guild have awakened a new crop to pull from the boggy soil and further House Kytley's influence.

Much of Smithton's industry is still dedicated to providing for House Kytley and Hammerstone, which overlooks the town from its small man-made hill. As Smithton's population and influence grow, more and more of its industry will become available to turn towards richer markets, and it won't be long before Kytley linens have a presence in nearby market towns.

Several miles from Hammerstone, deep in the boglands, sits a painful reminder of the price of failure—the ruined hall known as Hardhand's Folly. Erected by Harwyn Hardhand at a time when the Ironborn controlled much of the Riverlands, it was already uninhabited when Aegon the Dragon broke Harren the Black. What happened to its occupants is unknown. and the smallfolk consider the entire site cursed. The appearance of witch-lights in the surrounding swamp, and the treacherous nature of the ground, have done little to change the ruin's reputation.

Law: While House Kytley's rule over Smithton is strong, the swamps and the sheer amount of land under their control make it difficult for Lord Ambrose's law to extend everywhere. Bands of bandits and marauders sometimes take up arms in the inaccessible regions of House Kytley's demesne, and can sometimes establish a substantial grip on the area so long as they don't over-reach themselves and force the Lord of Hammerstone to act. The most successful of these, Jerrold Blackbow, held the region in fear for over a decade and was reputedly the slayer of Lord Edric. Poets and storytellers draw regularly from the well of Jerrold's reputation, though the romanticized tales overlook the cutthroat's brutality in favor of making him a kind of folk hero.

Smithton is no respite from the crime that plagues the outlying lands. The settlement is badly overcrowded, refugees displaced by the war outpacing the quick reconstruction the town underwent. As a result, the law is handled quickly and with relative independence by the town's garrison. Their red and black cloaks are a constant presence, and many young children aspire to join their disciplined number.

Population: Smithton contains the bulk of the population of House Kytley's lands, and many areas of the town are overcrowded. Refugees from the recent war fled to the city and even with the war's end many have remained rather than try to rebuild their old burned farmsteads. Outside the town's protection the population becomes much scarcer. Small collections of houses clump together in the few arable regions, and often have broad expanses of marsh between themselves and the next community. Word travels slowly in the wetlands as a result, brought only by traveling septons or the occasional mistrusted traveler.

Power: Hammerstone itself is guarded by a unit of trained infantry led by Ser Morys, and supported by longbowmen recruited from smallfolk hunters who show aptitude with the weapon. In addition to these, two special units extend Lord Ambrose's power to the furthest reaches of his lands.

The most visible sign of House Kytley's power in the region, Smithton's well-trained garrison, is responsible not only for the city's defense in an attack but also for handling civic issues from crime to flooding and house fires. Lord Ambrose has outfitted the Watch personally, and has chosen to make a point of having their commander elected from the ranks. The current commander, Captain Harrold, has held his position for 5 years, and makes monthly reports to the Lord of Hammerstone regarding the goings-on within Smithton.

Culled through rigorous training from the scouts and trackers who know the swamps best, Lord Kytley's Bogwalkers were created to use the land against any who would invade. By tradition, the Bogwalkers are led by one of their own, rather than an anointed knight, and Boyden, the current commander, rose up from the ranks to his current position.

Clad in browns, grays, and greens to match their surroundings, the Bogwalkers take great pride in their skills and often arrange competitions amongst themselves, or against Ser Morys' patrols. Stories abound of their ability to blend into their surroundings, and they do little to discourage the spread of their own legend.

Wealth: Much of House Kytley's wealth is tied to the production of bog-iron and linen, and the supply of these items is considered crucial to the House's future. So far, the twin thrusts of Kytley industry have brought substantial money into Hammerstone's coffers. Lord Ambrose has used this to good effect: hiring a maester from the Citadel, and restoring the smith-in-residence at Hammerstone (a position which Lord Jamys had abolished). In addition to providing superior weapons for House Kytley's forces, having the smith has also restored an important tie to the family's past.

And like the Barthelds, the Kytleys get a bit of focus on their actual seat of power. in this case Hammerstone castle.

Begun by Theobald the Smith as a motte-and bailey-fortification to stand guard over Smithton, Hammerstone grew quickly into a fully staffed, if small, castle. Under Lord Osmer Kytley's careful direction, stone replaced the wooden palisades, and the great hall grew within these defenses to host visiting nobility from across the Riverlands. The White Anvil of Kytley blazed forth on proud pennons that snapped in the breeze and reminded all who sat in residence.

Now, however, Hammerstone is a shadow of its former glory. Soldiers – whose origins even now prove elusive – sacked Smithton, and when Lord Jamys failed to mount any resistance they put the castle to torch and ram. The once fine ramparts, built from quarried limestone, now lie mostly in ruins of ramshackle blackened stone.

In the months since the raid, Lord Ambrose has struggled to regain his house's lost status. He knows that without a proper seat there is a limit to how much he can hope for, but limited resources make restoring the entirety of Hammerstone an out-of-reach goal at this time. What he has repaired is the central keep, ensuring there is enough room for his household and any guests that might arrive. Hammerstone's great hall still maintains the airs of bygone days, though a look from the hall's leaded windows allows any visitor to see the ruin that belies those airs.

Great Hall: Hammerstone's great hall is a monument to House Kytley's glory. Broad and deep enough to fete even a royal entourage, it feels cavernous to the considerably smaller groups that are typically entertained. Portraits of the Lords of Hammerstone, from Theobald to Ambrose, decorate the long walls, and a pair of tapestries depicting House Kytley's founding flank the high table that overlooks the rest of the hall. The heavy timbers at one end still bear to soot and char from the recent raid, while those at the other end are freshly replaced. Leaded glass windows at regular intervals allow light into the hall, and reflect the simple tile work that covers the floor. In times of feast and festival, fresh rushes are brought in to absorb the mess of revelry, but most of the time a visitor's boot steps echo in the too-large room.

Kitchen: House Kytley's kitchens and cellars flourished under the hedonistic appetites of Lord Jamys. Unfortunately for their master, Hewrey "the Pacer," the current Lord of Hammerstone does not share his brother's proclivities. The hearth still burns, but the parade of exotic ingredients has turned over to simple meats, breads and vegetables. The cellar still holds a fine example of wines from across Westeros (and even some from as far as the Free Cities) but Lord Ambrose pays them little mind save when hosting an important guest. Even then, he relies on Master Pace's judgment, rather than any knowledge of his own.

Smithy: House Kytley has long dedicated their efforts and the prayers to The Smith out of all the Seven. From their forebear Theobald the Smith, to the bog iron that built their early fortune, to the family motto itself, House Kytley believes themselves shaped by the fire and hammer of The Smith. As such, where other houses might have kept a full sept in their midst, House Kytley has kept only a smithy and a smith-in-residence. House Kytley's smithy is decorated with images of its patron, and worship comes not from the organized chanting of septons, but rather from the rhythmic chime of hammer on iron.

The Walls: No discussion of Hammerstone would be complete without a moment dedicated to its once-great defenses. The redoubt of white limestone is blackened and cracked, and the crenellated towers are collapsed upon themselves. In places, enough remains to give some idea of their scope, but even these pieces are too precarious to offer protection. The honeycomb nature of the ruined wall and the tower bases creates tiny 'rooms' where a small group of people might meet without being seen, and the phrase "in the walls" has propagated among the smallfolk to imply that two people are having an affair.

And finally one of the three that isn't completely owed to Green Ronin, because it's also owed to Fire Emblem: Blazing Sword.

Liege: Hoster Tully, Lord of Riverrun & Lord Paramount of the Riverlands

Banner: A bent mailed arm clutching an axe on a green and brown checkered field.

Words: Valor, Vigilance, Victory

History: The original inhabitants of the Wyvern Wood were the First Men, who named it Durain's Forest after a local hero from the Age of Heroes. It's said that before Durain came to the region there was no forest, but after he slew an ancient dragon the creature's blood gave birth to Durain's Forest. This legend is still known today by those who live near the forest, and many credit the maze-like nature of the forest to the slain monster's anger at the man who killed it. The forest is still sometimes called Durain's Forest, but over time it has given way to the more common name: the Wyvern Wood.

Due to the dense foliage and a dearth of navigable paths in the forest, it has been the home of the hunted for centuries. During the Andal Invasion it was a stronghold of the First Men for decades after the surrounding region fell. The same occurred with the Targaryen Conquest, where it served as a safe haven for deserters long after the war ended. In every conflict to reach the area since then, the Wyvern Wood has become a haven for deserters, thieves and criminals that isn't cleared out until a few years or even decades after the original conflict has ended.

A decade after the Conquest, the Targaryens named a lord to the Wyvern Wood and built a fortress in the forest to serve as a base of operations to pacify the criminals who sheltered within. This fortress, Rugar Hold, did not provide enough of a safe haven, as the lord it was named for was murdered in his bed three months after its completion. Ever since, Rugar Hold has been held by a succession of lesser lords charged with cleaning up the forest, but ultimately all of them have either died out very quickly, or found it healthier and more profitable to turn a blind eye to the unsavory elements living in the forest. The last lord of the Wyvern Wood died without heirs five decades ago after getting involved in a power struggle between different factions of bandits.

During Robert's Rebellion, some bandits assisted the Targaryen forces after receiving an offer of clemency, a promise that the Targaryens found themselves unable to keep. These bandits harried Robert Baratheon's forces for weeks before withdrawing back into the forest. The rebels had bigger problems at the time, and so it is only now that the Crown is attempting to see the Wyvern Wood put to rights by naming a new lord to Rugar Hold.

When proposals were made for whom to grant the lordship of the forest, Lord Walder Frey strenuously campaigned for one of his many sons or grandsons to be given the land, which borders the lands of one of House Frey's banner houses. But King Robert and Lord Tully had other ideas; the memory of the Late Lord Frey's "performance" at the Battle of the Trident remained fresh in their minds, and they had little care to see the Freys rewarded for showing up once the battle was already won. Instead, a mere knight was raised up to lordship.

House Lockwood is a longstanding knightly house in the Bay of Claws. They trace their ancestry to a hedge knight named Ser Gaston Lockwood, who gained fame for killing the famous robber knight Erwyn Redeye, whose outlaw band terrorized the roads and farmsteads around the town of Maidenpool 600 years before Aegon's Landing, almost a thousand years past now. How he did this varies with the teller; some will say he bravely faced down the entire band of robbers, carving through robbers with his trusty axe like he was felling trees and cut down Redeye himself in one stroke. Others say he challenged the robber knight to single combat and bested him after a hard-fought battle. And some say he ran into Redeye while the robber was relieving himself into a stream and stuck his axe into his back before he noticed him. Few recount this version when a Lockwood is in earshot, though.

Whatever the truth behind his slaying of Erwyn Redeye, Ser Gaston entered Maidenpool with the robber knight's head and hung it triumphantly from the top of the main gate by its long, tangled hair. The grateful Lord Mooton rewarded Ser Gaston by making him the captain of the garrison that manned Maidenpool's walls; to this day, the main gate into Maidenpool that House Lockwood's progenitor hung Redeye's head from is popularly known as "Gaston's Gate." For all the time afterward, the garrison of Maidenpool's wall has almost always been commanded by a knight of House Lockwood, such that the position is now considered hereditary. Other Lockwood knights have served as sworn swords to House Mooton, some gaining a level of local fame and rising to positions like steward or master at arms.

During the War of the Usurper, Ser Myles Mooton of the Kingsguard convinced his cowardly brother Lord William to side with the Targaryens. Unwilling to lead his forces into battle himself, William gave command of a force of a thousand soldiers to his most trusted sworn sword Ser Uthor Lockwood, while he himself remained behind with the rest to defend Maidenpool from possible siege (though when a siege actually happened, it was Uthor's cousin Captain Wallace Lockwood who led the actual defense, dying in the process).

Leading the thousand troops entrusted to him, Uthor connected with the main Targaryen force under Hand of the King Jon Connington just in time for the Battle of the Bells, where Uthor fought with great boldness alongside his old friend Myles Mooton. But for all their valiance, the battle was lost, Myles was cut down, and Jon Connington was put to flight. Given the chance to bend the knee to Robert Baratheon, Uthor did so, and convinced the Mooton men under his command to do the same. Following this, Ser Uthor and his men fought for the Stag at the Battle of the Trident, where Ser Uthor and his men fought like demons; over the course of that day of hard fighting at what is now called the Ruby Ford, Ser Uthor collected the shields of a half-dozen knights he slew himself as trophies. His younger brother and squire, Hectyr, similarly showed great courage and strength of arms, and was knighted after the battle.

Once Robert won his crown, he rewarded those who stood with him and variously forgave or punished those who didn't. For siding with the Targaryens and holding out the siege until the war was over (having no news of the defection of his forces), Lord Mooton was stripped of much of his land and wealth. But Ser Uthor, for his surrender and good service at the Ruby Ford, was publicly praised and rewarded with a lordship by King Robert as a show of his magnanimity and generosity to those who submitted in a timely manner.

Some would call being given the Wyvern Wood a poisoned chalice, a virtual death sentence. But the newly-minted Lord Lockwood has retained several soldiers and even a few knights from his force at the Trident, freed from their service to Lord Mooton by virtue of his inability to keep them all with his now-reduced fortunes. With this force at his back, Lord Uthor and his brother Ser Hectyr have no intention of bowing to mere bandits. After all, the Lockwoods have a history of prospering by killing bandits and robbers.

Defense: Located at the heart of the Wyvern Wood, Rugar Hold straddles the only road that leads through the length of the forest. The small castle is made of a wooden outer wall surrounding a stone keep. There is little room between walls and keep, and the wall itself is heavily rotted. Long ago, the trees were culled for 50 paces in every direction, but little effort has gone into preserving that clearing, so trees now grow right up to the outer wall. This makes it remarkably easy to approach the castle without being seen. Stables are located in the courtyard along with a secondary wooden barracks, but both are in dire need of repairs before they can be used again.

The keep has similarly not been well maintained, and some sections of the walls need to be reinforced or even rebuilt. The damage is serious and will require sizable investment to get the keep back into proper shape. Rugar Hold has no decorations, tapestries, statues or other luxuries, those having long been looted by bandits. Animals have taken to roosting in some of the more remote rooms and will have to be driven out for the castle to be fully habitable. The keep has a large central hall, kitchens, an armory, barracks to hold up to a hundred soldiers, and several private rooms for the lord, lady, and other noble family members and guests.

