The Protagonist Who Was Promised (A Jon Snow ASOIAF Quest)

To Grandview VI: White Harbor II
Quick Note: So, I've got some bad news, some good news, and some more so-so news. The bad news is, this first chapter is short. The good news is that I went a little crazy outlining things ahead and even wrote a few draft excerpts for things that might happen, so the next few updates might be expedited a bit depending on your choices. The so-so news is that I'll be headed back to university this week, so updates will likely be more sporadic than usual for a little while.







Choice you took last chapter:



[X] Stay inside New Castle with Harwin and Donnis. (They took wounds on your behalf and you feel obligated to stick with them. Besides, you're quite interested in how Maester Theomore will treat their wounds.) *Guaranteed skill gains. Possible relationship and trait gains. Possibility of additional character encounters.





You shake your head at Wyl before turning to the Maester. "I'll stay if that's alright with you, Maester."



He's already rummaging through his storage cupboards and only gives a grunt as he pulls all manner of supplies from them. Jars of ingredients, linens, and string from what you can see.



Taking his non-verbal response as assent, you take a seat in the only remaining chair in the room. Wyl nods to you before he takes the group's satchel from Harwin and departs with a considerable spring in his step.



"This will hurt," The Maester tells Donnis as he gets to work tending to the gash on his arm. You watch as he cleans both of their wounds once more but with something that smells of strongwine. They both flinch in pain as the Maester performs his work and you think it has something to do with the substance. You rub your bandage, thankful that he only cleaned your own wound with water.



He looks over both of their wounds for a while, only scribbling something on a bit of parchment as he hums occasionally. You see Harwin and Donnis exchange an exasperated look when Maester Theomore mutters to himself. After a few seconds of wearing a pondering expression, the Maester attends to Harwin first, setting his leg up on a stool as he holds string and needle in hand.



You lean forward in your chair and watch as the Maester sews Harwin's skin with the needle. Trying to ignore the guardsman's flinches, you take great care to observe what Maester Theomore is doing. Every time he performs a stitch, he dips the needle in a small bowl of...well, you're not sure exactly…



"Maester?" you ask tentatively.



He isn't distracted from his work and merely gives a "hmm?"



You gesture to the small bowl. "What are you dipping the needle in?"



He continues as if you hadn't asked him a question at all, but you notice that the next stroke needed to push the needle through the skin is harsher than usual and Harwin gives a significantly larger flinch before flashing you an annoyed look. You shrug back. It's not like it's your fault the Maester took out his agitation on him. "See for yourself," the Maester says.



Now, it's your turn to be annoyed, as you don't really see why he's being so obtuse. Scowling, you nevertheless comply and look more closely at the substance in the bowl. The liquid is golden and thick, a line trailing the needle as Maester Theomore dips it once more. It almost looks like...surely not…



"Is that honey?" you blurt out.



He keeps his eyes on his work as he answers, "Yes"



Nodding, you let him focus on stitching up Harwin's leg. But after cuts the string at the end, you let your curiosity get the better of you. "Why?"



He raises an eyebrow. "It helps to prevent a wound from festering if it hasn't already." His tone is still curt but it holds less of an edge than before. He pats Harwin on the knee and your guard takes that as a signal that the Maester is finished patching him up. Gingerly rises to his feet, Harwin moves to stand by the doorway. "Take good care of that leg. If you pull the stitches, I'll not be replacing them." Harwin only nods at the Maester's warning and leans against one of the doorposts while favoring his injured leg.



You think that's the longest string of words you've heard Maester Theomore say. He doesn't waste any time and immediately moves over to the largest table in the room. The table itself is empty but above it are shelves filled with jars of ingredients, only a few of which you can identify. He takes an unassuming brown urn down from the shelves and lays a few pieces of linen out on the table.



The paste he spreads over the linens is off white in color and seems rather bland. Until you smell it, that is. The horrible stench makes you wish you had gone with Wyl as the meager contents of your stomach beg for release. You've never experienced anything like it. You're able to hold your gag but Donnis isn't as lucky.



He convulses from the sheer pungency of the odor "...The fuck is that?" The Maester only shakes his head in annoyance and grabs Donnis' arm and places the poultice infused bandage over his wound. It looks as if Donnis is having a hard time trying not to squirm as Maester Theomore ties it around his arm. If anything the smell gets worse and you reckon that you'll not be going near Donnis for a while yet, if you have a choice.



You see Harwin smile at the petulant look on his younger comrade's face as the Maester gives him some final instructions. "Keep that on. If it works, stitches may not be needed. If it doesn't, you'd be best served by getting some maggots in the wound." Donnis' grimace matches your own as you imagine the writhing bugs eating their way through...no...no...you're not even going to think about that.



As the Maester puts the lid back on the offending urn and puts it back on a shelf, you can't hold it in anymore. "What is in that?"



Harwin laughs like he knows the answer but it's the Maester that speaks in a flat tone. "Garlic, salt, and pigeon excrement. Aged for a few years in the Citadel's stores."



You scrunch your nose. Maybe you didn't quite want to know that much… Donnis looks puzzled for a moment before he laughs and glances at his bandaged arm. "Pigeon shit? Fucking pigeon shit? Ha!"



He continues to laugh hysterically as the Maester gives him a withering glare. "It will help. The dressing will need to be changed in the morning and every day after that. I'll give you some for your journey when you leave." You couldn't see how that could possibly work, as it made more sense to you to try and keep shit out of a wound, but you assume Maester Theomore has studied many years at the Citadel and knows what he's doing. Hopefully...



Donnis recomposes himself to give a firm nod although he still has a skeptical eyebrow raised as he stands from the bed. "Aye. Thanks, I suppose."



Maester Theomore merely huffs in response as he puts the rest of his tools and medicine away. As Harwin and Donnis exit the room, you…



[ ] Thank the Maester for attending to your men. (Although you're not confident in his practices, he still did you and your companions a service. It deserves recognition.)



[ ] Stay Silent. (He did his duty as his Lord required of him. He deserves no special recognition. Besides, Donnis already gave him thanks and he didn't seem to appreciate it much.)



As you exit the room and proceed down the stairs of the tower, Harwin puts a hand on your shoulder after exchanging a look with Donnis. "We're going to see what Lord Manderly's put us up in and check on the horses."



You nod at that. It sounds like a good idea.



"Where can we expect to find ye when we're done, lad?"



[ ] "I'll stick with you if you're alright with that." (You're a bit interested in where your men will be staying and you want to make sure the horses are well attended to as you'll be trying to sell them soon. Although…Donnis stinks right now and your nose will be well served by staying away.) *Visit Barracks and Stables. Chance of character interactions.



[ ] "I'll be in the Godswood." (It's likely the last Weirwood you'll see for a long time...maybe ever. You might have an opportunity to visit it later but you feel drawn to it now.) *Visit Godswood. Possible trait gains. Small chance of character interactions.



[ ] "I'm not quite sure where I'll be. I have yet to find my own lodgings for the night." (You don't know where your quarters are yet and you feel a desire to explore the castle interior more.) *Explore New Castle. Chance of character interactions.





Character XP gained!



Skill gains: 250 XP



Lvl 3 (2385/3000) → Lvl 3 (2635/3000)





Skill level gained!



Medicine Lvl 2 → Lvl 3 (84/500)





Trait gained!



[Dutiful II] – You have a firm sense of what's expected of you and feel obligated to reciprocate any loyalty given to you in kind. +10 opinion with those who share your allegiances and blood relations, +5 bonus opinion with those in a liege/vassal relationship with you. *replaces [Dutiful I]
 
To Grandview VII: White Harbor III
Quick Note: Sorry this took so long, y'all. These past few weeks or so have been hectic. I had everything all drafted but, when I left for college, I forgot to make sure that I saved them to my laptop or emailed them to myself. So, I had to write things almost from scratch. I've plotted things out to where I had them before after a few weeks of writing for five to ten minutes at a time. Chapters will probably be a bit shorter from now on, given that I don't have much time to write for fun but hopefully, I'll get things out at a quicker pace. I'm really excited to get things moving along.



Choices you made last chapter:

[X] Thank the Maester for attending to your men. (Although you're not confident in his practices, he still did you and your companions a service. It deserves recognition.)
[X] "I'll be in the Godswood." (It's likely the last Weirwood you'll see for a long time...maybe ever. You might have an opportunity to visit it later but you feel drawn to it now.) *Visit Godswood. Possible trait gains. Small chance of character interactions.



"I'll accompany you as far as the Courtyard then I'll find my way to the Godswood." Harwin simply nods at that and the three of you make your way down the stairs and out of the main keep at a sedate pace to accommodate Harwin's gait, passing several guards and servants along the way. You notice that Donnis takes a keener interest in the female servants. They didn't seem much different from the ones at Winterfell, so you really don't understand it.



You part from them with only a few nods of farewell and take the path that you think is most likely to lead you back to the Godswood you spotted on your way up the hill. You're thankful you don't have to pass through the Wolf's Den once more because although you found the sight of it captivating, you can't deny that it wasn't a bit unsettling in its dilapidated state.



Walking on a path of white cobblestone, you marvel how everything seems so clean. It merely struck you as impressive at first, but now it's gotten to be a bit unnerving. You can't imagine how they manage it as you've not seen a single person scrubbing the floors and pathways since you got here. Shrugging it off, you catch sight of the red leaves of the heart tree and make your way through the lesser pines, firs and elms to reach it. It pulls you up short when you don't find a pool of water in front of it but you quickly remind yourself that you're not in Winterfell anymore. Where the pool would have been, had you been home, rests a bench of white stone that is painted with lines of red, matching the color of the weirwood's sap. As you stand next to it, you look at the face of the heart tree and find its countenance to be sly. Blood red sap drips from the corner of its smirk but instead of looking menacing, it brings back memories of Arya trying to eat porridge while smiling at you.



You can't help but give a small smile to the weirwood as you find yourself feeling a sense of belonging and home. Glancing at the moss-covered ground in front of the tree, you decide to...



[ ] Take a seat on the bench. (It's clearly meant for you to do so. You see no reason not to and you'll likely look more presentable later if your pants aren't covered in moss and dirt.) *High chance of character interaction. Small chance of ???



[ ] Kneel on the ground and touch the weirwood. (This feels like what's right in your gut. Being connected to the earth while communing with the Gods should serve you better than sitting on a fancy bench likely made by worshippers of the Seven.) *Moderate chance of ???. Small chance of character interaction.



Trait gained!



[Good Natured II] - You're a friendly soul by nature and it takes a lot to get a rise out of you. You usually default to being polite even if your manners aren't appreciated. +3 Charisma, +5 general opinion, -1 Wisdom. *Replaces [Good Natured I]



Skill experience gained!



Medicine Lvl 3 (84/500) --> Lvl 3 (416/500)



Relationship gained!



Maester Theomore [Neutral 0/100] -- You mostly stayed quiet, your questions weren't as unfathomably stupid as he expected and you even said thank you. Congratulations, you succeeded in not pissing him off.
 
To Grandview VIII: White Harbor IV
Choice you took last chapter:


[X] Kneel on the ground and touch the weirwood. (This feels like what's right in your gut. Being connected to the earth while communing with the Gods should serve you better than sitting on a fancy bench likely made by worshippers of the Seven.) *Moderate chance of ???. Small chance of character interaction.


Taking a calming breath, you approach the heart tree and take a knee before it. As you look into its mocking eyes, your hand brushes the bark on its side. You feel a sense of contentment as a breeze rushes through the branches above you, making the crimson leaves rustle as a sigh in the wind.


You close your eyes and direct your thoughts towards the Gods like your father taught you. The only problem is that you're not sure what you want to think about. In the end you direct your prayers towards your family. In a way, you can't help but feel that you're leaving them behind. Well, you are but you think it's for a good reason. You hope it is. Baby Bran won't even remember you but you hold out hope that Arya might when you finally return. It'll be a while before your youngest sister learns her letters, so you guess you'll have to rely on Robb and Sansa to give your messages to her.


You pray for the Gods to watch over your family while you're apart from them. You pray until the focusing of your thoughts causes a throbbing pain to pulse in your head. As you make to open your eyes, for a brief flash of your vision, you see branches like they are right in front of you and the ground as if you're well above it but as you open them fully you only see the eyes carved into the weirwood staring right back at you. At that moment, they aren't merely carvings into the wood but alive and holding you under their judgmental gaze. Your mouth goes dry as you hear another gust of wind rustle the leaves. Looking up, you see a crow staring right at you. It tilts its head, seemingly in consideration, before giving a piercing caw and flying off.


You're not sure how long you remain there motionless but by the time you stand, your knee has gone numb and you wobble over on your unsteady legs to the bench. Taking a seat and a few deep breaths, you try to process what just happened but fail utterly. Was it a sign from the Gods? If so, what were they trying to tell you?


[ ] Nonsense…it's just your mind playing tricks on you. (You can't give rustling leaves and a bird more significance that they're worth. Maybe the Gods heard your prayer, maybe they did not. You can't be certain either way and you'll not spend more effort thinking about it.) *Possible trait gains, chance of ???


[ ] The Gods listened, you're sure of it. (You can't be sure of what they're trying to tell you but you're certain they're trying to tell you something. For a brief moment, you felt a pull on your mind and saw through eyes that weren't your own. You're not quite sure what's happening but you can't ignore it.) *Possible trait and skill gains, risk of developing ???



You're still staring intently at the weirwood and formulating your thoughts when you hear a voice to your left.


"Never seen you before, boy." You turn to see an old man with a wooden leg walk towards you. His grey hair comes down over his eyes but you can see the kind smile on his face. He is dressed plainly but he holds some air of authority that reminds you of Ser Rodrik.


"I've not been here before," you respond with a respectful nod of your head.


As he takes a few more steps towards you, he tilts his head not unlike the crow before huffing a laugh. "No, I've reckon you've not. Lord Stark's bastard, are you?" He takes a seat on the bench next to you and gives a long sigh as he swings his wooden leg back and forth.


You stare back dubiously as you feel yourself clenching your jaw. "Aye."


Noticing the shift in your demeanor, he continues. "Thought so. You're all Stark 'cept for the eyes…" He gives you a firm pat on the shoulder that makes you flinch slightly in discomfort before glancing back over at the Wolf's Den. "…I'm Ser Bartimus. I manage that run down heap o'er there for milord."


Although you're quite sure he already knows your name, you introduce yourself. "I'm Jon Snow, Ser."


He nods. "Well met, Jon. Got a whelp of my own running around here somewhere. Athen…always getting into mischief. You come across him yet?"


"No, Ser. I can't say I have…" You've seen a few children in your time here but it would be impossible to tell which one was his.


He harrumphs as if he's well-practiced at it. "No matter…" A silence grows as the Ser Bartimus focuses his attention on the heart tree and you contemplate why the old knight is here. You thought everyone in White Harbor worshiped the Seven.


"You keep to the Old Gods?"


He nods firmly. "Aye." He doesn't elaborate further and you lapse into silence once more. Minutes pass before the man gets up with a strained breath. "Got other matters to attend to. Suppose I'll be seeing you at the feast though…"


"A feast?" You have trouble imagining that Lord Manderly would have a feast prepared to welcome a bastard into his home. You'd assumed that you would be directed to the kitchens or to where the servants ate, be given some food, and be grateful for it. Of course, there is the possibility that the feast is in recognition of some other occurrence that you're unaware of.


Ser Bartimus gives a gruff laugh. "Milord has a small feast whenever the wind's blowing the right way. Often times, he makes the wind 'imself."


You're shocked at the lack of deference afforded to his liege lord. His words may have some truth to them but that's not enough for you to condone them.


Seeing the affronted look on your face, the old knight only laughs harder before saying, "You have seen milord, haven't you? I'd reckon welcoming the son of Lord Stark is as good a reason as any for 'im to fill his belly."


He turns and heads back to the keep after that, leaving you sitting on the bench in a tumultuous mood. You're not sure whether you should feel honored or insulted by Lord Manderly's apparent consideration. Logically, you know that you should be honored that he took the trouble at all, but negative feeling still come unbidden to you at the implication that you're merely an excuse for the fat Lord to indulge in his vices…


Taking a deep breath, you try to rid yourself of your uncharitable thoughts. Lord Manderly has given you his hospitality and it would be poor of you to feel resentment over something as small as your unease over the purpose of a feast. For all you know, he would have had one today anyway; with or without your presence.


A small grumble escapes you as you get up from the bench and start walking towards the keep. You take a few moments to appreciate the beauty of the Godswood. Unlike in Winterfell, spring is truly here. No snow dusts the ground, the grass grows green amongst the fallen red leaves, and flowers spring up from the moist soil. Most are unfamiliar to you, other than the few in the glass gardens, as you've not seen any grow in the hard, cold ground of your home. Amidst the yellows, purples and oranges, your gaze lingers on the blue of the winter roses that are coiling in bushes around firs and weirwoods alike. They aren't the most numerous of flowers in the Godswood but they're the ones that most stand out to you. The sight fills you with warmth as it brings back memories of Sansa, her favorite lemon cakes, Uncle Benjen and tales of snow bears.


The small smile on your face soon turns into a frown when you realize that you're going far away from the source of your happiness. You're not sure if you'll ever see the proud look in Father's eyes, Arya and her filthy dresses or Robb and his easy smiles ever again. You want to, certainly, but…. but nothing. Of course, you will. You'll surely come home when you earn your knighthood. At least to visit and perhaps you'll even stay. Ser Rodrik will need a replacement at Master of Arms soon enough, you assure yourself. As you reach the cobblestone pathway up to the main keep, you try to imagine yourself in the courtyard of Winterfell teaching Robb's sons how to wield a blade, ride a horse, and joust like their knight of an uncle… You then imagine the cold stare of Lady Stark looking down on you from the high balcony as you teach her grandchildren. Any semblance of warmth you had towards the prospect now leaves you.


Letting out a sigh, you clear the thoughts from your head as you enter New Castle through the large double door, giving a guard a nod of recognition as you go. You wander a bit aimlessly with the intent of finding your accommodations for the night.


You navigate what seems like a labyrinth of white stone halls, with the uniformity only broken by sea green banners and statues of various creatures of the sea. You allow yourself a dry chuckle when you see a rather sizable statue of a merman spearing a kraken with a trident. You can almost see Theon's snarl now.

Your brief amusement fades as you refocus your efforts on finding your way through the castle. Passing a few servants, you're a bit irked that they hardly pay you a glance as they rush through the halls. You realize that they probably have a great many duties to perform, so you don't make much of an effort to get their attention either. It's only a bit past midday, so you're content to wander the castle for now.

Your attention is captured by a battle-axe at the end of a hall of banners but before you can reach it, you're stopped dead in your tracks by a sneeze coming from behind one of the banners. You stand still for a few seconds, examining the conspicuous lump in the fabric that you only now just noticed. The silence is pervasive until the banner is thrown to the side, revealing a boy half a head shorter than you with ruddy blond hair. He's wiping his nose off on the sleeve of his simple brown tunic as he comes out and speaks.

"Alright, you found me..." He trails off as he looks up and sees you in the place of the friend he was no doubt expecting. "...You're not Wylla."

You set your mouth in a firm line and state the obvious. "No, I'm not."

"Well, who are you then? My name's Athen." His face brightens into a smile as he extends his small hand and he shifts on his feet in a way that reminds you of Sansa, funnily enough.

You feel your lips twitch upwards slightly in recognition as you take his hand. "I'm Jon." He gave no surname, so you don't feel the need to give yours either. You know he's kin to Ser Bartimus, his son, you assume, but he didn't give a surname either.

His smile grows. "Are you new? Have your parents got work in the castle? Do you want to play? Wylla 'll be coming soon. We've got to hide." He says all of this in one breath as he seems to realize that he's no longer in his hiding spot and starts to drag you down the hall. He's a fair bit smaller than you, so he'd not be dragging you anywhere you didn't want to go but you're amused at his boisterousness and allow him to lead on.

A few seconds later and you find yourself in some sort of storage cupboard as Athen slams the door closed behind you. It's quite a bit darker than you would like with the only source of light coming from the cracks around the cupboard door.

You hear nothing but the sound of faint footsteps. "What are...?"

"Shhh!" he interrupts much louder than he intended to. As soon as the sound leaves his mouth, you hear the sound of light footsteps get closer to your cupboard. You hear a sharp intake of breath at your side as the footsteps stop right in front of the door. After a tense few seconds, the bright light from the hallway engulfs the small space as the door is thrown open with surprising strength.

"Ha! Found you..." A blonde girl who looks closer to you in age than the boy stops her speech and looks between the two of you in confusion. "...Athen, who's this?"

"This is Jon! I found him over there." He points down the hall as you exit the closet and you can't help but be amused at his assertion that he 'found' you when it was, in truth, the other way around.

The girl, who you assume is Wylla, raises an eyebrow. "I've not seen you before." Her words form a statement but you hear the implicit question behind them. Her manner of dress is considerably more ornate than Athen's and you assume she's of noble birth.

"I've only just arrived, my Lady. Lord Manderly offered his hospitality this morning." She scrunched up her nose at your manner of address but otherwise seemed unperturbed by your words. As she looks over your riding leathers, her eyes widen perceptibly when she sees the direwolf embossed on your leather jerkin. She looks back and forth between the sigil and your face before letting out a sound that wasn't quite a squeal but you're not sure what to call it really. You would expect such a sound from Sansa if she wasn't sure whether to be excited or terrified.

You can't say that Wylla looks terrified though; more excited than anything but she still eyes you in a way you're not quite comfortable with. "Father did say he might be taking Lord Stark's son as a squire. That's you, then?" Her father must be Ser Wylis, you think. A hefty weight settles in the pit of your stomach at the ill prospects of this conversation.

Athen's eyes brighten at her words and you shift awkwardly, directing your gaze away from the two of them as you say, "I'm afraid not, my Lady. I am Lord Stark's son but I'll not be squiring for your father. I'm only staying until I can secure passage to the Stormlands."

She gives a huff and narrows her eyes at you. "Don't call me that. I have a name and it's Wylla…" You nod and her expression softens slightly into a more contemplative one. "…I was wondering why he stopped puffing himself up about it so suddenly…" You raise your eyebrow at that. Surely he wouldn't have been so excited at the prospect of having a bastard for a squire. It had a lot more to do with who your father is, you'd wager.

An awkward silence persists for a few seconds before Wylla claps her hands together in a firm motion. "Well, Jon was it? Athen's terrible at hiding from me…" The boy makes an affronted noise at that. "…Do you think you could do any better?" She finishes her challenge with a smirk.

[ ] You give a small smirk back. "I could try." (Although you could be doing other things, you'd really like to play for a while. You haven't done something purely for the enjoyment of it since you left Winterfell.) *Further character interactions, possible skill gains, possible trait gains, risk of ???

[ ] Politely decline. (Although it's tempting, you still haven't found where you'll be sleeping and Wyl ought to be back soon. You don't have time for childish distractions anymore.) *Possible trait gains and character interactions.

-[ ] Find where your room is and prepare for the feast. (Your men will find you if anything important comes up and it's vital that you make a good impression. You should change out of your road-worn clothes and perhaps even take a bath.) *Possible trait gains, chance of ???

-[ ] Seek out Harwin and Donnis and find out if Wyl has returned from his trip into the city. (You're excited to see if Wyl found you a ship yet and maybe the others could use your help for something. You want to be useful.) *Further character interactions, possible skill gains, possible trait gains, chance of ???


Trait gained!

[The Old Gods III] – You can't deny it. You feel a connection when you pray in front of a heart tree. You aren't completely convinced it's the work of the Gods but, oddly enough, it seems to be likely. +3% to all rolls involving Wisdom
 
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To Grandview IX: White Harbor V
Choices you took last chapter:


[X] The Gods listened, you're sure of it. (You can't be sure of what they're trying to tell you but you're certain they're trying to tell you something. For a brief moment, you felt a pull on your mind and saw through eyes that weren't your own. You're not quite sure what's happening but you can't ignore it.) *Possible trait and skill gains, risk of developing ???

[X] You give a small smirk back. "I could try." (Although you could be doing other things, you'd really like to play for a while. You haven't done something purely for the enjoyment of it since you left Winterfell.) *Further character interactions, possible skill gains, possible trait gains, risk of ???


Wylla waits for your answer with a raised eyebrow. You give a small smirk back. "I could try."

She narrows her eyes at your acceptance of her challenge "We'll see, Snow." You nearly cringe at her manner of address but recognize a hint of teasing in her tone and school your features to stifle the spark of resentment.

You nod solemnly, determined to try your best at this game. Athen still has a smile plastered on his face as Wylla turns around a corner to count. You're still standing there dumbly when he rushes past you. "What are you waiting for? Go!"

He doesn't drag you this time but you're still shocked into action by his enthusiasm. You follow his running form down a few hallways before you reach an area that you recognize and break off from him. The castle still looks much the same to you with its white walls and sea green banners but there are certain landmarks that you can make out. You use them to find your way back towards the great hall as you ponder your choices for a hiding place. You have little reference for what spots would be too obvious to Wylla's eyes but you hope you'll find something a bit less conspicuous than behind a banner.

You're not quite sure of what boundaries you're supposed to keep to or if there are any at all. Deciding to err on the side of caution, you stay in the keep and ignore the urge to go back to the Godswood. You don't know if it would occur to her to look there and, although you wish to conceal yourself well, you have no desire to be out in the cold for an indeterminate amount of time. You simply hope that Athen is found first. That would mean that you win, you suppose.

You're drawn out of your thoughts as you open the door to a storage cupboard only to immediately close it when you find that it's filled with barrels of pickled fish. You didn't pick up on the smell from the corridor but once you opened the door, it was unmistakable. Having no desire to be in such close proximity to the pungent food, you move on.


As you go from hiding place to potential hiding place, you begin to feel frustrated at your inability to find one that meets your standards. Once you feel your teeth clench, you step back a bit in your thoughts and ponder why you're feeling this way.


[ ] This is a game for children. For it to cause you undue frustration is demeaning. You suppose you'll suffer through it.


[ ] You take a deep breath. This is supposed to be fun. You'll try to relax and enjoy it.



You're drawn from your thoughts by the sight of an overturned barrel that appears to be empty. It's in a small corridor far from the main thoroughfares of the castle. Briefly checking it for lingering smells, you're satisfied that nothing too unsavory has been contained in it for a long while. Resigning yourself, you back into the barrel feet first and lean to set it to rights.


Miraculously, the bottom is an adequate size to accommodate your sitting form and you think you could be comfortable for a long while. While your settling in, you take solace in the fact that you can only be found if someone gets directly above you and peers in. Although, with the glare from the torch and your dark clothes, it might be hard for them to notice you. At least, you hope.


As the minutes pass by, you feel an emotion that you haven't felt in a long while…boredom. You've been so busy and tired lately that you haven't really had it in you to be bored with anything. The darkness in your small barrel doesn't really allow you to focus on anything visual, so you suppose that you'll just occupy yourself with the workings of your mind. As you daydream, you find yourself enraptured by the vision of you…


[ ] Traveling the realm and competing in tourneys, earning fame and wealth by virtue of your victories. The smallfolk cheer your name when you ride forth from the lists and your fellow knights look upon you with both respect and envy.


[ ] Proving yourself on the field of battle with heroic deeds so grand that you are granted a lordship and keep by the King himself. You imagine the sigil of the house that you found flying proudly over the battlements of a stalwart and strong stone keep.


[ ] Having the white cloak bestowed upon you by a vague image of Ser Barristan the Bold as you kneel upon the muddy lists. The image you treasure most is your father looking proudly on in the background.


[ ] Cutting through ranks of blurred soldiers as you lead a bloody charge on horseback. You're in a foreign land of sand and heat and you lead your men for the promise of gold, glory, and adventure.


You're broken out of your daydreaming by the sound of footsteps on the cobbled stone floor. Steadying your breathing, you anxiously wait for the person to pass as your muscles tense in anticipation. You can feel your heart thumping a little bit faster when you notice that the footsteps are too light to be those of an adult. As the footsteps pass, you let out an involuntary sigh of relief that gets stuck in your throat when the footsteps stop completely.


The barrel shifts as you hear Athen's voice from above. "Found you, Jon!"


Groaning, you gingerly climb out of the barrel, being careful not to trip. Athen has an unrepentant grin on his face as you brush yourself off. Your only consolation is that Athen must have been found first. That means you win, you suppose. You allow yourself a small smile as you follow the energetic boy down the hall. "Lady Wylla found you first then?"

A pale imitation of a frown crosses his face as he seems to be warring against his naturally exuberant nature to admit an ignoble defeat. "Aye, she did…" He quickly regains his typically wide grin with an air of smugness. "…but I found you before she did an' she didn't think I could do that."


You adopt a thoughtful expression, mindful of the fact that the time of the feast may be fast approaching. "Is she still looking, then?"


He shrugs "I suppose so. Do you want to go find her?"


[ ] "Sure, let's go." (You reckon that she'd probably be quite cross with you and Athen if you made her keep looking in vain. You don't really want to get on her bad side, even if that means being a bit late to the feast. You might be able to play some more and you reckon that such behavior is expected for children your age.)


[ ] "Can you go find her on your own? I still don't know where my quarters are here and I should probably get a few things sorted out before the feast." (There's no reason for you both to go find her and you want some time to talk to your men and get cleaned up for tonight's festivities.)
 
To Grandview X: White Harbor VI
Choices you took the last chapter:





[X] You take a deep breath. This is supposed to be fun. You'll try to relax and enjoy it.


[X] Proving yourself on the field of battle with heroic deeds so grand that you are granted a lordship and keep by the King himself. You imagine the sigil of the house that you founded flying proudly over the battlements of a stalwart and strong stone keep.


[X] "Sure, let's go." (You reckon that she'd probably be quite cross with you and Athen if you made her keep looking in vain. You don't really want to get on her bad side, even if that means being a little bit late for the feast. You might be able to play some more and you reckon that such behavior is expected for children your age.)





"Sure, let's go." With that, you and Athen rush down the bustling halls careful not to run into any of the servants preparing for the feast. Some are carrying trays of food while others hold sea-green drapes and many different types of instruments. You don't recognize half of the instruments and you wonder what kind of sounds they make. You suppose you'll find out later at the feast. You both try to find your way back to where you started and succeed without much trouble since Athen knows his way around but Wylla isn't there. Realizing that she must still be looking, you venture further into the castle, letting your companion lead the way. You pass several sights that you hadn't seen in your initial exploration like suits of armor forged to accommodate large girths standing vigil in the hallways and silver and gold enameled tridents hanging on the walls that gleam in the afternoon light. You wish that Athen would slow down for once because not only are you a bit out of breath from running around the large castle but also you want to see everything worth seeing before you have to move on within the next sennight. Keeping Athen in sight while keeping a firm grip on the lute on your back, you keep on admiring the little things about the keep as you go along. You notice how the hallways form squares within the circular turrets with the storage rooms you scour forming an oblong shape.





Your search eventually leads you to the great hall which was transformed for the feast, with long tables of driftwood and pine filling up the space that was once standing room for petitioners. Casks of ale were already being brought in and the musicians were rehearsing their songs. Your ears perked up in an effort to recognize the tunes as you passed by.





After working yourselves around in circles, you eventually find yourselves back at the front of the castle. Almost losing sight of Athen in the courtyard crowd, you follow him to the stables. Bracing yourself for the smell of horse manure you reach out to the offered open door and enter the enclosed structure. Athen turns back as the door closes behind you. "Sometimes I hide in the pens or in the hay. She might be here, thinking I'd given you a tip or two."





You nod in response as you split up and search the stalls for any sign of her. Despite your care taken to avoid it, more than once you feel manure squish under your boots and lament that the stables were not mucked out more regularly. As you continue to search, you hear a voice aways over from you say, "You're supposed to be looking for Jon, Athen."





"Aye and I've found 'im"





Exiting the stall you were searching, you find Wylla and Athen facing each other and bickering about whether or not Athen truly found you but when you reach them the debate stops. Wylla turns to face you. "I suppose you won then…" She trails off in thinly veiled disappointment before reaching down to the ground. "...but the real competition has yet to begin."





You hear Athen laughing in the background as the highborn young Lady picks up a sizable portion of horse manure and throws it with pinpoint accuracy, striking you across your leather jerkin before you can react. Wylla soon finds herself in much the same situation as Athen retaliates as if this behavior was expected. You…





[ ] Dive into the fray ( You're no craven! If your time mucking the stables with Robb and Theon taught you anything it was how to throw horse shit at a deserving target...besides, she started it.)





[ ] "Best of luck, Athen!" You back away and exit the stables. (You've already got to clean yourself up and you've got no patience for whatever manner of trouble they'll manage to get themselves into next.)



[ ] Write-in



Character XP gained

Lvl 3 (2635/3000) --> Lvl 3 (2985/3000)

Trait gained!

[Ambitious I] - You have aspirations for yourself that extend far beyond being simply a byblow of your father. You want land. You want titles. You will squeeze this world for every ounce of prestige and respect you can muster. (+1 Cunning +1 Wisdom +1 Luck -3 general opinion)

Skill gains!

Stealth Lvl 1 (99/100) --> Lvl 3 (22/500)

Relationships gained!

Athen - Friend (10/100) - You make for an excellent playmate and he wishes that you were staying longer.

Wylla Manderly - Friend (5/100) - She's upset that you didn't end up squiring for her father. She thinks you're quite alright.
 
