Up until now, Valyria had been the center and master of the world. It had no need for great armies and great fleets, only dragons reared among the volcanoes of the peninsula. From Dragonstone to Ghiscar the world trembled at the sound of dragon wings. But now, things have changed. One day, every volcano in Valryia erupted at once. Now, Valyria is ash. And across Essos the order it imposed is falling apart.
In the west, the people of the Free Cities, seeing the destruction as a sign from R'hllor, rose up against the Dragonlords. They have been, to a man, slain, taken by such surprise by Valyria's destruction they were not able to mount their steeds before the mobs came for them. The sole exception was Dragonlord Aurion, who managed to seize Qohor, declared himself Emperor of Valyria, and south with 30,000 men to try to secure the lore needed to breed dragons from Valyria's ruins.
None returned. Valyria's dragons are all but extinct, save for one on Dragonstone and Valyria's customs are being dismantled. The Valyrian Triarchs barely hold on in Volantis where they had to negotiate with a mob of R'hllorites besieging the Black Walls. Only in the three surviving Valyrian cities: Mantarys, Tolos, and Elyria and Valyria's youngest Free City: Essaria, do the old ways remain but events in the east hold great foreboding for them.
While many see the fall of Valyria as a tragedy, the Ghiscari see it as a miracle. Like the followers of R'hllor in the west, they have butchered the Valyrians and now wonder how to rebuild their civilization. The more prosperous cities like Astapor, Yunkai, and Meereen are controlled by cabals of the best families while in smaller cities like Hazdahn Mo and New Ghis a single family has risen above all others. Yet, even as they rejoice with all their might the Sarnori cheer much louder, for they now know the fate of the Rhoynar shall not be theirs and many of the kings of Sarnor are scheming to add Valyrian lands to theirs, or to stop their rival kings from expanding. Yet, the greatest victories may belong to a Khal named Mengo who has told the Dosh Khaleen that the great inferno in the west is a sign from the Great Stallion and the time has come to ride west...
Of course all this means little to the Westrosi for they have their own concerns. King Arrec of the Stormlands reigns from Seagard to Wrathport as the mightiest of all Westrosi kings but half his throne rests on the discontent Riverlords, many of whom, save for a few favored Houses like the Blackwoods and Tullys, have been consistently treated as second-rate figures in the greater Durrandon Empire. While the Kings of the Rock and the Reach have been consistently beaten back by the Stormkings, many believe that any King who can properly use the divide between the Stormlands and the Riverlands can break the Durrandons and many whisper that the ambitious King Harwyn Hoare, known as a skilled warrior on land and sea plans to try his hand at toppling the Crowned Stags. If he succeeds he will be the greatest Ironborn in history. If he should fail, perhaps the North or the Mountain and Vale will try their luck, if they can stop their feud over the Narrow Sea long enough to turn south.
The Dragons are dead! LET THERE BE WAR!
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This is a game set shortly after the Doom of Valyria and inspired by a game on AlternateHistory.com that tackled the same concept. Here are some ground rules. I advise anyone with questions to ask me about anything they want to know.
1. Each turn will be two weeks save for the first turn whose due date I will give at the time the IC goes up.
2. We will be using the three-claims systems. In this you list three Houses or Cities you want to have in order of preference. For example...
House Durrandon
House Lannister
Yunkai
Failure to make three actual claims will result in you being shunted to the bottom of the list when it comes to assign who gets what House.
3. While I may open up Vassal Houses later for now I want the independent realms filled up. In addition House Targaryen is an NPC. They have lost all but one dragon and not willing to take any chances on foreign adventures for the next century.
4. I need sub-mods to handle the work-load. Feel free to apply at any time. A sub-mod processes actions made by the various Houses I assign. This will start on the second turn so any prospective sub-mod know what they need to do.
5. On each turn, each realm has four actions to use however they wish, including waging war. They are expected to be posted in their turnpost, an example of which is placed below. Actions you do not want other PCs to know can be marked SECRET and sent to me in a PM. Abuse of this results in an annoyed GM.
6. Please write all posts in readable English. I don't expect Shakespeare but if I have a hard time reading your posts then that's a problem.