Rugar Hold is the primary fortification in the Wyvern Wood, though several other fortifications were built over the centuries in attempts to pacify the forest. These fortifications are little more than ruins now, but most were built during the reign of the Targaryens and have not had time to become truly decrepit, and some of them could be rebuilt with an investment of time and resources.

The largest of these fortifications is North Hall, located on the northern edge of the forest. Once a garrison built by a previous lord of Wyvern Wood, it now serves as the headquarters of the band of Dugan the Red, the most famous bandit in the forest. If reclaimed, North Hall could be returned to usefulness with about six months' worth of effort, certainly easier than building a new hall from the ground up.

Influence: Though they have a long history, the Lockwoods are still merely landless knights, mostly unknown outside of Maidenpool and its immediate environs. Only with Uthor's rise to lordship has the name of Lockwood become known regionally, and the legacy of his actions during Robert's Rebellion are mixed at best. Already, some people have started calling Uthor "the Thief Lord," a man who stole his lord's men and now rules a forest full of thieves.

Despite being in his 30s, Lord Lockwood is unmarried and has no children; not unusual for a landless knight. Until he weds and has a child, his only heir is his much younger brother, the recently knighted Ser Hectyr.

Lands: Wyvern Wood is several leagues across and entirely forested. There is only one badly worn, winding road through it that eventually connects to the Kingsroad, but it sees little traffic. The road has not been maintained in decades, either, transforming it into little more than two deep mud ruts crawling through the forest. The forest has begun to reclaim some sections of the road, and seedlings are not uncommon in the ruts. Aside from the road, there are only a few bandit and hunter's trails in the forest. There are a few streams, but they tend to wind as badly as the road, making navigation by them difficult at best. Mounted travel is extremely difficult off of the road due to the thick underbrush and uneven terrain. In much of the forest, a man can rarely see more than a few dozen paces in any direction, which is only made worse by the low-lying fog that is common in the many dells throughout the forest.

There are a number of ruins scattered across Durain's Forest, most of which are old attempts at fortifications that were abandoned at one point or another. They hold little of value now, but the bandits use them for shelter in inclement weather.

Law: Wyvern Wood is a lawless region. Bandits wander and raid almost with impunity; dealing with them is likely to be Lord Lockwood's primary concern for years to come. Eliminating the bandits from the forest for good and all will the require the destruction of their hideouts, the capture or death of a significant number of bandits, and – perhaps most importantly of all – the death of Dugan the Red.

Population: Wyvern Wood has a surprisingly large number of people living in and around it, but any noble lord who tries to administer them has found that most of them aren't the sort of subjects who pay taxes or report for levies. A number of law-abiding peasants live on the edges of the forest, and are currently the only smallfolk Lord Lockwood can command outside of Rugar Hold itself, and even they have come to an understanding with the bandits and are unlikely able to be counted on unless Lord Lockwood can secure their loyalty somehow. The territory has the capacity to support a large population if some of the land were cleared for farms, new roads were laid and the current one better maintained, and law restored.

Power: Any house that wishes to claim the Wyvern Wood will need a substantial number of soldiers to do so. Not only must Rugar Hold be defended, but that alone cannot return law and order to the forest. To be won through force of arms, soldiers must patrol, search, and lead other efforts to root out the bandits. These activities require many men to carry out. Such troops will need experience under their belt to face foes that can strike and disappear with ease; green troops will not last long. Cavalry will be of questionable use in the forest, as they can only patrol the forest road and the lands at its edges.

Luckily, soldiers are perhaps the one resource Lord Lockwood has in abundance, with four hundred men to his name. Half of this force is comprised by those of his followers from the Trident who were convinced to continue following him once they were bereft of their ties to House Mooton, supplemented by an equal number of green troops recruited from refugees and a few local volunteers. Knowing these new troops will not last long in their current condition, Lord Lockwood has given command of them to his brother and with it the task of beating them into shape.

Of his veteran troops, virtually all are infantry and archers, some of whom were battle-hardened even before the Rebellion. Only a tenth of this force are cavalry, but given the strategic situation in the Wyvern Wood, Lord Lockwood considers that a good thing.

The remaining half of the troops under Lord Lockwood's command is made up of refugees with nowhere to go, local boys sick of acquiescing to the whims of bandits, and castoffs simply looking for a warm meal. Ser Hectyr has been given the first duty of his knightly career; to turn this unruly mob into a force capable of not only surviving in a nest of bandits, but of rooting them out.

Wealth: Wyvern Wood could be a source of significant wealth due to the timber that could be harvested from it, but doing so will be difficult until the bandit problem is dealt with. The Crown has generously provided a large lump sum to Lord Lockwood to help set his lordship in order, but most of it will be tied up in renovating Rugar Hold and keeping his men fed and equipped. Very generous donations of grain from Lord Barnell of Greenward have helped free up some of his wealth to help invest in his holdings, but even with this unforeseen assistance, Lord Lockwood and his followers may have some lean years ahead of them until they can clear the bandits from the forest and ensure a steady stream of revenue.

This one's actually got the most interaction with great houses, and not in a strictly positive way. House Mooton of Maidenpool probably hates them and House Frey... well, with Walder Frey it's hard to tell whether he's plotting to kill you or plotting to make you marry one of his kids. And equally hard to tell which outcome is worse.
 
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Fullbringer Quest v2 - Bleach
A slight update to one of the first quest OPs I put up on here.

Fullbringer Quest

For as long as you can remember, you've been able to see the souls of the dearly departed. People thought there was something wrong with you, that you were talking to yourself. You were too young to realize they couldn't see what you saw, and until you learned to pretend you were "normal," you were ostracized and sometimes picked on by other children. Even some of the parents would tell their kids to stay away from you. It was difficult at times, but you weren't completely unhappy.

When you were thirteen, though, things got worse. It started slowly at first; you started seeing ghosts more clearly, and more of them. But then you started seeing monsters – horrible, white-masked monsters that hunted down and ate ghosts and sometimes even living people who couldn't even see the beasts that devoured them. And then, one of those monsters tried to eat you.

You still have nightmares sometimes. You almost died, but your life was saved by a strange man who explained to you that the monster that attacked you was called a "Hollow." More importantly, he taught you about what you are. You are a Fullbringer, and you have been born with power beyond normal humans. From this man, you learned how to harness your powers as a Fullbringer, including the greatest power available to them: the unique power known as a Fullbring.

A year later, at the beginning of your last year of junior high, your family has just moved to a small city called Karakura. You can already tell that, for some reason, there's a lot of spiritual activity here, especially for such a small, sleepy place.

-

The most spectacular power of every Fullbringer is their Fullbring: through the powerful feelings they hold for an item that holds great personal meaning to them, they can unlock incredible powers, completely unique to the individual and the item. Your Fullbring has tremendous resonance with who you are as a person; no two people will have the same one, even if they use the same item as a catalyst. So, what is your Fullbring?

Remember that you've only unlocked the rudiments of your Fullbring's true power; your Fullbring as presented here is in an extremely incomplete state, hardly a shadow of what it has the potential to one day become. As you grow in strength and begin to reach the true form of your Fullbring, its power and form may change drastically from what it is now.

[] Write-In

The template for a write-in is as follows. GM approval is required to sign off on write-ins:


Name: Keep in mind that Japan is a very ethnically homogeneous nation, so a Japanese name would be most appropriate. That said, someone of non-Japanese descent wouldn't be totally out of place; just look at Chad.

Gender: Male or female only. Yes, I realize that gender isn't exactly a binary thing, but I'm a tad bit doubtful about my ability to portray that faithfully.

Item: The item that acts as the catalyst of your Fullbring. Whatever it is, you hold a strong emotional connection to it, and in most cases, its shape has something to do with the power of the Fullbring.

Personality: Explain your character's personality in a paragraph or two. Please, be reasonable here.

Quirks: This one's optional. Bleach has a very quirky cast, and including one or two is a good way to flesh out a character. It should be something that can connect to the character's powers or personality in some way, even if tenuously. Again, be reasonable. A good example is Hirako Shinji and his talent for mirror writing.

Powers: The form the Fullbring takes when active, as well as its unique power. Again, this is very likely to be subject to adjudication by the GM to keep it from being too overpowered or easily exploited out the gate.

Fighting Style: How do you actually fight? Are you completely dependent on your Fullbring, or are you trained in some form of normal combat? Are you fast, strong, or just very good at cheating?

Alternatively, you can choose one of the default options I've included here.

[] Shooting Stars

Name: Hoshino Akira

Gender: Female

Item: A pair of star-patterned Italian-style charm bracelets. Italian-style charm bracelets are different from the normal kind. Rather than charms hanging from the bracelet, the charms are the bracelet; they're independent segments that can lock together around the wrist to make a bracelet. Yours are made of several styles and colors of stars. The feelings that fill these catalysts are an abiding love of the spotlight, and fond memories of a dear friend.

Personality: In a word: dramatic. Whatever you're feeling or thinking, you rarely express it subtly (with some glaring exceptions). You have a high opinion of yourself, not entirely without justification. Some people call you arrogant, and they might be right, but how could you not be a little arrogant when you're this awesome? You're not entirely self-centered, either; in fact, you're very generous and affectionate by nature, and you never overlook or forget the accomplishments and contributions of others. You might even find you've got a knack for helping others to shine brightly like you.

You find yourself happiest when you're surrounded by admirers, loved and adored. Conversely, you would hate to be alone or ignored.

Quirks: Your fashion sense tends to incorporate star patterns and motifs. You have a habit of rating things, people and actions on a five-star system like you're rating a hotel or a restaurant, and you sometimes find yourself making star-based puns and analogies.

Powers: When activated, your bracelets become a pair of golden chakram with star designs etched onto them. When thrown, they gain amazing speed and force, enough to tear through small trees without slowing down. You can also control their flight path, mentally redirecting them at will. Though currently, changing their movement this way is a bit sluggish and inaccurate.

The true power of your Fullbring, though, is something you only discovered very recently. You can "equip" Shooting Stars to a part of your body to greatly increase one aspect of your abilities. So far, you've only discovered two, but you can feel that there are more.

Strength Star – By "equipping" them to the backs of your hands, your physical strength rises sharply; enough that you can out-muscle the average Hollow. Also, the chakram are still sharp and extend past your knuckles, so your punches can cut.

Speed Star – By "equipping" them to your ankles, your speed and reflexes rise sharply. You can move fast enough to run rings around a Hollow and attack before it has a chance to react, and your reflexes match your speed. Also, the chakram are still sharp, so your kicks can cut.

"Equipping" only works if you use both chakram to do it, and the power-up is deactivated the moment you "unequip" them.

In any form, the Shooting Stars create a quickly-fading contrail of golden light in their wake, reminiscent of their namesake.

Fighting Style: Your physical attributes are mostly middle of the road for a human/Fullbringer at your level of power, with the exception of your impressive agility, flexibility, and natural sense of grace and poise.

You don't really have much formal training in hand-to-hand combat. Instead, you just combine your experience with fighting Hollows and a lot of athletics training, namely gymnastics and several forms of dance. Oh, and a little bit of self-taught capoeira from when you found some videos online and thought it looked cool. You'd much rather dodge or counter than block, and you use a lot of kicks, particularly more acrobatic ones that involve jumping or flipping. It just looks way cooler, you know?

[] Hydra Chain

Name: Kaito Ranmaru

Gender: Male

Item: A short length of thick metal chain, much like that which a delinquent might use to beat someone bloody. At one end of it is welded a jagged, broken bit of fire-blackened metal which might have once been some kind of pendant. The feelings that fill this catalyst are powerful idealism and admiration for a hero.

Personality: You're very shy and timid, preferring to keep to yourself and not stand out. You're very sensitive and thoughtful, often to the point of overthinking things that are relatively simple or consequence-free. But at the same time, you can't stand to see people hurting if you think you can do something about it, especially if it's someone close to you. Even though you do your best to plan things out and minimize the risks, this often gets you into trouble and forces you into situations that you find embarrassing and uncomfortable more than once.

Quirks: You keep a journal that you write ideas and thoughts into as they come to you, particularly things like new strategies for fighting Hollows or puzzling out what you should have said in a conversation that's already happened; at times, you get so excited by a train of thought that you whip it out and start writing mid-sentence, which is pretty embarrassing if it's pointed out to you.

Powers: When activated, the piece of chain pierces painlessly through your palm and becomes attached to your body. The chain becomes inhumanly strong and durable, and the piece of metal at the other end becomes a very long, sharp nail. The chain gains the ability to extend itself seemingly without end; you haven't yet figured out what the actual limit is, though once it reaches a certain point it grows very tiring to keep extending it.

You can control this chain remotely, causing it to move seemingly like a snake, lunging at the enemy to pierce them with its nail; it can do this with enough force to pierce straight through the average Hollow's mask, and the chain itself can exert enough force to restrain a Hollow as well. The longer the chain gets, however, the more sluggishly it responds to commands, necessitating retracting the chain if it grows too long.

If the chain is broken, the "head" of it regrows... and multiplies by two. In other words, cutting the chain only creates two nailed "heads" that can be independently controlled. Unfortunately, you don't know how to do this at will yet.

Also, when you pierce an enemy with the nail, you can't help but feel like you can do... something with it. You've guessed that there's some aspect to your power that you haven't manifested yet, but you have no idea how to bring it out.

Fighting Style: You prefer to stand back and let your Fullbring do the fighting, standing back to direct it. But that doesn't mean you're helpless. You took a few years of judo and you're above-average physically thanks to your Fullbringer powers, so you can hold your own well enough.

But when you get personally involved in a fight, you prefer to fall back rather than advance and get into a brawl. You've gotten very good at strategically retreating and hiding to lead enemies into traps you create with your chain while they don't notice.

-

You honestly thought, or maybe hoped, that figuring out how your Fullbring worked so you could better deal with the Hollows that periodically attacked you would be the extent of your involvement with the supernatural.

But you can't help but feel that there's no way that's gonna happen. This person you've just seen is making that feeling even worse...

Who is the first person you meet in Karakura Town?

[] The most sour strawberry you've ever seen

[] An uptight teenage tailor dressed in white

[] A supposed teenager who's built like a brick outhouse and about as expressive

[] A starry-eyed princess whose heart is somehow even bigger than her chest

[] A karate-loving girl with both the strength and femininity of an ogre
 
I like this one.
Anyway I think I forgot to ask where would this quest be joining canon. I assume the Fullbringer arc, but it seems a little worrying that we might be an antagonist.

