I believe we've got a majority. Solid 50% voted for Dorne.
This is the second part of Character Generation! Here, you will go into fine detail as to your lineage, if you're smallfolk or noble, and what you did during your early youth! What events changed you, for better or worse, and how that shapes your personality, skills and traits. For this purpose, you'll have a currency I'll call Marks. You can spend or gain Marks during the course of this creation. Options with more advantages will cost them, options with less advantages will give them.
YOU HAVE (3) MARKS
Born amid the arid lands of Dorne, you lived under a blazing sun and played in the sands for which your home was famous for. Wearing the loose clothing and jeweled belts iconic to the Dornish, and veiling your head when you moved during the hottest parts of the day. Large parts of your days were dedicated to remaining cool, and trying to keep hydrated whilst conserving the water you had… You didn't quite understand the weight of your lineage when you were younger, but as you grew up, you were taught your place in the world. What was it, however? And what experiences defined your youth to make you who you are?
NOTE: You will gain a cultural trait based on which type of Dornishmen you are, determined by House. If you are not a noble, a vote for what type of Dornishman you are will commence in the next part.
[ ] Of the Line of Nymeria. -2 Marks
A son or daughter of House Nymeros-Martell, you are related to the ruling dynasty of Dorne, and hold the style of Prince or Princess. Your family holds the fealty of the houses of Dorne, though it isn't without troubles. You will hold the weight of expectations and responsibility a royal family has, yet it has its advantages and privileges.
[ ] The scion of a major house sworn to Sunspear. -1 Mark
- [ ] Write In: Choose from the list below.
The major houses of Dorne are the most influential, for now, families who have affluent titles, lands or lineages. In times before Nymeria's Conquest, they were Petty Kings, or were the lords chosen to supplant expelled petty kings. Now, they are Lords. These include Houses Yronwood, Dayne of Starfall, Uller, Manwoody, Allyrion, Fowler, Toland and Jordayne.
[ ] The child of a minor house sworn to another.
- [ ] Write In: Choose from the list below.
These are the houses who were always lords or landed knights, vassals to the petty kings of Dorne before the conquest. They are not as influential as the major houses, but they still hold lands and titles. These include Houses Wyl, Dalt, Santagar, Dayne of High Hermitage, Qorgyle, Vaith, Gargalen, Wells, Ladybright, Drinkwater and Blackmont.
[ ] Offspring to retainers. +1 Marks
Technically smallfolk, your family's service and role in the castle or holdfast of a Lord or Knight however, offered you a much easier childhood than most. With access to protection and education that most others of your birth don't have.
-[ ] Write In: Which House?
[ ] Peasant by birth. +2 Marks
You are a Smallfolk, born without privileges, titles, lands or wealth, you and your family worked hard for their meals, water and possessions, and were subject to the sometimes hard laws and rule of their local Lord or Lady.
Gender: No mechanical effects. Some cultural ones.
[ ] Male
[ ] Female
Faith: Religion has a role to play in these times, and diplomacy will be easier with those who share the same faith, and harder for those who don't.
[ ] Faith of the Seven: Brought across by the Andals, the Faith of the Seven is the most predominant on Westeros, and worships One God with Seven Aspects, each fulfilling a role in the cosmos. Led by the High Septon in Oldtown, it's the most politically and culturally influential, with wealth collected from most of the continent's septs, septires and motherhouses. Even if its tenets concerning monogamy aren't as adhered to in Dorne, they have great sway, and the practice of Knighthood originate from the Septists. Most everyone south of the Neck follows the Seven.
[ ] Greenblood: In these times, the Greenblood worship Mother Rhoyne, the traditional goddess of the Rhoynar, and consider themselves orphans since they've left the river that was once their homeland. A vast minority compared to the Faith of the Seven, they live on the River Greenblood on poleboats, preserving practices of dancing on the riverbanks and spiritual cleansing by bathing in the river.
[ ] Faith of R'hllor: The Lord of Light is brand new to the region, with only a handful of temples across the entire Principality, and enjoys even less followers than the Greenbloods. A dualistic faith that believes fire, light, warmth and good comes from R'hllor, and that cold, darkness and death comes from The Great Other. Both of whom wage a cosmic war over the world. One which will only end when a prophesied hero, Azor Ahai, wields the sword Lightbringer and raises dragons from stone.
[ ] None: Whatever gods exist doesn't concern you much, and you don't express much in the ways of following a faith. You will not gain any benefits for interacting with those with a fervent belief in a faith, but neither will you incur any detriments.
Now that you knew your place in the world, now it was time to interact with it. When your mind grew sharper and you could begin to walk firmly, talk steadily, you began to learn through experience or through classes. This section will go over how you spent your youth up to the age of majority. First is your Education, which shall build upon your core attributes with no detriments. Next will be traits, which come with benefits and trade-offs. Based on both, you will earn Skills, which are traits that can be leveled up through continued use or training. Each of your character's Attributes begin at 5.
EDUCATION: Choose One unless specified otherwise.