To Grandview XI: White Harbor VII
Choice you made last chapter:





[X Dive into the fray (You're no craven! If your time mucking the stables with Robb and Theon taught you anything it was how to throw horse shit at a deserving target...besides, she started it.)








Picking up a wet chunk of manure off of the stable floor, you throw it in Wylla's general direction before taking cover behind a stall door. Hearing a wet thud and a girlish shriek coupled with Athen's laughter, you're quite certain you hit your mark. You peek your head out only to retract it again quickly when Wylla attempts to get her revenge. The debris hits the door with a resounding thud and before you can find more ammunition you're beset from behind by Athen, who tackles you to the soiled ground. With the lute on your back, it was an awkward maneuver but he manages it. You feel your face sinking into the muck and smell the shit right up against your nose as the piercing sound of a string snapping resounds above you.





Angry, you shove Athen off and pry yourself off the ground as you hear the horses around you start to become agitated, neighing and stomping their feet. Rushing after Athen to avenge yourself and your lute, you fail to see another ball of turd thrown from Wylla before it hits you square in the face. Shaking it off, your enmity with Athen is quickly forgotten as the two of you throw even more manure at Wylla, which she artfully dodges before she trips and falls into a hay bale. The three of you laugh together as you put aside your lute and wrestle Athen to the ground. You hear Wylla cheering in the background as you easily gain the upper hand. Athen is a few years younger than you, you think, so it's no surprise that you can overpower him so. Making quick work of him, you pin his still-smiling form against one of the wooden gates. Picking up another pile of horse shit, you…





[ ] Rub his face in the manure. (Turnabout is fair play. When you have the advantage you press it for all its worth.)





[ ] Throw it weakly at his chest. (It's all in good fun. Having your face pressed into the muck was an accident...you think.)





Thoroughly covered in muck and grime the two of you make your way back to Wylla, who is almost pristine in comparison save for her shoulder and the lower part of her dress. Sharing a look with Athen, you pick up more manure to address that.





Wylla squares up her shoulders and addresses the both of you with a voice filled with iron, "Don't even think about it…" She moves her head back and forth looking for a way out but she's being boxed in by you and Athen.





Athen giggles and throws his filthy bundle, hitting her square in the chest. You…





[ ] Let her have it. (You're all for equality in these matters. She should be as dirty as the two of you.)





[ ] Throw it at Athen. (You never pass up the chance to defend a Lady's honor.)





The three of you have made a ruckus that could doubtlessly be heard for a fair distance around, so it is little surprise to you when the stable doors open to reveal an angry bald man brandishing a riding whip. He looks around to see sheer bedlam. "What are you lot doing in here?" He stops dead when he recognizes Wylla under a layer of filth.





"The stablemaster!," Athen exclaims. He grabs you and starts to make his way towards the other exit when Wylla steps right in front of the man.





Primly and in a manner that reminds you of Lady Stark in the best possible way, she daintily folds her hands together and says, "Micah! So glad you're here. My mare, Winny, is out of control. These two tried to wrangle her but it was no use. Your expertise is clearly required." She concludes with a demure smile.





The man looked, quite frankly, flabbergasted but he still maintained a dubious expression. "Milady..."





"My companions and I simply must prepare for the feast. Excuse us, Goodman." The man is given little choice but to comply as Wylla barges ahead heedless of any possible reprisal. After picking up your lute, you and Athen follow in her wake with all due haste giving Micah's whip a studiously wide berth.







The three of you cross the courtyard together leaving a sizable trail on your trodden path across the courtyard. Catching the eyes of the servants with your completely soiled clothes, you follow Wylla up a flight of stairs and into hallways you had not yet traversed. "Wylla, I need to find my quarters yet." She seems to ignore your words for now as you continue through the upper floor. If it was possible, these hallways here were a brighter shade of white than the rest of the castle. "This is the guest wing. The baths are just in here. I don't know where you're supposed to be staying but Serra will," Wylla says as you reach a large, riveted wooden door. She opens it to reveal a well-lit room with at least five tubs of varying sizes, no doubt to accommodate some of the larger residents of the castle. Some had curtains around them to protect the occupants' modesty. This also appears to be where a great deal of clothing is laundered as bundles of clothes and washing boards are piled in a corner near some more basins of soapy water. There's a woman attending to what looks to be a book or ledger of some kind in one of the alcoves. She looks up and immediately adopts an expression of consternation mixed with shock as she takes in your muddy forms. "What manner of trouble have you gotten into this time, little Lady?," she asks in a tone that betrays her amusement.





Wylla repeats her story about her mare going wild to the washerwoman who quirks her lips but nevertheless looks on with suspicion. "...and then Athen and Jon came to my rescue and tried in vain to corral the beast…" Wylla continues her story as if it was a perfectly reasonable tale to explain the filth you and your companions now reside in. Just as Wylla is explaining the final details of your escapade and how you and Athen valiantly wrestled the mare, Serra interjects. "I'm sure they were very brave, milady…" She turns to face you. "Now, you'd be Jon Snow, I'd reckon…" You nod in affirmation. "...I recognize Athen well enough even under all this...mud," she says dubiously.





She turns her attention back to Wylla. "You best attend to yourself, milady. The feast is in a few hours. I'll take care of these two."





Wylla nods and faces you. "I suppose this is where we part, for now, Jon. I'll see you at the feast." As she leaves she gives a brief wave at Athen.





Serra separates the two of you, leading you to to a tub near an alcove that looks over the ocean's horizon. Over the next few minutes, she draws you a bath and brings you a change of clothes, setting it on a side table. After she leaves, you gingerly remove your saturated clothing, laying it out on the floor next to your damaged lute. A string snapped on it during your roughhousing and you don't know where you can get a new one. Perhaps Wyl has seen some merchants at the market that can help you with that. You unwrap the bandage on your arm and find it as soiled as the rest of your garments. Your wound is untouched, however, but you resolve to scour it well regardless.





You relish the feeling of the warm water on your skin as you enter the tub. It's the first bath you've had in over a week and you savor it for all it's worth. Making diligent use of the sponge, soap, and scraper, you scrub yourself clean as much as you can manage. You're not sure if you'll ever get all the shit out of your hair but you try your best. Satisfied with your work, you exit the tub to find that your black boots have been cleaned and black trousers from your baggage have been laid out for you. In addition to one of your black doublets, there were two others as well. The white and sea-green doublets are not yours but they've apparently been laid out for you nevertheless. You…





[ ] Put on your black doublet. (It's served you well so far. It reminds you of Uncle Benjen and home more than anything. You're also becoming convinced that it's simply your color.)





[ ] Put on the white doublet. (You quite like the way it looks with the addition of grey thread on the cuffs and shoulders. It's high quality and you're not sure such finery is meant for a bastard. It's clearly made in the fashion of the Stark colors: colors you have no claim to.)





[ ] Put on the sea-green doublet. (You suppose it would be a way of honoring your host but still...it seems somehow presumptuous to bear colors that are so closely associated with a house not your own.


Quite certain that it was some sort of test, you put on the doublet of your choice and follow Serra to your room down the hall. It's quite well-appointed for someone of your meager status with a four-poster bed, chest, and a writing table with parchment and ink. The drapes are a deep sea-green coupled with a white banner above the bed. Above the backboard of the bed, there is a shelf with a few books on it. You remember that your father often would request the Maester Luwin take a few tomes from the library and leave them in visiting lords' chambers. You don't know of any lord who thanked him for that save for Lord Bolton. Just like the doublets, you think these books were probably selected for a purpose. It might be hubris talking but you can't help but notice that the Manderlys seem to be giving you more consideration than is necessary and it makes the hairs on the back of your neck stand on end, waiting for the other shoe to drop. You're a bastard. You should have been sent along with Athen to fix your mess in the stables and be sent to your bed in the servant's quarters without dinner. That's what would have happened if you were at Winterfell. You're sure of it. However, Wylla and her quick thinking may have saved you from some consequences even if her story wasn't quite believable to the servant's ears, though it wasn't their place to do anything about it




Stopping your ruminations and taking in the splendor of your chambers, you decide to…





[ ] Go find Harwin and Donnis at the barracks. (You want to see how they've been faring and maybe Wyl has returned with news of your imminent voyage.)





[ ] Stay in your room. (The feast is only an hour out, you're clean, and you know the way there. The time for exploration is at an end. In the meantime, you…) Pick 2





>>>>[ ] Practice your lute. (Your instrument is damaged but you still have five pairs and a half of strings to play with.)





>>>>>> [ ] Refine the tune of Jenny's Song (Increases Charisma boost when performed)





>>>>>> [ ] Add the Song of the Seven to your repertoire





>>>>[ ] Read a book. (You see three books the Manderlys have left for you and you see that they all revolve around knighthood.





>>>>>>[ ] Dawn: A Telling of the Swords of the Morning by Maester Errold. (The chronicles of all those who wielded dawn are held within but you think you might just have the time to peruse the entry on the man who you hope is your uncle: Arthur Dayne.)





>>>>>> [ ] Visenya's Legacy: Chronicle of the Kingsguard by Maester Perestan. (Although you have no aspirations for the institution, you cannot deny the impact it has had on the ideal of knighthood. The book has a chapter on the few Trials of the Seven that have taken place that you find fascinating.)





>>>>>>[ ] The Barrow Knights: Chivalry in the North by Maester Archibald. (The book focuses on the various knightly orders that have existed in the North since the age of heroes. They are few and far between but the houses of Dustin, Ryswell, and Manderly all have knightly traditions to read up on. You are particularly interested in.





>>>>>>>>[ ] House Manderly





>>>>>>>> [ ] House Dustin





>>>>>>>>>[ ] House Ryswell





>>>>[ ] Write a letter. (You should probably let your family know that you've arrived at White Harbor safely. Although Lord Manderly has probably already sent word to your father, you still think sending a letter of your own would be wise. Address a letter to…





>>>>>>[ ] Father





>>>>>>[ ] Robb





>>>>>> [ ] Sansa





>>>>>>[ ] Theon





Character Level gained!





Lvl 3 (2985/3000) –> Lvl 4 (235/4000)


+2 HP


[ ] Pick 4 attribute points





Combat Skills gained!





Unarmed Lvl 2 (165/250) –> Lvl 3 (280/500)





Items altered!





[Jenny] (damaged) – A lute given to you by Mance Rayder, you think it gives it gives each song you sing with it a little more weight. A string has snapped and it doesn't resonate with the same tune it did before. +1 Charisma.
 
To Grandview XII: White Harbor VIII
Choices you made last chapter:





[X] Rub his face in the manure. (Turnabout is fair play. When you have the advantage you press it for all its worth.)
[X] Throw it at Athen. (You never pass up the chance to defend a Lady's honor.)
[X] Put on your black doublet. (It's served you well so far. It reminds you of Uncle Benjen and home more than anything. You're also becoming convinced that it's simply your color.)
[X] Stay in your room. (The feast is only an hour out, you're clean, and you know the way there. The time for exploration is at an end. In the meantime, you…) Pick 2
-[X] Practice your lute. (Your instrument is damaged but you still have five pairs and a half of strings to play with.)
--[X] Refine the tune of Jenny's Song (Increases Charisma boost when performed)
-[X] Read a book. (You see three books the Manderlys have left for you and you see that they all revolve around knighthood.
--[X] The Barrow Knights: Chivalry in the North by Maester Archibald. (The book focuses on the various knightly orders that have existed in the North since the age of heroes. They are few and far between but the houses of Dustin, Ryswell, and Manderly all have knightly traditions to read up on. You are particularly interested in.)
---[X] House Manderly




Plucking the strings of your lute, you hear the melodious notes of Jenny's Song reverberate within the four walls of your room. Your singing is already quite good, so you focus on refining the tune to accompany it. It proves to be a challenge playing a string short but you manage it and craft the tune to not require its use. Playing the instrument relaxes you and you feel some of the tension in your shoulders ebb away. After finishing the song for the fifth time, you turn towards the bookshelf with a small smile on your lips. You've always enjoyed learning new stories and histories of the world and tales of heroic knights are certainly no exception. Although learning about your possible heritage is tempting and you're curious about the title of the kingsguard book, you find yourself drawn to "The Barrow Knights" and the three seals embossed upon its brown leather cover. Thanks to Maester Luwin's lessons, you recognize the crossed axes as the sigil of House Dustin, the horse head of House Ryswell, and the merman and trident of the Manderlys, your host. Quickly rummaging through the pages, you find the entries of House Manderly towards the back of the book…





Not originally of the North, House Manderly traces its roots back to the Reach; A land of long summers and chivalry. For centuries the knights of House Manderly rode out to battle their Peake rivals for control of the River Mander, from which House Manderly takes its name, winning great fame and renown for their prowess. Legends tell of Marlon the Great, a man of great martial prowess, and his victory over Duston of the Peake in the first of many feuds between the two families before the arrival of the Andals. After House Gardener, the Kings of the Reach, made peace with the invading people, House Manderly, of First Men descent, was quick to convert. The Faith of the Seven endowed the Manderlys with a strong tradition of knighthood that would serve them well in the conflicts to come…





The passages provide a thorough account of the various knights of House Manderly, the founding of the Order of the Green Hand, of which House Manderly still claims membership, and their eventual exodus from the Reach and exile to the North at the hands of their rival, House Peake, and their liege, House Gardener. After their exodus to the North, the Reachmen proved to be vital allies to the Starks, supporting them in every war ever since. After reading the chapter, you realize that the feast must be starting up soon as you hear a rush through the hallway then a pronounced silence. Leaving your lute and dagger in your room, you head down the stairs to the main courtyard, leaving the guest wing behind. As you cross the courtyard on your way to the great hall, you notice a sizably rotund man in Manderly colors talking to a tall man amongst a swathe of people in purple and white. From a distance, you can make out a large, bronze clasp on his purple cloak with two crossed keys, the mark of a Locke.





Through the crowd of servants and members of the House, you try to spot the Stark jerkins of your men but to no avail. Deciding to enter the great hall on your own, you find the grand doors open with people filtering in and out. The sound of bards playing their music fills the air and the smell of all manner of roasted meat finds its way to your nostrils. The lower tables of driftwood and pine that once sat empty are now filled with guests and servants of various stripes while the high tables is still being prepared on the dias where the driftwood throne once stood. A quick look around the seaweed draped hall reveals your companions getting an early start on the ale in an isolated corner. Harwin is laying his injured leg up on the bench and taking slow pulls from his tankard. Donnis and Wyl seem to be taking things at a quicker pace, already swaying in their seats and leaning against each other as they laugh at something one of them said. As you approach, Harwin acknowledges you with a nod and a raising of his tankard and the other two cease their merriment. Wyl waves you down, clumsily motioning for you to take the seat across from him with Harwin to your left. You acquiesce. "How goes it, Wyl?"





He gives you an almost manic grin. "Fine enough, lad. Just got back from the docks and I have to say, there were some fine trading vessels there." He regales you with the descriptions of some of the finest ships with their tall sails and many rows of oars before getting around to the ones who might provide you with passage to the Stormlands. "Met many a captain but only three were willing to take us to Stonehelm…" He pauses and, if possible, his smile only grows wider. "...One, a Summer Islander, was even willing to take us there with one stop and at half the price too!"





Harwin grumbles, wincing from shifting his leg, and interjects. "I like it not. Sure way to end up in chains, taking a deal like that."





Donnis makes his voice heard. "Way to avoid that is sailing with former slaves. I say we go with this Volantene tiger."





Wyl scoffs. "And gallivant across half of Essos before we get to where we're goin'. I don't think so."





Harwin looks them both in the eye before stating his opinion on the matter. "We have no need for these foreign captains. Go with the Stormlander 'imself, I say. He'll know the waters best."





As you listen to their arguments, you start to form an opinion of your own and advocate for…





[ ] The Cinnamon Wind (Captained by the enigmatic Quhuru Mo and protected by his red archers, the Cinnamon Wind only has one stop to make at Tyrosh before its crew is willing to ply Stonehelm with their trade goods. It's a swan ship, relying solely on the fortune of the winds.)* Lose one-quarter of discretionary funds





[ ] The Grace to Glory (Captained by the bastard knight Ser Donnal Storm, the Grace to Glory is set to stop at many small ports across Westeros that are often overlooked by the larger trading galleys. He is also willing to sail up the River Slayne, delivering you on House Grandison's doorstep. There is little space for passengers, however, so passage comes at a premium.)* Lose half of discretionary funds





[ ] The Striped Tiger (Captained by freed Volantene slave soldier Vimar Rohennis, the Striped Tiger means to ply its trade at Braavos and Pentos along with many other small ports before it is willing to drop you off at Stonehelm. Many of the captain's former comrades have joined him, however, meaning that this large war galley is quite well defended.)* Lose one-third of discretionary funds





You voice your opinion but your companions seem intent on continuing to bicker about it as the feast begins in earnest. Before you know it, the double doors of the great hall are opening once more and a litter bearing Lord Manderly is being carried in by four beleaguered guardsmen. As he entered, a herald began reading off his many titles. "Lord Wyman Manderly, Lord of White Harbor, Warden of the White Knife, Shield of the Faith, Defender of the Dispossessed, Lord Marshal of the Mander, and Knight of the Order of the Green Hand!" The other Manderlys followed not long behind him, with his son and heir, Ser Wylis, the man you saw talking to the Locke earlier, and his daughters, Wylla and another girl who is announced as Wynafryd. A shockingly lithe Manderly called Ser Wendel came next with Ser Marlon taking up the rear. Next, the Locke man in purple and white is revealed to be Ser Mallador Locke and the man takes his seat on the dais next to Lady Wynafryd. After that comes a flood of Woolfields who were obviously invited as well. Once the last Woolfield has entered the hall and sat on the dais, the herald looks around as if there are more nobles for him to announce but no more come through the doors.





With that, the great doors are closed and the side doors are opened. Lord Manderly motions for his guards to help him up. Wylla catches your attention by waving and frantically gesturing between you and the seat next to her. You…





[ ] Go up to the dais and take a seat. (You don't think Wylla would lead you wrong. If she's giving you the instruction with such fervor, you're likely meant to sit at the high table.)





[ ] Stay seated with your men. (Is she mad? You're a bastard. You belong at the lower tables. Lord Manderly would have given the word if he wanted you to sit among the nobles. Besides, these are the men that will be protecting you for the next moon at the least. You're a bit fond of them already and you think you can only grow closer after tonight's festivities.)





Skill experience gained!





Lute Lvl 3 (28/500XP) –> Lvl 3 (427/500)





Traits gained!





[Wolfblooded I] – You can be rowdy and brash and are used to roughhousing with friends and rivals alike. You prefer to take things head-on and take care to make sure people get what they deserve; By your hands if necessary. +2 Strength +1 Agility +1 Endurance -1 Cunning -1 Wisdom





Knowledge gained!





[History of House Manderly]* - You've read a thorough history on the former Marshals of the Mander and have a knowledge about it that Maester Luwin would be proud of. +10% to relation gains with House Manderly.





Relations altered!





Athen [Friend (5/100)] – He still thinks you can be a good playmate but he also thinks you can be a bit mean.





Wylla Manderly [Friend 27/100)] – She thinks you're a bit dashing and she wishes you had chosen to foster here after all.
 
To Grandview XIII: White Harbor IX
Choices you made last chapter:





[X] The Grace to Glory (Captained by the bastard knight Ser Donnal Storm, the Grace to Glory is set to stop at many small ports across Westeros that are often overlooked by the larger trading galleys. He is also willing to sail up the River Slayne, delivering you on House Grandison's doorstep. There is little space for passengers, however, so passage comes at a premium.)* Lose half of discretionary funds

[X] Stay seated with your men. (Is she mad? You're a bastard. You belong at the lower tables. Lord Manderly would have given the word if he wanted you to sit among the nobles. Besides, these are the men that will be protecting you for the next moon at the least. You're a bit fond of them already and you think you can only grow closer after tonight's festivities.)





You stay seated with your men while Wylla glowers at you up on the dais. The seat next to her remains empty. The great mass of Lord Manderly slowly shifts into a standing position as he prepares to announce the formal beginning of the feast. "Welcome, friends, Lords and Ladies, Goodmen and Goodwives. Today we celebrate the coming of spring and the glory of knighthood." Lord Wyman gestures to the Locke knight seated next to Lady Wynafryd. "Our honored guest Ser Mallador here has just started his journey north to become a brother of the Night's Watch. Tonight we induct him into the Order of the Green Hand to honor his commitment." A great cheer reverberates throughout the hall at that with many of the household knights and guards pounding their tankards. Lord Manderly looks about the hall first searching the dais before settling his eyes on your entourage in the far corner, reaching a hand out towards you. "Young Jon Snow, the natural-born son of our Lord Stark, is set to journey south and squire for a knight of the Stormlands. Make sure he and the Stark men with him feel welcome among us, won't you?" A smaller cheer goes through the hall at that and you feel Harwin clasping your shoulder and shaking you slightly in celebration. You stiffen at the unexpected acknowledgment, unsure of what's expected of you. However, before you can do much of anything, Lord Manderly spreads his stubby arms wide in one final gesture to the hall. "Now, let us feast!," he says, followed by a booming laugh.





Servants flood through the side doors carrying piles and piles of food. Whole roast pig, giant meat pies, roasted birds of many varieties, carafes of cream, bowls of soup, and trays of butter are presented but the queerest offerings are the seafood. You've only had salted fish from barrels before. Now, you see whole fishes the size of dogs with large fins being carried into the hall. Buckets of boiled crabs, lobsters, and all manner of shells are carried onto the lower tables along with plenty of wooden mallets. It looks like a recipe for disaster to you. At Winterfell, the feasts are typically divided into moderately sized courses. There seems to be no such temperance taken here. Guests are free to partake in what they wish anytime they like, with only the choicest dishes reserved for the high table, most of which you don't recognize. You see shellfish in a heavily spiced broth that turns everything red, piles of delicate little balls that Harwin knows to be fish eggs, and a large pie in the shape of a stylized fish. The fare at the lower tables is enough for you, however. You and your companions dig in with relish not having eaten since the morn. There's plenty of meat, mead, and ale to go around and you even find the seafood to be unobjectionable when taken with a bit of bread and butter.





The murmurs of the people coupled with the music of the bards make holding a conversation a challenging affair but you and your fellows manage it, exchanging stories and jokes as the hearth fires burn. After a great deal of bickering, you and Harwin eventually turn Donnis around to the idea of taking up with the Stormlander knight and Wyl has no choice but to go along with it, informing the rest of your group that you're set to leave on the morrow when the sun is at its peak. You're excited to get started on your journey and heartened by the success of this bastard knight. Perhaps he might be able to give you some advice on your own journey to knighthood. As the festivities of the night continue, you find yourself taking longer pulls of ale as you look over to the high table and Wylla. She's looking at Ser Mallador with admiration and appears to be asking him all manner of questions which he answers with practiced grace. Wylla's sister, Wynafryd, seems less than amused; A sentiment you share. You lift your tankard to your lips to find it empty once more, having filled it to the brim once or twice already. As you stand to remedy that a firm hand grabs you by the shoulder. You turn to see Harwin giving you a look of concern. "Don't you think you've had enough, lad?"





You shrug off his grip. "I'll have as much as I please, Harwin." You're not sure what came over you. You listen to Harwin and respect him. Before you can think about it too much you stumble your way back over to the cask and refill your drink. Donnis and Wyl along with most of the hall are deep into their cups, jeering and laughing at the smallest amusement. It's not often that you get to drink ale and, even then, you're not usually allowed more than two cups. There's probably a good reason for that, you think, if the behavior of some of your fellows is anything to go by. That thought doesn't stop you however as you continue to take long pulls from your tankard while the large benches are pushed to the side to make room for the dancers. First, professional dancers from Lys and Tyrosh enter the hall with their queer ways to entertain the guests. Their performance is graceful with their lithe bodies forming shapes that you perceive to be unnatural. After that, the floor is opened up to the guests with the nobility going first. It appears that Ser Mallador, despite talking with Wylla for the greater duration, is dancing with Lady Wynafryd while Wylla is pouting in her seat. You don't know why you care but you wish you were already a knight so that you could approach her without causing insult.





Donnis apparently notices your staring. "You looking at the fine ladies, Snow?"





You bristle at being caught even if you think you've done nothing wrong. You don't deny it, however, and only shrug your shoulders while taking another pull from your tankard.





Donnis smiles and raises his cup in cheer. "I'm taking a look-see at a few ladies of my own." He laughs and gestures to one of the serving girls. "Young, strapping lad like yourself could help me out a bit. What d'ya say?"





You barely remember what comes next but Donnis ends up leaving with that servant girl as the fires in the great hearth burn down to embers and guests begin to leave. You end up in the company of Wyl who apparently holds his ale quite well as he appears to be relatively alert. "You're looking a bit green around the gills, Jon."





You don't have gills. Fish do. After a few seconds, you realize that he means you look a bit sick. It barely registers before you puke on the table in front of you.





In the end, you have to be carried up to your room by Wyl, who doesn't seem to mind overmuch as he holds you piggy-back style up the stairs to the guest wing, following a helpful servant. If you remember this the next morning, you'll be embarrassed. You're eight-years-old after all...nearly a man grown. As soon as your body is placed on the bed, you fall into a deep sleep.





In the morning you wake up with a piercing headache and a deep queasiness in your belly. You don't know how you're going to manage it but you have to get on a ship today. You've heard tale of sea-sickness and you think today is not the day. Nevertheless, you get up and resolve to make the most out of the brief time you have before you have to set out to the docks. You decide to go to the…








[ ] Practice yard* (Pick two specializations)


-[ ] Bastard Sword


-[ ] Sword and Shield


-[ ] Archery





[ ] Library





[ ] Markets (Pick two destinations)


-[ ] Blacksmith


-[ ] Luthier


-[ ] Tanner


-[ ] Write-in





Character experience gained!





Lvl 4 (235/4000) –> Lvl 4 (335/4000)





Skill experience gained!





Drinking Lvl 1 (0/100) –> Lvl 2 (59/250)





Trait gained!





[Brooding II] – You know what it's like to be on the outside looking in all too well and you can be resentful even of the things you think you've come to accept. +20% to all XP gains, -2 Charisma, -5 general opinion.





Relations altered!





Wyl [Friend (10/100)] – He appreciated your company and you remind him a bit of his siblings back home.





Donnis [Friend (5/100)] – You were an adorable little wingman.
 
To Grandview XIV: White Harbor X
Choices you made last chapter:


[X] Markets (Pick two destinations)

-[X] Luthier

-[X] Apothecary





Prying yourself out of bed, you put on your leathers, strap your lute to your back, and tuck your dagger in your belt. Despite being cleaned, your leathers still bear some of the smell from the stables yesterday and it makes your nose twitch and your stomach churn in protest. You're not feeling good at all. Despite your ill-feeling, you've considered several ways to start the day. You're itching to prove yourself in the practice yard but you're still wounded and the pounding in your head doesn't help matters either. You also considered spending some time finding the library and seeing if there were any rare books to read. However, you can barely concentrate on putting one foot in front of the other right now and you don't even want to think about reading the barely legible scribbles of the Maesters. After some deliberation, you decide to spend your morning scouring the markets for medical supplies and an artisan who may be able to repair your lute. You've heard there are remedies for the sickness you're experiencing right now and you really want to get your lute fixed. It's one of your most precious possessions and you'd be remiss if the damage couldn't be repaired.





You quickly pack your doublets and pants into your satchel, throwing the bag over your shoulder in preparation to leave. Exiting the guest wing and rushing down the stairs to the courtyard, you half expect to see Athen and Wylla on their way to get into more trouble one way or another. It brings a smile to your lips to think about it but you decide not to seek them out. You imagine Wylla might still be mad at you and some goodbyes are better left unsaid. You have no doubt that you will come through White Harbor again on the way to visit your family in Winterfell, however, so you may yet see her again.





As you approach the main gate, you see a large, stout building of white brick and mortar that you believe is the barracks. You feel terrible. So, you can imagine that your men might be feeling just the same. After rapping on the door to the barracks, you hear a shuffling of boots and the door opens to reveal a glowering heavyset man in sloppily attired Manderly armor who looks at you with beady eyes. "What'ya want?"





"I'm looking for Harwin, Donnis, and Wyl."





He narrows his eyes briefly at you before returning back inside and yelling, "Wyl!"





After some stumbling is heard from within, you see the ruddy face of Wyl peek through the door. "Be out in a bit, Jon!"





After presumably waiting for him to get dressed, he exits with his Stark brigandine on, sword on his belt, the group's satchel at his side, and bearing an exuberant smile. "You're going to like the ship, Jon. She's a beauty, that's for sure."





Although you are interested in the ship you'll be taking passage on, you're more concerned about the whereabouts of your companions. "Where are the others?"





"Harwin won a bit of coin arm wrestling in the barracks. He's at an Inn. The Dappled Mare, if I'm recalling correctly." Wyl looks bemused for a bit before breaking out into a laugh. "Donnis is likely wherever that serving girl is hanging her bonnet."





You hope you can find each other and not miss your ship. "How will we find them?"





Wyl shrugs "They know where the ship is. I reckon we can just meet them there."





Satisfied, you tell him about your plans for the morning. "Do we have time to stop at the markets? I want to look for someone to repair my lute and I've heard there might be cures to help with seasickness."





Wyl considers your request, tilting his head in thought. "Don't rightly know if I saw anybody that could help you with that but asking 'round can't hurt any. As for the medicine, I saw a couple of places that might have what you're looking for." He pats the satchel at his side. "Should have enough coin for what you need." Rummaging through the pack, he hands you a coin purse with half of the group's remaining funds.





With that, the two of you head out the main gate and down the long, winding path to the city proper below. Even though you've already seen the city's mass of people and activity, it doesn't fail to amaze you again. There's more people here than you've ever seen in your life all in one place. The concept is dizzying. There are vendors on every corner selling meat or fish on a stick with fresh bread. The smell alone tempts you to reach for your coin purse. Wyl notices your indecision and nudges you along. "Go on, Jon. It'll help you feel better."





Not needing any more encouragement, you purchase a greasy breakfast for yourself and Wyl. You savor the juicy meat on your tongue and gobble up the bread with enthusiasm. With your stomach feeling much more settled, you and Wyl make your way to some of the more established areas of the market, the ones in which artisans and merchants operate out of closely organized buildings instead of flimsy wooden stalls. After a few minutes of searching, you spot a lute-like instrument dangling where a sign of an inn would typically be. Going through the door under the sign, you see all manner of instruments lining the walls and a spindly old man working the desk, tinkering with a lute much like your own. You and Wyl approach the man. As he looks up from his work, you can see his many wrinkles form the expression of a frown. His countenance brightens a bit when he sees you coming towards him with your lute on your back. "How can I help you two folks?," he says.





You take the lute off your back and set it on the large wooden counter. "One of the strings broke. I was hoping you could fix it."





He sets aside the lute he was working on and picks up yours. Turning it this way and that, he looks it over, running his fingers over the carving of Jenny before finally settling his eyes on the broken string. "Shouldn't be too hard to affix a new string. This is fine work. Where did you get it?"





You shrug. "It was made by a man of the Night's Watch."





His eyes widen in surprise but he makes no further comment on it. "Well, it shouldn't take too long. Ten coppers should cover it."





You hand over the money, considering it to be well worth the price to have your lute back to full working order. While you're waiting for the Luthier to finish repairing your instrument, you browse his shop and a few items catch your eye. You purchase…. (You may choose more than one)





[ ] A leather strap for your lute (You're only using a rope to strap your lute to your back and you keep having to adjust it every few minutes. You think this strap would be quite an improvement. It's very intricate with tridents and seals embroidered on the outside and would fit your lute perfectly. +2 Charisma) Lose an eighth of remaining discretionary funds.





[ ] A small book filled with songs from the North (Many songs such as Brave Young Danny Flint, The Last of the Giants, and The Ballad of Bael the Bard are contained within. You know a bit of the tunes from feasts at Winterfell and now you could memorize the words too) Lose a quarter of remaining discretionary funds.





[ ] A small harp. (It's a small but delicate instrument, wooden but wrought with silver, swirling tendrils. It's finely tuned and makes a beautiful sound when you play it. You think it would make sad songs like Jenny's song sound even better. +5 Charisma) Lose one-half of the remaining discretionary funds.





[ ] Nothing. (None of the items on offer catch your eye and you decide to save the group's funds for something else.) Retain discretionary funds.








With your lute recently fixed, new string and all, and strapped to your back, you and Wyl go to the apothecary down the way, marked by a sign with a mortar and pestle on it. It surprises you a bit about how grand these merchant stores are. Their buildings are better made than some of the halls of Winterfell. The notion that the sole purpose of these buildings is to sell things out of them is puzzling to you.





Entering the apothecary, you smell all manner of herbs and pickling liquids and see hundreds of small jars lining the shelves around the small store. A woman is writing in a book of sorts but looks up when the bell on the door jingles. She apparently runs the shop and she's very helpful, making sure you get the right remedies for the sickness you anticipate. With her advice, you get a bit of ginger root for seasickness and even though you're still feeling a bit off from your drinking last night, you don't feel the need to spend money on a cure. You were even less enthusiastic when you smelled it. In the end, in addition to the ginger root, you decide to purchase... (You may choose more than one)





[ ] A set of linen bandages for you and your men. (The bits of cloth you have on your wounds will need changing soon and it would be useful to stave off any festering.) Lose one-eighth of remaining discretionary funds.