7. In general, designing House family trees will be left to the players within reason. Just try to adhere to canon if possible.
8. Please wait 24 hours before filing any appeals after the turn results are posted after the end of a turn.
9. Remember NPCs, especially bannermen, especially Riverlands bannermen are unreliable. You have been warned.
10. Westrosi realms did not colonize Essos during this time for good reason. You have been warned.
11. Please include your GM in all PM conversations.
12. Roleplaying and playing around with canon makes the GM happy.
Turnpost Format
House/Faction Name - Year
Polity Flag/Coat of Arms
Current Ruler: Name Expected Heir: Name if applicable. Type of Government: Self-explanatory Capital: Capital Religion: Narcissism
etc...
Insert Major Actions here, tag me
Internal Events:
-Any internal events you want to talk about...
Military
-See Chart Below, feel free to talk to me if you think the numbers are off
Alliances, Agreements, Pacts, and Trade:
Diplomacy:
Conception Roll:
1-45: You conceive.
46-100: You don't conceive.
Modifiers:
Fathers Age 50+: +5
Fathers Age 60+: +10
Fathers Age 70+: +20
Mothers Age 35-40: +10
Mothers Age 40-45: +20
Mothers Age 45-50: +30
Mothers Age 50+: +100
Table 1: Pregnancy Success
1-15 Something Went Wrong (Roll on table 3)
16-90 Single Birth.
90-100 roll on Table 2 Multiple Birth
Modifiers:
Mothers Age 35-40: +10
Mothers Age 40-45: +20
Mothers Age 45-50: +30
Table 3 Something has gone Wrong.
1-4 Mother and Child Die in Child Birth
5-8 Simple
9-12 Deaf
13-16 Blind
17-20 Sickly infant (dies shortly after birth)
21-40 Stillbirth
41-65 Miscarriage late
66-100 Miscarriage early
Modifiers:
Mothers Age 35-40: +5
Mothers Age 40-45: +10
Mothers Age 45-50: +15
Table 4
Gender
1-50 Male
51-100 female.
Eyes
1-45 Mother
46-85 Father
86-100 Recessive Gene takes hold (looks like neither, resembles extended family member)
Hair
1-45 Mother
46-85 Father
86-100 Recessive Gene takes hold (looks like neither, resembles extended family member)
Skin
1-45 Mother
46-85 Father
86-100 Recessive Gene takes hold (looks like neither, resembles extended family member)
Features
1-45 Mother
46-85 Father
86-100 Recessive Gene takes hold (looks like neither, resembles extended family member)
YOUR HOUSE: The name of your House.
ALLIES: Any allies you have.
COMBINED FORCES: the total number of men you are sending and however many men your allies are contributing.
OPPOSING HOUSES/NATION(S): Those whom you are fighting.
THEATRE(S): Where you are currently fighting.
MILITARY DOCTRINE: The style of war your military is orientated towards and how you go about fighting.
MILITARY GOALS: What you are fighting for and what you wish achieve this turn.
STRATEGY: How you will fight on a Strategic level/Tactical – Battlefield plans and where you are heading and how you are going about to achieve your goals.
YOUR HOUSE: The name of your House
TARGET: Who your espionage is targeted at
MISSION: What you want to achieve.
METHOD: How you plan to achieve your goal.
OTHER: Anything else relevant to the mission.
YOUR NATION: The name of your nation
TARGET: Where you are colonizing?
PLAN: How you will take control of the area? Are you sending soldiers to subdue local tribes and states? Are you making treaties with local bandit chiefs? Are you sending colonists into ruined cities?
Reach
30,000 Horse
40,000 Foot
300 Ships
Westerlands
9,000 Horse
26,000 Foot
140 Ships
Riverlands
10,000 Horse
30,000 Foot
55 Ships (20 in the West, 35 in the East)
North
5,000 Horse
25,000 Foot
60 Ships in the East
Essossi Survivor (Any entity not listed above, subject to appeal)
5,000 Foot
500 Horse
20 Ships if on the Coast
(Numbers will for all Essosi factions will increase as nearby land is secured)
Sarnor
45,000 Foot
15,000 Chariots
(Distributed among various Kings, the High King in Sarnath has very limited authority over them)