About a year before the start of canon. The point of divergence here is that Ichigo, Chad and Orihime all unlock Fullbringer powers earlier thanks to your presence; Ichigo did the same in canon... potentially, depending on which of the unreliable narrators whose exposition you're willing to believe. Urahara explained early in the series that it was caused by Ichigo's own powerful, unrestrained Spirit Energy awakening it in others. The idea here is that yours does that to Ichigo, who kickstarts it in the others early.

Oh, and Tatsuki will also get a Fullbring because it was complete bullsh*t that she was a powerless side character. Not that the people with Fullbrings didn't get reduced to useless side characters (poor Chad). Which is part of what this divergence is meant to remedy.
 
About a year before the start of canon. The point of divergence here is that Ichigo, Chad and Orihime all unlock Fullbringer powers earlier thanks to your presence; Ichigo did the same in canon... potentially, depending on which of the unreliable narrators whose exposition you're willing to believe. Urahara explained early in the series that it was caused by Ichigo's own powerful, unrestrained Spirit Energy awakening it in others. The idea here is that yours does that to Ichigo, who kickstarts it in the others early.
Okey dokey.

Oh, and Tatsuki will also get a Fullbring because it was complete bullsh*t that she was a powerless side character. Not that the people with Fullbrings didn't get reduced to useless side characters (poor Chad). Which is part of what this divergence is meant to remedy.
Good, I hear it was executive meddling that kept all the other school friends getting powers. Someone in Shonen Jump got tired of the slow pace charectar building and said start the Soul Society Arc.
 
Oh, and Tatsuki will also get a Fullbring because it was complete bullsh*t that she was a powerless side character. Not that the people with Fullbrings didn't get reduced to useless side characters (poor Chad). Which is part of what this divergence is meant to remedy.

Honestly, I'd follow this quest just for Chad as a relevant character. His crazy fist powers were one of my favorite parts of early bleach, and he got sidelined way too early.
 
I'd follow just for the chance of some fullbringer screentime.

I actually really liked them, particularly Riruka.
 
Good, I hear it was executive meddling that kept all the other school friends getting powers. Someone in Shonen Jump got tired of the slow pace charectar building and said start the Soul Society Arc.

Yep, it was his editors telling him to stop spending time developing actual characters and just throw in the action and bullsh*t shonen escalation. And I say this as someone who actually liked the Soul Society arc (though I think it could be much improved on). I don't think I'll be making all of Ichigo's school friends major characters, but they will become spiritually aware and in on what's going on much earlier than in canon, and might even have their own adventures defending Karakura while Ichigo and the others are off gallivanting around in the Soul Society and Hueco Mundo.

Honestly, I'd follow this quest just for Chad as a relevant character. His crazy fist powers were one of my favorite parts of early bleach, and he got sidelined way too early.

I know, right!? He was completely shafted. In both the Soul Society and Hueco Mundo arcs he does nothing except take out some no-name elite mook and then immediately get pasted by some top dog he's not ready for, making his character completely irrelevant and extraneous. And don't even get me started on what the Fullbringer arc did to him and Orihime.

Chad's a good example of how I intend to make Ichigo's posse actually, you know, matter, largely because his Fullbring in particular has several obvious tiers of advancement and evolution.

First Tier - Unlocks the initial form of Brazo Derecho del Gigante ("Right Arm of the Giant"), which only enhances the power and durability of his right arm and has no other power. It takes some training before he's able to activate it at will. In canon, he first unlocked this tier during the Substitute Soul Reaper arc, but only learned to activate it at will by the start of the Soul Society arc, then got one-shot by Kyoraku before he could upgrade it further and spent the rest of the arc sitting around in prison while the plot happened without any input from him.

Second Tier - Brazo Derecho del Gigante evolves, changing its form slightly and giving him a special attack called El Directo, which can either augment his punches or be fired as a medium-range projectile. It can also transform into a shield that covers his right arm to drastically increase his defensive power. He got to this level by the beginning of the Hueco Mundo arc.

Third Tier - Unlocks Brazo Izquierdo del Diablo ("Left Arm of the Devil"), which empowers his left arm the same way Brazo Derecho del Gigante does for his right arm. It's the offense to his right arm's defense, and it gives him a devastating attack called La Muerte. Chad unlocked this early in the Hueco Mundo arc (while fighting one of the Privarron Espada, i.e. someone who held little bearing on the actual power structure of Aizen's forces), defeated said Privarron Espada, and then immediately got one-shot by Nnoitra, the fifth-strongest Espada, and was thus completely removed from the plot for the rest of both the Hueco Mundo and Winter War arcs.

Notice how at every turn Chad is playing catch-up and failing miserably? That's all of Bleach for the humans, more or less. If there's one thing to copy off of Dragon Ball, this isn't it. And you don't even need to have them take out the big bads or anything to be important; there's so many little things you could change to make them at least seem like they have a role to play. In fact, I can list two non-Chad examples from the very first arc of the series right off the top of my head. These both involve Uryu, who was very clearly intended at the beginning to be Ichigo's major foil and rival, but ended up turning into Tenshinhan: gets exactly one shining moment per season and sits in the background the rest of the time.

First, when Ichigo and Uryu are fighting the Menos Grande. Uryu comes up with a plan: channel Ichigo's absurd amounts of Spirit Energy (which he can't use remotely effectively at this point) into his arrows so that they'll be powerful enough to hurt or maybe even kill it. Ichigo ignores this plan in favor of activating bullsh*t protagonist powers and nearly bisects the thing in one swing, forcing it to retreat. Why the hell was this considered a better outcome for this fight, exactly? This is Uryu's premiere as a character, and he gets completely sidelined in the big fight scene so that Ichigo can show off and get solo XPs like the kill-stealing prick he is.

Second is at the end of the arc, when Byakuya and Renji show up to take Rukia away. Uryu shows up, banters with Renji, the two square off, the camera cuts away... and then when we cut back, the fight's already over. Uryu is bleeding out on the ground and doesn't contribute anything to events after this. Renji is not only completely unscathed, he isn't even winded, never once released his shikai, and is crowing about what a weakling Uryu is. Again, this is basically Uryu's second major appearance as a character. I get that Kubo wanted to establish that Renji's really tough so that it looks really badass when Ichigo starts standing up to him and putting up a fight (and thus make Byakuya look impossibly strong when he one-shots Ichigo so fast Ichigo doesn't even see him do it), but come on.

I'd follow just for the chance of some fullbringer screentime.

I actually really liked them, particularly Riruka.

The whole idea of Fullbring was just one of many interesting ideas that went absolutely nowhere and were completely wasted so we could focus on increasingly dull and pointless fight scenes that went nowhere for 10-20 chapters and bored everyone to tears.
 
Second is at the end of the arc, when Byakuya and Renji show up to take Rukia away. Uryu shows up, banters with Renji, the two square off, the camera cuts away... and then when we cut back, the fight's already over. Uryu is bleeding out on the ground and doesn't contribute anything to events after this. Renji is not only completely unscathed, he isn't even winded, never once released his shikai, and is crowing about what a weakling Uryu is. Again, this is basically Uryu's second major appearance as a character. I get that Kubo wanted to establish that Renji's really tough so that it looks really badass when Ichigo starts standing up to him and putting up a fight (and thus make Byakuya look impossibly strong when he one-shots Ichigo so fast Ichigo doesn't even see him do it), but come on.

It seems like the obvious solution there would be for Ichigo and Uryu to fight Renji together, which would accomplish the objective of making Renji seem like a badass, and make Byakuya even more terrifying when he inevitable goes "bored now, killing you both".
 
It seems like the obvious solution there would be for Ichigo and Uryu to fight Renji together, which would accomplish the objective of making Renji seem like a badass, and make Byakuya even more terrifying when he inevitable goes "bored now, killing you both".

Yeah, but then Kubo would have to write a fight where the heroes use actual tactics and cooperation, instead of Ichigo (or, rarely, someone else, but in this case it's never a villain who actually matters on a grand scale and the narrative is always quick to one-up it with an Ichigo fight immediately afterward) magically getting a bullsh*t new power-up that allows him to slug it out solo with the enemy that was previously pasting him.

Say what you will about RWBY, but my God does it know how to make multiple heroes who are actually relevant to the story and action scenes and who are able to cooperate in a myriad of different ways and configurations in a way that most of the shounen anime it's inspired by could never hope to grasp.
 
And finally continuing those houses for that Song of Ice & Fire RP/quest/whatever.

Allegiance: Damon Marbrand, Lord of Ashemark

House Banner: A silver chalice studded with emeralds on a black field

House Words: "Drink, Live, Last"

History: House Lugus bears a seemingly endless supply of brothers, male cousins, sons, and more distant male relations. Although hardly a rival to the brood of Walder Frey, House Lugus still boasts one of the largest noble families in Westeros. Unfortunately, an abundance of male heirs has one definite consequence for a minor house with a small but rich (thanks to a fair-sized silver mine on the Lugus lands) fiefdom: there are not nearly enough holdfasts to satisfy everyone. The Lugus family history is thus replete with murders, brawls, abductions, disappearances, exiles, and other acts too unsavory to mention. The song "A Hundred Feet of Red, Red Rope" infamously chronicles the gruesome and inventive demise of Old Targin Lugus, and it's left unsung by any mummer or minstrel within a hundred leagues of Nunn's Deep unless the performer desires a reenactment.

In addition to violence against each other, House Lugus has a long and storied history of raiding their neighbors in the Riverlands; for centuries, Lugus troops have attacked and plundered villages and castles on the border of the Riverlands and the Westerlands and then hidden behind the mountains and hills of the Westerlands to escape reprisal. This came to an abrupt halt when Lord Tywin came to power and made clear that he was not afraid to punish unruly vassals; the example of the Reynes and Tarbecks was enough to convince the Luguses to fall in line.

Since Lord Tywin Lannister became Lord of Casterly Rock, House Lugus has counted its blessings and abated its violent ways (for the most part). The men of House Lugus have behaved more civilly toward their own blood during his reign than ever in living memory; their abject fear of their liege-lord's wrath prevents them from resorting to their old ever-winding clockwork of machination and backstabbing.

Since they cannot brawl with each other as openly as they did in the past, House Lugus men, never much for learning, now read just enough of history and polity to make them crafty and treacherous, though this restraint ill suits most of them. The Lugus men maintain a long tradition of skillful murder. As practical as an axe, a typical Lugus is also about as subtle. Scions of House Lugus are not especially sadistic, because that would require more patience and imagination than they can muster (whoever was responsible for Old Targin Lugus being an obvious exception). Indeed, the Luguses consider torture not so much immoral but a rather dull waste of time. Why spend a day tormenting one rival, when you could kill two or three in the same amount of time, and then have at their wine and women?

Lord Konrad Lugus, the newest Lord of Nunn's Deep, is a prime example of a Lugus man. A man of forty namedays, he yet retains the bullish strength and brutish good looks typical of his house, though his hair is swiftly turning silver. He was the second son of eight children, and until the War of the Usurper he was merely the master at arms of Lugus Hall. His older brother, Lord Karl, has only a fortnight ago died under mysterious circumstances after suffering a minor wound during the Sack of King's Landing. Karl's three sons have all taken the Black since then without explanation, though rumor has it that if asked they would say "for reasons of health."

Lord Konrad's wife, Lady Luisa, is the sister of the late father of the now-infamous Gregor Clegane. She has all the good looks and charming personality expected of a Clegane, and has borne Lord Konrad five children, two sons and three daughters.

Defense: The seat of House Lugus's power is named Lugus Hall; no one has ever accused this house of originality. Lugus Hall seems unimpressive when viewed from outside; solidly built and clearly well-defended, commanding a position at the top of a large hill on the northern end of the Lugus lands that commands an imposing view, allowing the Lords Lugus to keep a close eye on the main sources of the house's wealth: the silver mines of Nunn's Dike and the nearby town of Lefton.

Like many other castles in the Westerlands, Lugus Hall was first constructed atop a mine, and there is as much of the hall is beneath the hill as is above it. It is said, but has never been proven, that secret tunnels exist that would allow the inhabitants of Lugus Hall to flee in secret to the trackless hills of Nunn's Deep.

At the opposite side of Nunn's Deep from the creatively named Lugus Hall is the equally creatively named Lugus Tower, built to serve as a garrison for Lugus troops and ensure faster response times to threats that strike in the south. Lugus Tower is, as the name implies, a simple stone tower, short and squat. Strange nearby rock formations that look like gnarled fingers are within site of the tower has given rise to its nickname of "Thumb Tower." The castellancy of the tower is typically given to whichever male relation the current Lord Lugus feels he can best trust (or at least the one he distrusts the least). Currently, the position is held by the aging and ailing Ser Connor Lugus, Lord Konrad's only living uncle and a man of more than seventy years.

There is only one road in Nunn's Deep, which runs through Lefton and eventually connects to a greater road that leads to Lannisport. This road is of vital importance both militarily and commercially to House Lugus, who take great care to maintain and police it.

Lands: Nunn's Deep is a grassy valley surrounded on three sides by high, rolling hills in a semi-circular formation that the locals call Nunn's Dike. The land is fairly fertile and given over to farmland, and shepherds raise goats in the hills. A small tributary of the Tumblestone river cuts through the hills and provides fresh water. The natives are careful never to mine for silver too close to it, for fear of contaminating their water, and punishments for doing so are harsh.

Law: So long as the flow of silver, wool and food into Lugus Hall never abates, House Lugus gives little thoughts to justice for the smallfolk. Banditry is rigorously guarded against because it disrupts that flow, but crimes like petty theft and brawling are only rigorously pursued if they seem to be becoming endemic, or if some of the Lugus scions feel bored and want an excuse to go "hunting." A small garrison serves to keep the peace in Lefton, and patrols guard the road, the valley, and the silver mines, but the lands deeper in the hills are almost never given much attention. As such, there are occasional problems with bandits taking shelter in them, but for the most part they seek easier targets among House Lugus's neighbors.