[ ] A jar of wound poultice. (Maester Theomore was supposed to supply Donnis with enough of the garlic and bird shit to finish cleaning out his wound but it's likely only enough for him and Harwin's wound is still a serious problem that could turn sour on the open sea.) Lose one-fourth of remaining discretionary funds.





[ ] A healer's kit. (The kit is commonly sold to ship captains if they have a dedicated physician on board. It contains everything from fever remedies to the grim tools needed to scour festering wounds and amputate limbs. Its contents could be life-saving but it would put a sizable dent in your funds.) Lose one-half of the remaining discretionary funds.





[ ] Nothing more. (You feel that seasickness is the only thing that you truly need to prepare for.)











After your trip to the apothecary, Wyl points out the ship to you at the docks and it's quite unmistakable. It's Ironborn in make. You're sure of it. It's made in the fashion of a longboat with only a single set of oars and one mast and sail. However, it looks like it's been modified to have at least two decks. The most prominent feature of the ship is its prow and stern being adorned with large and elaborate wooden carvings of dragons in white and red. It's hard to tell with the sail tucked into the mast, but you believe it to be white and red as well. As you and Wyl approach the Grace to Glory, you see Harwin and Donnis talking to a tall, broad man with a magnificent beard. You call it magnificent because it's almost as big and bushy as the Greatjon's but red instead of brown. In fact, if you had to describe the man, you'd say that he was the Red. He wears a red doublet and trousers with white piping. His hair is also shockingly red, cleanly cut on the top but with bushy mutton chops in addition to his beard. You can hear his barking laugh from a great distance as he finds amusement in something your companions say.





As you approach, you ask Wyl, "What have you to say about this Ser Donnal?"





Wyl considers your question before answering in a few paces, "Fine fellow. Bastard of Lord Staedmon and was knighted during the Greyjoy Rebellion, taking the ship as his prize…" He pauses as if questioning what he knows. "…Anyway, that's what he told me. You won't see many other Ironborn longships this far north on the Narrow Sea, that I can tell ya."





Nodding, you approach along with Wyl to meet with your companions and this Ser Donnal. Harwin is the first to spot you, raising his hand in greeting. Donnis soon follows his example and Ser Donnal turns his gaze to you as well. "Wyl! Is this the Jon Snow I've been hearing about?"





Wyl grabs you by the shoulder. "Aye, it is! Say hello, Jon."





You bristle at being talked down to but you remember your courtesies nevertheless. "Hello, Ser. I'm told you won great fame in the Greyjoy Rebellion. It will be an honor to travel in your company."





Ser Donnal lets out a barking laugh once more. "I haven't had the honor of meeting your father but it's a great joy of mine to meet his son, bastard or no." He walks towards you and grips your hand firmly as you meet his blue eyes. "I'm sure you'll make for a fine knight someday."





With that, the five of you board the ship and are introduced to the rest of the crew. Ser Donnal's squire, Donovan, is a wiry and pale boy of three and ten with messy black hair. The cook, Erwin, is quite fat and hobbles around the deck, impaired by his girth. Harwin says that's a good sign for the quality of the food but you're not convinced. The rest of the crew is a mix of Stormlanders and Valemen of lesser birth, most of which are already busy making preparations to set sail. You observe the city of White Harbor once more, with its tall white buildings and the dome of the Sept of the Snows shining in the noon sun. You glance at the majestic New Castle wondering if you'll ever return. Of course, you will, you assure yourself. You would have to travel up the Kingsroad and through the Neck by horse if you wanted to return another way and you're not sure you would feel the desire to. As the ship breaks away from the harbor amidst dozens of others, it has to wait its turn to exit the great protective barrier, fashioned in the same white brick as the rest of the city and protected by the Seal Gate, the statue of that queer dog-like sea creature jutting out of the rushing waves. All of your men look on in some degree of wonder, having, just as you, not been beyond Northern borders. As you look at the great horizon beyond, you are struck by the sense that your life will never be the same.





Pick two activities for the next cycle.





[ ] Interact with (pick two)





-[ ] Harwin


-[ ] Donnis


-[ ] Wyl


-[ ] Ser Donnal


-[ ] Donovan


-[ ] The Crew





[ ]Combat training (pick two specializations)*


-[ ] Bastard Sword


-[ ] Sword and Shield


-[ ] Unharmed and Dagger





[ ] Practice the lute (pick one)


-[ ] Learn the Song of the Seven


-[ ] Learn the Mother's Hymn


-[ ] Perfect Jenny's Song (max Charisma bonus when played)





[ ] Practice the harp** (pick one)

-[ ] Basic notes





*Archery is unavailable because practicing archery on a ship is unpractical on so many levels.


** Only available if the harp is purchased





Character experience gained!





Lvl 4 (335/4000) –> Lvl 4 (435/4000)





Skill experience gained!





Bartering Lvl 1 –> Lvl 2 (123/250)





Relations altered!





Wyl [Friend (15/100)] – You were good company at the markets today.




Items altered!


[Jenny] – A lute given to you by Mance Rayder, you think it gives it gives each song you sing with it a little more weight. +2 Charisma.
 
Last edited:
To Grandview XV: Narrow Sea I: Coldwater I
Plan you picked:





[X] Plan Musical Voyage
-[X] A leather strap for your lute (You're only using a rope to strap your lute to your back and you keep having to adjust it every few minutes. You think this strap would be quite an improvement. It's very intricate with tridents and seals embroidered on the outside and would fit your lute perfectly. +2 Charisma) Lose an eighth of remaining discretionary funds.
-[X] A small book filled with songs from the North (Many songs such as Brave Young Danny Flint, The Last of the Giants, and The Ballad of Bael the Bard are contained within. You know a bit of the tunes from feasts at Winterfell and now you could memorize the words too.) Lose a quarter of remaining discretionary funds.
-[X] A set of linen bandages for you and your men. (The bits of cloth you have on your wounds will need changing soon and it would be useful to stave off any festering.) Lose one-eighth of remaining discretionary funds.
-[X] A jar of wound poultice. (Maester Theomore was supposed to supply Donnis with enough of the garlic and bird shit to finish cleaning out his wound but it's likely only enough for him and Harwin's wound is still a serious problem that could turn sour on the open sea. Lose one-fourth of remaining discretionary funds.
-[X] Interact with (pick two)
--[X] Ser Donnal
--[X] Donovan
-[X] Practice the lute (pick one)
--[X] Perfect Jenny's Song (max Charisma bonus when played)





It's been five days since you set out from White Harbor and you've already traversed the Bite, bypassing the three sisters and the Sistermen merchants. When you asked Ser Donnal why you weren't stopping to trade at the Three Sisters despite hugging the coast of the islands, he replied, "If you deal with the Sistermen, it would be best to cut your own throat simply to save time." The journey has been arduous so far with choppy seas and constant rain. The wind coming in from the Shivering Sea to the Northeast sends a deep chill through your bones and constantly threatens to blow the ship off course and into the cliffs of the Vale coast. The wind works against the ship so that the rowers have to work double shifts, pushing the Grace to Glory forward. You help out where you can, tightening knots and taking a short shift on the oars. Your men are not complacent and pitch in where they can as well.





The Grace to Glory makes a brief stop at Pebble Peak, the seat of House Pryor, to shore up on provisions and ride out a storm but you and your men feel no need to brave the rainstorm to visit the small keep and village onshore. In a day or so, however, the weather had improved and you were navigating the deck with some degree of confidence, having gotten your sea legs. At first, you entertain the crew with your rendition of Jenny's Song but after many repetitions, the tune grows stale, and soon many were begging you to stop. You must have performed the song at least a hundred times but you don't think you could ever forget the notes on your lute. As the crew rows its way around the crest of the First Finger, the winds are beginning to blow in your favor, sending you towards the mouth of the River Coldwater to the town and keep of Coldwater Bay, the seat of House Coldwater. You hear footsteps behind you and a firm hand grasps your shoulder. "This is one of my favorite stops, Jon." Ser Donnal says, shaking you a bit side to side. "The Lord here sure does like his tourneys and with the coming of spring, there might just be one in the works."





Ser Donnal's assumption proves correct because when you dock, the small town is abuzz with news of the minor tourney that's being organized by Lord Coldwater to celebrate the great thaw of the river and it's only happening in two days. Ser Donnal decides to stay for that period, calling upon the services of his squire, Donovan, to assist him in this endeavor. Observing the lists, you count landed knights and some members of the Houses Hersy, Lynderly, and Elesham among the competitors but there's also a gaggle of hedge knights and free riders in the competition. You tag along with Wyl beside you. Harwin and Donnis aren't feeling so well. They couldn't wait to rest on solid ground and you resolve to find them later at the local inn. As you walk beside Donovan, he nudges at your side. "You're a bit too small for the squire's melee but I reckon you'd be able to enter the archery contest." Thinking over his words you decide to…





[ ] Enter the archery contest (You may not be as good as Greyjoy, but you think you can best this smattering of peasants and hedge knight squires.)





[ ] Spend the time elsewhere. (pick one)


-[ ] Playing your lute. (pick one option)


--[ ] Learn The Song of the Seven


--[ ] Learn The Mother's Hymn


--[ ] Learn The Sad Lament of Brave Young Danny Flint


--[ ] Learn The Last of the Giants


--[ ] Learn The Ballad of Bael the Bard


--[ ] Learn The Bear and the Maiden Fair


-[ ] Combat Practice (pick two specializations)


--[ ] Bastard Sword


--[ ] Sword and Shield


--[ ] Unharmed and Dagger





Character experience gained!





Lvl 4 (435/4000XP) –> Lvl 4 (935/4000XP)





Skill experience gained!





Lute Lvl 3 (427/500XP) –> Lvl 4 (112/1000XP)




Relations altered!





Ser Donnal Storm [Friend (5/100)] -You've helped out where you could and you and your men have been a decent addition to his crew.





Donovan [Friend (5/100)] – It's good to have someone his age on board even if you're a bit younger.





Item altered!





[Jenny] – A lute given to you by Mance Rayder, you think it gives each song you sing with it a little more weight. +4 Charisma.





Debuff removed!






[Minor arm wound] – -1 Strength, -10% HP, -25% to combat rolls, heals in two weeks, small chance to fester without competent medical attention.
 
To Grandview XVI: Narrow Sea II: Coldwater II
Choice you made last chapter:





[X] Enter the archery contest (You may not be as good as Greyjoy, but you think you can best this smattering of peasants and hedge knight squires.)





Resolving to enter this archery contest, you glance back to Donovan. "I think I just might." As you progress further through the small but vibrant village, leaving the ramshackle docks behind, you see the small but stalwart stone keep on a hill looking over the center of town. The outer walls are located around the village proper with further defenses up on the hill. As you look through the north gate, you find that the tourney grounds are located outside the walls in an open field on the bank of the rushing waters of the River Coldwater. The grounds had clearly been plowed in the center and the dirt padded down to allow for the jousting lists. The stands were small but covered in the heraldry and colors of the local nobility: the red and blue of House Coldwater, the black and green of House Lynderly, the silver and pink of House Hersy, and pink and black of House Elesham. There was also a lot of room for the common folk to observe the spectacle, with open fields on all sides. You can see the archery targets lined up in one of these fields alongside a great pen that you assume is for the melee. The mountains to the northwest are visible in the distance, making the site quite a picturesque place to compete. As you continue admiring the grounds Donovan drives an elbow into your side, causing you to wince. "Come on, Jon. The tourney's not for two days yet. Let's meet the others at the tavern."





Rubbing your tender side, you acquiesce. "Fine." Looking back up at Donovan while you walk, you ask, "Aren't you the least bit excited for the tourney?"





He laughs. "Of course I am but I'm sure we'll be seeing nothing but the tourney grounds soon enough."





With that you both enter the inn at the center of town, the Brown Fox, and search for your company. The air is thick with smoke from the cooking fires and the smell of the rich food makes your mouth water after a week of only weak fish stew to fill your belly. All manner of folk are present, coming in for the tourney. Men in rich doublets sit with their supposed squires while minstrels and bards compete for attention and coin. There also appears to be a shady character taking bets on the tourney in a far corner. You spot Harwin and Donnis in their Stark leathers and Ser Donnal in his red arming doublet at another corner table, drinking ale and making merry at one of the bards' songs. You recognize it as The Bear and the Maiden Fair. You don't know where the rest of the crew has gotten to but you did see another inn closer to the docks. They could be there. Ser Donnal notices you first and beckons the three of you to the table. "Donovan! Jon! Wyl! Come pull up a stool."





Donnis claps you on the shoulder as you take a seat. "See the tourney grounds, Jon?"





"Aye. Are you going to enter any of the events?"





He shrugs. "I might've entered the archery event if I wasn't injured. Wyl is a fine swordsman though. He may enter the melee."





Wyl preens in pride at that but Harwin shakes his head. "That's just what we need right now. Two of us are wounded. None of us have any plate except for our helmets. These are knights of the Vale you'd be going up against. It's just not smart, Wyl."





Wyl looks a bit dejected but agrees. "I'm not keen on getting brained by some Southron knight. Suppose I'll just watch."





Ser Donnal nudges Wyl and affects an air of arrogant pride. "Then you'll get to see me win that melee. Nothing but green boys and summer knights in this tourney. Haven't seen a lick of true battle. Not like the Ironborn. Now those were men..."





Donovan looks to his master, interrupting his reminiscing. "Do you reckon I should enter the squire's melee then?"





Ser Donnal nods but looks a tad morose. "You stand a decent chance. There'll be older squires though with better equipment." Ser Donnal, despite his bluster, didn't appear to be a particularly wealthy knight. You had seen his armor while Donovan was cleaning it and it was a mismatched set of mostly cobbled together iron plates. A hedge knight's suit of armor if you've ever seen it. Ser Donnal turns to you, giving you a small smile. "What about you, Jon?"





You straighten up and try to look serious. "I'm going to be entering the squire's archery if I can."





Ser Donnal's smile grows wider. "Course you can. They even allow peasant boys to try their hand at it here. It's mostly the Reach with all the rules…"





Ser Donnal continues to tell you all about his experiences with tourneys as the food arrives and you begin to eat. There's salmon with mustard seed and onion served with a loaf of dark, hearty bread. Your favorite dish though is the large roasted mushrooms in a tasty gravy. The night goes by swiftly with the six of you exchanging stories and jokes as the cook fires burn down to embers and Harwin shuffles you off to your room.





The next day is spent in preparation for the tournament with Donnis giving you tips on proper archery form as you practice on the targets at the tourney grounds. You spar a bit with Donovan as well to help him prepare for the melee but with your eight-year-old stature, he beats you too easily to be much help. As you practice your archery you can see Ser Donnal and Donovan sparring and Donovan looks to be a good student, scoring a few hits on the bastard knight but you can clearly see that Ser Donnal is playing with him, not taking the spar seriously. Later, Ser Donovan tells you that he purchased a horse and is going to enter the joust. He asks that you assist Donovan in getting his equipment prepared and ready both before and during the joust. You agree, not having much else to do. The jousting event is, of course, far after the squire's archery. Ser Donnal then spends much of the day going at the quintain with his new horse. There are a few humorously bad tilts in the beginning but man and stallion soon find an accord and you can only look on in wonder as you watch the bastard knight and his beast work in perfect harmony. As the sun sets, it remains a display of skill that only a knight in a pink and silver cloak matches.





The morning of the tournament comes all too quickly for your taste and as you get out of bed and strap on your leathers and furs, you wonder what sort of competition you'll face. You knew many of the visiting squires by sight, you just didn't know how many of them would participate in the archery competition. Along with Ser Donnal and Donovan, you depart to the tourney grounds to get an early start on the day. Ser Donnal passes muster with little difficulty, being one of only eight knights to turn out for the tourney, two being Lord Coldwater's sons. The other riders in the joust were hedge knights and free riders of various stripes. Donovan's approval was tied to Ser Donnal's, so he was in. As you approach the tourney official seated at his desk, he observes you and your Stark leathers with a raised eyebrow. "A Stark?"





You shake your head. "No, Ser. My name is Jon Snow."





"Lord Stark's bastard then?", he asks.





Gritting your teeth, you respond, "Aye."





Noting your ire, the man explains, "Don't worry, lad. Most of them squires don't have a lick of noble blood in 'em." He looks you over once more. "How old are you, ten? You look too young for the melee, son."





You nod. "I'm eight and yes, I know. That's why I just want to enter the archery competition."





He nods and writes your name and age down on the list, ushering you through to the tents set aside for the competitors' use. You catch up with Ser Donnal and Donovan as they began putting on Ser Donnal's armor for the melee in a private tent. Donovan is already wearing a red gambeson with a plate chest piece, pauldrons, and vambraces. The event won't be for while yet but it would do Ser Donnal good to get accustomed to the weight for an hour or so. He looks every inch the hedge knight with his mismatched iron and steel plates and his dented and slightly rusted greathelm forged in black steel. His shield bears the Staedmon colors but reversed with a white heart pierced by a white dagger on a red field with a white wavy border. He wears a threadbare red cloak over his shoulders with white trim. "I'll be in the practice yard, lads. Got to stretch out my sword arm a bit." At Donovan's crestfallen expression, Ser Donnal adds, "Don't worry, I'll be back in time to watch you and the little one." With that he exits the tent, his cloak swishing in a gust of wind behind him, leaving you a bit sour at being called 'little one'. You and Donovan look over your bows one final time before the competition. You've borrowed yours from Donnis. It's a bit big for you but you tested it out yesterday and it was serviceable enough.





As you exit the tent, you see that most of the other competitors are out on the archery field, some practicing their form, others simply waiting for the event to begin. It's a motley group, some in fine arming doublets and leathers, others in plain tunics. As you approach, you see a squire in the pink and silver of House Hersy facing off against a squire in Coldwater colors, both of them trying to best the other in getting closer to the bullseye at fifty paces. Most of the squires are watching but some are trying their hand at the other targets. By the time you make it over to the gaggle of squires, a herald has arrived in red and blue finery and a plumed cap. He stands at the center of the lists and faces the small stands where the nobility are seated. He announces the start of the tournament and directs the crowd's attention to the archery field, where you've been instructed to line up for a preliminary round to try and hit the archery target set at ten paces.





Clearly meant to separate the true competitors from the hopeful rabble, most of the boys before you pass with little fanfare but a few peasant boys and one squire about your age have visible trouble nocking their arrows and their shots fly wide. Before you know it, it's your turn. Taking a deep breath, you pull back the string against your lips waiting for the right moment. As you release, you can't help but twitch to your right causing your arrow to only pierce the outer edge of the target. Cursing your rotten luck, you're surprised to find that it was good enough to get you to the next round. It's a comfort to you to see that Donovan doesn't fare much better, hitting the edge of the target as well. The next target is at five and twenty paces and you can feel the eyes of the other squires on you, expecting you to fail. Your resolve allows you to nock, draw, and loose in one fluid motion, hitting one of the middle rings of the target. Donovan nods to you in approval as he takes his spot behind the firing line. He hits the target in almost the same spot as you and also advances to the next round.





The most impressive on your fellows thus far is without a doubt the squire in pink and silver. He hits all of his targets dead center. You nudge Donovan. "Do you know who he is?"





Donovan shakes his head. "No, but I know he squires for the Hersy knight. The one who rode so well yesterday."





Nodding in response, you watch as the Hersy squire hits the target at fifty paces with the same degree of skill he displayed at the ten and the five and twenty pace marks. Fewer of the other competitors can even hit the target at this distance and the field thins to twelve, not including you and Donovan, with the both of you having yet to go. You go first, carefully going through the motions and letting your arrow fly. You send a quick prayer to the Old Gods as it flies through the air and you feel relief mixed with frustration as the arrow finds its mark at the outermost ring. You hear a sharp laugh followed by a "Lucky bastard." behind you, making you grit your teeth in shame. You should be better than this. Also, you want to punch whoever said that in the face. Turning back around, you see a smug face wearing black and green and you know instantly that it was the Lynderly squire. You give him a glare but say nothing as you get back in line.





Donovan is up next and although his form looks to be solid, he jerks to the left at the last moment, causing his shot to go wide of the target. He walks over to his master in the crowd, looking dejected. At that, you resolve to do your best to represent your party. The target is now pulled back to one hundred paces and your nerves begin to rise. The Hersy squire hits almost dead center once again to the amazement of the crowd and you feel a vindictive glee when the Lynderly squire's shot veers far to the right. Now it's your turn. You set your left foot on the firing line, feeling a brisk breeze ruffle your hair. Trying to take into account the wind to the best of your ability, you nock, draw, and loose with practiced swiftness. You very nearly pump your fist in triumph when your arrow hits near the center of the target. Now there are only five of you left, with you joining a peasant boy in brown, the Hersy squire, the Coldwater squire, and a boy in pink and black who you believe is representing House Elesham.





The target remains at one hundred paces now only with distance from the center being taken into account. The Hersy squire goes first, hitting the edge of the bullseye with a visible grin. The Coldwater boy goes next and hits the edge of the target, cursing the whole way back to the line. The squire in pink and black misses entirely and the peasant boy in brown hits the bullseye with practiced ease. When it's your turn, you go through the same motions as before, eyeing the target with nervous anticipation. As you release your arrow, you immediately know something's wrong and your suspicions are confirmed when you spot your arrow going well over the target, landing somewhere behind it. You hear the sharp laugh of the Lynderly squire somewhere behind you and it makes your failure all the more bitter. You resolve to…





[ ] Practice all you can with the bow. (You may never be as good as Greyjoy but you can try.) *Locks in one archery training action per cycle, when available, for the next year with the option to double up. +25% archery XP.





[ ] Keep your options open. (You're much better with the sword than the bow and you prefer to get up close and personal with your opponents.) *No immediate effects.








Exiting the field, you find your companions in the shifting crowd. Ser Donnal greets you with a raised gauntlet. "Not bad, Jon. Not bad both of you." He pats Donovan on the shoulder as you all watch the peasant boy in brown beat the remaining squires to win the archery competition. The three of you then head towards the melee pen. The grass has been upturned but there hadn't been any rain in the last few days, leaving the melee field nice and dry for the battle. Most of the smallfolk were gathered around to watch the squires take a swing at each other and you imagine that the view from the stands wouldn't be bad either. You and Ser Donnal wish Donovan good luck as the remaining squires strap on their armor and enter the pen. The peasant boy in brown may have won the archery contest but he likely didn't have the armament for the melee, so you didn't see him here. The Herald begins announcing the competitors and you find out that the Hersy squire is a Hersy himself. Edwyle Hersy to be precise. The Lynderly squire in black steel armor is next and he's announced as Armit Pryor. You can't help but think that he looks unreasonably smug as if he's already won. There's a smattering of other nobility along with quite a few hedge knight squires in mismatched armor. Judging by what you've seen so far, Donovan has a fair chance, you think.





You are soon proven wrong. Despite the cheering of yourself and Ser Donnal for the lowborn squire, he finds himself on the ground within minutes, looking down the tip of Armit Pryor's blade. The Lynderly squire would go on to win the squire's melee, besting most of the competitors of note in the process. He possesses a level of skill that you could only hope to match and despite your antipathy for him, you have to admit that you want to emulate his swordcraft. You and Ser Donnal look over Donovan for any wounds but the only thing that seems to injured is his pride. Next was the melee proper and Ser Donnal fared little better than his squire, being bested halfway through by Edwyle Hersy's master, Ser Jonothor Hersy. The Hersy knight was like something out of a song, his silver armor remaining unmarred throughout the bout. He bested all comers, even defeating the two Coldwater brothers at once. When he defeated his last opponent, an Arwald of the Hills, it was a duel for the ages. Or at least it seemed as such to you, not having seen a tourney before today. The hedge knight, bearing two grey mountains upon black on his shield, sparred with the bearer of the winged goblet of House Hersy. The two went back and forth, trading blow for blow before the bout was decided by the aggressive footwork of Ser Jonothor, tripping Arwald and forcing him to yield. The victory won great applause from the audience and you clapped along with them, admiring the skill of the competitors. One day, you can imagine yourself among them winning great renown with your skill with a sword. You resolve to…





[ ] Spend all the time that you can practicing the sword. (Someday you want to be the one being cheered by an adoring crowd as you put all of your opponents into the dirt.) *Locks in one sword training action per cycle, when available, for the next year with the option to double up. +25% sword training XP.





[ ] Keep your options open. (You'll have plenty of time to learn various modes of combat, besides there's your book learning and music practice to consider as well.) *No immediate effects





Next came the joust with Ser Donnal first facing off against the very same Arwald of the Hills that fared so well in the melee. Donovan hands Ser Donnal his first lance as he comes around to the start of the lists on horseback. "Wish me luck, lads!" he says before taking off along the fence separating the jousters.





The first pass is brutal, with both men breaking lances on each other's gorgets. Miraculously, both men stay on their horses, although Ser Donnal rides back with a sizable dent in his armor. You hand him a waterskin, which he takes and drinks out of with relish. He spends a few seconds looking down at his gorget. "Nothing a hammer can't fix," he says, gesturing for his next lance. You try to hand him his lance but it's heavy and awkward and Donovan ends up helping you get it up to the bastard knight. Ser Donnal takes it with a smile and kicks his heels, causing the horse to turn and head back to the lists. The two horses kick up topsoil as they gallop towards each other at speed. Ser Donnal hits the free-rider in the chest, breaking his lance, while Arwald's lance barely grazes his shield and remains intact. The crowd cheers in appreciation and Ser Donnal gives a jaunty wave back. You can't see under his greathelm but you imagine him to be wearing a smile as he says, "Another lance, boys!"





You obey but it turns out not to be needed as Arwald's squire, the peasant boy in brown, comes over to your side of the lists to tell you that his master is wounded and cannot continue. Ser Donnal accepts Arwald of the Hills' withdrawal with grace, accepting a meager ransom in exchange for not taking the man's horse and armor. In recognition of his victory in the first tilt, Ser Donnal and his squire are invited to sit up in the stands to watch the other competitors. You, however, are not. As they leave, the knight hands you a few copper pennies. "Thanks for your help, Jon. Go get yourself something to eat and enjoy the tourney."





You give your thanks and follow his instructions, purchasing a flaky and buttery roll from one of the many food vendors dispersed around the tourney grounds. You then push your way through the crowd, eventually settling in a crouch at the front of the crowd of smallfolk. You clutch onto the bottom rung of the fence next to the lists, anxiously awaiting the arrival of the next competitors. You see Ser Jonothor Hersy facing off against a young man in Coldwater colors, who the herald announces as Ser Rodrik Coldwater, one of the two sons of Lord Coldwater. Ser Jonothor is a picture of grace and true form as he and his destrier work as one. The bout is quick, with Ser Jonothor unhorsing the Coldwater scion on the first tilt. The other bouts are usually just as quick with free riders falling to knights of all stripes. You see Harwin, Donnis, and Wyl in the crowd looking on with interest but before you can go and greet them, Ser Donnal and Donovan are exiting the stands and beckoning you back to the bastard knight's tent.





As you and Donovan help Ser Donnal don his armor once more, he speaks to Donovan. "The competition will be getting more fierce now. Do you remember what you should do if I fall?"





Donovan tilts his head in consideration. "Offer the horse and a ransom but not the armor."





Ser Donnal nods. "Good lad. Was hard to replace after last time."





You can't help but ask, "Last time?"





The bastard knight smiles. "Can't win every time, boy. You lose more often than not, such is the way of things. You can only hope that you lose to a gracious winner."





With that, you finish putting on Ser Donnal's armor and see him on his horse. The herald announces his opponent as Ser Lewin of the Paps, a hedge knight that's unhorsed a few free-riders so far in this tourney. Ser Donnal calls for his lance then takes off at a gallop, full of determination. He breaks his lance against Ser Lewin's shield, causing the hedge knight to lose his balance and fall from his horse. It gains a meager cheer from the crowd who were likely expecting more of a spectacle. You end up leading Ser Lewin's horse back over to Ser Donnal, who accepts this in lieu of both armor and horse. The bastard knight would have to sell both horses before setting sail once more but any source of coin was welcome and he might use them as ransom in case he loses.





A few more bouts occur with Ser Karwen Lynderly, in his gleaming black steel, distinguishing himself as a true contender, reaching the semifinals along with Ser Donnal Storm, Ser Jonothor Hersy, and Ser Gerold Elesham. You're excited that your host and friend has done so well and he's set to face Ser Karwen next. The Lynderly knight is of a size with Ser Donnal, so you think his armor would make for a fine prize for the knight captain. This time, you successfully lift the lance to Ser Donnal's awaiting hand and he takes off down the lists. You feel your heart jump into your throat as Ser Karwen strikes true, breaking his lance against Ser Donnal's chest. He barely holds on to his horse, and as he trots back to you and Donovan, you can see him wincing in pain and holding on to his side, a new dent in his armor. Taking off his helmet and wheezing, he says. "What are you looking at? Get me some water!" Donovan obliges and Ser Donnal takes a few solid pulls from the skin before re-donning his helm and hefting his lance once more with a grim determination. From this distance you can see the Lynderly knight's squire, Armit Pryor, handing him a new lance. You can't see Ser Karwen's expression under his helm but his squire gives his sharp laugh at something he said. Gritting your teeth in distaste, you give a firm rub to the rump of Ser Donnal's horse for luck as he trots off for another pass.





You couldn't have imagined it any better. This time, Ser Donnal is the one who strikes true, sending the knight of the snakes flying off his horse. The smallfolk give a great cheer as Ser Karwen tumbles to the ground. The cheers only grow louder when Ser Donnal dismounts to help the other knight to his feet. The Stormlander accepts the armor as ransom, refusing the horse. The black steel greathelm is much the same design as Ser Donnal's old one but with a black and green plume that has to be traded out for the bastard knight's red and white. You and Donovan help get his new armor fitted for his next bout against Ser Jonothor Hersy and when you're done, Ser Donnal looks as true a knight as any on the field.





For the final match, both contenders ride out to the front of the stands, where Lord Coldwater gives a short but ultimately boring speech about the virtues of the Seven and knightly chivalry and how the two knights before him exemplify them. With that done, Ser Donnal returns to your side of the lists, donning his now red and white plumed helm and taking a lance from Donovan. He says nothing, only giving you and Donovan a firm nod before he drives his stallion forth across the dusty lists. Black meets silver as the collision between the two knights creates a loud din that's only overpowered by the roar of the crowd. Both knights break their lances on each other's shields, causing them both to reel back in their saddles but they both manage to stay ahorse. As Ser Donnal comes back to your side of the lists, Donovan hands him another lance and then he's off again. The two knights meet again with the results being much the same as the last tilt. They break lances against each other again, barely staying ahorse, and the crowd goes wild, cheering and waving their banners.





Ser Donnal returns for his final pass, taking up yet another lance; His last. Donovan looks up at the bastard knight. "Go knock him off his horse, Ser."





Ser Donnal nods. "I shall." His confident voice sounds even firmer through the grates of his helm and you watch him trot off, confident in his success.





This time, Ser Donnal strikes the silver knight in the chest, breaking his lance, while Ser Jonothor misses completely and is thrown off balance by Ser Donnal's solid hit. The crowd lets out a huge cheer as Ser Jonothor is sent tumbling to the ground. However, their cheers soon turn into laughter as Ser Jonothor's foot gets caught in the stirrup and his horse pulls him along to the end of the lists. You heard his screams though and you feel less prone to mirth once it's confirmed that his leg is broken. In light of his victory and Ser Jonothor's injury, Ser Donnal chooses not to accept a ransom and allows the silver knight to keep his horse and armor. With great fanfare, the bastard knight is presented with the grand prize of one hundred gold dragons and a wreath of flowers to present to a fair maiden of his choice and crown the queen of love and beauty. He picks the prettiest of Lord Coldwater's daughters, presenting her the wreath of red roses at the tip of his red and white lance.





After witnessing the spectacle of the joust, you resolve to...





[ ] Devote as much time as you can to learn how to ride a horse and strike a target with a lance. (You want to be just like Ser Donnal someday, winning tourneys and crowning fair maidens. Who knows? Maybe one day you'll get to crown Sansa. She would love that, you think.) *Locks in one riding and jousting training action per cycle, when available, for the next year with the option to double up. +25% Jousting training XP.





[ ] Keep your options open. (Jousting seems to be a big spectacle and nothing more. When real combat occurs, you'll count on your sword arm to carry you through.) *No immediate effects.





As you help Ser Donnal pack up his things, he hands you and Donovan a bit of coin. Two gold dragons for Donovan and one for you. Seeing your bewilderment at his generosity, he walks over to you and grips you by the shoulder. "Do you know what they call my father, Jon?"





You can't say you know much about Lord Staedmon, let alone any monikers of his. "No, Ser."





He has a grimace on his face. "'Pennylover' they call him. Do you know why that is?"





You shrug. "He loves money?"





Ser Donnal gives a bitter laugh. "Aye, and he's cheaper than a flea bottom whore. It's made him few friends." He shakes his head. "Money comes and goes. It's best not to grip it too tightly."





You…





[ ] Agree. (Gold is often fleeting, you think. Friends are far more valuable.)





[ ] Disagree (A penniless man has few friends. Friends can come and go. The coin in your purse is far firmer ground to stand on.)





You and your companions go your separate ways after that, promising to find your own way back to the ship. You once again end up in the company of Wyl, observing the night performers with their queer dances juggling flaming torches. That entertains you for a while but out of the corner of your eye, you spot that free-rider squire in brown, the one who won the archery contest. He's being cornered by two other squires near the melee pen. You find yourself walking towards them in the darkness, sensing something off and Wyl follows behind you. As you get closer, you can hear them talking and recognize the two squires as Armit Pryor and Edwyle Hersy.