[ ] Tutored by Maesters: The wise man of the Citadel available to you has given you some classes on the region's history, houses and other miscellaneous topics. Ensuring a solid foundation in scholarly subjects that could be useful for a Lordling or Lady. (Available only to Nobles or Retainer Origin) +2 Diplomacy, +2 Learning. Gain a miscellaneous Learning, Diplomacy or Stewardship Skill.
[ ] Warded Abroad: As a child, you were sent to be fostered with another house or peer of the realm. You grew up in another lord's castle, dined with another lord's family, and built relationships with another house. (Only available to Nobles) +2 Diplomacy, +2 Stewardship. Choose one other education trait. -2 MARKS
- [ ] Write In: Which house warded you?
[ ] Squired: You served as a squire to a Knight and learned from him the art of combat, maintaining your armor and horse and weapons, as well as the theories behind leading men into battle. (Available only to Male Nobles and Retainers) +2 Martial, +2 Prowess. Gain a skill in a weapon.
- [ ] Write in: Which weapon, Spears, Swords or something else?
[ ] Destined to Rule: You remained close by your Lord or Lady parent's side and learned from them their example of the art of ruling and leading. Gaining crucial insights into the issues they face, and how they deal with them. (Available only to Nobles) +2 Stewardship, +2 Martial.
[ ] Well Traveled: You and your family moved frequently, whether it was because they were seeking opportunity, or were moving merchandise to new markets, or they were the hands hired to defend those who were moving that merchandise. You've walked farther from home than most, and seen what it was like. (Available to Smallfolk) +2 Martial, +2 Diplomacy.
[ ] Raised by the Faith: Your upbringing wasn't in the form of a home with a family. Taken in by a local Temple or Sept, you were raised by their attendants, priests or Septons as an orphan before you were old enough to fend for yourself. Though they insist that they're always there should you find yourself in need. (Available to Smallfolk.) +2 Diplomacy, +2 Learning.
[ ] Gossipmonger: When you were young, watch how others traded news and gossip across the land. Taking it in from others before sharing it out. You learned how information disseminates between people, and how some things shared can be twisted for one's own purpose. (Available to all) +2 Intrigue, +2 Diplomacy.
[ ] Bazaar Crier: You helped your parents sell wares at the various bazaars next to the active Greenblood River and Plankeytown. Learning how to attract people, convince them that a product is worth their coin, and how to make a good transaction. (Available to Smallfolk) +2 Stewardship, +2 Intrigue.
TRAITS: Any number of traits can be chosen, some are mutually exclusive. All cost 1 Mark, unless specified otherwise. Traits can represent your character's abilities, personality, reputation or physical condition.
Physical:
[ ] Tall: You stand a head above most others, and have a striking figure because of it. +2 Prowess and bonus to intimidating others. (Cannot be taken with Short)
[ ] Short: You're smaller than most, but that allows you to not be noticed as easily, should you apply yourself. +3 Intrigue, -1 Prowess. Detriment to intimidation attempts. (Cannot be taken with Tall)
[ ] Strong: A very straightforward advantage. +3 to Prowess. (Cannot be taken with Weak)
[ ] Weak: This character's body is frailer and less robust than most. -2 Prowess (Cannot be taken with Strong) +1 MARK
[ ] Pretty: This character's physical appearance is very pleasing upon the eye. +2 to Diplomacy.
Mental:
[ ] Shrewd: Gain a +1 to each Attribute, but lose the situational and nebulous bonuses from other mental traits.
[ ] Brave: Fear isn't foreign to you, yet you have learned to press on despite it. +2 Martial, +1 Prowess. You will find it hard to compel yourself to withdraw from a fight once it's joined.
[ ] Honest: Lying just isn't in your nature, and you might find yourself disadvantaged when lying is the only course of action. +2 Diplomacy, -2 Intrigue. (Cannot be taken with Deceitful)
[ ] Just: You're very good at keeping an impartial handle of things, and making measured decisions without bias. +1 Stewardship, -1 Intrigue.
[ ] Deceitful: You are a serial liar, and could fib to the Father himself if he descended to ask you a question. +2 Intrigue, -2 Diplomacy. (Cannot be taken with Honest)
[ ] Perfect Memory: Unless distracted, you're capable of remembering information perfectly. +2 Learning.
Dynastic:
[ ] Bastard Born: With the surname Sand, you were born outside of wedlock during an affair or by one of your parent's paramours. Whilst the Dornish don't mind, others will, and you're eliminated from succession. Detriment to diplomatic checks on anyone except Dornishmen. +1 Mark
[ ] Firstborn: You're the firstborn child and heir to your parents, when they pass you shall inherit whatever titles or roles they had. -2 Marks.
Please submit your votes in Plan Format.
Note: The Old Gods not being an option in the Faith Section is a small lil' piece of headcanon on my part. We see no evidence of Old Gods worship in Dorne prior to the Andal Invasion, and it would make sense as the region cannot support forests or Weirwood Trees for that matter. So, I hypothesize that the Old Gods aren't prevalent in the region, and likely were wiped out by the Faith of the Seven once Andal Adventurers came into the region. If you guys wish for me to reverse this and add the Old Gods as an option, I will do so.