Population: The only major settlement in Nunn's Deep is the town of Lefton, located at the foot of the hill that Lugus Hall overlooks. A small town of five hundred that swells to five times that number during major festivals, Lefton exists primarily to serve as a market for the farmers, shepherds and miners of Nunn's Deep to sell their wares to visiting merchants and other locals, with enough taverns and brothels to ensure that much of the coin they make doesn't actually leave the town with them and to cater to the soldiers and sons of House Lugus. Lefton is most famous for the quality craftsmanship of its silversmiths, and just about every noble house in the Westerlands has at least one silver goblet or locket or other trinket made by a Lefton silversmith.

The rest of the population of Nunn's Deep is scattered throughout the valley as farmers or working in the hills as either shepherds or silver miners.

Power: The military of House Lugus is a moderately-sized but well-equipped and reasonably well-drilled force. Unless called to war, House Lugus's soldiers are divided into three garrisons: the bulk of them in Lugus Hall, with a detachment in Lugus Tower and another in Lefton that serves as the town's police force. Its cavalry patrols the lands of Nunn's Deep to keep order.

Though reasonably professional in battle, House Lugus's forces tend to be a rowdy and sometimes violent lot in times of peace. A rowdy and violent lot themselves, the Luguses do little to discourage this attitude unless it causes trouble. The well-off merchants and silversmiths are off-limits, but most everyone else living in Lefton has at least one story of being inconvenienced by rowdy, often drunk guards.

Wealth: Despite stereotypes, not every noble house in the Westerlands is wealthy. House Lugus, however, does not defy this stereotype. Their silver mines, though far from equal to the great wealth of Silverhills, much less Casterly Rock, are far more than enough to support the huge family. To ensure a steady supply of workers, just about any crime save the most minor can be punished by hard labor in the mines, with the length of the sentence dependent on the severity of the crime.

Added to this mineral wealth are secondary sources of income produced by the farms spread throughout the valley protected by Nunn's Dike and the shepherds who drive their herds throughout the Dike itself. Though not nearly so lucrative, this added income is still significant to the economy of Nunn's Deep.

On paper, House Lugus is in the best position of all the houses presented here. Safe, really rich lands, lots of heirs, etc. But it's all tainted by the fact that you're surrounded at all times by a family of thugs who all think they could do a better job than you and would love to prove it over your corpse if they got the chance.
 
Summary: Amid the foothills of the Mountains of the Moon, House Marsten guards the western border of the Vale of Arryn. A proud house, still with the blood of the Andals within its veins, though recent years have seen it falter under cruel circumstance. Alliances and intrigue are all that remains of Marsten's once-vaunted strength. Can such weapons still prevail, however, against the threats of time and steel?

Allegiance: Ser Jon Arryn, Lord of the Eyrie, Defender of the Vale, Warden of the East & Hand of the King

House Banner: Black and green per chevron and a white lightning bolt.

House Words: "Let the Heavens Reign."

History: The blood of the Andals runs deep in the Vale of Arryn. The Seven live here as nowhere else in Westeros, kept ever in the minds and hearts of the Vale's inhabitants. The Andals, the wild race that wrested the lands from the First Men, have their roots here in the Vale and in House Marsten.

As befits a family with such a long history, the events that brought House Marsten to its historical stature are well known throughout the Vale. The House was founded by Petyr Marsten, a bannerman to Erreg the Kinslayer during one of the defining battles of the Andal invasion. Near the current site of the Bloody Gates, Erreg and his men met the forces of the First Men, but they had underestimated the strength that desperation would give to those who fought to save their lands. Erreg was cut off from his larger party and surrounded, and it seemed that he might meet his end. Petyr saw through the chaos of the battlefield, however, and fought his way to the side of his lord, turning the tide of the battle and saving Erreg's life. In return for his great service, Erreg gave Marsten his choice of lands in what would be known as the Vale of Arryn, stating that he "should always have such a one to guard his back." Erreg's statement has become the watchword for this family, and through the centuries they have remained one of the most trusted banner houses for House Arryn.

As with every significant family lineage, there are both bright and dark spots. One of the infamous legends of House Marsten is that of Carnwyn the Mad, the wife of Lord Willem Marsten. Carnwyn was a niece of King Steffon Arryn. She gave Lord Willem seven strong sons and ruled by her lord's side with legendary grace and beauty. It was said theirs was a true love match, the like of which almost never comes to pass. Tragedy befell the house, however, when he went riding with his men along the border of his lands, investigating an incursion by the Mountain Clans (who lived and raided even then). His horse trod upon a snake lying in the road and reared up, throwing Lord Willem to the ground and dashing his head against the rocks.

When Lord Willem's body was brought back to the keep, it's said that the Mother turned her face away and the Stranger entered the hall. Carnwyn saw the body of her husband and ran weeping to him, screaming inconsolably. She could not be parted from his body and stayed with him until night fell, speaking to no one, until the entire household had fallen asleep. She rose, washed her face and hands, took a dagger, and slew first her sons and then herself, falling on the blade when she had finished. The only one to escape was Diermad, the youngest, who had hidden in the stables to cry in solitude upon hearing of his father's death and was thus spared.

It was through Diermad that House Marsten survived, carrying forward. He married an Arryn lady named Jeyne, and the two rebuilt the House from its great tragedy. Despite his sorrowful young life, he was known as Diermad the Joyful, as he and Lady Jeyne had ten children that all lived to adulthood, and most of them wed and had children as well. He had a long life during peaceful times and restored stability to House Marsten.

Throughout the centuries, House Marsten remained strong, adding figures of local legend to its halls. Kieran the Just famously made peace with the local barbarian clans for seven generations, while Steffon the Pious saw visions of the Seven and renounced his inheritance to join the Faith. It was in his honor that a sept was built in Hartsbridge, and he served as septon there for decades.

Eventually, however, the Vale's autonomy came to an end. Following Aegon's Landing, House Marsten stood with its king until the Arryns were forced to bend the knee. Even then they bowed only when their lord bade them do so. During the Dance of the Dragons, the house distinguished itself by working with Aegon II to wipe out a house in the Vale that supported Rhaenyra, a move which gained House Marsten their current seat of Hartshorn, once that minor house's castle, along with that family's former lands.

Most recently, House Marsten rode with Lord Jon Arryn against Prince Rhaegar and King Aerys during Robert's Rebellion, fighting alongside the Arryn banner to overthrow the Mad King. Unfortunately, the most recent lord of House Marsten, Lord Corben, lost his two oldest sons and heirs in battle. This seemed the beginning of a decline for the house, as ill-fortune has dogged its heels ever since, culminating in Lord Corben's sudden death three months later from a plague that also claimed his remaining son, young Willem, who was only five years old. He left behind his widow, Lady Isobel, and his young daughter Corrine. Lord Corben's brother, Michael, vanished after Robert's Rebellion, leaving his only daughter, Gwyneth, in the care of his brother. He is presumed dead, but there are rumors that he supported the Targaryens and left Westeros rather than live under Baratheon rule.

Since Lord Corben's death, Lady Isobel Marsten has ruled the house with a steady but light hand. Although many suitors have approached her since her husband's death, she has refused them all. As Lady Corrine is coming of age, however, their interest in House Marsten turns toward her, and the western foothills are under continual siege by lords and knights young and old who see the Marsten lands, name, and bride as a potential windfall waiting for the right man to take hold of it. Lady Isobel has no intention of letting her husband's name be wiped out, however. Her ability to retain control of this valuable burden, however, has yet to be seen.

Holdings: House Marsten is fortunate in its lands, as the steep hills and rocky terrain that cover the bulk of the House's holdings make them easily defensible. A medium-sized, navigable river has its headwaters in Marsten lands, making for easy transportation to the east. The town of Hartsbridge is home to the only bridge crossing the river and serves as the gateway to Marsten lands. The house seat, Hartshorn, is an old but well-built castle.

Influence: Of Lady Isobel and Lord Corben's children, only the youngest daughter, Corinne, has survived. She is now fifteen and of an age for marriage, or at least betrothal. Her mother, Lady Isobel, has ruled the house since her husband's death.

Lands: Surrounded by rocky, steep foothills and stark mountains beyond, a fertile river valley runs through the heart of it. The pride of the area's inhabitants is an ancient stone bridge that spans the river, which is rumored to have been built during the time of the First Men. A small town, Hartsbridge, has grown up around the bridge, since it provides one of the few easy river crossings as well as a rare place for goods and services to be traded among the more remote hamlets and inhabitants.

In addition to the town and the bridge, the lands have an additional point of pride: the Maiden's Veil. This waterfall in the western mountains is nothing compared to Alyssa's Tears, but it is considered blessed by the Maiden and has a reputation as a holy site. It is said that girls who bathe in the waters below are blessed by the Maiden and will have good fortune in the next year. Virgins throughout the Mountains of the Moon make their way here yearly to ask the Maiden's blessing and show their piety.

The castle and the town have no shortage of fresh water or food. Their larders are well stocked with produce, game and fish, leading those from other parts of Westeros to comment on the unexpected civility of a visit to Hartsbridge. Although it is only a small town, trade and the natural abundance of the area mean that it is surprisingly affluent. If it were not for the strong presence of the Marsten family, the Mountain Clans (or other houses) would have snapped up Hartsbridge and the surrounding lands long since.

Law: For the smallfolk who live and work within Marsten lands, life is calm and peaceful. The attacks by the Clans that happen throughout the Vale happen only rarely here. The market brings its share of trouble, of course, but nothing too serious. Folks expect that—money and strangers together are a recipe for trouble. The House garrison keeps a patrol in the town to keep the peace, while more serious charges are brought to Lady Isobel for her to mete out justice.

Population: While there are smallfolk who live among the hills, tending flocks of sheep and goats, the majority of the population resides in and around Hartsbridge. The river valley is home to most of the fertile ground within Marsten lands, and so most of the farmers and smallholds stay within a mile on either side of the river. Rock walls form a patchwork grid between the farms, giving the appearance from the mountains above as emerald tiles lining the sparkling water. The smaller hills are home to vineyards, while the land in the river valley proper is given over to fruit orchards and vegetable farming. Two of the more common products that hail from here are a fine hard cider and wine of above-average quality.

Rather than costly wood and iron, most of the buildings in and around Hartsbridge are built of stone. The town is home to a marketplace in the town commons, a small sept and an attached school, a blacksmith, a cooperage, a mill, and a half-dozen small merchants and traders, in addition to two proper inns and a tavern.

Power: House Marsten has, throughout the years, acquired noble banner houses of its own. The two that it currently holds in bonds of vassalage are House Kriegar and House Lyras. Neither house is especially powerful, but they form the cornerstone of House Marsten's military forces, particularly House Kriegar, who form a shield between the Marsten lands and the Mountain Clans. Lady Isobel's recent decision to keep her troops close to home in the wake of her husband's death has soured relations between the two.

To defend the valley, House Marsten maintains a castle garrison that defends the town as well. This garrison is run by Ser Markus Elridge. Ser Markus has lived in the Vale for most of his life. He is also the driving force behind the formation of a new unit of cavalry, rebuilding and replacing the unit led by Lord Corben during Robert's Rebellion. The unit is expensive and took time and resources to form, but it's finally in place. The biggest obstacle facing them now is simply their youth and inexperience—something only time can correct.

Wealth: The Seven have shown favor to House Marsten over the years in both their fortunate location and their fertile lands. The family paid back this debt of fortune by building a marketplace in which both locals and traveling merchants could sell their wares, and a sept, to bring worship of the Seven to the people under their care. The marketplace is run by Luke "Sell-Well", the mayor of Hartsbridge. Septon Aeryn oversees the sept and the faithful in his charge as well.

Hartshorn Castle

The castle known as Hartshorn initially belonged to House Taryk, a house from Dragonstone that was believed to be of distant relation to the Targaryens, who granted them the lands after House Arryn's surender.

During the Dance of Dragons, Lord Aeden Taryk supported Rhaenya Targaryen. When House Arryn chose to fight on Aegon II's side, the Warden of the East then called his banners against Lord Taryk and Lord Edric Marsten answered, putting Aeden and all his family to the sword. In thanks for his service, House Marsten was granted the former Taryk lands and castle, which they have held ever since. It's said, though, that the ghosts of Lord Taryk and his family still walk in the halls at night. Perhaps that has contributed to the exceptional piety of the Marsten family throughout the generations.

Hartshorn Castle is the most defensible structure within House Marsten's lands. In the event of attack or natural disaster, all the smallfolk women and children are expected to take shelter within its walls. It has an outer wall as tall as most buildings, while the inner walls and towers are two stories tall, with an inner courtyard and the lord's house, stables, and warehouses within that. It is considerably smaller than any of the great castles, but still a fine structure regardless. Unusually among families of this stature, the Marstens keep no maesters among their household. When the last one was unable to prevent the deaths of Lord Corben and young Willem, Lady Isobel dismissed him from service and has refused to hire another.

The Hall: The grandest room in the keep, the hall is where Lady Isobel holds court for the smallfolk of her realm and administers disputes. It is austere, with a high ceiling and gothic arches. Tall thin glazed windows line the west wall, sending down slanting beams of light across the entire hall throughout the afternoons. The walls are white, covered with plaster and ornamented with painted scenes of the Maiden's Veil, the Seven, and portraits of Marsten lords and ladies throughout the generations.

The Inner Yard: Inside the tall inner walls of the castle lies the Inner Yard. The most protected clear ground in the whole of House Marsten's lands, all the castle buildings are within this space, along with a considerable clear area in the center, along with a kitchen garden, a small flower garden, and open space in the center for animals to graze, people to walk, and anything else that needs room and open air. Buildings accessible from the Inner Yard include the main keep with the lord's hall and chambers, the family sept, the stables, the granary and storehouses, the kitchens, and a small smithy. Access to the cellars and the catacombs is also available from here.

The Family Sept: Once the seat of worship for this part of the Mountains of the Moon, this small sept was replaced as a general place of worship when the Marstens had the new sept built in Hartsbridge a few generations ago. This small building now acts as schoolroom for the children and the home of private devotions and ceremonies for members of the family and the household. Septa Heloise is charged with the care of the sept; her chamber, a small pair of rooms, is above the main chamber, accessible by stairs in the back of the building.

The Catacombs: The architects of Hartshorn knew that some things should not be left in the open, and so they not only built up into the sky, but also tunneled into the earth. From within the inner yard there's a door that leads to stairs that descend into the earth. From there one finds what was once a dungeon built of stone, with rooms that have bolts still placed in the walls to hold shackles, and where floors slope slightly to drain whatever liquids might collect in an underground room with no windows. These rooms are largely in disuse, though those closest to the stairs have been co-opted for use as root and wine cellars.