"Where'd you put all that coin, peasant?," asks Hersy, with Pryor backing him up.





The Lynderly squire pokes the peasant boy in the chest."Do you even have any place to put it?"





The boy begins to back away. "Leave me alone!"





Hersy continues to mock the boy in brown."He probably has to spend it all putting his master to rights after the bastard stuck him like a pig." That sets off a fit of laughter from the both of them.





The boy tries to back off further and get away but Pryor shoves him to the ground."Hey, where are you going? We're not done with you yet." He bears a mean smirk on his face. "It's a shame you didn't join the melee."





As your blood begins to boil at this injustice, Wyl grabs you by the shoulder. "C'mon. Let's go, Jon." You…





[ ] Shrug his hand off your shoulder and rush in. (They may be bigger than you and stronger than you but you're not going to pretend that this isn't happening in front of your very eyes. Besides, Wyl may piss and moan, but he'll back you up if things go sour. You hope.)





[ ] Try to approach this diplomatically. (You know you can't beat them in a fair fight if Armit Pryor's performance in the melee is any indication. Hopefully, they won't continue their bullying if there are too many witnesses and if things come to blows, at least you can say you tried.)





[ ] Go along with Wyl and return to the others. (It goes against every fiber of your being but if you wanted to, you could simply wash your hands of it, moving on and leaving that peasant boy to his fate. Spend 2 FS)*





Character experience gained!





Lvl 4 (935/4000) –> Lvl 4 (1435/4000)





Combat skill experience gained!





Archery Lvl 3 (180/500XP) –> Lvl 4 (120/1000XP)





Item gained!





[Gold Dragon] – A gift from Ser Donnal. The highest denomination in Westeros and worth 210 Silver Stags, you don't know where you could possibly spend it or who would have change for such an amount. It could come in handy later, however.




Relations altered!

Ser Donnal Storm [Friend (10/100)] - You tried your best to help squire for him today and he appreciated it. He was glad to give you some practice as well.





*This action runs contrary to the established character traits of Wolfblooded and Good-Natured, resulting in an FS cost to pick it.
 
To Grandview XVII: Narrow Sea III: Coldwater III
Choices you made last chapter:





[X] Practice all you can with the bow. (You may never be as good as Greyjoy but you can try.) *Locks in one archery training action per cycle, when available, for the next year with the option to double up. +25% archery XP.
[X] Spend all the time that you can practicing the sword. (Someday you want to be the one being cheered by an adoring crowd as you put all of your opponents into the dirt.) *Locks in one sword training action per cycle, when available, for the next year with the option to double up. +25% sword training XP.
[X] Devote as much time as you can to learn how to ride a horse and strike a target with a lance. (You want to be just like Ser Donnal someday, winning tourneys and crowning fair maidens. Who knows? Maybe one day you'll get to crown Sansa. She would love that, you think.) *Locks in one riding and jousting training action per cycle, when available, for the next year with the option to double up. +25% Jousting training XP.
[X] Agree. (Gold is often fleeting, you think. Friends are far more valuable.)
[X] Try to approach this diplomatically. (You know you can't beat them in a fair fight if Armit Pryor's performance in the melee is any indication. Hopefully, they won't continue their bullying if there are too many witnesses and if things come to blows, at least you can say you tried.)





You see the two noble squires hovering over the peasant boy as Pryor gives him a sharp kick in the side. As you approach, you're enraged by their behavior but you manage to keep a lid on it, for now, giving a neutral greeting. "Lo!" All three heads turn to face you in the darkness as you ask, "What's going on here?"


The loathsome Lynderly squire looks you up and down in your riding leathers and furs with the embossed Stark direwolf and says, "Who are you?" You notice that the Hersy boy is beginning to look a bit uncomfortable, noticing the armed presence of Wyl lurking in the distance.


You glance to the peasant boy still scrambling to right himself after the assault of the two noble squires. "I'm Jon Snow and It seems to me you've gone too far. Honor compels me to intervene." That may have been a bit dramatic but you stand firm and hold your ground.


"Who are you to say, bastard? What do you know of honor?" the Lynderly squire questions, stepping further into your space. You grit your teeth and are sorely tempted to strike the impudent squire but your prudence halts you as you look to Wyl for direction, He gives a shrug as the Lynderly and Hersy squires advance.


You take a step towards the Lynderly squire. "More than you, I'd wager. Now, leave him alone."


The peasant boy tries to take advantage of the distraction to get up and slip away but the Hersy squire keeps him on the ground under the heel of his boot and reaches for the boy's coin purse. "This one couldn't possibly have learned to shoot that well by doing anything other than poaching, We are well within our rights to demand recompense."


"Don't justify yourself to this lackwit…" Armit Pryor towers over you and pokes the direwolf on your chest. "...Wolf or no, he's just a bastard." A scowl comes unbidden to your face and you swat his hand away from your chest. Not taking that well, he easily shoves you to the ground, prompting Wyl to intervene and step between you and Pryor.


With his right hand on his sword hilt, Wyl says, "Step back from my charge, young lord."


Pryor snarls. "You're lucky your father sent minders to watch where you step, bastard. Next time, you might not be so lucky."


By this time, Hersy has already finished taking the peasant boy's coin purse and is beckoning for Pryor. "C'mon, Armit. We're done here."


The peasant boy gets up and hides behind Wyl as the two squires begin to leave. How dare they take the boy's winnings? You're about to march right back up to them and demand they give it back before you feel a firm hand grip your shoulder. "Let 'em go, Jon. We'll tell Ser Donnal about this and it'll get to Lord Coldwater. Things will be set to rights."


The boy next to you speaks up as you hear the squires' laughter in the distance. "Thanks for trying to help me." It's hard to make out his features in the darkness but his hair is of a darker shade and his eyes look to be of a color that reminds you of moss. He's a bit taller and bigger than you but not by much. He likely has a year or two on you.


Brushing yourself off, you reply, "It was the right thing to do. Just because they were born on the right side of the sheets doesn't mean they have the right to treat everyone else like dirt."


The boy tilts his head with a small smile. "They do though. Have that right, I mean."


You scowl. "They shouldn't. My name's Jon by the way. Jon Snow."


He nods and you grasp each other's forearms and shake firmly "I know. I heard. I'm Willem."


Your mind can't help but wander to Arwald of the Hills and his condition."Well met. Your victory on the archery field was well done. How fares your master?"


Even in the dark, you can see the sadness that graces his visage. "Not well. A big shard of the bastard knight's lance was driven into his armpit. He fears that he's not long for this world." You notice his anger and hope that he doesn't hold too much of a grudge against Ser Donnal. It was an accident, after all.


"Have you called upon the Maester?" you ask as Willem leads you and Wyl over to his master's tent.


He pushes back the entrance to the tent as you enter."Aye. Lord Coldwater was kind enough to lend us his services. He stitched up the wound and left us some milk of the poppy for the pain."


You're surprised to see not only Arwald of the Hills in the small tent but Ser Donnal as well at his bedside. You had imagined that he'd be at Lord Coldwater's feast as a guest of honor. They both look up as you enter but Arwald is the one who speaks. "Ah, boy. It's well you're back. I'd like you to meet Ser Donnal here."


Willem narrows his eyes. "Why is he here?"


Ser Donnal's countenance is unusually solemn. "I've come to stand vigil over your master. It only seems right."


After a drawn-out coughing fit in which blood finds its way on the white linen sheets, Arwald finds the strength to reach and grab the bastard knight by the shoulder. "He will be the one to continue your training. It's been decided. Even if I survive the night, I'm likely not long for this world and I doubt I'll ever heft a sword again."


Willem immediately goes to his master's side, not even glancing at Ser Donnal. "But you'll survive. I'm sure of it and who will look after you when I'm gone?"


Arwald turns the question back at him. "Who will look after you when I'm gone, boy?" He looks over Willem's filthy clothes and empty belt. "Did you pick a fight you couldn't win again?"


Willem shakes his head. "Trouble found me this time. I didn't go looking for it." He explains what happened with the highborn squires and tells him of your attempt at assistance.


Arwald looks vindicated. "See...best for trouble to find you in the company of others. They just might help you get out of it."


Willem grimaces at that, for what reason you cannot say. For your part, you can't say you were much help. You only got shoved to the ground for your trouble. At least now Ser Donnal knows what happened and might be able to do something about the lost winnings. You hope.


Arwald continues to talk to Willem and you can't help but feel that this should have been a private conversation. "I'm ready to meet the Gods, boy. Don't fret."


Wyl takes you back to the ship as Ser Donnal and Willem stand vigil for Arwald for the night. You tell Donovan about Willem and Ser Donnal's promise. You can tell that the older squire has mixed feelings about the whole thing. In the morning, it's a solemn pair that comes to the ship and you assume that Arwald of the Hills was correct in his conviction that he'd be dead come morn. As far as good news goes, you notice that Willem's belt has a full coin purse on it once more but whether it was his original winnings or recompense from Ser Donnal, you cannot say. As the Grace to Glory leaves the small port of Coldwater, you look out on the pink sunrise and continue your journey South.





Disperse 6 additional actions among the following choices. Vote in plan format





[ ] Interact with


-[ ] Harwin


-[ ] Donnis


-[ ] Wyl


-[ ] Ser Donnal


-[ ] Donovan


-[ ] Willem


-[ ] The Crew





[ ] Combat Practice


-[X] [ ] Bastard Sword


-[X] [ ] Sword and Shield


-[ ] Unarmed and Dagger





[ ] Music Practice (Lute)


-[ ] Learn The Song of the Seven


-[ ] Learn The Bear and the Maiden Fair


-[ ] Learn The Sad Lament of Brave Young Danny Flint


-[ ] Learn The Ballad of Bael the Bard


-[ ] Learn The Mother's Hymn


-[ ] Learn The Last of the Giants





Trait gained!





[Good-Natured II] – You have a natural inclination to help others in need and bristle at perceived injustices and people abusing their stations. You tend to resort to words first, however, to right these wrongs. People like you more for it but sometimes you feel stepped upon. Charisma +3, +5 general opinion, -1 Wisdom.





Relation gained!





Willem [Friend (10/100)] – He appreciated that you tried to step in on his behalf. You didn't have to.
 
To Grandview XVIII: Narrow Sea IV
Plan you picked:





[X] Plan Sea journeys
-[X] Interact with
--[X] Ser Donnal
--[X] Willem
--[X] Donovan
--[X] Harwin
-[X] Combat Practice
--[X] Unarmed and Dagger
-[X] Music Practice (Lute)
--[X] Learn The Last of the Giants








Ducking and looking down at the deck, you can feel the air ripple over the hairs on the back of your neck as Ser Donnal's sword passes you by. This is your third bout with the man in as many days and each time you've lasted longer than before. The two of you clash once more with your bastard sword meeting his longsword in a series of blows that sends you reeling backward across the creaking planks. Dodging the last blow and a thrust of his shield, you manage to score a lucky strike against the knight's thigh, earning you a smile and a firm swat on your arm for your efforts. It was lucky that Ser Donnal kept a collection of tourney blades for practice with his squire, Donovan, because he now had two more students to contend with. Donovan and Willem were watching you right now along with the Winterfell guardsmen. You were faring well against the bastard knight even though he treated this as a game as opposed to a real match. You only had eight years to your name, after all, but you were in the midst of a growth spurt, nearly of a height with Willem and half a foot shorter than Donovan. You were quick too, with long arms that complemented the reach of the bastard sword nicely. You alternatively dance and sometimes stumble out of his reach as you keep him at bay with your long sword.





Despite the vigor of your efforts, Ser Donnal knocks you to the deck without breaking a sweat not two minutes after you started. He gives you a small smile as he helps you back to your feet. "Not bad, Jon. Keep up that fancy footwork and you'll put many a foe in the dirt."





You smile back. "Thank you, Ser." You then join the group watching the sparring bouts as Donovan and Willem go at it. Donovan takes visible pleasure in beating down on the peasant squire with well-placed, powerful strikes. After that, it's your turn with Donovan. He doesn't beat you as easily as he did a week ago before the tourney at Coldwater but you still can't find a viable counter to his size and strength. The match goes much the same as your bout with Ser Donnal, lasting about two minutes before your back is on the deck. You find the greatest pleasure, however, in your match against Willem, where you beat him in less than a minute with a sharply times riposte. With sparring done for the day, you find odd jobs to do around the ship to keep you busy. You brush down the deck, tie knots, and take a shift on the oars as the ship finds its way past the Fingers. The ship keeps close to the shore during the day and veers further away at night to avoid crashing against the rocks jutting out from the coast. You learn how to use the compass that keeps you on course in the daylight and corrects your course in the morning if you lose sight of land. You soon dock at Old Anchor, the seat of House Melcolm to get a long-awaited reprieve and trade for supplies. It's your last stop in the Vale as Ser Donnal told you that the ship would be passing by Runestone and Wickenden on your way to Maidenpool and the Saltpans. He doesn't have high hopes for a tourney in any of the locations, so it will mostly be a trading expedition.





Sitting on the edge of the deck and trying to catch fish with the pole and line gifted to you by Ser Donnal, you hear the boards creaking behind you and the gruff voice of Harwin disturb your peace. "Jon, I'd like to talk to you, lad."





You turn your head to see the senior guardsman limping towards you. The ointment you purchased in White Harbor has come in handy with Harwin's wound beginning to fester not long after you left Coldwater. Now, however, you believe that he's on the mend since he's been participating in spars and taking up more duties around the ship. He takes a seat beside you on the edge of the deck, nudging you on your arm. "It won't be long before we'll get you to Grandview. I've talked it over with Donnis and Wyl and neither of them are particularly eager to return to Winterfell before seeing more of the Realm. I can only leave one of them with you and explain it to Lord Stark and I'd like your opinion on the matter."





You nod and think it over for a bit before making your decision. In the end, you ask for...





[ ] Wyl (Wyl is an excellent swordsman and you don't doubt that he would defend you well but sometimes he seems to prize saving a copper over common sense.)





[ ] Donnis (Donnis is a superb archer and he's served you well so far, filling your belly with rabbits and your head with stories. Sometimes, however, you think he values his next sexual conquest over your safety.)











"The small folk have stolen my forests. They've stolen my rivers and hills…" You hear footsteps behind you as you sing the new song you're trying to learn: The Last of the Giants.





"Your tune is all wrong." You hear Willem's voice as the former free-rider squire takes a seat beside you.





"How would you know?," you ask, not unkindly. As far as you can tell Willem is not of the North and the book of songs you got in White Harbor states that the song originated in the farthest reaches of the North. There are even whispers that the wildlings beyond the Wall sing it around their campfires at night.





"My mother used to sing it to me 'fore I went to sleep. She was of the Mountain Clans but when she met my pa in the forest, she decided to settle down in the village." There's a small smile on his face like he's remembering an oft-told story fondly. "He had burns and scars all over his arms thanks to his life as the village blacksmith, so she thought he was of the Burned Men and trying to steal her for a wife. She nearly gelded him." He laughs, not explaining how his father got out of his predicament.





You're more curious about how she came to live in an Andal village. "She was accepted in your community?"





He shrugs his shoulders. "Not completely, but enough to stay for a while. A lot of us keep to the Old Gods up in the hills. Arwald did too. It's why no one would knight him, no matter how many clansmen he killed."





You smile when he says "us" like he was a follower of the Old Gods as well. "You keep to the Old Gods?"





He smiles back. "Aye."





You continue to talk with Willem for a long while, perfecting your tune for the song and talking about his life in the village of Ashton and your life at Winterfell. Before you know it, you think you've made one of your first friends outside of the North because, although you're not quite sure why, you think Willem is someone you can depend on.











Grappling with Donovan on the deck, turning this way and that, you struggle to get the upper hand. Ser Donnal is watching you both with an easy grin as he leans against the side of the ship. You've already tried your hand at wrestling with Willem and even though he's bigger, you were scrappier and you managed to beat him more often than not. Donovan, on the other hand, is near twice your size and half again as strong. He's pinned you to the ground time after time but you keep coming back for more because you want to get better and you don't get better by facing off against weaker opponents.





Before long, Donovan has you on your back once more. "Come on, Jon! Flip him over!" Wyl yells in the distance. You try your best to leverage your weight and hook his leg, pushing with all your might to turn the tables. Breathless, you actually succeed, turning Donovan onto his own back as his eyes widen in surprise. Despite the skillful move you made, Donovan regains the upper hand within seconds, pinning you to the deck with considerable force.





"Ugh, I yield," you say, your head swimming after bouncing off the deck.





Donovan pulls you back up to your feet, clapping you on the shoulder on your way up. "Well fought, Jon."





You give him a small smile. "I'll beat you next time."





He laughs. "You keep telling yourself that."





"Sometime it will be true," you say, hoping that you'll get the chance to beat him before you leave Ser Donnal's company.





You've spent more and more time with Donovan over the past week and in some ways, he reminds you of your brother, Robb. Although lanky instead of broad, and black-haired instead of ginger, he always finds ways of getting into trouble around the ship and often tries to rope you into it, playing pranks on the cook and other crew members. Most times, his pranks are harmless but his last one had Ser Donnal threatening to keelhaul his arse. He managed to get past fat Erwin and put half the ship's salt supply into the fish stew, resulting in a fouler taste than usual and making the crew and your company drink a sizable amount of the ship's water supply from the resulting thirst.





Despite his propensity for mischief, or perhaps because of it, he's quite the affable fellow and, for the most part, has made you and Willem feel welcome, although the both of you have been encroaching upon his duties as Ser Donnal's squire. He's even been trying to teach you some combat tips and has even been helpful with perfecting your skill with your dagger. Ser Donnal approved, saying that when two armored foes go to the ground during a fight, skill with a dagger can mean the difference between life and death.





Speaking of Ser Donnal, he's been holding out hope, despite his earlier doubts, that there will be another tourney at Maidenpool, the seat of House Mooton. The house was a traditionally wealthy one thanks to its port on the Bay of Crabs, their coffers only marginally diminished from taking the wrong side in Robert's Rebellion, and the occasional tourney was a meager expense compared to their vast wealth, or so Ser Donnal claimed.





Despite your earlier plans to bypass Wickenden, you make a short stop at the shanty port to get news of the happenings in Maidenpool and Saltpans. Ser Donnal comes back aboard with the news that there will indeed be a tourney in Maidenpool in a sennight's time. He's conflicted about whether to go to Saltpans first or be at port for a week in Maidenpool. You would potentially waste time in Maidenpool but if you go to Saltpans first, you could be delayed and miss the tourney. That might not be a bad thing, however, as Wyl is determined to compete in the melee this time around, regardless of what Harwin thinks. After discussing it with your group, you approach Ser Donnal with the opinion that you should first stop at….





[ ] Saltpans (The joint seat of Houses Hawick and Cox, it's a small trading port at the end of the Bay of Crabs. There isn't as much trade going on as in Maidenpool, but many ships from Braavos are known to make this a port of call. This is also Donovan's hometown and he's eager to see his family again. It's a planned stop anyway but you might miss the tourney in Maidenpool.)





[ ] Maidenpool (The seat of House Mooton, it's a medium-sized trading port midway through the Bay of Crabs. It's a rather wealthy town with many ships from all over Essos and Westeros coming to trade at its markets. There's a tourney here set to begin in a sennight and you might spend the time here waiting for it to begin. However, you're set to stop at the Saltpans anyway and it would be a further week lost in your journey to Grandview.)





Character experience gained!



Lvl 4 (1435/4000XP) --> Lvl 4 (2935/4000XP)



Skill experience gained!



Music: Lute Lvl 4 (112/1000XP) --> Lvl 4 (866/1000XP)



Combat skill experience gained!



Bastard Sword/ Two-Handed Lvl 5 (550/2000XP) --> Lvl 5 (1254/2000XP)


Sword and Shield Lvl 4 (220/1000XP) --> Lvl 5 (235/2000XP)


Unarmed Lvl 3 (280/500XP) --> Lvl 4 (397/1000XP)


Dagger Lvl 4 (112/1000XP) --> Lvl 4 (866/1000XP)



Relations altered!


Harwin [Friend (25/100)] - He thinks you're a good lad and will be sad to leave you in a few weeks.


Ser Donall [Friend (15/100)] - He's enjoyed teaching you what he knows and thinks you'll make for an excellent squire for this Ser Narbert.


Donovan [Friend (10/100)] - He likes that you don't take his pranks too personally and you're not a terrible person to have around the ship.


Willem [Friend (25/100)] - As fellow worshippers of the Old Gods and aspiring knights, he thinks you've formed a special bond.
 
To Grandview XIX: Narrow Sea V: Saltpans I
Choices you made last chapter:





[X] Wyl (Wyl is an excellent swordsman and you don't doubt that he would defend you well but sometimes he seems to prize saving a copper over common sense.)


[X] Saltpans (The joint seat of Houses Hawick and Cox, it's a small trading port at the end of the Bay of Crabs. There isn't as much trade going on as in Maidenpool, but many ships from Braavos are known to make this a port of call. This is also Donovan's hometown and he's eager to see his family again. It's a planned stop anyway but you might miss the tourney in Maidenpool.)





The mists are thick as the Grace to Glory maneuvers around the Quiet Isle and into the ramshackle docks at Saltpans. It takes all the crew's effort to avoid the banks of sand mere feet below the ship's draft at low tide. If the ship wasn't Ironborn in make, you imagine it would have a tough time navigating the waters. You say as much to Ser Donnal, who says, "Aye, Ironborn ships have little trouble in these waters when they come this far north on the eastern coast but Braavosi are skilled in this manner of sailing as well. The settlements further inland from their great city rely on their skimmers to supply them."





"What of the roads?" you ask.





Ser Donnal gives a small smirk, likely amused at your question. "The Braavosi are masters of canals and waterways, building on the coast or alongside rivers and streams. They have little need for roads and the marshes usually swallow up what few they build within a few years. Or, at least that's what the merchants tell me…. They are biased towards their prized ships like as not."





You imagine as a ship captain that he'd met a lot of merchants from many cultures across the Narrow Sea but you've heard that the Braavosi are a rather secluded lot. "You've met a great deal of Braavosi, then?"





Ser Donnal strokes his bushy red beard in consideration. "Enough to have a few interesting conversations, nothing more. They do so love to talk about their ships though. There will be quite a few here plying their trade if you care to talk to them yourself."





After your brief conversation about the Braavosi, Ser Donnal tells you and Donovan about what goods he's offloading and taking on. Obviously, he's purchasing a lot of salt, which fetches a high price in the Stormlands, and salted fish and meats, which can be bought here at a cheaper price than near anywhere else. The price that the wood, furs, and metals from the North and Vale command will more than cover the cost of the goods he's buying, or so he hopes. The small city of Saltpans is not a free city, where traders may ply their goods freely and without tariff. The Houses of Hawick and Cox always manage to take their due and it pays for any merchant to make a good impression. Ser Donnal will be visiting at least one of the houses bearing gifts both as a matter of good form and as an attempt to lower the tariffs for the Westerosi knight.





As the misty town comes into your sight, Ser Donnal grasps Donovan by the shoulder, putting a few coins into his hand, and says, "Give your mother my best and tell little Oren that he might come with us the next time we sail through. He's old enough to serve as a page, isn't he?"





Donovan shrugs. "He's six."





Ser Donnal seems to consider this briefly before making a decision. "Perhaps another year then. Spend the night with your family. I'll expect you back in the morn, however. I plan to set sail with the sun at its height and we'll have preparations to make."





Donovan smiles at this, pocketing the coin. "Thank you, Ser."




He also puts a few coppers in your hand as well, telling you to mind yourself and be back the next morn. It's not long after that you're pulling into the docks, tying down the ship, and stepping ashore. Saltpans is about the same size as Wintertown at its greatest size, when the winter snows reach their peak, you think. There are only a few stone buildings that you can see through the misty air, with the majority of the town being made up of wooden structures that often lean to one side or another. People are bustling around with a purpose, however, and the town is not near as sleepy as it appears at first glance. You observe the merchants setting up shop along the docks bear many fine wares from across the free cities: Jewelry, dyed silk, exotic furs, fine bronze, steel, whalebone, and oil. Many more goods you don't recognize are also on display. Donovan is also going to meet his family further into the town, and although you're reluctant to invite yourself along, you're curious about his family and you don't think your presence would be entirely unwelcome. Ser Donnal is headed to the Cox castle overlooking the town on his way to meet the landed knight who lives there. You think perhaps you could learn something by tagging along. Of course, you could always just spend the day at the markets looking for both items for yourself and gifts to send back home to your siblings. That gold dragon of yours is just begging to be spent at this point. Wyl has decided to accompany you today whatever you decide to do and in the end, you decide that you want to go….


[ ] With Donovan to visit his family. (You haven't exactly been invited but you're curious to meet them all the same and Donovan has no objections to your company. Besides, you think you have enough coin to provide a more than ample contribution to any supper they'll be having to make you welcome enough in their home.)





[ ] With Ser Donnal to visit House Cox. (You'd like to meet another knight. Perhaps you might learn something and get to train a bit. Besides, you're curious about how the landed knights of Cox fare under the shadow of the more powerful House Hawick upstream.)





[ ] To the markets and other docks. (You're fascinated by the prospect of meeting other people from distant lands. You'll not be able to visit Essos for the foreseeable future but perhaps you might get a taste of it here. Merchants hawk all manner of goods and sea captains linger for trading and rumors. You might be able to find gifts for your siblings and items for your own use as well.)
 
To Grandview XX: Narrow Sea VI: Saltpans II
Choice you made last chapter:





[X] To the markets and other docks. (You're fascinated by the prospect of meeting other people from distant lands. You'll not be able to visit Essos for the foreseeable future but perhaps you might get a taste of it here. Merchants hawk all manner of goods and sea captains linger for trading and rumors. You might be able to find gifts for your siblings and items for your own use as well.)





Disembarking from the Grace to Glory onto the rickety planks of the dock, you take in the misty air, smelling the fish and cookfires from the small town. With Wyl in tow you head towards the many stalls propped up along the shore draped with cloths of many different colors. Blues and greens, grays and blacks, oranges and reds. As you come closer, you see queer furs, silks of many different colors, jewelry of all kinds, and fine weapons of steel and more of decorative bronze. The men who hawked the wares were queer as well, some wearing finery and jewels more fit for women, with others dyeing their hair blue and green. You take your time looking through the various items on offer, turning over your golden dragon in your hand, eventually deciding to purchase….





*You have 1 Gold Dragon = 210 Silver Stags. You may pick more than one item or none at all. Remember to vote in plan format.





[ ] A bronze axe (Small enough to loop to your belt and bearing an intricate leather hilt, this axe has the runes of the first men etched onto its sides. Not as strong as castle forged steel or even basic iron, this axe nonetheless is well made and possesses a keenly honed edge. 6 min dmg) *Lose 20 Silver Stags





[ ] A silver brooch in the shape of a fine flower (You couldn't say if it's in the shape of a house sigil or simply an elegant Essosi design but it might make a fine gift for Sansa. You don't think Arya is of an age to like it yet and you wouldn't dare to give a gift to Lady Stark. She'd likely find some insult in it.) * Lose 40 Silver Stags




[ ] A Hrakkar pelt from the Great Grass Sea (White as snow, the pelt is soft to the touch. You imagine it would make a fine accompaniment to your grey cloak atop your shoulders. Alternatively, you could send it back to Winterfell as a gift to your father or Robb. It would be a small sign of your success thus far and you have no doubt that any extra fur would be appreciated back up north. +3 Charisma) *Lose 100 Silver Stags





[ ] A small iron cuirass (battered but not rusted, this piece of armor looks to be only a bit large for you, close enough to your size to be serviceable, although you wonder what warrior would be so small. Judging by the rivets at the center of the chest piece, there had once been some sort of adornment or sigil affixed to it. Mayhaps a direwolf may find itself there in time. +6 dmg reduction, stacks with riding leathers but it looks as if you'll outgrow it in a few years.) *Lose 80 Silver Stags



[ ] Nothing (You don't see anything that interests you and you reckon your gold dragon might yet be spent on better things down the line.)





After chatting with the merchants who regale you with tales of their travels, you take a look at the ships as well, noticing a great galleas painted all in purple with three masts and two rows of oars, a swan ship with sails of green, and a fishing skimmer adorned in shades of brown and gray. "Purple is the color of Braavos," Wyl points out, leaving you at a loss for the origins of the other ships. Their captains all linger at the docks, chatting with those who pass by. Perhaps they are simply offering passage but they seem affable enough and you decide to approach…





[ ] The captain of the Braavosi galleas. (The man is also wearing the purple dye that his city is known for. He bears a slim sword on his hip and holds himself in a manner that implies that he knows how to use it. His crew is loading and unloading crates along the dock somewhat cheerfully as they sing in their foreign tongue. You wonder if the man speaks the common tongue and if you might learn more about the hidden city and the men who call it home.)





[ ] The captain of the green swan ship. (This man is dressed in the manner of many of the merchants, with dyed green hair and finery of silk and lace in a deep sea-colored blue. From what little you've learned of the free cities, you make a guess that the man is from either Tyrosh or Myr. The crew of the ship looks to be diverse with a few noticable summer islanders working together with men paler and hairier than you've ever seen, even in the North. You hope that if you speak with the crew or the captain, you might learn more about a great many places, even some that most in Westeros have only heard whispers about, if anything at all.)





[ ] The captain of the drably colored fishing vessel. (This option looks the least promising if you wish to learn anything of Essos or the wider world. The crew unloads fish and shellfish from the Bay of Crabs onto the docks and looks to be made up of local Riverlanders with perhaps a few sailors mixed in from other parts of Westeros. The gray-haired captain, however, looks like he's spent the majority of his life on the sea either fighting pirates or being one judging by the scars on his disfigured face. He bears two axes on his belt, wears mail and leather, and looks as if he could hack a man to pieces as easily as breathing. Perhaps you could learn more about the Riverlands by talking with the crew and maybe hear a few stories from the grizzled captain.
 
To Grandview XXI: Narrow Sea VII: Saltpans III
Plan you picked last chapter:





[X] Plan Gifts and Braavos


-[X] A silver brooch in the shape of a fine flower (You couldn't say if it's in the shape of a house sigil or simply an elegant Essosi design but it might make a fine gift for Sansa. You don't think Arya is of an age to like it yet and you wouldn't dare to give a gift to Lady Stark. She'd likely find some insult in it.) *Lose 40 Silver Stags


-[X] a Hrakkar pelt from the Great Grass Sea (White as snow, the pelt is soft to the touch. You imagine it would make a fine accompaniment to your grey cloak atop your shoulders. Alternatively, you could send it back to Winterfell as a gift to your father or Robb. It would be a small sign of your success thus far and you have no doubt that any extra fur would be appreciated back up north. +3 Charisma) * Lose 100 Silver Stags


-[X] The captain of the Braavosi galleas. (The man is also wearing the purple dye that his city is known for. He bears a slim sword on his hip and holds himself in a manner that implies that he knows how to use it. His crew is loading and unloading crates along the dock somewhat cheerfully as they sing in their foreign tongue. You wonder if the man speaks the common tongue and if you might learn more about the hidden city and the men who call it home.)





Your coin purse is a great deal heftier than when you started your foray through the markets despite it holding coinage of lesser value. You carry the hrakkar pelt over your shoulder and the silver brooch along with your coin. You've already decided to give the brooch to Sansa but haven't made a decision about the hrakkar pelt. Brushing your fingers through the soft fur, you consider what you might do with it. You're sure that both your brother and father would appreciate the gift but you could also keep it for yourself. In the end, you decide to…





[ ] Give it to Robb (Imagining him wearing your gift over his shoulders brings a smile to your face. White is the primary Stark color so it would be more like to suit him anyhow.)





[ ] Give it to Father (You think your stern-faced father would accept the gift with a rare smile but it was perhaps too extravagant to be part of his everyday wardrobe. It was also not of the North, the hrakkar begin an exotic beast.)





[ ] Keep it for yourself (Although you may not have much use for it in the South, you do like how it looks with your grey cloak and even though spring was thawing the continent, winter was always certain no matter how many years it was away.) +3 Charisma





With the decision made, you hand over the pelt to Wyl and his satchel for safe-keeping and head over to the other docks, bypassing the perfumed Tyroshi and the grizzled Westerosi in favor of the purple-clad captain from Braavos. You approach the man with a sense of trepidation. You've heard tell of men of the hidden city and their mysterious ways. Old Nan, in addition to her tales of the North, had scary stories about other parts of the world as well and the tale of the Faceless Men of Braavos kept you up many a night when you were little, wondering if the next day your closest friends and family could be replaced by a stranger wearing their skin. You quickly purge these unhelpful thoughts from your mind. As far as you know, no one has cause to see you killed, mere bastard as you are, and it is doubtful that this simple sea captain has anything to do with that infamous order of assassins. As you get closer to the man in his fine purple garb, he seems to notice your approach as he turns in your direction, raising a hand in greeting. Bemused, you give a quick look over your shoulder to make sure the acknowledgment was not meant for someone else before returning the gesture weakly. Next to you, Wyl does the same but with a touch more enthusiasm. A few of the Braavosi crew look up as you get closer, but eventually decide to pay you no mind as they continue about their work.





The captain gives a small bow. "Greetings, friends. If you are looking for passage aboard my ship, I am afraid that I will have to disappoint." The man's face bears a frown but it is more pronounced than you are used to seeing and it seems fake to your eyes.





Wyl, clutching the strap of his satchel on his shoulder says, "More room for all the salt, eh?"





The man gives a toothy grin. "Just so."





You interject. "We're not looking for passage anyhow."





The Braavosi tilts his head in confusion. "Then a man has to ask…what brings you to my ship?"





Wyl places a hand on your shoulder. "The little Lord here's curious about you bravos…" He gestures to the man's slim sword on his belt. "...and other things about your city…" He nudges you in the side. "...he's just too shy to ask."





You glare up at Wyl. "I am not."





The man laughs. "It would be a pleasure to tell the boy about the great city of Braavos. I have the honor of being Ternesio Terys. What is the boy's name?" Despite his phrasing, the question is directed at you.





"My name is Jon Snow, Ser, and my friend here is Wyl." Your minder straightens at your consideration and you know that you spoke truthfully. He is your friend.





The man makes a queer sound with his tongue sticking out that reminds you of Arya when she doesn't get her way. "Ser!? Do I look like one of your Westerosi knights? Call a man by his name, boy."





You can't help but give the captain a merchant's honorific if nothing else. "Very well, Master Terys. Could you tell me about the ways of bravos. Have you been in any fights?" You eye his sword with thinly veiled fascination.





Terys unsheathes his sword with a considerable flourish, holding the hilt in front of his chest and the tip up to his nose. He smiles as he speaks as if he is relishing every word he utters. "A bravo must be swift, boy. A slow bravo is a dead bravo."





He steps back a few paces, placing himself in a ready stance and facing you sideways. "A bravo must make himself a small target…" He creeps back and forth from side to side, his gaze not straying from your small form. "...always moving as smoothly as running water." Suddenly, he begins striking this way and that, causing you to bring your hand to the hilt of your dagger before you realize the lack of danger. From the way you feel Wyl tense up beside you, you guess he did much the same. The Braavosi's lips are bared in a smile as he shows off his form and you marvel at its grace and simple power.





As he comes to a stop, he offers his sword to you, hilt first. "Go on, boy. Feel it in your hand."





You acquiesce, taking it and looking at it with a sense of wonder. It's thinner and lighter than you could have imagined with an edge no less sharp than any castle-forged blade in Westeros. "So you are a bravo, then?"





The man gives a smug smile. "Just so. I would not wear the blade at my waist if I was not prepared to use it. To bare steel in Braavos is seen as an open challenge, a lesson some of your countrymen have taken to the grave."





Wyl interjects. "You didn't answer the lad's question. You been in any fights?"





Taking his blade back from you and balancing it on his finger in the center of the blade, he says, "Yes. Some here, some there. For the sake of my sons, I may put up my sword soon. I would not be here if I did not win."





Thinking of your idols and aspirations, you can't help but say, "You must not have faced a knight, then."





The man bears an amused smirk. "Some wore armor; some did not. A man did not know if they were knights…" He says the word as if puzzling out some foreign concept. "...but the iron dance is no match for that of water."





Puzzled, you ask, "What do you mean?"





He mimes chopping with his hand. "The iron dance is the dance of Westeros. It is all hacking and slashing against suits of metal, trying to break through. Strength over grace…" His hand now moves smoothly through the air. "...Now, the water dance of Braavos is the opposite, prizing skill and swiftness over brute force."





If you've learned anything from swordplay, it's that brute force isn't everything to this "iron dance". You're a prime example of someone who could likely never resort to brute force to win a fight. Although this Braavosi seems to value his water dance highly, you'd bet that the foremost practitioners of the blade in Westeros like Ser Barristan the Bold are as skillful and swift as any bravo.





Your skepticism no doubt shows on your face as the Braavosi captain laughs claps you on the shoulder and says, "Perhaps you will put it to the test one day, boy. You are learning the dance of iron, no?"





You nod in response. "I'll be squiring for a knight of the Stormlands."





You see a glint in the man's eyes, as if he has a curiosity of his own. "Ah… the men of these stormy lands are prized in the sellsword companies of Essos, or so a man hears. Now, what is a squire? I have heard of them, even seen them, but what do they do?"





Almost glad to be able to share some knowledge of your own, you answer, "A squire cleans a knight's armor, builds his fires, fetches whatever he needs, sees to his horse, assists him in tourneys, and fights beside him in battle." By the time you're finished with your description, you're wearing a sizable smile on your face.





"So you are to be a manservant, no?" the man asks.





Your smile dies. "No," you say sullenly, not liking the comparison. To be a squire was a noble calling and you certainly weren't going to become a servant, were you?





"No insult was meant, boy. We have a saying in Braavos. It is sacred. Valar Dohaeris: All Men Must Serve. You will serve this knight, will you not?"





Thinking it over, you suppose the man is right after a fashion. "Yes, he will be my master until I am knighted myself. He's supposed to teach me all he knows though."





The man smiles. "Then you serve and so does he. Just so?"





You smile back. "Just so."





Your conversation drifts for some time after that as he tells you of the Titan of Braavos and how it bellows out its cry when ships sail between its giant legs. He tells you of the history of Braavos as a city of escaped slaves, how the many faiths of the world are represented in the city's temples, the diversity of the people, the reputation of the Iron Bank, and what it is like to hear the moonsingers and their nightly hymns. Some of this is information that you already know but it feels fresh and exciting when told to you by a native of Braavos.





You interact a bit with the crew as well, learning a few simple Braavosi greetings and phrases while Wyl gets roped into a dice game, hoping to win some extra coin. Before you know it, the light of the day is gone and it's time to return to your own ship. Before you leave, Terys takes you aside. "If you ever have a need to go to Braavos, my young friend, find me at this dock once in a moon and Ternesio Terys will take you there. A few bags of salt sacrificed is worth your company and you must see it before you die."





You thought it a queer thing to say to an eight-year-old, given that he was far more likely to die sooner than you. Perhaps he was just being especially morbid after all, All men must die. Nevertheless, you thank him and return to your ship, finding it emptier than usual with Donovan having gone off to spend the night with his family and Ser Donnal and Willem finding hospitality with House Cox.





Harwin and Donnis tease Wyl for being stupid enough to play dice with Braavosi sailors, their iron coins being worth next to nothing in Westeros despite being backed by the Iron Bank's gold. Not to mention, he lost more coin than he won in the exchange. You take a liking to the coins, however, and Wyl lets you have one of them. It's undoubtedly iron, newly forged, and unrusted. On one side is the shape of a half-moon and on the other, the stylized shape of a skull. There is writing on both sides of the coin but it is not in the Westerosi alphabet, making it impossible for you to read it. Perhaps you could ask the Maester of Grandview when you get there.





As you sleep in your cot, you dream of armored knights facing off against Braavosi water dancers on foot. The bravos prick at and dance around the knights like bees but can't pierce their plate and ringmail. The knights start slaughtering the Braavosi in their aketons by the score. You watch with a mix of horror and glee as the Westerosi prove victorious. The field that they were fighting on turns red with blood as it gushes out like rivulets of water from the dying bodies. The dream changes as the thin water-like blood floods the plain you're standing on, turning it into a shallow river. Men are fighting all around you with not a Braavosi in sight. These are Andals and First Men. Knights in iron with their seven-pointed star and warriors in bronze and their painted runes, clashing in the midst of running water, taking the blood of the fallen with it. At first, you were among the great throng, trying to dodge swords and axes that simply passed through you on their way to their intended targets, but now you are flying far above the battlefield, peering down below as the two massive armies clash in the shallow waters. You eventually catch sight of the red leaves of the weirwood tree, landing on a branch, feeling it through feet and talons foreign to you. The tree is on fire and on an opposing branch you see another raven, for you just know you are one as well, staring at you through the smoke. "Snow!," it crows, shocking you awake.





As you lie awake in your drenched furs, pale and sweating, you remember another detail. The raven had a third eye.





Pick 6 options from the following in addition to those already locked in. Remember to vote in plan format along with the previous choice for a total of 9 X's.

[ ] Interact with


-[ ] Harwin


-[ ] Donnis


-[ ] Wyl


-[ ] Ser Donnal


-[ ] Donovan


-[ ] Willem


-[ ] The Crew





[ ] Combat Practice


-[X] [ ] Bastard Sword


-[X] [ ] Sword and Shield


-[ ] Unarmed and Dagger





[ ] Music Practice (Lute)


-[ ] Learn The Song of the Seven


-[ ] Learn The Bear and the Maiden Fair


-[ ] Learn The Sad Lament of Brave Young Danny Flint


-[ ] Learn The Ballad of Bael the Bard


-[ ] Learn The Mother's Hymn


-[ ] Refine the Last of the Giants (Greater Charisma bonus when performed.)


Character experience gained!


Lvl 4 (2935/4000) --> Lvl 4 (3185/4000XP)


Skill experience gained!


Bartering Lvl 2 (123/250) --> Lvl 3 (102/ 500XP)


Trait gained!


[History of Braavos I] -15% to bartering prices with Braavosi merchants. +10% to all rolls taken within the city of Braavos. +1 Cunning


Relations altered!

Wyl [Friend (25/100)] - You called him your friend. He thinks much the same.
 
To Grandview XXII: Narrow Sea VIII
Plan you picked last chapter:





[X] Plan Songs, Daggers, and Friends


-[X] Give it to Robb (Imagining him wearing your gift over his shoulders brings a smile to your face. White is the primary Stark color so it would be more like to suit him anyhow.)
-[X] Interact with
--[X] Ser Donnal
--[X] Donovan
--[X] Willem
-[X] Combat Practice
--[X] Bastard Sword
--[X] Sword and Shield
--[X] Unarmed and Dagger
-[X] Music Practice (Lute)
--[X] Learn The Bear and the Maiden Fair
--[X] Refine the Last of the Giants (Greater Charisma bonus when performed.)





"...from there to here, from here to there, all black and brown and covered in hair…" half of the crew is singing along with you as you strum the notes on your lute to your adapted tune of The Bear and the Maiden Fair. You had heard several renditions of the song during your time in Winterfell from traveling bards and from Mance Rayder himself. Father holds no great love for traveling performers and their ilk but you think he found it hard to deny such a rare source of entertainment to his children. Sansa especially loved the bards and their songs. Florian and Jonquil was her favorite song but you found it quite long and boring besides. Mayhaps you'll learn it someday, if only for her sake. Anyhow, the bards who passed through Winterfell would almost always sing The Bear and the Maiden Fair at least once. They all had slightly differing tunes and sometimes they even switched the verses around or omitted parts altogether. You've crafted your own tune as well, gaining inspiration from the enthusiastic crew and their colorful additions to the lyrics.





You've continued to refine the tune of The Last of the Giants as well with Willem's help. You like the song. It's morose but not overly so like Jenny's Song or Danny Flint and it lends itself well to singing in a group. You can imagine clansmen singing it together around their fires at night. The crew wasn't so willing to join in after your number of renditions neared a hundred. The crew didn't seem to mind your singing too much though as they've taken to patting you on the head and calling you "little bard" as you help them with ropes and oars. It's been rough sailing these past few days with a storm making its way through the Bay of Crabs. You've lost many a meal of fish stew over the sides of the ship with the endless rocking of the boat, to the dismay of the cook, who only looks on with disgust. Harwin fared little better and his beard was now rancid as a result of his bouts of sickness. Ser Donnal found it all very amusing as he continued to pound you into the deck during your sword training as your head swam with the never-ending motion.





Below deck, you find some respite before you settle into bed each night, sharing conversations with the squires that you bunk down next to. Willem tells you of his and Ser Donnal's experience with the landed knights of House Cox, mostly focusing on his time in the practice yard as the trade talks went well over his head.





"It was great, Jon! I even got to have a go at the quintain and everything!"





You think that Donovan would normally be jealous of that, you very nearly are, but he's too happy in the wake of his family visit to make much of a fuss over it. He tells you how much his younger siblings have grown since he'd last seen them and how pleased his mother was to see him nearly grown. He's especially proud of how he was able to purchase a haunch of venison and a bundle of fresh rolls in the Saltpans market, bringing it home to praise for filling hungry bellies.





As for your part, you contribute by passing the Braavosi coin around and telling the other boys about your encounter with the bravo, Ternesio Terys. They are both suitably jealous about it but when you get to the part of your tale where the Braavosi claims the superiority of the water dance, Donovan balks.





"He would be no match for Ser Donnal. He's fought off three hardened Ironborn at once without a scratch on 'im!"




"I'd like to see that fight," you say, wondering at what a spectacle it would be, water against iron.





"It would be boring," says Willem. "The bravo would keep backing away and dodging, trying to wear Ser Donnal out. He would never meet him head-on with honor."





You shrug. "If he did that, he'd die swiftly." You remember the nature of the bravo's thin blade. "His sword isn't made for parrying against a longsword."





Donovan groans. "Pox on all the rest. I'd bet my coin on a knight over a cowardly bravo any day."





You nod, feeling much the same despite your fondness for Master Terys. In your dream, the knights slaughtered the bravos by the score. Of course, that was a pitched battle and a dream besides. A duel may be a different matter entirely. Thinking of your idols like Barristan the Bold and Duncan the Tall, you imagine that the best knights of the Seven Kingdoms would beat the best swords of Braavos in a one-on-one fight. In your mind, the knights of the Kingsguard could take on all comers. You voice as much to your companions, sharing your thoughts about which knights you think would best represent Westeros.





"Duncan the Tall's dead," says Donovan. "He can't possibly face any bravo now."





"But could he?" you ask. "In his prime."





Willem sighs. "Who cares? The Kingslayer is the best sword in the Seven Kingdoms now."





Your father told you about the Kingslayer once...how he killed the king he was sworn to protect and how that stain on his honor will follow him for the rest of his days. Father doesn't like him much because of his actions and you always strive to be like your father. "Ser Barristan is better," you say.





Donovan laughs. "He's too old. Arthur Dayne was twenty years younger and better besides. It's a shame he died. He'd be able to face down any bravo…" He adopts a considering expression. "...Your father, Lord Stark, he killed him, didn't he?"





"He did?" you ask. Your father never talked much about the rebellion but if your mother really is Ashara Dayne, you would hate to know that your father killed your uncle.





"That's what the tales say. They say that Lord Stark killed the Sword of the Morning in single combat in the deserts of Dorne." Donovan has a far-away expression on his face as if he's trying to imagine that fateful duel. "It's a shame your father isn't a knight. He'd beat a bravo, I'd reckon."





Willem interjects. "I heard it happened at the Trident."





Donovan backhands Willem lightly in the chest. "Arthur Dayne wasn't at the Trident, you arse."





As the two of them descend into bickering, you wonder what would have happened if Arthur Dayne was at the Trident. If he was, you suppose, the Dragon Prince might still be alive and King Robert might not be a king at all. You'd play-acted as Prince Rhaegar many times in your play with Robb, reenacting the battle. While he got to be King Robert and smash your chest in every time with his imaginary hammer. It would have been nice to turn the tables, if only once. You quickly banish the thought. If Rhaegar had won that day, your family may be dead or unborn. He was evil, besides, for kidnapping your Aunt Lyanna. That night you have queer dreams. You see an older version of your father patting the shoulder of an older boy that looks like Robb next to a girl in a magnificent gown. You see Arya, all knees and elbows as she ages, wearing breeches as she rides around the courtyard whooping with glee. You see two perfumed fat men speaking of wolves and lions. At the very end of your dream, you see the greatest fire you've ever seen engulfing three stone eggs and cracking them in its intense heat.





The next morning, you try not to dwell on your dreams too much as you pass the storm-ravaged docks of Maidenpool. You receive word from the shore that the tourney occurred a day past amid the driving rain. Ser Donnal was displeased but as for your part, you and the other squires were almost glad, as the lists were sure to have been muddy and miserable for all involved. As you exit the Bay of Crabs and traverse further down the jagged coast of Westeros, Ser Donnal audibly considers where the next stop will be. He is well acquainted with the Lord of the Tides, the Velaryons of Driftmark, so the deliberation is relatively short.





As you make your way past the Claw Isle, the seat of House Celtigar, the weather improves considerably to the point where you feel more comfortable testing your martial prowess on deck. From Ser Donnal you learn various alternating grips for your dagger and the points of anatomy that would be most beneficial for you to strike. The jugular of the neck and the inside of the thigh being the most likely spots to bleed out an opponent before they can do much damage. You also wrestle with the other squires in addition to your swordplay and the trip proves most effective in improving your skill with a blade as you feel invigorated with your first victory over Donovan while wielding a bastard sword. He still beats you nine times out of ten but the occasional victory is enough to soothe your wounded pride.





As you experience a rare bit of free time near the end of the day between your combat training, musical distractions, and menial chores, you find yourself near the ship's prow looking out at the horizon, the setting sun to the West, creating an orange-pink hue in the sky. As you watch the endless waves veer off into nothing your mind wanders to…





[ ] Home. (You think of Robb, Father, Sansa, Arya, Bran, and even a bit of Lady Stark. You miss home desperately even though you just left a little over a moon's turn ago. You can't bear the thought of never returning. You'd like to go back to Winterfell as soon as your new duties allow and once you're knighted, perhaps you'll stay there.)





[ ] Your future in the Stormlands. (You think on what your new knightly master will be like as you imagine him clad in resplendent plate. You wonder at the nature of House Grandison and if there any children your age to play with. You wonder if the Maester is nice and will allow you to peruse his tomes. Do they even have a library? You ponder your future as a page, then squire, then a knight. You're determined to perform your best at your assigned tasks and represent your house well. You wish to honor your father, but if you become a leal knight of the Stormlands, you think he would be proud of you just the same.





[ ] Adventure on the open sea. (If your travels with Ser Donnal have taught you anything its that the life of a bastard knight on the Narrow Sea can be profitable as it is unpredictable. You yearn for that sort of freedom, to be able to sail where you wish when you please with no one to answer to but yourself. You can see yourself captaining your own ship someday and sailing it towards lands yet unknown. You've discovered a wanderlust in yourself that you didn't know you had and it yearns to be set free.)





[ ] Write-in





The planks behind where you're standing creak under the weight of footsteps. Ser Donnal wears his plated boots of black steel almost constantly on deck, making his presence known with his heavy gait.





"It's a grand sight, isn't it?" he asks.





You only nod, not sure what to say after being pulled out of your musings.





"We'll be approaching Driftmark on the morrow. Old family, the Velaryons. Valyrian descent and proud of it too. Lord Stannis has taken no small amount of grief from them."





"You serve Lord Stannis?" You know that the man is the King's brother and that he holds Dragonstone but little beyond that.





He adopts a small smile that's visible amongst his dense red beard. "Not as much, no. I served under him once during the Greyjoy Rebellion as part of my father's detachment sent to man the Royal Fleet and fight ship to ship. He's a hard man, Stannis, but a fair one. He granted me command of this ship when I and the other Staedmon men took it and I've kept it ever since. Now I'm little more than a hedge knight with a ship but I'd soon as serve him again if he called his banners."





"Do you think he's like to do that anytime soon?"





He shrugs. "No, I think not. His greatest vexation is with the Velaryons and Celtigars, his own bannermen. Both aren't likely to oppose him directly, however."





You wonder how exactly they've been causing trouble. "What have they been doing?"





"Nothing provable but a man hears queer tales of grain shipments being lost to pirates on their way to Dragonstone while those set to go to Driftmark remain unmolested." He gives a short bark of a laugh. "Also, a great bulk of the Velaryon fleet happened to be on a trading expedition to Qarth when the Greyjoys rebelled. Many doubt it was a coincidence…" He scratches his beard and appears to affect an air of indifference. "Anyhow, it's Lord Stannis' problem, not mine and the Lords of the Tide are good traders. They have many wares that will fetch a great price in the Stormlands and they'll pay a fair amount for goods ferried all the way from White Harbor. I'll be meeting with the family to negotiate a trade agreement for my father. You're welcome to come along if you wish. They have no great hate for bastards, counting a Waters among their number. Of course, the markets and taverns in Driftmark are second to none and I'm certain that you and your men can occupy yourself until my return."





You think over his offer before deciding to…





[ ] Go with Ser Donnal and his squires to treat with the Velaryons. (You're a bit curious about this family from Old Valyria and their reputation as the best sailors in the Seven Kingdoms. Ser Donnal said they count a bastard as part of their family. You're excited to meet them.)





[ ] Go with your men to the markets and taverns. (Although you should probably save what coin you have, you find it hard to avoid the allure of the exotic goods the markets are sure to have. Also, you wish to spend time with Harwin, Donnis, and Wyl before the former two start their journey back to Winterfell in a fortnight or so.





Character experience gained!





Jon Snow Lvl 4 (3185/4000) –> Lvl 5 (2685/5000XP)





Level Up! Distribute 4 attribute points to base stats. Each voter can distribute four points among the attributes and stack votes on a single attribute up to four times. If the top-voted attribute has twice as many votes or more than the next leading attribute, the top one will increase by two. The same principle applies to the second and third as well. With coordination among the voters, it is possible to put four points on one attribute if the top-voted attribute has more than four times as many votes as the next leading attribute. The attributes are…





[ ] Agility


[ ] Cunning


[ ] Charisma


[ ] Endurance


[ ] Intelligence


[ ] Luck


[ ] Strength


[ ] Wisdom





Skill experience gained!





Music (Lute) Lvl 4 (866/1000) –> Lvl 5 (237/2000XP)





Combat skill experience gained!





Bastard Sword/ Two-Handed Lvl 5 (1254/2000) –> Lvl 6 (52/3000XP)





Sword and Shield Lvl 5 (235/2000) –> Lvl 5 (986/2000XP)





Unarmed Lvl 4 (397/1000) –> Lvl 4 (972/1000XP)





Dagger Lvl 3 (483/500) –> Lvl 4 (568/1000XP)



Relations altered!



Willem [Friend (30/100)] - He's grateful for your friendship and happy that you've decided to adopt the tune of his mother's people when playing The Last of the Giants.


Donovan [Friend (15/100)] - You're not so bad company and he's starting to admire your persistence in sparring with him.


Ser Donnal Storm [Friend (20/100)] - He thinks you're a fine lad who he would be happy to take to squire. He almost envies that Grandison knight.




Pick one perk at Level 5! As you increase in levels more powerful perks will be unlocked.





[ ] [Blood of the Dragon I] – You can never be too warm. While Robb would sweat when he slept too close to the fire, you were never affected and there are times when you should have been burnt but were left unscathed. *+2 to Strength, Agility, and Endurance when in warm and hot environments. Fire cannot kill a dragon. No affect to appearance. Mutually exclusive with [Blood of the Others I].





[ ] [Blood of the Others I] – The cold...just doesn't seem to affect you. In fact, it only makes you stronger. * +2 to Strength, Agility, and Endurance when in cold environments and you never have to worry about freezing to death. Affects appearance in later levels which may frighten others. Mutually exclusive with [Blood of the Dragon I].





[ ] [Dragon Dreams I] – Glimpses of conversations between people you've never met and images of your siblings grown stalk your dreams. Sometimes you even see eggs of stone cracking in a great fire. You don't know what it means. *Opens up the possibility of vivid prophetic dreams of the future with a Luck and Wisdom roll every cycle. Mutually exclusive with [Green Dreams I].





[ ] [Green Dreams I] – Recently you've been flying in your dreams, seeing things and events from what you think is the past. The three-eyed raven calls to you in the dreams with the same word every time. "Snow!" Maybe if you concentrate, you can learn more. *Opens up the possibility of green dreams which focus on vivid recollections of the past and strange symbolic visions of the future. Luck and Wisdom rolls every cycle determine the chance of these dreams occurring. Mutually exclusive with [Dragon Dreams I].





[ ] [Grit of the First Men I] – When you go to ground with an opponent, you're not afraid to fight dirty to gain the upper hand. Whether with a dagger or your bare hands, you have the potential to be deadly when provoked. *+20 to all Unarmed and Dagger rolls. +10% experience gain when practicing your unarmed and dagger skills.





[ ] [Hail of Arrows I] – The bow is an extension of your arm and no target is beyond your reach. *+20 to all archery rolls. +10% experience gain when practicing archery.





[ ] [Half a Horse I] – You never feel so alive as when you're astride a horse. Most times you instinctively know what gestures and movements will get the horse to do what you want it to and you and your steeds almost immediately develop a rapport. *+20 to all riding and jousting rolls. +10% experience when practicing riding and jousting.





[ ] [Storm of Swords I] – You've always had an affinity for the blade that borders on prodigal and you can feel yourself growing in skill with every practice session. *+20 to all combat rolls with any type of sword. +10% experience gain when practicing swordplay.





[ ] [A Honed Mind I] – You've always been drawn to the prospect of hidden knowledge in rare tomes. You're especially diligent in your reading, and recall the facts you learn with ease, earning you the quiet respect of the Maesters tasked with your tutelage. *Increased chance of knowledge gains from reading books and studying with Maesters. +20% skill experience from studying.





[ ] [Bardic Dominance I] – Your voice borders on the angelic and your fingers effortlessly find their places in perfect instinctive harmony. With diligent practice, your songs will drive men to tears and make maidens faint in ecstasy. *+20 to all music rolls. +10% experience when practicing musical instruments.
 
To Grandview XXIII: Narrow Sea IX: Driftmark I
Choices you made last chapter:





[X] Adventure on the open sea. (If your travels with Ser Donnal have taught you anything its that the life of a bastard knight on the Narrow Sea can be as profitable as it is unpredictable. You yearn for that sort of freedom, to be able to sail where you wish when you please with no one to answer to but yourself. You can see yourself captaining your own ship someday and sailing it towards lands yet unknown. You've discovered a wanderlust in yourself that you didn't know you had and it yearns to be set free.

[X] Go with Ser Donnal and his squires to treat with the Velaryons. (You're a bit curious about this family from Old Valyria and their reputation as the best sailors in the Seven Kingdoms. Ser Donnal said they count a bastard as part of their family. You're excited to meet them.)



Attributes increased: Endurance, Strength, Wisdom, and Intelligence have all been increased by 1.



Perk gained: [Storm of Swords I] – You've always had an affinity for the blade that borders on prodigal and you can feel yourself growing in skill with every practice session. *+20 to all combat rolls with any type of sword. +10% experience gain when practicing swordplay.





The first thing you hear the following morning is the muffled sound of bells ringing in the distance. Scooting out from your place on the rack next to a still sleeping Willem, you strap on your riding leathers and grey cloak, leaving your furs on the bed as it was already getting too warm to wear the white rabbit fur on your shoulders. As you go up the stairs to the upper deck, the sound of the bells becomes clearer and as you step out onto the water-stained planks, you see that Ser Donnal is already standing at the prow of the ship, taking in the dawn. His red and white cloak billows in the wind as his crew frantically makes preparations to dock at the port of Driftmark. The sea dragon carving at the bow bisects your view of the port city ahead but you find the view breathtaking all the same. The great keep of Driftmark rises high above on a jagged set of cliffs overlooking the sea and the city both. It's made of black stone and you count nine towers, taller than any tower in Winterfell, arranged around the circular main keep. The city is also quite impressive with a few bell towers, made of the same black stone as the keep, rising above the brick and mortar of the city proper. Just like White Harbor and the Saltpans, however, there's a visible shanty town of wooden shacks on the outskirts and near the docks. That's likely where the crew and your men will be spending the greatest amount of time.





You find that Donovan is following closely behind you as you approach Ser Donnal, joining him at the bow of the ship. Hearing your footsteps, the bastard knight turns to face you both. "Ah...good to see you both up. Donovan, would you mind waking Willem? We'll be docking soon."





Donovan quickly nods in assent, sparing you a passing glance, and strides back towards the lower cabin, leaving you alone with Ser Donnal as you both look on at the city, growing larger in size after every fleeting moment. The bells still ring with a rising tremor and you wonder if the whole of the city enjoyed being awoken at such an early hour. "Do you hear that, lad?" he asks.





A bout of insolence strikes you. "How could I not?" you say with a raised eyebrow.





Ser Donnal gives his barking laugh, echoing over the waves. "True. Do you know what it might mean though?"





You think long and hard before you remember the bells ringing at Winterfell when Arya and Bran were born. They rang all day and all of Winterfell and Wintertown celebrated with open casks and cheerful voices. "The birth of a child," you say, confident in your answer.





Ser Donnal nods, still looking out at the horizon. "Rightly so and in this case, it's the birth of an heir." He turns to you and smiles. "Lord Monford was still without issue, last I knew. Cranky sod."





Before long, you're pulling into the docks of Driftmark and your assumption proves correct. The entire city is celebrating the birth of Lady Laena Velaryon, firstborn daughter of Lord Monford and Lady Argella and the heir until a son is born to them. Under normal circumstances, You think that Ser Donnal is sniffing the air for a tourney in the works but such things take time to organize. Time you do not have. Ser Donnal takes you, Donovan, and Willem with him when he haggles for the use of four horses from the local stablemaster near the docks. You're a bit disappointed when you are saddled with a grey dappled pony while the other squires get fully grown horses. You're younger than them both, of course, but no less skilled in your opinion. Bearing the others' teasing with what good humor you can muster, you drive your pony along with the others up the cobblestone road to the great keep on the hill. As you pass by taverns and inns full to bursting, and brothels bearing their fresh red banners, you see the revelers already out in full force ready for an entire day of merriment, some who've seemed to have gotten to an early start on the ale and wine. What you notice most, however, is how the people here look well… kind of like you. You've seen your own reflection often enough to recognize your own face and many times on the way to Driftmark castle, you see what could only be described as people who could be your relatives. You're not sure what to think about that and before you can ponder it too heavily, you're drawn into conversation by Willem, who is looking around with a gaze that betrays his wonder. "'Ave you ever saw a castle that big, Jon?"





"Winterfell is bigger," you say. "Wider and not quite as tall but bigger."





He smiles, revealing a gap tooth. "I'd like to see it someday…" He looks out at the horizon inland where some of the first bits of farmland are visible. "...I want to see all the castles someday."





You think about the castles you've seen thus far. Before your eighth name day, you hadn't seen any other castle than Winterfell and you still haven't seen any quite as grand as that. This Driftmark comes close with its tall towers and black Valyrian construction and New Castle with its white limestone brick was majestic as well. The keep at Coldwater was a simple and stout one made of grey stone. The castle of House Cox was a rather disappointing hill fort and you only saw a glimpse of the castle of House Mooton. Sometimes you dream of having a keep to yourself and yours with a banner of your own making flying above the ramparts and you reckon that you'd be proud of it whether it was a mere hill fort or a grand keep. In response to Willem's remark, you laugh, thinking it near impossible to visit them all. "Mayhaps a man can visit half in his lifetime," you say.





He tilts his head in consideration as he stares at you intently. "You'd probably be able to visit them all. Everyone will want to hear you sing someday."





You duck your head in embarrassment. "I doubt that." You think about your future and contemplate your future as a bard, traveling from keep to keep on the skill of your fingers and voice alone. You almost immediately dismiss it. It certainly wasn't a prestigious or honorable profession. Not like a knight. "That's not the kind of life I want."





Willem shrugs. "Suit yourself."





Donovan who had been listening in on your conversation in a rather unsubtle manner, makes his opinion known. "Only ponces and vagabonds become bards anyway, Jon. You should throw that lute of yours into the sea. My ears will thank you." He smirks at you from up on his high horse, betraying his good humor while almost begging you to retaliate.





You and Willem both take offense to that. As you move to circle around him with your steeds and tackle him off his horse, Ser Donnal seems to sense the unrest behind him. "Enough!" he booms and the both of you stop your approach and straighten out the path your horses will follow. "No one is throwing anyone's lute overboard. Now, sit tall in your saddles. Velaryon men approach."





As your mounts' hooves tread upon the road that goes directly to the great keep, horsemen approach bearing sea-green banners painted with a white seahorse. Their armor is steel scale burnished until it shone silver in the dawn sun and they bear barbute helms in the same shining metal. "Halt!" the lead horseman yells. "State your business in the name of Lord Velaryon." The horsemen pull up on their reigns, halting their own approach.





Your mounts trot but a few steps forward before halting. Ser Donnal affects a regal posture astride his steed as he replies, "I am Ser Donnal Storm and these are my squires. I'm here in the stead of Lord Alesander Staedmon, my father, to negotiate a favorable trade agreement between our houses."


The bells continue to ring as the rest of the guards part and allow your party to ride forth as the lead guardsman sallies ahead, guiding you all to the cistern gate where much of the water from the creeks on the hill seems to be stored for future use. When the portcullis rises to allow your entrance, there is no party gathered to acknowledge your entrance. Instead, you are directed to stable your own horses and await the arrival of someone important enough to grant you hospitality. After you hand off your pony to one of the few stable boys in the courtyard, you see a glimpse of silver hair round a corner. Ser Donnal and the newcomer clasp hands and clap each other on the back like old friends. Your curiosity brings you closer as the two converse.





"Aurane! I hear you're captaining your own ship now, boy." Ser Donnal is as jovial as you've ever seen him with a huge smile on his face.





The man, or boy as Ser Donnal calls him, wears a white doublet flecked with silver and bearing a deep sea-green weave. He smiles just as broadly. "The Bold Laughter needed a new captain and who better than me?"





As the two continue their conversation, you take in the appearance of Aurane, observing not only his silver-gold hair but also his sea-green eyes and well…something. His face… You remember riding through the town of Driftmark thinking that some of those people looked a fair bit like you. They don't hold a candle to Aurane, neglecting his coloring. You're transfixed as if looking in a mirror and once the man-boy notices you, you see that he feels much the same. The two of you stare at one another for a good five seconds before Aurane breaks the silence, ignoring the other two squires, pointing at you, and directing a question at Ser Donnal. "Who's this?"