The obligatory old, storied house starting to hit hard times.

Summary: For decades, Riverthorn was a beautiful and verdant fief ruled by the wealthy House Orell, but an outbreak of plague in the closing days of the War of the Usurper has ravaged this pastoral territory. Now the houses of Riverthorn are empty places haunted by a few plague-scarred individuals. Normally such fertile, ungoverned territory would be the envy of a great many houses, but the specter of plague means that the distant cousin who now reigns in Rose Hall is more likely to receive pity. The new lord of Riverthorn is going to have years of rebuilding ahead of him and is faced with the daunting task of overcoming the spectre of plague, but if he succeeds, the rewards of such an endeavor will be great indeed.

Allegiance: Hoster Tully, Lord of Riverrun & Lord Paramount of the Trident

House Banner: A ring of seven red roses on a white field

House Words: Ever Just, Ever Loyal

History: Riverthorn was a productive farming territory from the time the First Men settled the Trident in the Age of Heroes. From the earliest settlement in Riverthorn, the region was well known for the vibrant wild rosebushes scattered througout the region, for which the territory was named by the Andals centuries later. The fertile soil and ready water supply from the Trident made farming in Riverthorn exceptionally productive, though the region had little else in the way of resources. The First Men and later the Andals both farmed Riverthorn extensively and began the tradition of growing and pruning the native rosebushes into hedgerows and decorations, a tradition that has continued up to the present day.

For many centuries, the rulers of Riverthorn, and several other extensive lands in the Trident, were the powerful lords of House Mandrake. But when he repeatedly attempted to defy and resist the dominion of the Ironborn, Lord Myles Mandrake was tortured to death by King Harren the Black, and his heir was forced to flee, stripped of his lands, which were divided up between several Ironborn houses. Riverthorn was given to a branch of House Codd, who held it for only three generations. When the Conqueror burned Harren the Black and all his house alive in his vast monument to his own arrogance and cruelty, the foreign lords the Hoares had placed in the Riverlands were dispatched in short order, and their lands made forfeit. Those lands whose original ruling houses survived were restored, but many of the more powerful ones found their lands much reduced. The Mandrakes were no exception.

With the coming of the Targaryens, Riverthorn was given to House Orell once the Riverlands were conquered. Seeing a chance to establish his control over a major source of food in the region, Aegon the Conqueror elevated Maegar Orell, who had served him as castellan of Dragonstone, to the lordship of Riverthorn. Having seen Aegon's might firsthand during his years of service, the new Lord Orell did his best to stay on his lord's good side. In short order, he had his hall under construction, new roads laid out, and stores of grain set aside. Efficiency was a byword for House Orell, but so was ostentation.

Enjoying pleasant weather, few nearby enemies, and little crime, Lord Orell soon turned his eye toward other ways to improve his territory. At the advice of his wife Sulla, a woman of House Darry he married to help secure his hold in his lands, Lord Orell set about taming the wild roses scattered across Riverthorn. With the help of a veritable army of smallfolk forced into service, the rose bushes of Riverthorn were uprooted and trimmed to line major roads and form a number of gardens around the hall, which became known as Rose Hall after the work was complete.

Riverthorn managed to weather both the Dance of the Dragons and the Blackfyre Rebellions while giving only token support to either side. This was largely due to the fact that the Lords Orell burned their fields and food stocks whenever an enemy force drew near. This removed the only real strategic value of Riverthorn, though at extensive cost each time. The cunning management of House Orell's finances and farms allowed it to recover quickly and return to prosperity in the wake of both wars, however, and House Orell was not above taking advantage of these hard times to sell its crops at extortionate prices.

But during the War of the Usurper, House Orell did not fare half so well. Lord Orell committed himself to the Targaryen side, making Riverthorn was a major supply center for the Targaryen troops in the Trident and forcing it to the forefront of the war. Unfortunately for the people of Riverthorn, they would not live to see the armies of the Usurper conquer their lands.

A few weeks into the war, Lord Arwood Orell hosted a troop of foreign sellswords to defend his lands while his forces accompanied the Targaryens. Only days after they were welcomed, members of House Orell's household began to sicken. Within a month, it had spread throughout Riverthorn, and it became clear that this was a plague. Worried that his men might become infected, Jon Connington ordered the land burned and quarantined, a decision that cost the lives of hundreds. The outer villages of Riverthorn were razed and refugees were killed on sight, but the area around Rose Hall remained standing, since none dared go near it. In the end, the plague was halted, but at the cost of the very life of Riverthorn.

By the time of Robert's victory, Riverthorn had already become a haven for plague survivors, scavengers, miscreants and criminals. Soon after he was crowned, Riverthorn, among many other lands now bereft of lords, was brought to the new king's attention. Few of the established noble houses of Westeros were willing to claim what they feared as a breeding ground of plague, however. And so, in lieu of anyone else willing to press a claim, it was passed down to a poorer cousin of the lords of Riverthorn, Ser Elbert Orell, despite his recent Targaryen loyalties.

Defenses: The abandoned buildings of Sulla, the hamlet founded by Maegar Orell and named after his wife, stand at the center of the Riverthorn holding. Rose Hall stands in the middle of Sulla. The hall was built more with aesthetics in mind than defenses; it is surrounded by still-magnificent statues, and numerous gargoyles line its roof. The interior was once a masterpiece of tapestries, carved wood panels, and Myrish carpets, but these have all been stolen, and Rose Hall now stands empty and neglected.

Rose Hall contains a main hall, a kitchen, a small barracks, a sitting room, four bedrooms for visitors, and a massive master bedroom for the lord. House Orell was well known for its hospitality and would never think to let a visitor sleep on anything less than a down mattress, but many of its soldiers were forced to sleep in the main hall due to the small size of their barracks. While it may not be well maintained, the core defensive value of Rose Hall remains. Its walls are made of solid stone quarried from the Mountains of the Moon, and it is very well-built with stout, iron bound doors, cleverly concealed arrow slits, and a number of secret passages. These passages allow one to move unnoticed through the major rooms of the hall or escape into the nearby rose gardens.

Like most of Sulla, Rose Hall is surrounded by rosebushes. Once orderly and well-kept, organized in rows along paths to create beautiful gardens around the Hall, they have already begun to become overgrown. Somehow, the roses seem more red and vibrant than ever despite the devastation that surrounds them. Survivors in Riverthorn claim that the roses have fed on the blood of plague victims.

Influence: Once, House Orell was one of the more prominent minor houses of the Riverlands, but the recent plague and the dire straits it has put the house in have put an end to that. Lord Elbert commands some respect thanks to his heroism in Robert's Rebellion (though it is tainted somewhat by the side that he fought for at the time), and his relation by both blood and marriage to his predecessor ensure no one can question his legitimacy, but he is new to lordship and his name was long unknown outside of Riverthorn.

Lord Elbert's only heir is his son, young Elwood Orell. Elwood is seen as the hope of House Orell for the future, and his parents, realizing how fragile human lives are in the wake of plague and war, are scrambling to find both a safe ally to finish his knightly education with away from a potential resurgence of the plague and a suitable bride for him to secure his family's future.

Lands: Riverthorn has a sizable plot of well-developed land, most of which has easy access to water. Due to the Forks of the Trident, Riverthorn has easy transportation and irrigation, but House Orell was not content to rely on the rivers for transit. Maegar Orell began an aggressive road building campaign that lasted the entirety of House Orell's reign and has linked all the major regions of Riverthorn with well-maintained roads.

The land of Riverthorn itself is very fertile and very flat. While farms occupy the majority of the land, most have lain fallow since the plague; many still bear the burn marks of the fires used by the Targaryens to cleanse the region. There are few forests in the territory and only one hill—once unnamed but now called Pyre Hill due to the many bodies that were burned there during the plague. Smallfolk say that Pyre Hill is haunted by the ghosts of those who were burned there, and one can find the remains of bones scattered all across the hill.

The hamlet of Sulla is the only settlement of note in Riverthorn, and it is little more than a score of buildings that existed primarily to support the household of Rose Hall. Its houses are remarkably well-built for smallfolk homes, due to House Orell wanting to project an image of wealth to any who visited. But, much like Rose Hall, these buildings are a shadow of their former selves. These structures are primarily wood with stone foundations and include an inn, two taverns, a tradehouse, a smithy, and a sept. Only a few smallfolk remain in Sulla and those that do are extremely suspicious of visitors. The smallfolk that remain mostly work the fields around Sulla and live at a subsistence level. These farmers bear the scars of the pox that claimed their hamlet.

Law: While there are few inhabitants in Riverthorn to cause trouble, there has been no law and order to speak of in the area since the plague, a fact Lord Elbert has yet to begin to put to rights. The specter of the plague has kept most scavengers and bandits away, but not all. Most of the high value items have already been removed from Riverthorn, so the scavengers are few now, but a number of bandit gangs have taken to hiding in the outskirts of Riverthorn, since many outsiders are unwilling to chase them there.

Luckily, due to the sparse nature of its population, restoring order should be relatively easy with sufficient troops. Guarding Sulla and the main farms will be far easier than securing the borders of Riverthorn from those who would use its reputation as a shield from pursuit.

Population: Unsurprisingly, there are few people in Riverthorn in the wake of the plague. Those that remain are mostly pox-scarred survivors or more recent arrivals risking disease for the chance at taking on one of the abandoned farms in the region. In either case the inhabitants are a fearful, suspicious bunch that are desperate for someone to lead them out of their miserable lives, but also fear the plague's return if the excesses of House Orell return. The locals have become very superstitious since the plague, blaming all manner of ill omens or acts by House Orell for their misfortune. The smallfolk continue to see such portents all around them and many believe that the plague will return to finish the job it started. This fatalistic streak is an impediment to restoring the region to its previous glory, since the smallfolk all believe that whatever they rebuild will be torn down again.

Power: Although the bulk of Rose Hall's garrison has either died or fled thanks to the plague, Lord Orell took a small but skilled force of well-trained, well-armed soldiers with him to the Trident, most of whom survived thanks to the able leadership of Ser Elbert. This small but elite force is now all that remains of House Orell's military might, and Lord Elbert realizes he will likely have to spend years rebuilding his forces, just as he must rebuild the population and industry of his lands if Riverthorn is to become prosperous again.

Wealth: Riverthorn once had a thriving economy and infrastructure, with a market, a smithy and a sept, but none of these facilities now have the personnel to operate: the markets are empty of buyers and sellers both, the blacksmith and septon both died or fled. While Riverthorn has the capacity to generate great wealth once its farms return to productivity, Lord Elbert will need years of effort to get it to that point, since the farms now lie fallow.

The second of the "build this up from scratch" houses, along with Lockwood, but for different reasons. Also, the only one of these houses that were explicitly on the side of the Targaryens.

Summary: Port Maril is a town of the criminal underworld; there is very little open illegal activity, but one need not dig deep to find the truth if they know where to look. But though they've profited immensely from it, tension is mounting between two generations of the ruling House Stroud.

Allegiance: Ser Hoster Tully, Lord of Riverrun & Lord Paramount of the Trident

House Banner: A red fox leaping over a stream on a green field.

House Words: Laugh Last, Laugh Loudest

History: Port Maril began as a small fishing village protected by a natural, rocky bay deep within the Bay of Crabs. It was first founded centuries ago, an event so unimportant that no record of it remains. At the time it was little more than a dozen fishermen erecting a series of shanties. Due to the abundant fish and crabs, and the protected bay it lay upon, Port Maril grew slowly but steadily in population, if not wealth or prestige.

This began to change with the arrival of one Black Ester, a woman who claimed to be from the Iron Islands. Ester came to the town quietly, buying a boat and rowing it out on foggy nights when most fishermen were busy drinking home-brewed rotgut by the fire. She would come back in the morning mist, her boat laden with mysterious boxes. After several weeks the locals grew curious and confronted Ester, who was more than willing to tell them she was meeting pirate ships out in the Bay of Crabs and transferring their goods to land to sell to fences she knew in Riverrun, King's Landing, and other such places. She had planned on moving on after a few months, but it turned out that the locals weren't too concerned about piracy, so long as it didn't bring violence with it. And, of course, so long as she was willing to share the spoils.

Word was put out among the pirates and criminals of the region that Port Maril was a safe location to offload stolen goods and for fences and investors interested in buying those goods. After a number of pirate ships began to use the docks, more people moved to the village, including innkeepers, prostitutes, criminals, and others attracted to pirate money. Within the span of a few years, Port Maril went from a fishing hovel to a small but bustling trading town with an open secret. The local nobles hardly noticed, used to thinking of it, when they thought of it at all, as a quiet fishing village unworthy of attention. This was aided by an agreement with the pirates who frequented Port Maril to be discrete when approaching the town. Most local pirates disguised themselves as humble merchant vessels anyway, and they agreed not to strike any vessels within one hundred leagues of Port Maril.

By the time of the First Blackfyre Rebellion, Port Maril was a town of criminals who had banded together with the locals against a world that had ignored or persecuted them, and now they were getting their fair share. The Blackfyre Rebellion ended this when the Portmaster, the traditional elected leader of Port Maril, allowed Blackfyre-aligned ships to land at the docks in Port Maril to unload troops and supplies. This act, while profitable, suddenly forced Port Maril into taking a side in the ongoing war and attracted the attention of the Targaryen Crown. With the end of the war came a crackdown on all those who helped the Blackfyres, Port Maril among them.

The Targaryens took Port Maril by force, but most of the worst of its inhabitants fled long before the army ever arrived. King Daeron the Good named a household knight of his court, one Ser Walter Stroud, as the Lord of Port Maril to try and bring the town under the rule of law. Unfortunately for the newly installed lord, a law-abiding Port Maril did little business. Gulltown, Maidenpool and Saltpans already offered more and better services, so there was little use for another port on the Bay of Crabs, unless it had something substantially different to offer.

Within ten years, the first Lord Stroud was broke, his town was all but deserted, and his future was in shambles. In desperation, the locals who had remained approached him with an offer: resume the town's previous activities, but more discretely, and with Lord Stroud receiving a large cut by taking on the role of the Portmaster. Seeing no other option, Walter agreed, and the town began to slowly return to life.