Ser Donnal blinks several times, looking back and forth between the two of you as if he's seeing double. You understand his confusion, experiencing it yourself. "Ah...this is Jon Snow, the natural son of Lord Eddard Stark, I was ferrying him to House Grandison so that they may take him to squire."





You give a quick bow as you step in front of Donovan and Willem. "My Lord," you say so as not to offend a potentially prickly lordling.





Aurane's hand grabs your shoulder, straightening you before you can rise from your bow. "No need for that. We're all bastards or the illborn here, eh lads?" He looks up at your fellows briefly before redirecting his attention at you.





"I see the Stark in you but who was your mother, boy?"





"Ashara Dayne..." Despite your attempt to state your answer with conviction, it comes out as more question than answer.





He kneels down to your level, giving you a sly smirk. "Hmm…. Mayhaps. It's said that Arthur Dayne had your eyes but so do half the whores in Lys."





You clench your fists. "My mother was not a whore."





Aurane puts both his hands up in a conciliatory gesture. "I never said she was, dear boy. Not all bastards are so fortunate as to have such a noble mother." You hear Donovan let out a sharp laugh behind you and a thump follows it which can only be Willem punching him in the shoulder.





With that, he properly introduces himself to all of you as Aurane Waters, Bastard of Driftmark and Captain of the Bold Laughter, beckoning forth servants bearing bread and salt. "Come and be welcome at Driftmark, friends. My brother, Lord Monford, shall attend you at a time of his choosing in these coming days. He is quite busy with his lady wife and my newborn niece at the moment but if you wish to find me, I can be found at the practice yard in the mornings and the castle docks in the afternoon." He gestures to a group of servants hanging back behind him. "Please, let these good folks settle you in and take your time to enjoy Driftmark. Business can wait 'til the morrow."





You and the other squires were separated from Ser Donnal almost immediately, being lead down black stone corridors to what you assume is the servant's annex. Donovan is in a foul mood for some reason because he continues to pester you and Willem the entire way to your quarters. He's your friend but sometimes, like now, his behavior reminds you of Greyjoy, shoving you into walls and loudly jeering about how he was going to pummel you both in the practice yard. Once you get behind closed doors, however, his voice settles down into a hushed whisper and his eyes are almost kind as you take a seat on one of the beds, setting your bags against the wall. "You really think your mother was Ashara Dayne? Do you even know what happened to her?"





Willem looks as confused as you. "Who even is she?"





"Arthur Dayne's sister," you say in a quiet voice before you turn to face Donovan. "What do you mean? What happened to her?"





Donovan looks very hesitant to say anything more. "Well… She died."





You knew as much and you think he knows more than he's letting on. Probing, you ask, "Aye, she did but you know more about it, don't you?"





He shifts back and forth in his seat. "There's a song about it in the marches. Maybe it's not true but…"





Willem leans forward in interest. "Out with it, then."





You nod and lean closer as well, determined to learn more about your mother even if perhaps you'd be better off not knowing how she died. Deep down, you've always known that your mother must be dead for the honorable Lord Eddard Stark would never separate a mother from her child unless the circumstances were that dire. At least, you didn't think he would.





Donovan continues his tale. "The song ends with the Lady Ashara throwing herself off the top of the Palestone Sword, the tallest tower in Starfall after being spurned by her lover…" He hesitates before adding, "It's said that she just gave birth to a child and it was taken from her breast."





You don't know what to say...was that child you? Did she kill herself for the shame of giving birth to a bastard? Was it your fault? You don't have the answer to any of these questions and you don't know when they'll ever stop echoing around in your head.





Sensing your dismay, the two other boys give you pitying looks and leave the room, telling you that they'll see you in the practice yard if they can find it. You feel a festering pit of resentment at their pity but find that a part of yourself is grateful that they left you alone to your thoughts. Ever since you could remember, the servants and guards whispered of Ashara Dayne and your father never denied it, to your knowledge. He never confirmed it either, however, and you were too afraid to ask, wanting to hold out some hope that somehow, somewhere, your mother was alive. You were also afraid that Father would deny that your mother was Ashara Dayne. It was a prospective heritage that you were secretly quite proud of and to see it shattered wasn't something that you wished to happen.





Now, through Donovan of all people, you've learned that your father potentially killed your knightly uncle and that your mother likely threw herself off of a tower to avoid the shame of raising a bastard. Tall tales are told all the time, however. It doesn't make them true. Someone else could have killed Arthur Dayne. Your father sure never spoke of it. Your mother could have died of sickness or in childbirth but some bard wanted to make his song more dramatic. There were so many possibilities and you're sure of none of them. Was Ashara Dayne really your mother? Mayhaps Aurane Waters had the right of it and your mother was a whore from Lys. Despite your state of confusion, you quickly reject that thought. You just know that your mother was no whore. Maybe she was from Driftmark because many of the people here look a bit like you and despite his coloring, the Bastard of Driftmark looks like he could be as much your brother as Robb. Working over all the possibilities in your mind, you eventually grow tired of the ceaseless pondering and feel a burning desire to hit something.





Making your way back through the black corridors, you ask a few helpful servants for directions to the practice yard. They don't lead you wrong and before long you hear the sound of clanging steel in concert with the ringing bells downhill. You exit out of the corridor and into a well-appointed courtyard filled with grass pens for sparring, dummies for target practice, and a dirt list for riding the rings and hitting the quintain. You see Ser Donnal and Aurane Waters standing next to a big burly man in mail and boiled leather with a magnificent white mustache. The man seems to be giving instruction to Donovan and another boy as they spar, while Willem is waiting his turn astride a horse to have a go at the quintain. There are more boys here than you could have anticipated, sparring in the pens, taking aim at the archery targets, and queuing up to ride down the lists on their horses. You suppose you could go get your pony from the stables but you're dying to test out your sword arm on new opponents. Approaching the sword rack, you pick up a blunted bastard sword and test its weight and balance in your hand. Feeling that it was passing fair, you heft the flat of the blade on your shoulder and walk towards the fighting pens. The boys surrounding the pens are a motley bunch of all different sizes, with colorful clothing to represent noble houses. Blue and white, black and yellow, red, green and blue, darker green on pale green. The colors mean nothing to you and the pins of stars, fish, and turtles don't help you very much, not having learned much in the way of sigils outside the North and Stormlands. Now that you think on it, however, you think you recognize a few squires of House Estermont with their all-green attire and turtle pins. Why they're here, however, you can only guess.





You make your way over to the gaggle of squires as you all watch a boy in blue and white with a swordfish emblazoned on his tabard face off against Donovan in his red and white gambeson. Ser Donnal is trying to look supportive on the other side of the pen but you know that he can tell that his squire is losing the bout to the older boy. The other two pens are getting some action as well with squires and pages of different stripes perfecting their technique and engaging in friendly spars. The pen in the middle, where Donovan and his opponent are, seems to be where the real competition happens, however. A large squire in black and yellow with a clasp of seven stars declares his intent to face the winner in the center and you decide not to challenge him, aurochs of a boy that he is. As you're considering your options for a bout, you feel a nudge in your side and turn to find a hefty boy in Estermont green looking over your attire with interest and holding out his hand in greeting. "My name's Aron Estermont and I'd name you for a Stark." He gestures with his head over to the other green-clad squire practicing his archery. "My brother Alyn over there is the eldest."





You take his hand, shaking it firmly, hoping that he doesn't snatch it away when you reveal your bastard birth. "Not a Stark. It's Snow. Jon Snow. My trueborn brother, Robb, is in Winterfell."





You see his pale face droop slightly in disappointment but he doesn't let it affect the firmness of his grip. "No matter. I'm in need of a sparring partner and we're the closest in size that I can see."





You take a brief glance around the yard, observing that the two of you are some of the smallest boys here and indeed the most compatible for a spar. "Alright, let's have at it then," you say.





The two of you head over to the third pen which had only just been vacated seconds before by two colorful squires in green, blue, and red who were laughing and nursing their bruises as they walked off. Only a few squires come over to watch your bout but now that Donovan finally yielded to the swordfish squire, Ser Donnal's attention turns to you after he spares a quick glance to see how Willem's faring. The line of squires for the lists is such that a boy only gets to have a go at the quintain every five minutes or so but your friend doesn't seem to mind as he keeps on coming back to the end of the line after each pass. Aurane Water's attention remains on the combatants in the center ring, however, as the large squire in black and yellow faces off against the victorious swordfish boy.





You and Aron circle around each other, probing each other's defenses as you switch stances and positions to mirror your opponent's movements. You reckon that Aron is of an age with you or a bit older. He's broad-shouldered and taller than you with flaxen blond hair and a square jaw. Despite his larger size, he moves with a swift grace as he tries to strike the first blow towards your right shoulder. Easily dodging with the fluid movement of your body, you retaliate by thrusting your sword straight into his padded gut before he can bring his own back up to block. He barely avoids going to ground, clutching his stomach in pain. You allow him a few moments to gather himself before going on the offensive yourself, combining your strikes so as to keep him off-balance before "slicing" him hip to opposite shoulder, stepping inside his guard, and shoving him to the ground. His ocean-blue eyes widen as he hits the dirt with an audible huff, his breath leaving his lungs. It's a wonder that he still manages to gasp out a choked, "Yield." as you press the tip of your sword to his sternum.





You help the boy up with a small smile on your face as the squires who watched the brief match whoop and cheer. Ser Donnal also claps in the background and beckons you over with a wave of his hand. After making sure there were no hard feelings with Aron, you walk over to the bastard captain, your sword once again resting on your shoulder. "Well fought, Jon," he says, hands on his hips. "You dispatched him rather quickly and I know his father will expect him to enter the squire's melee."





Squire's melee? "Is there to be a tournament?" It would surely explain the absolute deluge of squires from different houses flooding the practice yard. However, you think that this bears poor tidings for your itinerary as Ser Donnal will doubtless want to participate after missing the one at Maidenpool.





Ser Donnal graces you with a huge grin, splitting his bushy red beard in half from the top down. "Indeed, young Snow. Not for a fortnight to make sure the girl survives and allow others houses to muster their knights but banners and tents are already being raised at the tourney grounds near High Tide."





Normally you would welcome this exciting distraction but you think that the longer you take in getting to Grandview, the more irate Lord Grandison will be when you finally arrive. "I don't know if I want to insult House Grandison by delaying any longer..."





Ser Donnal dismisses your concern with a wave. "Nonsense. You have years to be this Grandison knight's squire. Be mine for a fortnight or perhaps a bit longer. The purses are rather large in this tourney as well. You'll want to partake. This isn't Coldwater, however. You'll need my endorsement if you wish to enter any of the competitions."





You think over his words before a fit of daring takes you. "Mayhaps I'll just find another ship."





Ser Donnal guffaws. "Oh...I needed that. All the ships are coming into port before a tournament, lad, not out, but if you really must insist, I'll give you back half my rate. That should be more than enough to get you to Stonehelm if you can find a willing captain."





You grumble to yourself, thinking over your options. You think staying on with Ser Donnal is the safer option rather than having to search for a new captain but you do want to get to Grandview as soon as possible. It was fortuitous that you arrived on such an auspicious occasion and you can't deny that the prospect of another tournament doesn't excite you.





Seeing conflict in your expression, Ser Donnal evidently decides to sweeten the deal. "If you stay on with me and I earn a great profit, I'll compensate both you and House Grandison for the delay. A tourney of this size doesn't happen very often and I can't bear to miss it."





"That's most kind of you, Ser," you say while thinking over your options. In the end, you decide to…





[ ] Stay with Ser Donnal and assist him in the Tourney of Driftmark in a fortnight, perhaps entering some competitions for yourself. (You've come with him this far and you have grown to respect the bastard knight. Besides, you'll get to see competitors from all across the Narrow Sea and you can't say that you're not enthusiastic to witness another tourney either. He is willing to compensate both you and House Grandison for the delay in delivering his charge but that depends on his success in the tourney.)





[ ] Find another ship willing to ferry you and your men to Stonehelm before the tourney has commenced. (You would be paid back half of the funds by Ser Donnal as compensation for not seeing you to your destination in a timely fashion but the likelihood of you finding transportation to where you need to go is not exactly certain.)








Trait gained!





[Wanderlust I] You're always looking towards the next horizon, wondering what's on the other side. You especially have an interest in the mounts and ships that get you there. *+5% Riding experience. +10% Seafaring and Navigation experience
 
To Grandview XXIV: Narrow Sea X: Driftmark II
Choice you made last chapter:





[X] Stay with Ser Donnal and assist him in the Tourney of Driftmark in a fortnight, perhaps entering some competitions for yourself. (You've come with him this far and you have grown to respect the bastard knight. Besides, you'll get to see competitors from all across the Narrow Sea and you can't say that you're not enthusiastic to witness another tourney either. He is willing to compensate both you and House Grandison for the delay in delivering his charge but that depends on his success in the tourney.)





Ser Donnal is still beaming down at you, sure that you'll be accepting his generous offer.





He's not wrong. After thinking it over, you don't think you have much of a choice at all, besides you're a bit eager for the tourney yourself. "I'll stay on with you, Ser." You can only hope he performs well in the tourney to make it worthwhile.





He thumps you in the chest, making you take a step back at the strength of the blow. "Good lad! It'll be good to have you three boys with me when I knock these highborn ponces off their horses."





You smile, remembering his boasting before the tourney at Coldwater that he would win the melee handily. "Just like you trounced those "green boys" and "summer knights" in the melee at Coldwater?"





Ser Donnal's face is stern but you can see the laughter in his eyes. "Watch yourself, boy. I won the joust then and I can do it again. Although, the competition should prove a greater challenge this time. Near all the houses in the Crownlands and Narrow Sea are going to be here. Some Stormlords as well." He reaches out and ruffles your hair. "Either I win or I don't. Best not to dwell on it. You should find the Maester. Send out a raven to House Grandison and inform them of goings-on."





Nodding and giving a short bow, you say, "Yes, Ser." Taking your leave, you place your borrowed sword back up on the rack and look through the practice yard for your fellow squires. Your eyes find Willem astride his horse, striking the quintain with an ease that is quite frankly astounding. He's the equal of the other squires riding on the list and you wonder if there will be a squire's joust in the tourney. They're uncommon but not unheard of, according to Ser Donnal and his stories. Willem would need armor though and you're not sure if he would be able to obtain it in time. Donovan is still sparring with those squires who are willing and holding his own for the most part. When facing those his same size or smaller, he fares well but is quickly dispatched by those larger than him like the squire in black and yellow with the pin of seven stars on his breast. Satisfied that your friends are otherwise occupied, you set off to find the rookery on your own and hopefully run into the Maester on your way there.





Taking direction from some of the castle denizens, you find yourself climbing the stairs to the top of one of Driftmark's nine towers. On your climb, you feel a damp chill enter your bones, making you wish for the comfort of your furs. As you reach the top of the stairs, you find the door to the rookery already open. Stepping inside, you see a heavyset man in the grey robe of the maesters fastening a scroll to the leg of a raven. There's a veritable pile of scrolls on the bench to his right and at least forty ravens hung up in individual cages across the length and height of the walls. After the scroll is secure, the maester carries the raven over to the large window and throws it out. As the raven flaps away on its dark wings, the maester turns his attention to you. "Who'd you be, then? What do you want?"





You stand straighter, determined to get what you want. "I'm Jon Snow, Maester. Natural born son of Lord Eddard Stark. I mean to beg the use of a raven to send news to Grandview that my arrival will be delayed by an additional fortnight."





The man looks unimpressed at your identity and harrumphs in consternation. "You may call me Maester Andar. I've written nigh-on thirty scrolls today. If you want to send a message, you can write it yourself, if you can that is, and hope I haven't sent out the invitation to the Grandisons yet."





"Invitation?" If the Grandisons were coming here, you may be able to leave with them.





He glares at you. "Are you slow in the head, boy? This is like to be the largest tourney since the end of last summer. The ravens will fly far and wide."





Trying not to let the man's abrasive nature get to you, you ask, "May I have use of some parchment and ink, then?"





He waves towards the materials irreverently. "Do what you will."





Settling down in one of two desks in the room, you take a blank scroll of parchment, dipping a quill in ink, and begin to write out your message. You've just remembered, however, that you don't even know Lord Grandison's first name. Shrugging and addressing the letter simply to Lord Grandison you begin writing out the bare bones of the situation, that you would be delayed an additional fortnight because of the whims of your captain, who wished to participate in the tourney. You consider adding more, detailing how your journey has fared thus far and the competitions you might join in yourself but you conclude that including such details would be far too familiar at this point. Sealing the missive with wax and a simple blank press, you walk back over to the maester in the hopes that the raven to Grandview has not yet flown.





As you reach the grey-robed man, you notice that his maester's chain is significantly shorter than Maester Luwin's. You know that each forged ring is supposed to represent a completed field of study but you don't know what each specific metal means. This maester has ten rings that you can count on his chain. However, before you can really examine the types of metal on his chain, his square face with a heavy, bushy brow turns to you. "You done, boy?"





You hold out the scroll, signed and sealed in sea-green wax. "Aye."





He snatches the scroll from you, placing it next to another before grabbing a long metal pole with a hook on the end. He uses this tool to reach up and take one of the raven cages from high up on the wall, lowering it abruptly, to the great dismay of the raven inside. "Oh, shush now, bird." He grapples the raven out of the cage with practiced ease, attaches both messages, and sends it out the window with a lurching throw. "Better hope that raven was for Grandview and not Grandgrove, boy. My eyes aren't what they once were."





"What?" You can hardly believe he would have messed up that badly.





He gives a laugh that makes his sizable belly jiggle. "Relax. Have you ever heard of a place called Grandgrove?"





"No," you say shortly, understanding that this was some attempt at a jape.





"Neither have I, so we don't have a raven for it. Though I have no doubt some twat somewhere named an orchard that and a lord built a keep near it." He grumbles as he continues his work, fetching another scroll from the pile. "Unless you're willing to help me further, I'd suggest you leave and get out of my way."





It's near afternoon and you have other things you want to accomplish before the day is out, so you beg your leave of the grumpy Maester Andar, and start your descent from atop the rookery tower and down the winding staircase. Aurane Waters said he was going to be down at the docks in the afternoon. You're not quite sure what to to think of the older boy but you're fascinated by the fact that he managed to become the captain of his own ship at such a young age. You can only hope to emulate him after a fashion. Perhaps he'd be willing to give you a tour of his ship, the Bold Laughter.





As you take stair after stair down the tower, you consider how you might make your way back to the docks. Ser Donnal surely would be vexed if you tried to make the journey alone on your pony through the port town, so you can only hope that he wishes to see Water's ship as well. Making your way back to the practice yard, you let your mind wander to thoughts of adventure on a ship of your own. Perhaps you'll sail all the way to the Jade Sea in the East and see the mythical nation of Yi Ti or you might venture South instead, visiting the Summer and Basilisk Isles and exploring the coast of Sothoryos. The lands beyond the Wall always had a place in Old Nan's tales and with a ship, you'd be able to bypass the brothers of the Night's Watch and visit them, not that it would be very prudent of you to do so. In your mind, the wildlings would be more like to drink from your skull than treat with you. Mayhaps the more established ports of Lorath and Norvos on the Shivering Sea would be more to your taste. You, of course, could remain in the Narrow Sea, plying your trade between the Free Cities and Westeros, fighting pirates from the Stepstones, and competing in tourneys like Ser Donnal. You can also imagine yourself sailing up and down the coast of the western side of the continent, fighting Ironborn and making Oldtown or Lannisport your port of call, although mayhaps Torrhen's Square would serve as well. You also have another fleeting thought. What was West of Westeros?





Halting your musings and stepping out into the practice yard once more, you observe that the crowd of squires has thinned to about twenty, leaving several archery targets open and the line for the quintain and rings short. Tempted as you are to take advantage, you're still determined to find Ser Donnal and head down to the docks. You see Willem filling an archery target with arrows and Donovan whooping with glee at having all the rings on his lance. You find Ser Donnal watching his squires with pride under one of the covered balconies in the yard. He's laughing with that big, burly mustached man that you saw earlier when Donovan was sparring with the swordfish squire. As you get closer to Ser Donnal and the other man, you can hear a bit of their conversation.





The man rests a hand on the bastard knight's shoulder. "Your squires are impressive for being lowborn. You best hope that Lord Monford allows them to compete."





Ser Donnal laughs. "The Lord of the Tides has better things to be doing than organizing the squire's tourney."





The man shakes his head. "Fine, then. His functionary."





The bastard smiles, unbothered. "They enjoy Lord Monford's hospitality. That poor swot would make a fool of himself by denying them. Besides, they're squires of an anointed knight, not some freerider. You worry too much, Andros."





As you approach, Ser Donnal notices you, raising a hand in greeting. "Jon! Come closer, lad."





The old man frowns. "This is the Jon Snow you've told me about? He's too small."





As Ser Donnal waves you over, he says, "He would have carved up Ser Aemon's son had those blades had edges, Ser." He nods with conviction. "He's skilled enough."





You think you have an idea of what they're talking about. Ser Donnal means to enter you into the squire's melee, you have no doubt. Everyone before has told you that you're too small for such things just yet. However, you don't contradict the bastard knight and give a stiff bow to him and his companion, waiting for Ser Donnal to make introductions.





Patting you on the shoulder, he says, "This is indeed Jon Snow, Ser, and, Jon, this is Ser Andros Celtigar. He's one of the best swords in the Seven Kingdoms. Saw him skewer Joron Blacktyde clean through his skull."





You give another short bow. "Well met, Ser."





Ser Andros gives a huff in response. "I may be old, boy, but I still know how to crack skulls." The knight, who's clad in boiled leather and mail, looks you over with a keen eye. "Let me have a look at you." It makes you feel uncomfortable the way he examines you like he perhaps would a horse before its purchase. As he grabs your arm to feel your muscles he gives a dissatisfied grumble. Before you can ask whether he'd like to check that you have all your teeth, he seems to conclude his evaluation and says, "He's too spindly. The other boys will bowl him over in seconds."





Ser Donnal raises his eyebrow. "Not if he had a good alliance to start out with."





Ser Andros twirls his rather sizable mustache between his fingers. "I'll need to see him in action before I saddle my nephew with him." He turns his head towards the squires still sparring in the pens. "Terrence!"





You see a boy in white and red and a good foot taller than you turn his head swiftly only to be struck in the back by his sparring partner. The other boy immediately apologizes and the bout seems to end amicably enough. The Celtigar boy walks over towards you and the two knights and you get a better look at him. He has light brown hair and amber eyes and you'd guess his age to be either twelve or thirteen. After his nephew comes to stand in front of him, Ser Andros gestures towards you and Ser Donnal in sequence. "This boy here's Jon Snow. Ser Donnal suggests an alliance for the melee."





Terrence looks over your small form with a palpable air of disbelief. "Him? He's half my size." You bristle at that. It was a slight exaggeration. The boy is only a bit heftier than Donovan and not much taller.





Ser Andros bears a stern expression. "Yes, him. Take him to one of the sparring pens and see what he's made of. We'll be watching."





The Celtigar squire gives you a look that you can only describe as a mixture of disdain and pity before gesturing towards the middle pen that was just vacated. "Come on, then. Let's get this over with."





As he takes up sword and shield from the rack, you heft a blunted bastard sword much like the one you sparred with earlier. You also take up some additional padding and a dented helm as well, having no desire to get injured while sparring with the older boy. As you follow him to the pen, his head turns to face you. "Have you even fought with steel before?"





"Aye. I started on my seventh name day," you say with pride.





A ghost of a smile appears on his lips. "And how long ago was that?"





You try not to shrink into yourself as you say, "A little over a year ago."





He shakes his head almost fondly. "Seven Hells."



As the two of you reach the pen and face off against each other, Ser Andros and Ser Donnal settle themselves at the pen's edge, ready to watch the bout. Terrence's stance is relaxed and you'd wager that he's all but certain of victory. You, for your part, are a bit nervous and you're ashamed to say that it shows. You don't have a chance in the squire's melee without alliances and you, and likely Ser Donnal as well, doubt that you and Donovan as a team will be enough to hack your way to the final ten or so out of a prospective field of fifty or more with fifteen and sixteen-year-olds thrown into the mix. Terrence starts the bout with a slow, probing strike towards your right side. Annoyed that he's not taking you seriously, you easily block and retaliate with a swift, backhanded strike towards his right temple. Leaning back to avoid your strike, his eyes widen in shock as he takes a step back. You hear Ser Donnal's barking laugh and Ser Andros yells, "Keep your shield up, boy!"





Terrence follows his master's advice and holds his shield up high as he bum rushes you in an attempt to knock you off your feet. You are just able to dodge to the side and nick the back of his knee as he passes you by, earning another laugh from the bastard knight while Ser Andros gives an audible groan. Smirking to yourself, you watch as the Celtigar squire turns around with a visible scowl on his face. He no doubt felt your lightly powered strike and knows he made a mistake in underestimating you. He is more cautious in his attacks this time but they are no less powerful. You can barely keep up with his onslaught as you backpedal and are only able to attempt a few feeble strikes of your own in the process. Feeling yourself getting close to the edge of the pen, you consider your options. You can't allow yourself to be pinned against the fence of the pen or you'd be dispatched in seconds by Terrence's shorter sword. In a fit of daring, you accelerate your retreat and when the other boy rushes to pin you against the fence, he drops his guard slightly. You take advantage, sidestepping left and striking out at his sword arm. He raises his sword in defense but too late as you strike his padded bicep with considerable force, causing him to wince in pain, dropping his guard even further. Hearing Ser Donnal and some of the squires watching cheer, you press the attack, twisting out from against the fence, but now your opponent is enraged and redoubles his efforts. You exchange an impressive series of strikes and counters, neither one of you gaining the upper hand for nigh-on thirty seconds. You make use of your lithe form and swiftness to dodge and weave away from his blows while your own strikes meet a nearly impregnable defense. As you continue to dance around each other, your confidence begins to grow, hoping that he'll tire out soon enough. You unleash another flurry of strikes in an effort to put him on the back foot. About halfway through, however, you overextend yourself, leaving your leather-clad belly open to a firm thrust from the tip of Terrence's sword. Doubling over in pain, his shield strikes your borrowed helm, resounding with a loud clang that can be heard across the courtyard. Going to ground and landing on your side, you dazedly recognize the touch of cool metal at your throat. Through the din of ringing bells, both from the city below and inside your head, you hear a muffled voice with an edge of command say, "Yield."





With the world spinning around you, you're left with little choice. "Yield," you say. Two sets of hands pull you up from the dirt and you hear the Celtigar squire say, "Well fought." before the larger set of hands turns you around to face the smiling visage of Ser Donnal.





His excitement is palpable as he shakes you in celebration."That was excellent, Jon! You'll fare just fine in the melee. Most boys are far worse off than Terrence Celtigar here." He gives your opponent a small smile before hitting you with a light punch in the center of the chest. "Now we just have to scrabble up some armor for you."





Terrence takes Ser Donnal's comment for the compliment that it is and lets a small smile show before facing you once more. "You did well, Snow. Better than my younger brothers."





With that, Ser Andros makes his presence known as he enters the pen. "Not bad, boy. You'll be as an annoying fly to some of the larger boys but more than enough to take the heat off my nephew here."





Terrence nods and reaches out with his gauntlet. "I'd be honored to count you as my ally in the melee."





You stare at his extended hand, not sure what to think. Just weeks ago, you were deemed too small and weak to enter the melee at Coldwater. Now Ser Donnal is just clamoring to put you into the fray. A part of you yearns for the opportunity to put many a foe into the dirt before a cheering crowd but another part of you recognizes that you're likely not ready yet. Mayhaps your skill has simply increased at a breakneck pace but you're only eight after all and your head is still swimming from your bout with Terrence. Nevertheless, you have to make a decision and you have to make it now. You…





[ ] Take his hand and say, "The honor is mine, friend." (Ser Donnal has advocated for you in front of a respected friend of his, risking his reputation on your behalf. This could be a great opportunity for you to get your feet wet in the tourney scene and this size of tourney is not like to happen again for some time. You have two weeks to train up and coordinate with Terrence and Donovan. You think they'll work to protect you from the larger boys if you keep the smaller ones off their back.)





[ ] Laugh and say, "I think this has proven that I don't belong anywhere near the melee anytime soon. I wish you the best of luck, friend." (The world still spins around you and you feel like to throw up any minute. You got off lucky in this bout and you can only imagine what injuries you could come away with after the melee. You'd also have to pose as Ser Donnal's squire in order to be eligible, which could be taken as a great disrespect if Ser Narbert shows up for what is shaping up to be the tourney of the season.)
 
To Grandview XXV: Narrow Sea XI: Driftmark III
Choice you made last chapter:





[X] Take his hand and say, "The honor is mine, friend." (Ser Donnal has advocated for you in front of a respected friend of his, risking his reputation on your behalf. This could be a great opportunity for you to get your feet wet in the tourney scene and this size of tourney is not like to happen again for some time. You have two weeks to train up and coordinate with Terrence and Donovan. You think they'll work to protect you from the larger boys if you keep the smaller ones off their back.)





You take his hand and say, "The honor is mine, friend."





He graces you with another small smile as you exchange firm grips. "I'm sure we'll fare well, you and I, along with Ser Donnal's other squire…" he trails off as if uncertain of a name.





"Donovan," you say, certain that he'll be the one entering the melee between him and Willem.





Terrence gives a quick nod of his head. "Ah, yes. You, me, and Donovan, then. Will I see you both come morn for practice?"





"I can't speak for Donovan…"





Ser Donnal interrupts you. "But I can. They'll both be out at the break of dawn, young Celtigar."





You see Ser Andros nod in satisfaction behind his squire. "He'll be there, won't you boy?"





Terrence can only say, "Yes, Ser." in response as his uncle grabs him by the shoulder.





The old knight gives the shortest of bows to Ser Donnal. "I'm afraid that I and the boy here must take our leave. Have to see him fitted for a new cuirass."





Ser Donnal bows back much deeper than his counterpart and ruffles your hair on the way back up. "I'll have to armor a few squires of my own but that can wait 'til later in the day. Perhaps we'll see you at the markets?"





Ser Andros huffs. "Perhaps. Fare thee well." He turns to his squire. "Come on, Terrence."





With the alliance secure, Ser Donnal claps your shoulder and bids you to follow him over to the lists. As you arrive, you watch Donovan being struck in the back by the long arm of the quintain as he rides past.





Ser Donnal laughs. "More swiftly, lad!"





Willem with his bow and quiver full of arrows comes over from the archery targets to watch as well, cheering Donovan on as best he can. After a few more passes, some more successful than others, Donovan trots over to the three of you and dismounts.





Ser Donnal greets him with a wide smile. "Not bad, Donovan…" His smile withers a bit as if he's about to say something he doesn't necessarily want to. "...but are you sure you want to enter the joust, lad? You haven't much time to bond with your horse."





You see the ghost of a scowl on Donovan's face. "Neither do you. Neither does Willem."





Ser Donnal looks as serious as you've ever seen him. "So that may be, boy, but I have five and ten years on you and I've been riding horses since I was half your age..." He gestures to Willem. "and this boy's been riding 'round half the Vale for years. You've been on the ship more often than not." He brushes his fingers through his full head of red hair. "I just don't want to see you get hurt, boy. The melee is dangerous enough."





Donovan straightens up, staring at Ser Donnal intently. "I'd like to enter the joust, Ser."





The bastard knight frowns and grumbles a bit. "On your head be it, then. If you lose that horse or your armor before you knock off at least three of the brats, you'll be scrubbing the deck for a year."





Donovan nods with conviction but you can see a small smile peek through his serious countenance. "I understand, Ser."





Ser Donnal seems to accept that well enough as he grabs the older squire, pulling him into his side and ruffling his hair. "So be it." Gathering the three of you boys together, he says, "Let's go back down to the town and find Jon's friends at one of the taverns. The Gilled Stallion is the largest inn in town and quite an impressive establishment, so we'll start our search there."





With that, you and Willem both get your mounts from the stables while Ser Donnal and Donovan wait by the gate, some servant having already gotten the knight's horse for him. Willem tells you that he's also entering the squire's joust but is surprised to hear that you're entering the melee.





He looks at you with wide eyes. "I saw a squire that was six feet tall, Jon. You won't stand a chance."





Even though his words ring true, you bristle at being discounted so quickly. "I'll have Donovan and Terrence Celtigar beside me too. I may not win but I'm confident that I can at least put a few foes in the dirt before I go down." You glare at Willem, feeling a venom almost foreign to you. "How do you like your chances in the joust Willem? How long will it be before that six-foot-tall squire sends you flying off your horse?"





Willem shrugs, seemingly uninterested in furthering the argument. "Whatever you say, Jon."





His response causes your blood to boil and you realize that you were itching for a fight after your loss against Celtigar, so you remain silent and simply ignore Willem as you drive your horse closer to Ser Donnal. As the four of you exit back out the cistern gate and progress down the cobblestone road to the town, Ser Donnal tells you of the esteemed Houses that came for Lady Laena's birth. The Estermonts were apparently Lady Argella's family, so a delegation from them arrived during the last moon. The Masseys arrived not long after, being Lord Monford's maternal family. They were soon followed by Bar Emmon, Sunglass, Celtigar, and oddly, a delegation from House Caron led by Ser Rolland Storm, Sunglass squire in tow. Ser Donnal calls that a queer pairing, citing House Sunglass's reputation for being devout to the point of stupidity. He is confident that more houses from the Crownlands will soon follow along with some more Stormlords but he can't say exactly which ones will answer the call.





As you canter down the cobble-stoned streets, the midday sun bears down on all of you, making you sweat in your thick wool and leather. The residents of the port town are jubilant as the festivities have truly gotten underway. Revelers clog the streets, waving sea green banners and watching horse races through the town center as the din of the bells continues. Your party studiously avoids the large crowds, weaving its way through the more scattered groups on your way to a three-floored establishment not far from the docks draped with yet more banners in sea green. A sign adorned with a rampant brown horse bearing three slashes on its neck greets you over the door as your hitch your pony to one of the many posts outside the establishment.





Ser Donnal stretches as he dismounts, his arms going wide. "This is the Gilled Stallion, boys. Donovan's already been here. Tell them the clam stew's the best, lad."





Donovan laughs, smiling at both you and Willem. "The clam stew's the best."





Ser Donnal slaps Donovan in the back. "That's my boy."





The front door of the tavern is constantly opening and closing as people go in and out in roughly equal numbers. The ones that are leaving seeming far more drunk and happy than those entering. As you reach the door and pass under its wooden arch, you find a rather large feasting hall, almost as large as the small hall at Winterfell, with trestle tables from wall to wall with only a small partition in the middle of the room. The benches were packed with smallfolk, artisans, merchants, and nobles alike while the tavern wenches had their hands full, bringing tankards of ale forth on large trays to meet the thirst of their patrons. At the front of the tavern, there was a long table in front of where ale was poured from the cask, and food was prepared with huge spits and pots burning over cookfires. You're lucky enough to find four empty seats here, as a large smattering of smallfolk stumbles from their seats onto the raucous streets outside.





Sitting up against the long bench with Donovan to your left and Willem to your right, Ser Donnal, from the other side of Donovan orders you all bowls of clam stew and a tankard of ale each. Smiling at the thought of being allowed to drink some ale, you nudge Willem in the side, your brief grudge forgotten. "Have you ever had ale before?"





He laughs. "No. Have you ever had fermented goat's milk?"





You frown. "No."





He gives a smile while still bearing an expression that you can only describe as forlorn. "My pa always said it'd grow hair on your chest. I tried some of it once…" His face brightens. "...My chest's still as bare as a babe's arse."





The two of you laugh together, and Donovan soon joins in, having heard the exchange. Ser Donnal smiles at the three of you as your food and drink arrive. The ale is passing fair with a dark, earthy flavor and Ser Donnal was right because the clam stew is like nothing you've ever tasted before. It's creamy and salty and the clams are fresh and sweet. The leeks and carrots are also welcome after weeks of subsisting on salted fish stew. When you're near to finishing your meal, the tavern door opens to reveal men bearing the leather padded brigandines of House Stark. You smile as you recognize the stumbling forms of Donnis and Wyl, likely having gotten an early start on the open casks in the town center, while Harwin follows, keenly sober in comparison to his companions.





You stand up from your seat, calling to your men. "Wyl! Harwin!" Despite only calling two of their names, all of their heads turn to look at you, the other squires, and Ser Donnal.





As they make their way over, Harwin is the first to speak. "Aren't you lot supposed to be up at the castle?"





Ser Donnal answers with his usual smile. "Nothing wrong with a little foray into town, besides, they had to try the clam stew."





Harwin smiles at that, taking the empty seat next to Willem, while Donnis and Wyl remain standing and mingle with the rest of you.





Donnis claps you on the shoulder. "Gonna try your hand at the archery contest again, Snow?"





[ ] Of course! (You see no reason why you can't compete in both the melee and the archery contest. You'd have to borrow Donnis' bow but he seemed willing enough before.)





[ Perhaps not. (You'll likely have to devote all your energy to practicing your swordplay before the melee. If you forgo practicing your archery, you'll have more time to practice with Donovan and Terrence.) *Removes lock on archery practice for this cycle.





Donnis tilts his head at your answer. "Well, I'm certainly going to try my hand at the regular archery contest, if I have my say, and Wyl 'll go for the melee as well if he can cobble together a suit of iron plates."





Wyl gives you a light punch in the shoulder on your right. As you turn to face him, he says, "Aye, I'd need to use some of the funds from our satchel but if you can use it on a strap for your lute and songbook, I reckon I could use it for some armor if I'm to stay on as your sworn sword." He looks at you with these pathetic wide eyes that simply beg you for approval.





Harwin groans in the background. "It's a terrible idea, Wyl. You won't last thirty seconds in this crowd."





Wyl shrugs as if he's heard Harwin's protests countless times before. "So what do you say, little lord?"





You're conflicted. You want to retain enough funds to get you all to the Stormlands safely but Wyl is right that you've spent more frivolously in the past for your own wants and he could use that armor later when serving as your sworn sword. Unlike the joust, winners of the melee have no claim on their opponents' armor. "Fine," you say. "But I want to be there when you purchase it. No snarling direwolves or other embellishments." You're well aware of what such alterations cost.





Wyl beams at you. "My thanks, Jon. I'll serve you well, I promise." He looks absolutely giddy at the prospect of getting a basic suit of plate and you can't help but share his enthusiasm as you know you'll be fitted for at least a basic set later.





Although Ser Donnal planned on fitting you and Willem for armor in the late afternoon, the group is having so much fun drinking and cavorting with the other folk in the tavern that he evidently decides to do it on the morrow. You and the two other squires, along with a Massey and Bar Emmon squire, have an impromptu drinking competition in the evening, with you drinking more than your share. You don't remember much after your fifth tankard and the next thing you know, you're back on the bunk provided to you in the servants quarters of Driftmark with a piercing headache and a deeps queasiness in your belly. You're far too hot and you're thirsty for some water. Willem's and Donovan's bunks are empty and the fire stands neglected as the sun shines through the smudged glass window. The light burns your eyes with its glare. With a jolt, you realize you only have two weeks to practice with Terrence and Donovan before the tourney. You were supposed to be in the yard at the break of dawn. Why didn't Donovan wake you up, the pillock! There are so many things you want to do before the tourney but you're not sure you'll have time to do them all.





You have a total of ten actions for the next cycle. 5 are currently locked because of previous choices. Please vote in plan format along with the previous choice.





[ ] Interact with:


-[ ] Aron Estermont

-[ ] Terrence Celtigar

-[ ] Ser Andros Celtigar

-[ ] Ser Donnal Storm

-[ ] Donovan

-[ ] Willem

-[ ] Wyl

-[ ] Donnis

-[ ] Harwin

-[ ] Aurane Waters

-[ ] The crew of the Grace to Glory

-[ ] The other squires *possibility of gaining more allies for the melee.


[ ] Combat Practice:

-Bastard Sword/ Two-Handed [X] [ ]

-Sword and Shield [X] [ ]

-Unarmed and Dagger [ ]

-Archery [X] [ ]

-Jousting [X] [ ]


[ ] Practice Skills:

-Riding [X] [ ]


[ ] Explore:


-[ ] The Library *Opportunity to read up to three books on various subjects.

-[ ] The Markets *Opportunity to buy various goods.

-[ ] The Docks *Possibility of meeting men from distant lands and hearing rumors of goings-on in the Free Cities and beyond.

-[ ] The Great Keep *Possible interactions with the Velaryons and their retainers.



[ ] Music Practice (Lute):

-[ ] Learn The Song of the Seven

-[ ] Learn The Sad Lament of Brave Young Danny Flint

-[ ] Learn The Ballad of Bael the Bard

-[ ] Learn The Mother's Hymn

-[ ] Perfect the tune of The Last of the Giants (Increases Charisma bonus when played)

-[ ] Refine the tune of The Bear and the Maiden Fair (Increases Charisma bonus when played)



[ ] Perform music in the taverns for gold

-[ ] Perform Jenny's Song

-[ ] Perform The Last of the Giants

-[ ] Perform The Bear and the Maiden Fair


Skill gains!

Drinking Lvl 2 (59/250XP) --> Lvl 2 (232/250XP)
 
To Grandview XXVI: Narrow Sea XII: Driftmark IV
Plan you picked:


[X] Plan Friendly Studious Swordsman
-[X] Perhaps not. (You'll likely have to devote all your energy to practicing your swordplay before the melee. If you forgo practicing your archery, you'll have more time to practice with Donovan and Terrence.) *Removes lock on archery practice for this cycle.
-[X] Interact with:
--[X] Aron Estermont
--[X] Terrence Celtigar
--[X] Aurane Waters
-[X] Combat Practice
--[X] [X] Bastard Sword/ Two-Handed
--[X] [X] Sword and Shield
--[X] Jousting
-[X] Practice Skills
--[X] Riding
-[X] Explore:
--[X] The Library *Opportunity to read up to three books on various subjects





Overcoming your churning belly and the rhythmic pounding between your ears, you unceremoniously roll out of bed, finding the cold stone floor much more to your taste as you feel overly warm in a sickly kind of way. Groaning with the thought that you should already be at the practice yard, you gradually pry yourself off the floor, dusting off your well-worn leathers as you rise. You walk over to the washbasin set down in the center of the room, splashing your face with the cool water. You relish the feeling and are tempted to dunk your head right in.





After cleaning yourself up a bit, you aim to address your growling stomach next, traveling to the floor beneath the Great Hall where the kitchens are located. The servants pay you little mind as preparations are seemingly well underway for the evening meal when several of Lord Velaryon's guests will be served upstairs. The true feasting wouldn't begin for a while yet but judging by the sheer volume of food being prepared, the portions would not be lacking. Contenting yourself with a few slices of black bread with butter and a couple of small fishes, you make your way back up to the practice yard where you can see through the clamor of squires, spotting Donovan in his red gambeson facing off against a white-clad Terrence Celtigar in the middle sparring pen. There were even more squires out than the day before and you spot Willem waiting in an even longer line for a pass at the quintain. You spot more squires in blue and white but some bear a black trim and you reckon that they might belong to a different house than the others.





Your curiosity dims as you get closer to where your two allies are having at it. Squires crowd around the pen and you have a hard time pushing through the throng to get a better view. Both combatants fight with sword and shield, Terrence bearing his house's arms of a sea of red crabs on a field of white and Donovan hefting an oaken shield with a white heart painted in the center. They are both of an age and Terrence is only marginally bigger, likely as a result of him having more to eat, you think, although you're no maester. Their exchange is impressive and you along with the other squires watching whoop and cheer when either one of the fighters pulls off an exceptionally daring move. The fight had gone on for at least three minutes since you arrived and you can see that both combatants are starting to tire. Donovan's stance has gotten sloppy and Terrence's sword arm is perceptibly slowing. Despite the valiant effort of the bastard knight's squire, the fight ends with Celtigar's sword at Donovan's throat. You see Terrence help your friend up with a pat on the back that speaks of some familiarity. The squires that were watching applaud politely before the next two sparring partners enter the center pen. As you approach your two allies for the melee, you catch a bit of the other boys' conversation.





"Not bad for a peasant," Terrence says with little heat as a smirk betrays his amusement.





Donovan gives a mocking bow. "Many thanks for the compliment, m'lord.





When you get close, Terrence is the first to notice you. "Hey there, Snow! We missed you this morning. It's near midday."





Donovan laughs as he walks up to you and puts an arm around your shoulders. "Little Jon here got into a drinking competition with a Massey and a Bar Emmon. They drank him under the table but he made a good showing."





You can hardly remember that or agreeing to the competition in the first place. It seems rather out of character for you but you can't deny that you woke up feeling much the same as you did after the feast in White Harbor. Your mind wanders to Wylla and how she looked at Ser Mallador that day. Annoyed, you duck out from under Donovan's arm, taking a few steps away from him.





Terrence raises an eyebrow. "Well, I suppose we should get started then. You face me first Snow."





Donovan laughs at your expense as you walk over to the grassy field behind the pull-up armory. Taking a bastard sword off the rack and putting on some of the padding left for common use, you turn to face your opponent. You hope that you can resist the urge to vomit on his boots. You manage to keep the contents of your stomach and make a good showing of it before eventually falling to Terrence's blade. The three of you continue to spar all afternoon, stepping up your efforts when Ser Donnal and Ser Andros come to the practice yard from wherever they were before. You alternate between each other at first in bouts of single combat but eventually, Terrence asks that you and Donovan go at him at once. He loses soundly but not before putting up a good fight. Not to be outdone, Donovan practices with some two-on-one matches as well. You're not half so daring, knowing that you'd be tasting dirt before you could blink. The two-on-one matches aren't fun for you given the lack of challenge but you do win a couple of one-on-one matches later in the day; one each against Donovan and Terrence both. However, for every victory, you suffer ten defeats with little but bruises to show for it. You ask Terrence to invite more squires to join you on your semi-hidden field behind the armory but the older boy would have none of it.





He clenches a fist and says, "If the other squires catch wind that we plan on fighting as a team, they might get ideas of their own."





You didn't think that forming an alliance was such an original idea and you had no doubt that other alliances would come into existence if they hadn't already. You also thought that having other teams to fight against in practice would only help you improve your tactics but Celtigar wouldn't relent in his ardent refusal.





After your training session, you're battered and bruised but eager to wash up in the Driftmark baths. Although the castle was at times dreary, damp, and cold, the steaming baths provided some respite with their scalding hot pools tended to by a constant stream of servants carrying buckets of boiling water. You haven't had a proper bath in at least a fortnight so you take great pleasure in scraping off the dry skin and layered grime off your body. You also notice that you've gained some muscle mass since White Harbor, your arms and chest a bit thicker than they were before.





Once you've gotten yourself cleaned up and put on a fresh, black doublet and trousers, you, along with Donovan and Willem, head to the Great Hall for the evening meal. Ser Donnal is already there, sitting by himself when you arrive. Ser Andros and his squire are nowhere to be seen. You and Donovan take seats across from Ser Donnal at the trestle table, while Willem sits at his right. Ser Donnal looks content as he takes long pulls from his tankard and the food is brought forth. It's lamprey pie along with cured sausage, what looks to be stewed seaweed mixed with bacon, and a queer white paste that makes your tongue burn and your nose tingle. As you eat, Ser Donnal points a serving knife at you. "You were supposed to be out at the break of dawn…" His serious expression breaks as a small smile peeks out through his bushy beard. "...although I suspect you needed the sleep."





"I tried to wake him up," Donovan says.





Willem backs him up. "He did. He pushed Jon and called out his name but all he would do is mumble and groan, still asleep."





You give a short grunt. "I would have woken if you tried harder."





Donovan laughs. "What would you have us do? Dump the washbasin on you?"





Ser Donnal holds his hand up, forestalling your reply. "I'm sure you did your best, lads. It's no matter any longer." Putting his hand back down and taking another bite of pie, he says, "Anyhow, tomorrow we've got a big day ahead of us. We've got to go to the armorer to hammer out a few dents in your armor, Donovan, and see Jon and Willem fitted for gambesons and plate." He faces you directly. "Jon, we'll meet your man, Wyl, at the armorer nearest to the town center. He's the most expensive but he does the best work. A simple suit of iron plates from him is better than the cheap steel of his competitors."





Ser Donnal goes on for a fair bit about how this armorer, Master Aerion, was one of the best on the Narrow Sea. You and your fellows nod and ask questions in all the right places to keep the conversation going but your heart isn't in it. All you can think about is how impossible it will be for you to win the melee. You can only beat your alliance partners when you get lucky and Donovan and Terrence are both only three and ten. There will be older, bigger, and stronger squires in the mix and if Terrence is to be believed, the field will be close to seventy when all the parties arrive. You haven't seen the melee pen near High Tide yet but you imagine that it must be very large if it could hope to hold all of the competitors. Either that or you'll all be shoulder to shoulder to start out with, struggling to gain purchase. Donovan breaks you out of your musings by nudging you in the side and telling you that it's time for bed. Candles and torches line the hallways, illuminating your path to the servant's annex as you and the other squires part ways from Ser Donnal and make your way to your bunks. You and Willem chat in low voices about what your armor is going to look like before you eventually fall asleep, visions of two knights in gleaming steel armor pervading your dreams.





The next morning, you're up bright and early before everyone else and you're tense with anticipation. You wake up Willem first, who you think is more like to share your excitement.





"Willem," you say, shaking his sleeping form. "We're going to get fitted for armor today!"





Willem's green eyes snap open and he sits up in his bunk so quickly that you have to back off to avoid getting headbutted. "Truly?"





You laugh. "Aye, truly. Ser Donnal told us last night, remember?"





Willem rubs his face, shaking off the last remnants of sleep. "Oh, yes. I remember now."





Donovan, having been woken up by the commotion rolls off his bunk. "It's nothing to get excited about…," he says. "...It's the duty of a knight to arm and armor his squires."





You frown. "He doesn't have a duty to armor me."





Donovan pointedly glares at the servants and other squires still ostensibly sleeping in the bunks around you. "Nonsense. You. Are. His. Squire." He raises both his eyebrows to make a point and if he were closer, you'd bet he'd have hit you with the uttering of each word.





You get the message. You have to do a better job pretending to be Ser Donnal's squire at all times, otherwise something might slip and you could be disqualified from entering the melee. "Aye, of course. I'm just unused to it. Being a squire, I mean."





With that, Donovan gives you a chastising look as you all leave the servant's quarters and meet Ser Donnal on your way to the stables. As the four of you trot back down the hill towards town, you notice that the signs of the drunken revelry from a few days hence have mostly been cleaned up with only a few broken fences and missing doors pointing to something amiss. The smallfolk were still cheerful for the most part, however, and visible preparations are underway for the tourney. The town is a riot of color. Laundry from hundreds of guests hangs on strings over the streets. The smell of dyes is as strong as the smell of salt from the ocean as banners of every conceivable color are being made for the smallfolk to wave in support of their favorite knights and the houses, buildings, and sept are being whitewashed to make the town look its best. Your party heads for the loudest sounds of clanging metal heard from the center of town near those bell towers of black stone.





As you reach the armorer, you take in the building's open design. Arches of wood and stone hold up the grey tile roof but there are no doors and hardly anything in the way of walls separating the three forges from the bustling street. An older man, who you assume to be the master armorer, and his apprentices are hard at work hammering out armor plates fresh from the forges and stacks of pre-made pauldrons and gorgets are stacked high on benches. Even from a considerable distance, you can feel the burning heat of the forges and you begin to sweat under your leathers and wool as you hitch up your pony outside. Wyl greets you all quite amicably not long after, absolutely giddy with excitement and holding the group's satchel. He can't seem to keep a smile off his face. When you all enter the smithy, the heat grows worse and you can see why the smiths wear no sleeves despite the inherent danger of it. Well away from the burning forges, there are women sewing further under the canopy of the tile roof, stacks upon stacks of gambesons of all colors next to them. One woman looks to be as old as the master armorer and the younger girls seem to be watching her deft fingers closely as they diligently work on their own fabrics.





The old man turns away from his work, handing it off to an apprentice, before greeting Ser Donnal with a practiced smile that looks at the same time relieved as he wipes the sweat from his brow. "Ah...What can I do for you, Ser? Here for the tourney, eh?"





Ser Donnal smiles and offers his hand for the sooty man to shake. "Indeed I am. I need some dents hammered out on my armor and this boy's here." He pats Donovan's shoulder with his other hand.





The man takes Ser Donnal's hand, shaking it firmly. "That's more than manageable in an afternoon, Ser. Will that be all?"





"Not quite," Ser Donnal says, gesturing to you and Willem. "These two both need suits of armor for the melee and joust…" He pauses, seeming to consider his next words carefully. "...Uh, respectively that is. One will be competing in the melee, one the joust. I mean to ask you is it is possible to have one suit of full plate made, fitted for both?"





You're taken aback by this request, not even considering that to have been a possibility. You suppose that it makes a certain degree of sense, however. Ser Donnal's funds were limited and he had to armor both of you but you weren't going to be competing in the same events. Also, the joust would be well after the melee, so you wouldn't have to worry about Willem losing the armor before you could use it. Willem would probably keep it after, if he still had it, because it would look passing queer if you showed up at the Grandisons' doorstep already armored in plate. It would certainly raise questions. Also, it was Ser Donnal's coin. It would make sense that his squire would keep the armor.





The armorer spends a few seconds examining you and Willem before replying. "I suppose that would be possible. They look similar enough in size. Although it would have to be fresh-forged. I don't have anything in stock that small."





Ser Donnal grimaces. "So be it. Name your price."





The Stormlander knight does not like the price and so begins a fair bit of haggling until both parties agree on the price of four gold dragons. Master Aerion says it's mostly because of all the fine work that has to be done on gauntlets that small. For a full suit of plate it was more economical to pick steel over iron, so the suit would be made of high-quality steel. Ser Donnal had no desire for embellishment, to the armorer's dismay. "That's what makes it art," he protests.





"I'm not paying for art...," Ser Donnal replies. "...I'm paying for protection."





Eventually Master Aerion wears Ser Donnal down into accepting a heart stabbed through with a dagger embossed on the center of the cuirass when the armorer offered to do it at no additional cost. "One must honor one's house," he says.





When Wyl steps forward to purchase his own armor, it is a much simpler process. The armorer and his apprentices have hammered out so many iron pieces of armor for men of his middling size in preparation for the tourney that it is a trifle to get him fitted for a basic suit. Master Aerion convinces him to forgo the cuirass, claiming that his Stark coat of plates covered with leather would suit him well enough. In the end, he comes away with a gorget and pauldrons fashioned similar to the northern style, plates for his biceps, gauntlets, and greaves all in dark iron. He hands over his helmet to have a basic visor affixed to it but everything else is ready at once and you and Willem help him put it all on for the first time. When you're done, Wyl looks the very image of a Barrow Knight. Your friend can't stop smiling and you consider the armor to be well worth the price of one gold dragon and seventy silver stags.





Next, Ser Donnal takes you and Willem over to where the women are sewing gambesons. He says, "I'd like Willem to have the armor after the tourney if he can keep it but this gambeson will be my gift to you. Red is my color and I'd be honored if you'd wear it. If you were truly my squire, you'd be expected to but you can pick any color you like."





Thinking over your options, you eventually decide to don a …





[ ] Red Gambeson (If you truly wish to look the part of Ser Donnal's squire and guarantee your entrance into the melee, this would be a good choice.)





[ ] Black Gambeson (The color of the Night's Watch, it reminds you of your Uncle Benjen and his tales of snow bears. You like wearing black and it's also the secondary color of the Grandisons, so you don't think it would cause offense if you showed up wearing it.)





[ ] Grey Gambeson (The secondary color of House Stark, you think it would set you apart and mark you for Jon Snow, Bastard of Winterfell, beholden not to Ser Donnal or the Grandisons just yet.)





[ ] Yellow Gambeson (The primary color of House Grandison, it would certainly come in handy in your impending service to Ser Narbert. However, it would likely raise some questions as to why a squire of Ser Donnal would be wearing such a color. Black and grey are common enough colors for free riders and hedge knights but yellow stands out.)




[ ] Write-in











...





The next day you're out bright and early once more, not able to sleep very well because of your excitement. As you exit out onto the practice yard once more, you find a few new faces sparring in the pens. One squire bears arms of red, black, and white with a ram's head on his breast and another two have blue and white gambesons over their tunics. You also see your acquaintance, Aron Estermont, getting an early start to the day. He's just strapping on his light green padding to get ready for a spar. Deciding to approach and give your greetings, you make your way over to the Stormlander squire.





Likely having heard your footsteps, he looks up and his eyes narrow in recognition. "Lo there! Snow was it?"





"Aye. I'm looking for a bit of a spar," you say, already wearing the gambeson that Ser Donnal got for you for the tourney.





The Estermont boy seems to shrink into himself. "Mayhaps you'd best face off against my brother, Alyn instead…" He gestures over to the archery targets where a tall and lithe boy of at least three and ten is nocking an arrow. "...I'm not very good."





You sit next to the blond boy as you check the straps on the padding on your arms. "You must be passing fair to enter the melee. I just took you off guard the other day."





He raises an eyebrow at you. "That's kind of you to say...Wait, How'd you know I was entering the melee?"





You give a small smile. "I didn't. Not for sure…" You trail off, remembering that you're supposed to be posing as Ser Donnal's squire. "...My master said that your father would expect it of you."





He sighs. "He does." He gives a bitter laugh. "I might just as well charge straight at big Symeon and get it over with. There's no way I'm winning the damned thing."





Big Symeon?" you ask.





Aron looks at you as if you grew antlers. "You don't know of Symeon "Sevenstars"? He squires for Ser Rolland Storm. He's only four and ten but he's six-foot-tall and as big as an aurochs. I think he means to earn his knighthood this tourney, so I wouldn't want to get in his way."





You remember seeing a big squire in black and yellow with seven stars on his breast. You simply assumed he was six and ten at the least. You can't dispute Aron's description. He was as big as an aurochs and, like as not, just as strong too.





"Aye, I know of 'im...Wait…," you say. "...Didn't you say you were going to charge straight at him.?" That didn't seem like staying out of his way to you.





He gives a shrug. "Maybe I can start a trend and all us little ones can swarm him like a cloud of gnats."





You laugh at the thought. "Not all of us are as daring as you…" You stop yourself before you can say his first name, uncertain if that would be too familiar. Some lordlings could be prickly, after all.





He seems to sense your predicament and reaches out his hand. "You can call me Aron, Snow."





You clasp each other at the forearm as you reply, "And you may call me Jon, as it please you."





"Well met, Jon," he says. "Let's take one of the pens and spar a bit. We have to prepare to face a giant, after all."





You laugh, cheered that he would spar with you, and follow him over to one of the sparring pens, hefting a longsword on your shoulder and a shield at your side.





He turns back to you as you walk. "I thought you fought two-handed?"





You shrug. "I practice both. It's good to know how to properly use a shield even though I prefer to fight without one."





Aron gives you a considering look. "Will you fight with a shield in the melee?"





[ ] "Aye." (Although you're nimbler and more practiced fighting two-handed, a shield will provide you with extra protection during the melee and the shorter longsword will aid you better in close quarters.)





[ ] "No, I think not." (You're far quicker without a heavy shield slowing you down and your speed is your greatest asset. However, you hesitate to think about what may happen if you run out of room to maneuver.)





Unconcerned with your decision, Aron steps into the sparring pen first, with you following not far behind. As you set up across from each other, you notice that the Estermont boy has changed his stance since you last fought. While before he stood with his back straight, holding his shield low and his sword high and pointed in your direction, now he stands sideface, his shield up to his eyes and his sword low at his side. Unlike last time, he makes no move to attack as you circle around each other looking for an opening. Determined to make one yourself, you attack first, aiming a backhanded, swift strike at Aron's right side. As you'd hoped, he blocks across his body with his shield instead of parrying with the sword, leaving his left side open to an attack. Sidestepping, you swing at his unprotected back and end up clipping him on the shoulder, making him visibly wince as he quickly turns to block the bulk of your strike with his shield. He soon retaliates with strikes of his own and you back off, defending yourself from his attacks and biding your time. You take the brunt of his blows with your shield but sometimes you find yourself parrying with your sword when it suits you, using both hands to form an impenetrable defense. Soon enough, Aron overextends himself and you ruthlessly take advantage, smashing your shield into his chest and hooking a foot behind his retreating form. He falls to the ground, nearly hitting his head on the fence on his way down. You rest cold steel on Aron's throat. "Yield," you say, your blood rushing in triumph.





"Yield," he says, reaching up with his padded hand.





Taking it and pulling him up, you give the customary, "Well fought." even though the bout only lasted a little more than a minute.





Aron laughs. "Next time I'll fight better."





And so he did. You spar five more times in as many minutes, then manage five more bouts in ten minutes, each match lasting a bit longer than the one before. He never beats you once, however. By the time your allies, Donovan and Terrence, arrive at the practice yard both you and Aron are sweating with exertion, bearing tired smiles. Your other friends are beckoning you from another sparring pen, likely eager to get started on training for the day. You consider whether to introduce Aron to the prospect of joining your alliance or to beg your leave and join your small alliance in practice. In the end, you decide to…





[ ] Introduce Aron Estermont to the others and endorse his inclusion in your alliance. (The more the merrier. He may not be the best sword but surely it would be better to have him onside. He could serve as a distraction at the least. Besides, he may improve a bit under your larger friends' tutelage. It would also be good to have an extra sword to try two-on-two bouts, even though Terrence would likely not approve.)





[ ] Beg your leave from Aron and go practice with Donovan and Terrence. (Although you like Aron well enough, he'll likely drop out of the melee rather early given that even you beat him handily. You don't want to saddle your teammates with such a burden.)
 
To Grandview XXVII: Narrow Sea XIII: Driftmark V
Choices you made last chapter:





[X] Black Gambeson (The color of the Night's Watch, it reminds you of your Uncle Benjen and his tales of snow bears. You like wearing black and it's also the secondary color of the Grandisons, so you don't think it would cause offense if you showed up wearing it.)

[X] "Aye." (Although you're nimbler and more practiced fighting two-handed, a shield will provide you with extra protection during the melee and the shorter longsword will aid you better in close quarters.)

[X] Beg your leave from Aron and go practice with Donovan and Terrence. (Although you like Aron well enough, he'll likely drop out of the melee rather early given that even you beat him handily. You don't want to saddle your teammates with such a burden.)





You beg your leave from Aron and continue your practice with your allies for the melee. It goes much the same as the day before, with you winning the occasional victory as you're, more often than not, soundly bested time and again. Terrence, however, gets markedly better in his two-on-one bouts and while he never wins, he lasts long enough that you think that he could hold off multiple opponents for a time until you or Donovan could come to his aid in the melee. When the sun reaches its peak in the cloudless sky, you're sweating under your black gambeson and you all agree to put a stop to practice for the day. As you put up your sword and shield and strip off your padding, Terrence pulls you aside.





"Donovan's already said he can't but I'm wondering if you'd like to go for a ride through the surrounding farmland with me and a few friends of mine?"





You're not quite sure what to think of his offer. You probably could use the opportunity to get more comfortable on a mount but you don't wish to embarrass yourself in front of a bunch of lordlings either. Although you had planned on spending the afternoon riding the rings and the quintain with Willem, you had many more days to take advantage of the practice yard while this might be a singular opportunity to meet more squires. "Aye, I think so. I'd have to ask for Ser Donnal's permission."





He nods. "Of course. I'll wait by the stables for a while yet. One of our company has only just arrived."





You briefly consider trying to invite along Willem but Terrence knows him not and Willem seems determined to go at the quintain all day long, getting his form and timing just right and you think Donovan will join him later in the day.





Ser Donnal looks skeptical when you tell him that you'd like to go riding with Terrence and a few friends of his. "You're like to be the only bastard among them," he says. "Try to have fun but keep your guard up. Little lordlings can be vicious cunts."





You agree to be watchful and take the time to change into your riding leathers embossed with the Stark direwolf before heading down to the stables where Terrence is waiting along with two others. One is about Terrence's size while the other is closer to your own. They both wear white tabards emblazoned with the red, green, and blue spiral of House Massey over their riding leathers. As you approach, Terrence beckons you over with a wave of his hand and his fellows look at you with no small amount of curiosity.





When you get close, Terrence pats you on the shoulder. "This, my friends, is Jon Snow. He's a ferocious little fellow."





The bigger Massey boy laughs. "Well met, Snow. I'm Gormon Massey and this is my little brother, Wallace."





He offers no hand in greeting, so you give a short bow. "Lord Gormon." You turn to face his smaller brother and give another short bow. "Lord Wallace."





The smaller boy reaches out his hand. "Just Wallace will do. I'm only the third son and you know what they say about third sons and bastards…"





You take his hand and try not to let a grimace show on your face. "Aye. Truer brothers upon the Wall…" Making conversation, you say, "My Uncle Benjen is a black brother. He's a third son, as well."





Wallace smiles. "I'll be in good company then."





You're surprised that the decision has already been made for him. "You're truly bound for the Wall?"





It's Gormon who answers for him, wrapping his arm around his brother's shoulders. "Not for a year yet but my brother's going to squire for Ser Denys Mallister at the Shadow Tower."





The younger Massey's smile only grows wider. "I'll be a knight someday…" His joy dims slightly. "...although I hear there's not many of them on the Wall."





"I met one," you say. "Ser Jaremy Rykker was most kind and trained with me a bit while his party from the Night's Watch was visiting Winterfell."





Wallace gives a small smile once more at your attempt at reassurance while Terrence's eyes widen. "That's Ryam's kinsman," Celtigar says in surprise.





Just as you're about to ask who this Ryam is, a large boy of at least five and ten years walks up to your small grouping of squires. He and Terrence grip each other's forearms in greeting before Gormon and Wallace do the same. As they're greeting each other, you take note of the boy's tabard. It's blue with a white diagonal cross and two black hammers cross each other within the border of white.





"It's good to see you, Ryam," Gormon says."We were just talking about your kinsman, Ser Jaremy."





Ryam looks quite confused until he seems to remember something. "Ah, Wallace...It's you who's joining the Night's Watch. Have you heard tell of my cousin?"





"Yes." He points to you. "Jon here met him when Ser Jaremy visited Winterfell."





Ryam turns to you and his blue eyes seem to focus in on the direwolf on your chest. "Apologies, Lord Jon. I didn't see you there. How fares your father, Lord Eddard?"