This new incarnation of Port Maril did not work so hard to avoid attention, but rather to hide the questionable activities going on in town. In a few short years, the town of Port Maril once more became a small but thriving port, well-known for trade and celebrations, and few noticed the criminal activity just below the surface of its prosperous, law-abiding exterior.

In the seventy-odd years since, House Stroud and Port Maril have continued to flourish side-by-side, but are careful to do so discretely. Keeping the town's activities secret is becoming increasingly expensive, however, as more and more bribes are required. The sitting lord and Portmaster, Lord Hosteen Stroud, is looking for some way to fundamentally change this situation.

Defense: The defenses of Port Maril are not very respectable, largely because the town has never needed them, as Port Maril has been considered too small and unimportant for anyone to attack for most of its history. The only fortification in the town for many years has been the Storm Tower, built on one of the peninsulas that form the bay of Port Maril. This tower was built during the height of the town's pirate trade before the Blackfyre Rebellion, and it was intended to keep an eye out for approaching ships and to serve as a lighthouse. Located on the rocks of the peninsulas and reachable only by a thin, worn road, it serves little defensive purpose aside from defending the inlet of the bay and keeping an eye out for ships. The tower has several siege engines for attacking ships, but no one has actually fired them as anything but target practice.

Lately, the town has grown in obvious wealth and has begun attracting more attention from the Royal Navy and the ships of Dragonstone, leading to some on the Port Council to voice concerns about the defenses of the town in general. Some, including Lord Hosteen's brother Ser Lyonel, are now calling for building a hall or even a castle in Port Maril, to better provide for its defense. Given the income of the town, most think this a reasonable request, but whether it will actually happen remains to be seen.

Influence: House Stroud is a relatively young lordly house ruling over what is seen as a small fishing and trading town, and as such is accorded no great respect among the noble houses of Westeros. While Lord Hosteen and his brother Ser Lyonel have attained some small measure of personal fame for their deeds over the years, the house itself is still considered to be of little note. The town's checkered past does them few favors, as well, though ironically some have praised House Stroud for the work they've done in "straightening out" the town.

Lord Hosteen's heir is his unusual granddaughter Lyndis, the daughter of Hosteen's deceased only child, Madelyn Stroud, who eloped with a Braavosi water dancer she met in Gulltown. Should Lyndis die, rule of Port Maril will pass to Lord Hosteen's only surviving brother, Ser Lyonel Stroud.

Lands: House Stroud controls little land outside of the town itself, and what they do control is swampland. The land serves little use besides providing plentiful peat to burn for heat and making it difficult to approach the town from any direction other than the one road built by Lord Hoster Stroud, Lord Hosteen's father. This does at least make keeping an eye out for overland visitors easy, especially tax collectors.

The coastline around Port Maril is swampland formed by masses of large, wide-rooted watertrees that hold the soil together in the face of unrelenting tides. Locals use thin, flat-bottomed boats to maneuver through the swamps, usually pushing them along with a pole. The swamps are often used to hide some of the pirate goods brought into the town until they can be moved elsewhere.

The bay of Port Maril is formed by two rocky outcroppings that are out of place among the surrounding swamps, leading some to believe they are artificial. Given the habit of the inhabitants of Port Maril for making up stories, there are numerous versions of what formed the bay. The most popular claims the outcroppings are the remains of a seaside fortress built by the Andals that collapsed long ago.

Port Maril is currently a town of slightly under a thousand people, though the town can grow dramatically during major festivals. Most of the buildings in town are businesses that cater to the ships that come into port, including a number of taverns, inns, and brothels. Smiths and other craftsmen do live in town, but most are focused on more naval crafts. Currently there is only one family of shipwrights in the city, who are very skilled and in high demand. The lack of a dry-dock and other facilities limits their activities to repairs, though family head Harry Hardnose is trying to gather support and funds for building a dry-dock in the hopes of getting the town into the shipbuilding business.

Law: For a town of criminals and pirates, Port Maril is very well behaved. The locals who are in the know recognize that their continued prosperity depends on keeping their criminal activities hidden, so they put forth extra effort in keeping obviously illegal acts in check. Some errant criminal activity does persist, but isn't enough to be considered at all unusual. To keep disturbances to a minimum and to keep their more rambunctious visitors under control the town has formulated a very simple code of conduct for all inhabitants and visitors:

  • All fights are done with fists. First to draw steel dies.

  • No stealing.

  • Do not bring your trouble here. If any officer of the King or a great house comes looking for you here, you will be handed over without question.

  • The Portmaster's word is law.

  • The King's law holds sway generally, but these laws are more important to the inhabitants of Port Maril.
Matters of law are brought before the Portmaster for judgment, or to the Port Council in his absence. Punishment in Port Maril is famously harsh, both to ensure the town does not attract any unusual attention and to make clear to visiting pirates that they are not to cause trouble. To further this impression, the town has several gibbets hanging along the road to town and near the docks, at least a few of which are always occupied by a relatively fresh corpse. The fact that Lord Hosteen occasionally pays grave robbers to keep up this appearance is known only by his brother and a few of his trusted men.

While Lord Stroud holds power over the town and its environs and is the ultimate power in the area, he has allowed the inhabitants to appoint what they call the Port Council to advise him. Originally, the Port Council was created to help Lord Walter Stroud navigate the vagaries of dealing with pirates, fences, and other criminals that he was not accustomed to, but it survives as an advisory body. It has no real power, but it makes the locals feel like they have a voice in their rule and thus improves morale. To Lord Hosteen it is a source of useful information and makes it easier to rule his subjects, since they feel they have a say in his decisions. Members of the council serve at their own discretion, and choose their replacement when they are ready to step down. The current leader of the Port Council is an aging pirate captain named Robert Slackjaw, who has settled in the town after a long life at sea.

Population: The population in Port Maril itself is not large and the surrounding swamps are nigh empty, save a handful of hunters, peat cutters, and hermits. The inhospitable terrain has always inhibited its growth, and it's unlikely the town will be able to grow substantially without major changes. Port Maril already takes up just about all the stable ground in the swamp and gets most of its food from trade or the sea, so without expanding the Lord of Port Maril's lands beyond the swamps or draining the swamps themselves, the town is unlikely to get any larger.

The people of Port Maril have a long tradition of exuberant religious festivals, during which many of them try to counteract their many and various daily sins with public outpourings of faith. The people of Port Maril are virtually all worshipers of the Seven, but they have been without a septon for years after the death of the first septon to come to the town, the good-natured and charmingly naive Brother Josua. Brother Josua is seen as something of a patron saint of the town, and his name is invoked for good luck in hard times.

Power: For years, Port Maril had no military to speak of, but in the wake of the town being razed in the First Blackfyre Rebellion and the renewed commerce with pirates, Lord Hoster Stroud decided that it would be inadvisable to put himself at the mercy of any pirate ship that sailed into port. To that end, he spent the first of the money he received from the town's renewed criminal activities to secure a number of ships and soldiers to keep Port Maril safe.

The five ships owned by Lord Hosteen Stroud (the Drunken Kraken, Black Whale, Skysinger, Wanderer, and Iron Fist) were all pirate ships whose captains were looking for a more relaxed and legal way of making a living. These ships serve as the navy of Port Maril, with one of the ships always found in port, while the other four patrol the Bay of Crabs in pairs. This helps keep the visiting pirates in line and furthers the illusion that Port Maril is a town of law-abiding citizens. The nominal leader of this small naval force is Captain Fearghus of the Drunken Kraken.

The soldiers hired by the Lord of Port Maril have been formed into the Stormwatch Guard, who are charged with keeping the peace in town and garrisoning the Storm Tower. They have been placed under the command of Lord Hosteen's brother, Ser Lyonel Stroud. These soldiers know what goes on in town and are well-paid to keep it quiet. The Stormwatch Guard is very active in pursuing unsanctioned or unsubtle criminals and keeping the peace, knowing that their continued prosperity depends on it. Among the Stormwatch Guard there is a strong code of loyalty, and anyone who tries to turn on the Guard is harshly punished. Only two have attempted to do so in recent memory; one who tried to help pirates raid the town, and another who tried to sell the town's secret to a nearby lord. Both were painfully tortured and had their tongues removed before being placed in the gibbets outside of town to die slow, lingering deaths from exposure.

Almost as soon as they arrived, Lyndis Stroud and her husband have begun making friendships with several local knights and sellswords, both those already in House Stroud's employ and those simply passing through. This small but growing force is viewed with trepidation by opponents of the strange half-Braavosi heiress, and her supporters have not helped by affectionately dubbing these men "Lyndis's Legion."

Wealth: Coin is one of the few things that Port Maril has in abundance, and House Stroud has profited tremendously from its business. Almost all of the gold that flows into the town comes from trade, some of which is legitimate but much of which comes from pirates and smugglers, who do brisk business. Much of the remaining income comes from services that cater to the traders: bars, brothels and the local shipwright all do their best to wring some extra coin out of anyone who comes to Port Maril to offload or take on cargo. The only resources to speak of in the lands of Port Maril itself are the fish and shellfish from the sea and peat cut from the swamps, but these are minor sources of revenue. Though he must take care not to appear too prosperous, Lord Hosteen does not portray himself as lacking in funds, and has further supplemented his personal wealth by using intermediaries to act as a moneylender to lords and merchants in the region. The fact that this puts those local lords and merchants in his debt is merely a very useful bonus.

The Portmaster

The Lord of Port Maril is called "Portmaster" by most of the town's residents, which to them is a higher sign of respect than the title of Lord. Previously, the Portmaster was chosen by vote of the town, but with the First Blackfyre Rebellion the role has become a hereditary title of the head of House Stroud.

Gonna admit, this one's my favorite.

Summary: Set on the edge of the Riverlands, among the rocky outcroppings on the westernmost face of the Mountains of the Moon, House Tullison rose from the humble beginnings of its founder to a place of prominence among the lesser Houses of the Seven Kingdoms. As a loyal ally of House Tully, House Tullison looks to the heart of the Riverlands for guidance and fuels the defenses of its namesake House with iron from its mines.

Allegiance: Hoster Tully, Lord of Riverrun & Lord Paramount of the Trident

House Banner: Red mountains on a blue field.

House Words: "Stone Endures."

House History: According to family lore, Joston Rivers, the founder of House Tullison, was born around 115 AC, the natural son of the Lord of Riverrun. The Lord claimed Joston as his child, but sent him to be fostered at the Eyrie to protect the bastard against the machinations of his disapproving wife. Joston showed potential in the martial arts from an early age, and was made a squire to one of House Arryn's sworn swords. At the age of 14, Joston accompanied his master to the armies of Aegon II, and continued to provide faithful service through the war that would become known as the Dance of the Dragons. By war's end, Joston had come to his majority and was knighted by his grateful master.

With the war over, Ser Joston was left a soldier without any battles to fight, and so he became a hedge knight. He traveled the lands of Westeros for somewhere between five and ten years before coming across the mining camps on the western edge of the Mountains of the Moon, and it was in this unlikely place that he found his destiny. Joston arrived in the camps minutes before clansmen swept out of the mountains, howling their barbarian war cries, intent on slaughtering the miners, stealing the camp's women and anything else they could carry away. Joston organized a hasty defense of the camp, and, though several miners were killed and Joston was seriously injured, managed to drive off the raiders.

As the smallfolk tended to his injuries, they told Joston of their near-daily battles for survival in defense of their claims. Taking it upon himself as a true knight to provide for their protection, Joston taught the miners how to defend themselves. According to his instruction, the smallfolk surrounded their camps with ditches filled with sharpened wooden stakes, and constructed mantlets covered with wet leather to provide cover from arrows both hot and cold. He trained men and women alike to fight using their picks, axes and shovels, and children to stand by with pails of water and dirt to fight fires. After several months, the smallfolk began holding their own against the clansmen and, while the attacks never ceased entirely, the clans began to seek out other, easier, targets just as often as they raided the camps.

The appreciative miners and their families began to refer to him as "Lord Joston," no matter how often he told them he was no lord. Joston arranged for the iron ore produced by the miners to be transported to Riverrun, and there the smallfolk beseeched the Lord Paramount of the Trident to make Joston their lord in name as well as in deed. Impressed by the noble behavior of his natural son, the Lord of Riverrun sent a raven to King Aegon III, citing the accomplishments of his bastard, and asking for Joston to be ennobled. In 145, the King granted the Lord's request, and gifted Joston with the lands around the mining camps for the new house. Now a lord in truth, Joston set aside the bastard name Rivers and took up the surname Tullison, in honor of his father.

Shortly after his marriage to Lady Casserdre of House Piper, Lord Joston began to build his seat on a small spur of the Mountains of the Moon, using the stone quarried as a byproduct of mining iron for the construction. Completed in 150, Joston named his small castle Mountain's Reach. The castle was designed to incorporate the rocky terrain as part of its defenses, giving Joston's Rock (as it shortly became known) the appearance of having grown out of the mountain. Lady Casserdre presented Joston with nine healthy children, five of whom survived childhood and ensured the continuance of the line. Joston died age 48, from a festering arrow wound suffered while fighting the clans.

During Robert's Rebellion, Lord Sterl of House Tullison answered the call of Lord Hoster Tully and went to war against the mad King Aerys II. At the Battle of the Trident, Lord Sterl met his end, leaving his wife, Lady Moraine, in charge of his son Dunstan and daughter Yves. House Tullison continues to follow the example of Lord Joston to this day. Its soldiers protect the smallfolk villagers and miners from the ravages of the clans, and the Tullisons have maintained close ties to Riverrun as bannermen and through the trade of iron ore. Tullison iron has gained a reputation for its high quality, filling the coffers of the House to overflowing. With a steady supply of stone from the iron mines, construction on Joston's Rock has never really ended, making it one of the most secure castles in the Riverlands.

Defenses: The castle named Mountain's Reach by Lord Joston—and called "Joston's Rock" by nearly everyone else—remains the primary defensive structure to be found in the Tullison holding. It is in, and directly around, Joston's Rock that the majority of the population lives.

Influence: Upon the death of Lord Sterl at the Trident, young Dunstan became the lord of the House, leaving Lady Yve as de facto regent until he marries and produces a son of his own.

Lands: House Tullison's rocky holdings center on a small spur of the Mountains of the Moon. Few crops can survive to flourish here, though some animals (like goats) find enough sustenance to make herding them worthwhile. The verdant fields of the Riverlands supply the majority of the food eaten on Tullison land. If some calamity were to drastically reduce the amount of food imported from the Riverlands, or Joston's Rock should come under siege, the seat maintains a two-year supply of food stores, mainly in the form of dried goods. The ironically-named Torrent is a moderately-sized, peaceful stream that runs through Mountain's Reach, supplying the castle and its inhabitants with fresh water. Other, smaller streams, some mere trickles, can be found here and there, but the Torrent and a few guarded wells are the main sources of fresh water for the area.

Excepting the odd grove, the Tullison holdings offer few sources of lumber. Situated between the rest of the Riverlands and the snowline of the mountains, the lands around Joston's Rock are slightly cooler than the lands dominated by the Trident and its forks. Other than Joston's Rock itself, the only settlement of any size is Lordsview, a hamlet sheltering in the shade of the walls of Joston's Rock.

Not long after Lord Joston completed the initial work on Mountain's Reach, he began construction of a road to link his castle to the Kingsroad. Completed by his son, the Torrent Road is the only major road to be found in Tullison lands, and is a vital connection to the Riverlands. It is down this ditched dirt road that iron ore flows from the mountain to the Green Fork and down to Riverrun or other buyers. In return, food, lumber and other goods necessary for the survival of the House trundle back up the road on carts and wagons, headed for Joston's Rock or Lordsview. Rarely washed out thanks to the stone-lined ditches that parallel it, the Torrent Road is wide enough to just barely accommodate two moderately sized carts traveling side-by-side. Larger transports dominate the road, requiring smaller ones to undertake the laborious procedure of pulling off into the ditches to make way.

Law: The same clans that harassed Joston Rivers still plague House Tullison to this day. Even though Joston's descendants have continued his tradition of teaching the smallfolk how to defend themselves, the mountain clans represent a constant threat, especially to the smaller mining camps out of sight of Joston's Rock. The two most numerous and active clans in the area are the Black Goats and the Rock Chewers. Since Lord Joston's time, House Tullison has trained rangers in mountain fighting. Ser Mather Warrens is the current head of these rangers, called the Mountaineers.

The Black Goats takes their name from the black-dyed goat's hide cloaks that they wear, and are led by a man named Horag. Preferring to attack by night when the black of their cloaks conceals them from view, the Black Goat clansmen are the boldest of the local clans, and have been known to go raiding down the Torrent Road, hoping to catch merchants on their way to Joston's Rock. The Rock Chewers mix rock dust into their meals, in the belief they are taking the strength of the mountains into their bodies (which accounts for why so many of them lose their teeth earlier than most). Less daring than the Black Goat clan, the Rock Chewers seek out solitary travelers and small camps on which to prey. The depredations of the Rock Chewers are led by a clansman named Kashal. Both clans have developed an interesting initiation rite since Joston's day (and they dispute exactly who came up with the idea first). Before either a boy or a girl is allowed to take part on a raid, they must prove their courage by sneaking up to Joston's Rock and leaving their mark as a bloody hand-print on the walls.

Population: The majority of the population to be found on the Tullison holding is concentrated in or around Joston's Rock. In place of small farms and houses that dot the rest of the Riverlands, here a traveler is more likely to encounter mining camps or small clusters of huts that serve as home to goatherds. While each camp or minuscule community might have a shared lot dedicated to scrabbling out a few meager crops, these gardens only produce enough food to help feed the families that tend them. No matter how small, each community is apt to be fortified by iron stakes (wood is more expensive here) and other such defensive measures intended to dissuade would-be raiders.

Huddled against the south wall of Joston's Rock is the hamlet of Lordsview. Local legend says that the village stands on the site of the camp from which Joston oversaw the construction of Mountain's Reach. No more than a score of buildings in size, Lordsview is home to smallfolk without a place in Joston's Rock. It boasts an inn, a whorehouse, and a small trading post.

Power: The Mountaineers are the eyes and ears of House Tullison in the mountains. Led by Ser Mather Warrens, the rangers monitor the activities of the clans, patrol the Torrent Road until it meets the green of the Riverlands, and generally attempt to maintain law and order outside Joston's Rock. Well paid, equipped, and trained, the Mountaineers are the pride of Tullison's military and every child that grows up under their watchful eye dreams about growing up and joining their ranks. Usually found busy at work on the continuing expansion of the castle, the construction and mining crews can provide a rough-and-ready support unit in times of war. On the rare occasions that smallfolk levies are called up by House Tullison, they are led into battle by the house's master at arms.

Wealth: The iron mines burrowed into the western face of the Mountains of the Moon are the lifeblood of House Tullison. The wealth produced by the mines has allowed the House to attract the services of Master Smith Alyard, whose forges produce the arms and armor of the House; the counsel of Maester Haelis; and the construction of a sept overseen by Septon Weyls. The political influence of House Tullison can mainly be felt by the loans granted to poorer (though no less noble) houses, and with whom the Tullison's decide to trade their iron ore. The merchants of the region have contributed to the groaning coffers of House Tullison in no small way.

Mountain's Reach

Built with rock quarried from the iron mines, Mountain's Reach is one with the terrain on which it rests. Even as it has grown from its original design over the century and a half since Lord Joston first set eyes on it, the castle has remained true to the first Lord's vision. Three walls surround the inner keep, north, west, and south, while the mountain itself serves as the fourth, impregnable wall to the east. From a distance, a traveler might assume Joston's Rock was part of the mountain. With stone being the most plentiful building material to be found in the area, every permanent construction inside Mountain's Reach is made of stone.

The Mines

Entrances to the iron mines can be spotted all over the Tullison lands, even inside the walls of Joston's Rock. The mineshafts inside the castle are among the oldest active mines in the area, many of them going back to the days before Joston Rivers. Other than to produce the high quality iron ore for which House Tullison is known, the mines also provide shelter for the smallfolk of the region in times of trouble. When the signal fires high atop the towers of Joston's Rock blaze, the smallfolk know an enemy is approaching the mountain and they hurry to seek refuge inside the castle. Dead end shafts where the iron has played out are used for storage, converted into rough-and-ready shelters, and serve as temporary housing for smallfolk whose homes have been ravaged by the clans.

The Forge

House Tullison is proud to be self-sufficient when it comes to the arming and armoring of its soldiers. With the exception of bows and crossbows, every piece of military equipment used by House forces is made inside the castle grounds. Master Smith Alyard, and his numerous journeymen and apprentices are capable of making full suits of plate mail as well as the chain and breastplates worn by the majority of the troops. Swords, daggers, maces and all other sorts of weapons are made and maintained in the forges. In times of war, the smallfolk levies are equipped with military versions of the picks and axes they use daily.

The Sept

Situated inside the walls of the castle, the sept at Mountain's Reach is the only formal place of worship to be found for leagues. As such, religious smallfolk in the area travel to the sept for ceremonies like weddings, funerals and religious observances. The building that forms the sept was built specifically for the purpose of worship and is seven-sided, with stained glass windows on each side that portray stylized images of the Seven. Inside, the sept is aglow with candlelight reflecting off highly polished stone floors and benches. Septon Weyls oversees the sept, offering guidance and worship to the faithful. Perhaps unsurprisingly, the Smith and the Warrior are the two aspects of the Seven-Who-Are-One that are venerated most frequently here.

The Grand Hall

The Grand Hall of Mountain's Reach is where Lord Dunstan holds court each day to hear the words of his people. It serves double duty as a dining hall when other nobles come to call. The walls of the Hall are lined with tapestries depicting the triumphs of House Tullison and images of mighty heroes honored throughout the Seven Kingdoms – and King Baelor the Blessed. The Lord's chair in the Grand Hall is made from carved stone and tradition holds that no cushions may be placed upon it. The Lord that would rule House Tullison must endure as stone endures. Glass windows set near the ceiling provide natural light during the day, while at night the Hall is lit by torches, charcoal burning braziers and the light of the great fireplaces that line it.
 
So, er, what's a Fullbring? I left Bleach after Aizen's defeat, so I am a bit clueless on that except that somehow Chad's power is one.
 
So, er, what's a Fullbring? I left Bleach after Aizen's defeat, so I am a bit clueless on that except that somehow Chad's power is one.

Fullbringers are spiritually-aware humans who are born with an ability called Fullbring, which allows them to manipulate the spirit energy present in all matter. Their Spirit Energy is similar to that of Hollows, which is related to their origin, which is very stupid IMO so let's move on.

Fullbring enables a Fullbringer to manipulate the "soul" of physical matter. Every object, even simple or man-made objects like chairs, have souls, however small and rudimentary. By "pulling" on these souls, a Fullbringer can manipulate the object's movement and even alter its characteristics. One Fullbringer demonstrated this in canon by using Fullbring to draw water from a glass into his mouth without touching it. Another use is to "pull" on the soul of water to allow one to stand on top of it. This power is incredible versatile, but takes training to utilize. And since Fullbringers still have physical bodies, they need to train to build up a lot of stamina to be able to use this effectively.

All Fullbringers are born with their powers, but the age it manifests varies tremendously between individuals. Also, a Fullbringer carries their abilities over to the afterlife.

Fullbring has its own version of the high-speed movements that Soul Reapers, Quincy and Arrancar all have (and call different names); theirs is called Bringer Light, because there's a flickering ring of green light that appears at their feet just before they activate it. It works by "pulling" on the terrain around them, for example by "pulling" on the ground to make it more elastic and increase their jumping power while simultaneously "pulling" on the air to accelerate them.

But the most common power of Fullbringers is Object Affinity. By developing an affinity for a particular object that they feel some kind of strong emotion toward, a Fullbringer can alter its form and use it as a catalyst for unique powers. One Fullbringer, to use an example, can turn a saltire pendant he wears into a claymore. While it's most typical for a Fullbringer to have such an affinity with one object, there's no actual limit, except for how many objects you have a strong enough affinity to get worthwhile powers from. Because of this, the strongest Fullbringer would theoretically be one who is able to form many strong attachments to many things and people and who can feel very strong emotions. And continuing to be theoretical, someone so ruled by emotion would probably be unstable. This kind of goes with the motif of the Hollows and Arrancar; Kubo designed them to embody passion and instinct over reason.

Technically, all Fullbrings are "incomplete" when they're first discovered, and their changing and growing isn't a result of it growing more powerful per se, but of the user simply getting closer to its "true" form. Once it reaches that fully realized form, the object itself and its power can't grow any further (though of course the user still can).

A object's unique power is dependent on its nature and the memories associated it; even objects can "store" memories and experiences, which is how the Object Affinity works in the first place. For example, when Ichigo unlocks his Fullbring after losing all his other spiritual powers, he uses his Substitute Soul Reaper's badge (drawing on the feelings of pride he had in being a substitute Soul Reaper and his desire to use his power to protect people) to essentially recreate the powers of Zangetsu, and as it grew stronger it essentially went from being more or less his shikai to more or less replicating his bankai.
 
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Unnamed Devil May Cry Quest
One of my favorite video game series was Devil May Cry; I've played all 3 games to death (5 DMC games? What? I have no idea what you're talking about) and watched the animated series. So obviously the idea for a quest has popped into my head.

The timeline here is that it starts at the beginning of DMC 3, at which point Dante and Vergil are both 19. The event of the original game will take place 4 years later, and the animated series a year after that. Then DMC 4 happens in another 10 years.

So here's the options for 5 different backgrounds. Each of which are drastically different in backgrounds, personalities, and powers. Also, in power level. Some of them are weaker or stronger than others; there's no balance inherent in the DMC universe, so why bother trying to balance the options?

[] Demon Hunter

Demon hunters are a disparate bunch, and they all have their own motivations. Some of them lost a loved one and decided to go the Batman route rather than seek counseling. Some of them feel they have a responsibility to help people, to protect the innocent from evil forces that seek to harm them. For some, it's a family business of sorts that they were born into.

And some of them are like you, and just find shooting demons to be a very fun and lucrative profession that you happen to have a talent for and which manages to hold your interest. It's not that you don't care about saving lives or anything, mind you; it's just not really your primary motive. Bottom line is, you're a very uncomplicated person, and a thrill-seeker at heart. And unlike becoming a soldier or a mercenary, there's no complicated moral questions or any of that to muddy the waters; you kill bad demons, you save lives, and lots of fun all around. Just good, clean fun. Sweet racket, huh?

You're an extremely well-trained combatant, a master of combat, both unarmed and with all kinds of weapons, particularly guns of every shape and size. Physically, you're at the peak of human potential, capable of actions that seem almost superhuman. You combine this with a razor-sharp wit that belies the jocular, adrenaline junkie face you put on in battle. And you need all of it, because the simple truth is that a normal human is always at a big disadvantage against demons. Most demons are at least somewhat resistant to mundane weapons on top of that, and you don't really have access to much enchanted stuff. So you compensate with sheer volume; where one bullet pisses a demon off, a thousand will give it a very, very bad headache. Just ruins their day.

You're practically a walking armory, with weapons both hidden and obvious all over your body (unless you're, you know, shopping or something), and that's not counting the actual armory where you keep all the stuff you can't cart around with you. Guns from hand cannons to shotguns to honest-to-God anti-tank rifles. Low-tech weapons too; a lot of knives, swords, axes, etc. of all kinds of different shapes and sizes. You know, just in case. And hey, if all else fails, blow it up. Everything from TNT to C4 to napalm to thermite, just in case you really need to make sure there's nothing left. Best not to ask where you get this stuff, how you haven't been arrested, or how you can carry around as much of it as you do. Point is: with enough prep time and some luck, you'd give yourself decent odds on killing even Devils.

What's your involvement with the strange tower that appeared in the middle of the city? Uh, demon hunter.

[] Holy Warrior

Evil's forces may be mighty, but they are nothing before the glory of the Lord. So many forget this, but the Order never will. Originally a secret society within the Catholic Church, the Order of St. Sparda drew membership from all levels of the Church: nuns, friars, bishops, knights of religious orders such as the Knights Templar, several cardinals and at least one pope were all members. This order was devoted to rooting out and destroying the demons in man's midst; the literal ones, that is. As the Order grew, it expanded its membership past the Catholic Church, first embracing Protestants even as most Catholics deemed them heretics. Then it began to allow Jews, then even Muslims. Now, it allows anyone who is willing to dedicate their body, mind and soul to the protection of humanity from demonkind, and who swears to follow the example of Saint Sparda the Redeemed. In the current day, this secret society has chapters all over the globe, with members who are adherents of just about every (and no) religion. Though of course, the majority of the leadership is Catholic to this day.

Despite your young age, you have already become one of the most valued agents of the Order. You have devoted your life to becoming an instrument of God's justice, smiting the wicked demons that dare to prey upon His children. Most of your free time is taken up by continually training and studying to improve yourself... or in prayer for the souls of those you could not save. You are "intense," or so some have described you. You are driven, composed, and single-minded. Some have called you cold, for you retain your calm even in face of terrible evil or great suffering. In truth, you are extremely passionate and with strong emotions; you've simply learned how to subordinate them to your duty.

The Order of St. Sparda has hunted demonkind for centuries, amassing great stores of invaluable knowledge and experience that you have inherited. You have honed body, mind and spirit to turn yourself into a living weapon designed to destroy demons. Ceaseless training, meditation, study and prayer, as well as holy rituals, have given you a body in every way at the very peak of what it means to be human, with the skills in combat to match. What's more, the power of your faith can serve as a shield against certain demonic powers, particularly those that seek to corrupt or control you. Holy symbols mark your flesh, allowing you to tap into even greater reserves of power for short periods of time, allowing you to face down even Devils on equal footing. At least, for a time.

You have full access to the near-limitless resources of the Order, so long as you can justify your acquisitions. You have a very large personal collection of weapons and armor; most of it is blessed and enchanted to be particularly damaging to demons. You have your fair share of more modern styles of weaponry, but for the most part you favor older kinds of equipment. Unless you believe you'll encounter some specific kind of threat, your usual load-out for a mission is as follows: clothes that, while somewhat unusual in appearance, are enchanted to help protect you from several kinds of harm, and cover up the armor that is likewise enchanted to provide further protection. A blessed sword of a kind given only to elite agents of the Order with many slain demons to their name. A heater shield, a very small splinter of which is from the True Cross and which has been anointed in holy water. A lance, modeled after that which pierced Christ's side and which, though a mere shadow of the original, nonetheless can pierce even very powerful barriers and defenses. And finally, a pair of handguns, finely decorated with vines of ivory and images of holy scenes in gold. Admittedly, they're a little gaudy for your tastes, but their ammunition is limitless and burns demons like holy water, so you won't complain.

You were assigned to investigate an upswing in demonic activity in this city when the massive tower erupted from the ground. You've heard the legends; if this tower is Temen-ni-Gru... Then you must do whatever it takes to ensure that it remains sealed. Whatever the cost.

[] Occult Researcher

A quick word before you start: You are not some mere occultist, blindly accepting ritual and legend without questioning the "Why" and "How." And you are certainly not some cultist, driven to madness and obsession. You hold a dim view of both, for reasons that should be obvious. You are a scholar and a scientist by both trade and inclination, and as such, you recognize that when your long-held beliefs run counter to the reality in front of you, you should throw away the beliefs before the reality. And so you now devote yourself to the study of demons. What are they? What powers them? What of magic, and human souls? What can they teach you? And so on and so forth.

It should also be understood that you are no mad scientist. While you accept that sometimes sacrifices are necessary to expand knowledge, or that you must make the best of tragedy, you have no intention of sacrificing the innocent simply to expedite the process of acquiring data. First and foremost you seek to acquire knowledge, but knowledge with no end goal to it is knowledge wasted. You aren't certain yet what kind of benefits for human progress your current line of research has to offer... Well, you do, but you need to figure out how to do so safely. As should be obvious, you are analytic, exacting, methodical, and above all, patient. And while you may be lacking in bedside manner, you're far from without empathy. You do, admittedly, have a tendency toward being somewhat... difficult, when around those of more limited intelligence than yourself. And you have little in the way of social delicacy. Ah well. Who needs friends, when you have a wide world of research into demonology?

Despite stereotypes, you keep yourself in good physical shape; a sound mind resounds in a sound body, after all. And you've learned self-defense; it's a dangerous world we live in. That said, you have no confidence in your ability to fight demons yourself, and no intention of doing so.

Luckily, you don't have to do such a thing, even when studying in the field. Unbeknownst to you, you've one-upped a certain stuttering scientist by beating him to the punch, as it were, by discovering how to create tame, artificial demons by binding demonic souls into inanimate objects. Unfortunately, "Homunculus" is already an extant term in the field of magic, so you've decided to call these artificial demons, which you can activate and control at will, "Armatures." You have enough on hand that you can deal with most demons, though you aren't quite so sure of their chances if you should encounter a full-fledged Devil... Oh well. Perhaps you can find a way to make more powerful ones in this tower? You also have a few amulets that can provide you protection from harm, but you'd rather not rely on them too much; they're still somewhat untested.

According to your research, the massive demon-infested tower that has suddenly jut upward from the ground in the middle of the city is likely Temen-ni-gru. This represents both a priceless object of study... and a danger that must be contained. You have no idea at the moment how you will do that, but surely with your intellect and resources you can find some way to ensure that the seal is not broken...

[] Half-Demon

It's vanishingly rare, but sometimes love blooms between a human and a demon, and the two conceive a child with the traits of both. Far, far more often, the misbegotten spawn is the result of a very violent and terrible act. In other cases, it is the result of a demonic cult performing profane and vile rituals for their dark masters. Depending on the circumstances, it could be raised up as a favored servant of its demonic parent, treated with reverence and awe by the mere humans. Or it might be brutalized and ostracized by both man and demon for its tainted, incomplete nature.

That's you; the latter possibility, that is. Well, a little of the former, too. Your demonic mother is a powerful demon who had you apparently on a whim, and takes a certain cruel delight in tormenting you. Nothing permanent, or nearly as awful as what she's capable of, but it's made for a far from happy early life. It's made you nervous and timid, afraid to speak up for fear of being lashed out at. You do your best not to draw attention from anyone, preferring to watch, observe, and learn. You've got a lot of sympathy for humans, actually; they do nothing wrong and they're no threat, but demons like your mother seem to want to spend all their time torturing and hurting them, just because they're weaker than them. Just like you, really. You're a bit of a defeatist, but really, who can blame you?

Being a half-demon spawned by a powerful Devil, you are physically superior to any human almost by default, though not at the level of an actual Devil. But you take after your mother in that you are much more well-suited to magic than might; you have an instinctive ability to channel your demonic energy into magical power, and you've gleaned enough to use it for a wide array of varying effects. Your preferred ones are those that help you run, hide and otherwise avoid things, or to trick others and thus defer punishment. Invisibility, illusions, teleportation, etc. Actually, from what you can tell, you've got a lot of power and talent when it comes to magic. But you couldn't possibly be strong enough to defeat your mother! No, that's impossible. Best not to even think about it...

You don't really have any equipment or possessions of your own; your mother never allows you any. You might be able to swipe some stuff if no one's looking, though... some of the stuff in this tower could be put to a lot of different uses by someone with the know-how.

Recently, your mother has been forced into servitude herself; you might take some measure of enjoyment in seeing it, except it's made her even more cruel than usual. And even worse, she's moved into this huge tower that's appeared in the middle of a city, bringing you along. Apparently, there's a "guest" that her new masters are expecting, and they want her – and by extension, you – to deal with him. This can't possibly end well for you...

[] Devil

Devils. A term for the most powerful of demons. Beings that human and demon alike regard with awe and fear in equal measure, for their power is vast and their evil knows few bounds. All demons feel urges toward destruction, or conquest, or any manner of cruelty and wickedness.

Except, seemingly, for you. It's not that you're particularly sympathetic to others... You think. You don't really know. What is that like? For the most part, you just feel... curious. You've never seen much point in the actions many of your brethren undertake, save the obvious ones like feeding. Though, with the power at your command, eating to restore your demonic energy is inefficient at best, so you don't partake personally. And humans themselves; they're so odd! So frail and powerless, like ants before your might. But what strange things they make. Fascinating, even. And you've read some of their books. Philosophy. Theology. All such interesting ideas that most demons and even devils seem to have little interest in. Your kind curses Sparda with more venom than exists even in Hell itself. But honestly, you've started to wonder if perhaps he had the right idea. Devils are rather boring.

As a Devil, your power is beyond either human or demon; you're in a class by yourself. In addition to utter superiority in every respect physically, you are also a mighty intellect and well-versed in demonic magic. In addition, you have a unique power that you can bring to bear against enemies (decided later). As far as you know, only other Devils will have much chance against you in a fight.

Weapons? Magic items? Why would you ever need those? You can acquire whatever you need almost at demand with such power as you possess. If you need something, you can merely take it. Why take such things around with you?

Honestly, you have no personal stake in this plan to unseal Temen-ni-gru. Well... so you thought at first. After all, if the barrier is opened, humans will go extinct, and your curiosity about their strangeness will go unsatisfied. But on the other hand, Vergil, the Son of Sparda, is a most interesting being. Killing him to stop this plan would deprive you of a chance to sate your curiosity about humans and Sparda. Then again, he has a brother. Perhaps that one would suffice?
 
(5 DMC games? What? I have no idea what you're talking about)
Amen.
Bottom line is, you're a very uncomplicated person, and a thrill-seeker at heart. And unlike becoming a soldier or a mercenary, there's no complicated moral questions or any of that to muddy the waters; you kill bad demons, you save lives, and lots of fun all around. Just good, clean fun. Sweet racket, huh?
So Demon Hunter for fun. Got it.
You're practically a walking armory, with weapons both hidden and obvious all over your body (unless you're, you know, shopping or something), and that's not counting the actual armory where you keep all the stuff you can't cart around with you. Guns from hand cannons to shotguns to honest-to-God anti-tank rifles. Low-tech weapons too; a lot of knives, swords, axes, etc. of all kinds of different shapes and sizes. You know, just in case. And hey, if all else fails, blow it up. Everything from TNT to C4 to napalm to thermite, just in case you really need to make sure there's nothing left. Best not to ask where you get this stuff, how you haven't been arrested, or how you can carry around as much of it as you do. Point is: with enough prep time and some luck, you'd give yourself decent odds on killing even Devils.
Weak, but skilled. That really is the motto of the humans in DMC-verse. Then again, if you ever encounter something that cannot be defeated via gun, use more gun. Or C4. That works too.
That's a laugh. Wonder how Dante would take having his pop (was it? My DMC lore is shoddy) being considered a literal saint.
a very small splinter of which is from the True Cross and which has been anointed in holy water.
I take it the church will be quite... cross when we lose it? Eh, Eh?
burns demons like holy water
Not literally I hope. Holy Water is expensive.
you've one-upped a certain stuttering scientist

Picture: The Certain Scientist
But you couldn't possibly be strong enough to defeat your mother! No, that's impossible. Best not to even think about it...
Yeah right.
This can't possibly end well for you...
Or would it? Yes. The answer to it is yes, that is.
Honestly, you have no personal stake in this plan to unseal Temen-ni-gru. Well... so you thought at first. After all, if the barrier is opened, humans will go extinct, and your curiosity about their strangeness will go unsatisfied. But on the other hand, Vergil, the Son of Sparda, is a most interesting being. Killing him to stop this plan would deprive you of a chance to sate your curiosity about humans and Sparda. Then again, he has a brother. Perhaps that one would suffice?
Playing as a Devil actually sounds quite novel, actually.

I must admit, I quite like the concept of this quest. Watched only the playthough of DMC 4 on Youtube (AGDQ and normal run), so not that familiar with the lore. The other point of contact I had with this is Mizuki_Stone's DMC 4 SI. Do the goofier things like that Dice, Skittlepops and the Shop-God of Space and Time (?) explicitly exist and are acknowledged in-story/quest, or are they considered gameplay mechanics and thus non-existent? Things like the lock-in cage-fight inducing barriers too. Well, that and Dante's progression in terms of power being as steep.

Also, can I ask if chargen would be multi-part, or single-part? That is, are the names, age, gender, etc, etc already pre-generated, all handled in a single massive plan-based vote, or decided via two/multi-part vote?

To everyone else: There's a new option up there, so go change the vote if you are interested. I know I did.
 
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That's a laugh. Wonder how Dante would take having his pop (was it? My DMC lore is shoddy) being considered a literal saint.

Sparda is indeed his dad. And the cult from DMC4 worshiped Sparda as a god, though by the time he encountered them he was a lot less bitter about his dad than he is in 3.

I take it the church will be quite... cross when we lose it? Eh, Eh?



Playing as a Devil actually sounds quite novel, actually.

That's the idea.

I must admit, I quite like the concept of this quest. Watched only the playthough of DMC 4 on Youtube (AGDQ and normal run), so not that familiar with the lore. The other point of contact I had with this is Mizuki_Stone's DMC 4 SI. Do the goofier things like that Dice, Skittlepops and the Shop-God of Space and Time (?) explicitly exist and are acknowledged in-story/quest, or are they considered gameplay mechanics and thus non-existent? Things like the lock-in cage-fight inducing barriers too. Well, that and Dante's progression in terms of power being as steep.

Gameplay. As for the lore, there's actually not a huge amount of it. The series focuses much more on the action and, to a lesser extent, the characters.

The only lore you need for Devil May Cry 3 is as follows: long ago, demons could freely travel to the human world, which was, as you would imagine, very bad for humans. 2,000 years ago, a Devil named Sparda "awoke to justice," as it's described, and beat back the rest of the demonic forces single-handedly, then sealed the gateway between the human and demon realms, located in the unholy tower of Temen-ni-gru (whose name, incidentally, is a corruption of the name of the Great Ziggurat of Ur, E-temen-nigur, whose name means "house whose foundation creates terror"). Realizing he himself was too powerful to safely exist in the human world as well, Sparda also gave up most of his power to that seal. He quietly reigned over the human world for a little while, but then disappeared and only resurfaced in the modern day to meet and marry Eva, who gave birth to twin sons, Vergil and Dante.

Sparda disappeared and died before his children could ever really know him (how is never explained), and agents of Mundus (the Prince of Darkness and one of Sparda's many, many enemies) later killed Eva, orphaning young Vergil and Dante, who were separated for most of their lives. Vergil grew to despise human weakness and reject his own humanity, while Dante initially rejected his father's legacy.

Also, can I ask if chargen would be multi-part, or single-part? That is, are the names, age, gender, etc, etc already pre-generated, all handled in a single massive plan-based vote, or decided via two/multi-part vote?

A lot of stuff will be filled out for them, though gender at least will be for them to decide.
 
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