You think he's mistaken you for a Stark and is trying to make up for the slight of greeting you last. Many knew the name of your father but less so the names of his children and you certainly look the part. You feel a mixture of pride and embarrassment at the prospect. "He fares well, Lord Ryam, and I'm no lord, only a Snow."





He frowns at that but his eyebrow is raised in question. "I had heard that there was a stain on Lord Stark's honor but I had not thought to meet him." By the quirk of his lips, you can tell that he amuses himself. "I have the honor of being Ryam Rykker, heir to the Dun Fort."





You give the customary, "Well met." with a marked lack of sincerity. You do not share in his mirth at your baseborn origins. However, before you can make a biting retort, Terrence seems to sense the rising tension and suggests that you all mount up and prepare for the ride ahead. You're peeved that you only have a pony but your ire is lessened when you see Wallace saddle up a similar mount. The stableboys have to help, of course, because only three of your number are tall enough to saddle their own horses. As you ride out of the castle and through the port town, the older boys ride in front and exchange jibes and teasing remarks about who was entering which contest and what that said about their fledgling manhood. Terrence was proud to be the only one entering the melee other than yourself, with Ryam and Gormon "saving themselves" for the joust.





Terrence laughs as you pass the last inn on the edge of town towards the sprawling farmlands. "Even Snow here's going to try his hand at the melee and he's only eight, Ryam."





Ryam scoffs. "Then I pity him. The first proper opponent he faces will pound him into the dirt."





Internally, you seethe. You'd like to imagine that you'd face off against at least a few quality opponents before you're forced to concede but you also know that Ryam's comment bears a hint of truth to it. Before you can defend your honor, however, Terrence says, "Want to bet on that, Rykker?" Celtigar bears a pronounced smirk on his face as if he's confident in your ability.





Ryam guffaws. "I'd be a fool not to. Five gold dragons say that the bastard won't beat any opponent with a noble sigil on their shield."





You bristle at the pompous git's words and feel a burst of pride when Terrence moves to shake hands with the Rykker heir without hesitation but Gormon holds up his hand to stop him. "What if they're a noble not bearing a shield or if the colors are reversed like those Symeon Sunglass would bear?" The second son of House Massey has a point, you think. There are loopholes.





Ryam strokes his nascent stubble in consideration. "Any noble counts along with any boy squiring for a noble. Bastards and squires to bastard knights count as well. Any lowborns or squires to free-riders and hedge knights don't though."





Thinking on it, you're not sure that Donovan would count. "What if they're a lowborn squire of a bastard knight or noble," you ask.





Ryam scowls at your intrusion into the conversation even though the subject matter is yourself. "Fine," he grits out.





You and Terrence share a private smile and you have no doubt that he knows exactly why you asked that question. The rest of your ride goes rather enjoyably with you passing through the idyllic farms that border the sprawling town. Aside from the sparse farms surrounding White Harbor, you'd never seen so many acres under cultivation. The land here, despite being on a stormy island, seems to be fertile and in high demand because there are not many open fields. You suppose that's why the tourney is being held closer to High Tide, which you've heard is on the other side of the island. As you turn around and head back to the castle you strike up a conversation, sharing tales of the Night's Watch with Wallace. When you proudly say that there's always been a Stark on the Wall for thousands of years, he asks, almost hopefully, "Will you take the Black then someday?"





Ser Jaremy once asked you a similar question and your response is roughly the same as it was then. You shrug. "Mayhaps, if I can't find a position as a household knight and don't want to rely on my father's charity. It's a chance at honor if nothing else."





He seems to take the answer as an encouraging one. He smiles. "Mayhaps we'll be brothers then someday."





You give a small smile back. "Mayhaps."





When you get back and the horses are stables, you and Terrence bid farewell to the Massey boys and the little lord, Ryam Rykker. Terrence immediately afterward pulls you towards a corner in the courtyard bearing a conspiratorial air about him. "We have an opportunity here, Snow."





You're not quite liking where this is going. "How so?"





Terrence smiles almost manically, his amber eyes looking intently into your own. "Five gold dragons is a fair bit of coin. Split three ways that's one gold dragon and a hundred forty silver stags and we'll have no trouble exchanging it at the betting stands. Once it looks like we need to split up our alliance, convince Donovan to throw a bout with you and we'll all be a fair bit richer. What do you say?"





You like this not. It's certainly not sporting but Ryam Rykker, you've decided, is an arse and he deserves to be taken for all he's worth. You're not sure it would be fair to Donovan, however. He deserves as much a chance as anyone of winning the melee. You're not sure that's likely though, not much more likely than you winning the melee, you think, with competitors like Symeon Sunglass in the field. Why not Terrence though? Why does Donovan have to throw a match in likely the biggest melee of his life? It's Terrence's idea, he should take the fall. Although…you may have a better option. You can convince Aron Estermont to seek you out in the melee or you could simply seek him out yourself. You would surely be able to beat him without breaking a sweat and Rykker would have no reason to suspect foul play. Why are you even thinking on this though? It was dishonorable and if your duplicity was even hinted at, it would cause a scandal. A small one but a scandal nonetheless. You could lose what little reputation you had and damage Ser Donnal's image in the process. It just wasn't worth it, you think. You go back and forth in your mind several times before Terrence starts to visibly show his impatience and says, once more, "What do you say, Jon?





[ ] Agree with Terrence's plan and convince Donovan to fall to your sword at some point during the melee. (You would have to persuade Donovan to go along with it, of course, but the opportunity to make some extra coin is too good to pass up. You might as well get something out of this melee since you're not like to win it.) (DC40+18) (-2FS)



[ ] Convince Terrence to take the fall in Donovan's place. (It would be far more obvious to Ryam Rykker that something was rotten in Driftmark if Terrence took the fall but it would be far fairer in your eyes, it being Terrence's idea and all.) (DC60+18) (-2FS)



[ ] Tell Terrence about your association with Aron Estermont and his ineptitude at swordcraft. You inform him that you'll either convince the lordling to seek you out or you'll seek him out yourself in the melee, sure that you'll come out victorious. (Ryam Rykker, you think, will be less likely to suspect foul play if you defeat a noble that isn't Terrence but if you separate yourself from your alliance in search of Aron, you may find yourself blindsided by an opponent you're not prepared for.)

- [ ] Convince Aron to seek you out. (Take Aron aside in the practice yard and convince him to get the melee over with and face you as soon as possible. You think he already plans to just get it over with and throw himself at Symeon Sunglass as soon as the competition starts so why not just get it over with by facing you, instead. You'd be a lot easier to defeat than the aurochs and, who knows, he might just win.) (DC20+18) (-2FS)

- [ ] Seek Aron out yourself. (You're not fond of manipulative tricks or scheming, you know that the simplest way to win the bet is to beat a noble in single combat and Aron, to your knowledge, is the one that you're sure you can beat. If you convince Aron to come at you himself and then he finds out that there was a bet involved, he'd surely be displeased, but if you come at him yourself, you don't think he'd have grounds to complain much. You might have to watch out for his elder brother, Alyn, however.)



[ ] Decline to participate in Terrence's scheme. (If you win a bout against a "proper" opponent, so be it, but you'll do it with honor and only if the opportunity presents itself. Your team should try to work together to win the melee itself for the glory, honor, and larger coin purse, although the amount has not been announced yet.)








...








Galloping on your grey dappled pony, you position your lance as best you can to align with the rings on your left side along the list. You're cheered by your success on the first ring but the rest are hit or miss as your lance sways this way and that as you struggle to keep the long and ungainly weapon on target. As you return to the beginning of the line, you're relieved to find that Willem isn't reveling in your lack of success, instead, he's supportive, giving you a slim imitation of a smile that's nonetheless appreciated. "Have you ever rode the rings before, Jon?"





Ser Rodrik didn't think you were old enough last you were in Winterfell. "No, I haven't."





Willem smiles. "Then you can only get better."





That's easy to say, you think, when you're not the one getting hit by the quintain arm after every pass. You test your horsemanship and lance arm through the course of many passes and are one of the worse on the field. It's a good thing you're not competing in the joust or you'd be a complete embarrassment. You end your practice early when it's around midday, change out of your sweaty gambeson, and decide to search for the castle library. You've always enjoyed reading stories about history but your knowledge has mostly been restricted to tales of the North before now. You're hopeful that the Velaryons will have some more diverse tomes in store for you to read. As for the irascible Maester Andar, you technically should ask his permission to peruse the books, but all the same, you hope you don't run into him.





After asking around for a fair bit, you eventually find your way to the library. It's a relatively small room and not nearly as large as the library at Winterfell but the walls are tall and densely packed with shelves full of books. Reading the titles, you decide that you might have time to read three books before your time at Driftmark comes to an end. You eventually narrow it down to six and out of those six you pick…





Pick three books to read over the next two weeks at Driftmark.





[ ] Six Times to Sea: Being an Account of the Great Voyages of Alyn "Oakenfist" Velaryon by Maester Bendamure. (You don't know much about House Velaryon. Perhaps you should spend some time learning about one of its favored sons.)





[ ] Hardhome: An Account of Three Years Spent Beyond-the-Wall among Savages, Raiders, and Woods-Witches by Maester Wyllis. (The lands beyond the Wall have always fascinated you and Wildlings have always been a terror of your dreams thanks to Old Nan and here stories of them eating northern babes over their cookfires. You're curious about the real thing, however, and you think reading this book could be a good start.)





[ ] The Princess and the Queen, or, the Blacks and the Greens – Being a History of the Causes, Origins, Battles, and Betrayals of that Most Tragic Bloodletting Known as the Dance of the Dragons by Archmaester Glydayn. (Dragons and dragon riders fighting in the skies, over both sea and land, is a phenomenon not like to be seen again and you want to learn more about the great war known as the Dance of the Dragons.)





[ ] Dragonkin, Being a History of House Targaryen from Exile to Apotheosis, with a Consideration of the Life and Death of Dragons by Maester Thomax. (You think you know enough about King Robert and his brothers thanks to your father's tutelage but beyond the most famous Targaryen kings and their dragons, you don't know as much as you would like to. How did the dragons die out anyway?)





[ ] Account of the War of the Ninepenny Kings by Maester Eon (The most recent of the Blackfyre rebellions and the last. You know that one of your idols, Barristan the Bold won great fame for slaying Maelys the Monstrous in this war but you want to know the details.)





[ ] Songs the Drowned Men Sing by Maester Kirth. (You don't know much about the Ironborn legends of the deep and tales of their Drowned God. Maester Luwin kept several informative and dry tomes about the lineages and histories of the Iron Islands' great houses for Theon's education but you never had the chance to read them yourself, not that you had a care to. Lore and legends, however, hold a place in your heart and you find yourself curious to know the tales of Greyjoy's countrymen.)





...





At the end of the first week of your stay at Driftmark, you finally find time to visit Aurane Waters at the castle docks. Although intent on supervising your sword practice with the other squires, Ser Donnal was also eager to see the Bastard of Driftmark's new ship, the Bold Laughter, and he accompanies you. However, it would likely be more accurate to say that you were accompanying him. Regardless, you'd heard talk of the ship in the castle. It was said it had three rows of oars and as many masts. You originally thought that his ship would be at the docks next to town but you've since learned that the Velaryons had their own private docks set in a cove near the castle itself. The path from the castle to the docks is treacherous with steep stone steps, cut out from the side of a cliff and slick from the sea mist. There's a rope fastened to the cliffside to guide your path down and you don't let your grip falter as you follow carefully behind Ser Donnal, cautious not to veer too close to the edge of the path on your left, where only a precipitous fall to the crashing waves and rocks below awaits you. The knight doesn't seem concerned in the least that he may fall and doesn't use the rope at all. You can only envy him, so brave and sure of his steps. You eventually catch sight of Waters' ship in a protected cove and if any ship could be called a war galley, it was this one. It was absolutely massive, at least two hundred paces long and fifty wide. From this distance, you can see a man with a shock of white hair and many other walking forms on the ship's deck. If what you learned from watching the crew of Grace to Glory means anything, then they look to be preparing for departure. Ser Donnal seems to notice this as well and accelerates his descent, making you take more risks with the placement of your feet than you think is prudent to keep up. When you finally reach the rocky coast at the bottom of the cliff, the docks sprawl out before you and you see three other galleys but only one is larger than the Bold Laughter. You assume that must be Lord Monford's flagship, though you know not its name.





As you finally reach where the Bold Laughter is moored, Aurane Waters notices the two of you approach and raises a hand in greeting. He's not that much larger than Terrence or Donovan and he wears mostly leather, with puffy cloth shoulders in sea green and a floppy leather hat with a plumed white feather. You frankly think that he looks quite ridiculous but you keep such thoughts to yourself.





Ser Donnal raises a hand back. "Lo there, Waters!"





The Bastard of Driftmark laughs. "Hail, Storm!"





"Leaving so soon?" asks Ser Donnal.





"Don't fret, friend, I'll be back for the tourney. I'll just be giving passage to Lords Chyttering and Rosby from King's Landing…" He lets a small smile show. "... A larger ship makes for a smoother ride at their advanced age."





"That's generous of Lord Monford." Ser Donnal has almost a quizzical expression on his face.





Aurane makes to look like he's affronted, putting a hand to his chest, but it's at least partially put on, you think. "My brother is a generous man…" He smirks. "...When he wants to be." The Velaryon bastard waves you aboard. "Now, step on the ship and I'll show you around. We're not leaving quite yet."





Once you walk up the plank and onto the deck, Aurane turns his attention to you. "And how do you fare, young Snow?"





"Well enough," you say. "I'll be entering the melee at Ser Donnal's behest." Now that it's sunk in, you can't help but be proud.





His eyes widen almost imperceptibly. "Oh, will you now?" He straightens up a bit. "I trust you mean the squire's melee, otherwise I'd have to question Storm's sanity. I'll be entering the squire's joust myself."





"Who do you squire for?" you ask.





Aurane smiles. "My brother but my duties for this tourney will be rather light. Monford would normally compete in the joust but it's considered poor form to enter one's own tourney."





You think that makes sense. "Have you won any jousts before?"





The Bastard of Driftmark laughs. "I've not competed in one before. There were no tourneys this last winter and the ones late last summer were dull affairs with hardly anything for squires, let alone a joust. I was likely too young anyway. Monford would only let me participate in the archery competitions."





"Will you compete in the melee as well?"





He laughs again and you can only imagine what he takes seriously if anything. "You're just full of questions, aren't you? No, I'll not partake in what's sure to be an hours-long muddy slog. I'll save myself for the joust. I don't want to risk injury before my first tilt."





You're disappointed that you won't have another likely ally on the field. "That's what a few other boys said."





Aurane raises an eyebrow. "What did they say?"





"That they were saving themselves for the joust."





The bastard chuckles once more. "Then they're smart. The purse for the joust is twice as large as the melee and you only have to face one opponent at a time."





You shrug. If you were older, you might see the wisdom in that. If you were bigger and stronger you might participate in the joust but you think that you have a long way to go before you could knock someone off their horse with a lance. Deciding to change the subject, you ask, "When did you get the ship? Are you going to go on any voyages?"





Ser Donnal interjects. "Yes, Aurane, planning a pleasure cruise to the Summer Isles?





Aurane Waters leans up against the front mast and smirks. "I've been captain for only a few moons, Snow, and no voyages for me yet. My lord brother has me escorting grain shipments direct from King's Landing. There's been a swarm of pirates in these waters lately and the Royal Fleet simply can't keep up." He turns to more fully face Ser Donnal. "As for a cruise to the Summer Isles…" He takes off his floppy leather cap, brushing it off. "...I could be convinced."





As the two of them plan out their hypothetical trip to the Summer Isles, you ponder as to how they met. The Bastard of Driftmark was far younger than Ser Donnal but they speak to each other like equals. You interrupt their conversation. "How did the two of you meet?"





Ser Donnal grasps Aurane by the shoulder. "This little fellow was even smaller during the Greyjoy Rebellion, banging on the drums on Lord Stannis' flagship."





Waters shrugs off Ser Donnal's grip. "I wasn't that little and I was Lord Stannis' squire. Anyhow, it didn't matter what size I was when I saved your life."





Ser Donnal rolls his eyes in exasperation. "All you did was point and yell, Aurane."





The Bastard of Driftmark laughs and stabs Ser Donnal in the chest with his finger. "I had to yell at Lord Stannis. I'd have rather faced a dozen Ironborn in that moment."





"What happened?" you ask.





They both start to speak over themselves in an effort to tell the story in their preferred manner. Eventually, however, Ser Donnal wins out and begins the story properly. "I had already won the Grace to Glory in the skirmish before. It was now crewed by my Staedmon men and I was joined by my trueborn brother Erik as my squire. We had just come upon the bulk of Victarion Greyjoy's fleet near the straits of Fair Isle and Gods...what a battle it was. I'll never again hear the sound of hundreds of ships crashing against each other all at once…"





Aurane interjects. "You just might."





Ser Donnal gives his barking laugh. "A man can only hope. Anyway, once the battle was met, my ship ended up with two Ironborn longships ramming into its side. As the fuckers boarded, we welcomed them with open arms of steel, ready to snap shut."





Aurane interrupts once more with a smirk. "He means he was being overrun."





Ser Donnal directs a piercing glare at Waters. "Don't tell me what I mean, boy. Now, where was I…"





"The arms of steel were ready to snap shut," you say, enjoying the story thus far.





Ser Donnal smiles. "Exactly. Staedmon steel met iron on the deck of the Grace to Glory and we killed three for every one of us. That was a glorious day...Donovan was just another cabin boy then but he killed one of the scum with a well-placed spear, saving my brother's life. Erik earned his knighthood that day and I took Donovan on as my new squire. Haven't regretted it since." Likely realizing that he's gone on a bit of a tangent, Ser Donnal resumes the story where he left off. "Ah, yes, it was a glorious day. I must have fell eight of the bastards at the edge of my blade but slowly our numbers were thinning out. The Ironborn were keen on paying their iron price for all we were worth but before they could finish us off, Lord Stannis rammed one of their longships with his own personal flagship, Fury. The two longships were stuck between us, cutting off their escape. You should have seen the looks on their faces." Ser Donnal's grin is manic. "One of them was still wearing that look of shock when I drove my sword through his belly."





"I'm the one that told Lord Stannis that you were in danger," Aurane says.





"Did you give him eyes, too, Waters?" Ser Donnal jests.





"No, I'm serious. He didn't know about your predicament until I ran up to him and yelled. I could have been flogged for that." You didn't know Aurane Waters to be terribly prickly but you can tell that Ser Donnal's remark rankled him.





"Calm down," Ser Donnal says. "I thank you for the part you played as I have many times before but I could have been killed a thousand ways that day and likely was saved a thousand ways as well."




Taking that for the non-apology that it was, Aurane merely grunts in acknowledgment before telling his own story. In his version, Ser Donnal and the Grace to Glory rowed full speed ahead into an Ironborn longship before being rammed by another one and it was only due to the quick thinking of a young Aurane Waters that Lord Stannis even noticed the opportunity to pin the two Ironborn ships against each other. Waters calls your big Stormlander friend all sorts of colorful names during the course of his narrative, lummox and brawn-for-brains being his favorite.





To illustrate his point, he asks you, "Who wears plate on a ship?" He raises his arms in frustration. "Only Drowned God zealots and this fine bovine specimen, that's who."





While Ser Donnal only laughs at Aurane's vexations, you actually think it's not a terrible idea to wear plate on a ship. The boarding would be the most dangerous but if your opponents were only wearing leathers, you'd cut a bloody swathe through them. Although, if you did happen to fall in the water, your descent would be swift and your death sure. In the end, you agree with…





[ ] Ser Donnal. (You'd wear plate on a ship if combat was sure. The extra protection would be sure to come in handy during any boarding action and even if you weren't wearing plate, falling in the water wearing leathers did not guarantee your safety.)





[ ] Aurane Waters. (You'd have to be a special kind of stupid to believe that wearing plate on the open sea was a good idea. Even a shirt of mail would likely be too much weight to stay afloat. Leathers will serve just fine for your time on the waves.)





Character experience gained!





Lvl 5 (2685/5000) –> Lvl 6 (285/6000XP)





Level up!





[ ] Pick 4 attribute points!





Skill experience gained!





Riding Lvl 3 (257/500XP) –> Lvl 4 (308/1000XP)





Combat skill experience gained!





Bastard Sword/ Two-Handed Lvl 6 (52/3000XP) –> (1822/3000XP)





Sword and Shield Lvl 5 (986/2000XP) –> Lvl 6 (473/3000XP)




Jousting Lvl 1 (0/100XP) --> Lvl 2 (220/250XP)





Relations gained/altered!





Terrence Celtigar [Friend (10/100)] – You're a ferocious little bugger with a sword and he thinks you'll make for a fine ally.





Aron Estermont [Neutral (5/100)] – He thinks you're nice enough and he likes that you don't rub your victories at swordplay in his face. He hates it when Alyn does that.





Aurane Waters [Neutral (5/100)] – He thinks that Ser Donnal chose well in bringing you into his confidence. He can't quite put his finger on it but there's something about you that makes him wonder. He's also a bit puzzled that you're squiring for Ser Donnal when you're bound to squire for another but he won't say anything about it to anyone. He want's to see how well you do in the melee.





Ryam Rykker [Rival (-10/100)] – You're just another upjumped bastard to him and he can't wait to see you pounded to dust in the melee.





Gormon Massey [Neutral (0/100)] – You're mostly beneath his notice but he liked how your stories of the North cheered up his brother.





Wallace Massey [Friend (10/100)] – Meeting a real Northman is not something he'll forget for a long time. He really hopes you'll consider joining the Night's Watch someday because he's afraid he won't find any friends there.



 
To Grandview XXVIII: Narrow Sea XIV: Tourney at High Tide I
Choices you made last chapter:





[X] Decline to participate in Terrence's scheme. (If you win a bout against a "proper" opponent, so be it, but you'll do it with honor and only if the opportunity presents itself. Your team should try to work together to win the melee itself for the glory, honor, and larger coin purse, although the amount has not been announced yet.)

[X] Six Times to Sea: Being an Account of the Great Voyages of Alyn "Oakenfist" Velaryon by Maester Bendamure. (You don't know much about House Velaryon. Perhaps you should spend some time learning about one of its favored sons.)
[X] The Princess and the Queen, or, the Blacks and the Greens – Being a History of the Causes, Origins, Battles, and Betrayals of that Most Tragic Bloodletting Known as the Dance of the Dragons by Archmaester Glydayn. (Dragons and dragon riders fighting in the skies, over both sea and land, is a phenomenon not like to be seen again and you want to learn more about the great war known as the Dance of the Dragons.)
[X] Dragonkin, Being a History of House Targaryen from Exile to Apotheosis, with a Consideration of the Life and Death of Dragons by Maester Thomax. (You think you know enough about King Robert and his brothers thanks to your father's tutelage but beyond the most famous Targaryen kings and their dragons, you don't know as much as you would like to. How did the dragons die out anyway?)

[X] Ser Donnal. (You'd wear plate on a ship if combat was sure. The extra protection would be sure to come in handy during any boarding action and even if you weren't wearing plate, falling in the water wearing leathers did not guarantee your safety.)



Attributes Increased: Agility, Charisma, Intelligence, Strength





A few days before the tourney, Ser Donnal presents you and Willem with new heater shields from the armorer painted with his sigil, a white heart, stabbed diagonally through by a black dagger on a red field filled with white drops, surrounded by a wavy border of white. Willem's smile was as large as you've ever seen it and you couldn't deny that you were pleased as well. It makes for a fine sight coupled with your black gambeson. The shield is now hooked to your saddle on your left and sways to the canter of your pony as you leave castle Driftmark and ride through the port town of Hull. You ride abreast beside Donovan and Willem with Wyl, Donnis, and Harwin behind you as you follow Ser Donnal in a procession that stretches for miles. Donovan carries Ser Donnal's banner that the knight had specially made for the tourney. It's one of at least a hundred that flap in the wind all along the narrow road to High Tide, where the squires bearing those banners and the lords, knights, and free-riders they represent will all compete in the shadow of that seaside fortress. Smallfolk line the road, bearing mostly small banners of sea-green but some wave banners of black and yellow for Ser Rolland Storm who is directly ahead of your party in the procession and banners of pale green for Ser Aemon Estermont, who rides only behind Lord Monford and his wife Argella far beyond your field of vision. You only know his position in the procession because Ser Donnal told you it was so. Those two knights, you think, must be the favorites going into the tourney and given their support among the smallfolk, their prowess must be widely known. Examining Ser Rolland Storm ahead of you, you can only see the back of him but he cuts an impressive figure nonetheless, sitting astride his large destrier as if he was born to it. His squire, Symeon "Sevenstars" Sunglass is of a size with him, bearing the reversed Caron colors of a black banner with a sea of yellow songbirds. The bastards are all grouped together, with the white banner of Aurane Waters in the lead, behind the nobles and before the hedge knights and free riders, leaving your party somewhere in the middle of the procession with neither the beginning nor the end in sight. You can't quite contain your awe and you smile at being a part of something so grand. The tourney was set to last for four days of events and feasting with nearly all of the lords of the Narrow Sea, Crownlands, and Stormlands in attendance. The bards had already started composing the opening verses of the songs to commemorate the grand occasion. You could hardly stop yourself from fidgeting in your saddle from the sheer force of anticipation.





Donovan seems to notice your excitement. "I've never seen anything like it," he says. "These next few days will be ones to remember."





You smile. "Aye, that they will."





Donovan only nods in response and you descend back into silence. The journey to the other side of the island takes all day as you ride through the farmlands and small hamlets of Driftmark. The lands seem to be fertile and populous and the smallfolk are happy to witness the spectacle as you notice several peasant families with carts and on foot move to follow alongside the miles-long procession. Your party entertains themselves on the long ride by singing and telling stories. You're able to tell some tales about the Dance and speaking of Alyn Velaryon and his many voyages fills you with hope for the mariner knight you wish to be someday. You admire the legitimized bastard but don't dare hope for a similar fate. You feel as if you'll always be a Snow. As for the singing, your rendition of The Bear and the Maiden Fair is heard up and down the bastards' portion of the procession and soon many beyond your party are singing along. You find that Big Symeon's singing voice is especially pleasing to the ear and he starts up his own song after you're finished. Ser Donnal and Ser Rolland take up the tune immediately although you don't follow, not knowing the song. Ser Donnal later tells you that the song's name is Iron Lances and it's practically tradition to sing it before a tourney. When you finally reach the tourney grounds, you find that many of the noble's tents have already been set up. You see a crossed silver mace and sword on a diagonal field of white and green, the crossed black hammers of House Rykker, the turtle of House Estermont, and many more. Too many to name or even fathom. You recognize many houses of the Stormlands: Buckler, Errol, Cafferen, Morrigen, Wylde, Selmy, and Swann. The Swann pavilion is impressive, with at least three tents in the black and white of their house visible from a distance. You're less familiar with the sigils of the Crownlanders, but you reckon that they're well represented along with the Narrow Sea houses, spotting the triple spiral of House Massey and the Swordfish of Bar Emmon.





In the light of the late afternoon, the seaside redoubt of High Tide looms tall. It's made of a pale stone that gleams white in the sun and its tall towers are crested with domes of sparkling silver. It is indeed high tide as you approach and you can see that only a narrow causeway connects the fortress to the mainland. The nobles' tents are all grouped near the outskirts of a tiny and mostly abandoned town which Ser Donnal names as Spicetown. You recognize the name from your readings on the Dance and you know that the town was burnt to cinders by the Greens. You can see clearly now that it never fully recovered with the ruins of old stone buildings clearly visible from a distance. You all pitch in as dusk falls to raise a large red and white tent for your party's use. Ser Donnal puts a grey bolt of cloth just below his own banner outside the tent to symbolize the presence of Winterfell guardsmen and a bastard of House Stark, a gesture that you and your men appreciate. The cookfires burn long and bright throughout the night and you and the other squires spend the early evening hours running around the sprawling camp, joining in on some of the squires' games of dice and trading some of your small bricks of quality cheese from Pentos that Ser Donnal bought to commemorate the occasion for healthy slabs of venison and lamb. You meet squires of all stripes and mostly mingle with the free riders in black and grey but you also meet a few little lordlings that aren't quite as stuck up as Ryam Rykker about mixing with lowborns and bastards. You and your fellows share a bit of meat and ale with Lord Casper Wylde as he tells you of his aspiration to win the squire's joust. He's a muscular youth of five and ten with the beginnings of black stubble and deep blue eyes. He proudly wears a surcoat bearing his sigil of a blue-green maelstrom spiral on a field of gold. You find him to be a bit pompous but well-meaning.





After laughing at one of Donovan's stories about Ser Donnal, Lord Casper takes another pull from his horn before explaining his predicament. "Unlike you lot, I can't very well go around following a knight from one tourney to another. I have lands to rule. I can only hope that someone of stature will see fit to knight me for my efforts in this tourney because it may be one of my last in the field of squires."





You're a bit puzzled. He was already a Lord and he could likely be knighted whenever he wanted. Many would knight him just to curry favor. You suppose that he would like to earn it by his own merits, however. "You're a Lord," you say. "You could have a knighthood whenever it suits you but you want to earn it, don't you?"





Lord Casper gives you a brilliant smile. "I want it to mean something, Snow. I want to be knighted for my deeds and since I wouldn't wish for war to befall the realm, this might be one of my only chances."





You, Donovan, and Willem all tell him your aspirations for knighthood and Lord Casper listens patiently to each one of you, asking clarifying questions and giving encouragement. When you tell of him of your dream to become a mariner knight like the Sea Snake, Corlys Velaryon, or your very own "master" for the tourney, Ser Donnal, he laughs but doesn't ridicule you. He only asks that you call upon him at his seat at the Rain House once you've made some of your voyages and tell him of your adventures.





He smiles easily, the night fire reflecting in his eyes. "Mayhaps, you'll make Rain House a port of call someday. I have high hopes for the village beneath my castle. It's grown in size every year since I was a boy."





You thank him for his consideration and promise to pay him a visit should you have any voyages of note someday. As you say your farewells and leave his company, you decide that you quite like Lord Casper. He reminds you of Robb, as do many things these days. You wonder how he fares these days with only Theon and Sansa for true companionship although you'd wager that Arya follows him around like a little limpet as well. You miss your brother dearly but are glad to have found friends like Donovan and Willem. You can only hope that you find similar companions at Grandview. As you return to your tent and settle in for the night, you find yourself restless and unable to sleep in your furs next to Wyl. Thoughts of the melee on the morrow and of your future as a squire and then hopefully a knight echo through your head, leaving you unable to sleep. Rising, you exit the tent into the damp sea air to look up at the stars. It doesn't take much effort to find the constellation of the Ice Dragon and you follow its blue gaze north, wondering what words of encouragement Robb would have to say to you at this moment. You also imagine your father patting you on the shoulder and urging you to be safe and smart in the melee, to choose your opponents wisely. Behind you, you hear the flap of the tent moving and turn to see Willem exiting the warmth of the tent.





"Can't sleep?" you ask.





Willem shakes his head. "I'm too nervous. Arwald never earned enough coin to equip me like Ser Donnal. I never got the chance to compete in any jousts, especially not against lords like Casper. I don't stand a chance."





Recalling that you were less than kind earlier, you try to encourage him as best you can. "I'm sorry for what I said earlier. You were one of the best I've seen astride a horse. No matter the outcome, you'll represent Ser Donnal well."





Willem smiles. "That's all I wish for." His smile turns into a frown. "I'm also sorry. I discouraged you from the melee because I was afraid you'd get hurt but you're good with a sword, Jon. One of the best I seen. You'll do fine, I reckon."





You wish you could agree with him. Your stomach churns with discomfort at the thought of the squire's melee on the morrow. You put on a brave face, however, for Willem's sake if anything. You give a forced smile. "Thanks, Willem. I'll do my best. That's all I can do."





Willem smirks "Just so," he says in a pale imitation of a Braavosi accent. It makes you laugh as you both walk back into the tent, arms around each other's shoulders, whispering about who you think would win the joust in the coming days. You both hoped that Ser Donnal would win, of course, but you recognized that it was unlikely given the stiff competition. You didn't have enough knowledge of the field to say for certain but you hoped that a bastard would win the day if only to make Ryam Rykker's face turn red. Willem felt much the same but he said he saw Ser Aemon Estermont practicing and he had much to say of his skill. You eventually fall asleep, the sound of clanging steel in your ears as the knights of your dreams face off in duel after duel.





The next morning dawns bright and early. Brushing the remnants of sleep out of your eyes, you rise to meet the day. First up on the docket of the tourney events was the squire's archery competition. Both Willem and Donovan would be competing. It's rainy and cold when you exit the tent, which speaks ill of the sate of the melee field by this afternoon. Other squires that you mingle with over the morning cookfires are circulating the rumor that the prize for the squire's archery contest is one hundred gold dragons but you and your friends think that ridiculous. That was the grand prize of the tourney at Coldwater, for it to be offered for the squire's archery contest would be farcical. Regardless, you and the others find your way through the sea of tents and march yourselves over to the tourney grounds as the sun crests through the grey clouds over your right shoulder to the East, making the falling rain sparkle in its light. The grounds are massive with separate areas set aside for the joust, melee, and archery competitions. The stands for the joust stretch up and down both sides of the lists, leaving little room for the smallfolk to view the event. The melee ring is styled as a sort of arena from the fabled lands to the East, with tall stands surrounding the ring in a specially constructed circle with small wooden gates for openings. There is, however, sizable plots of grass in between the stands and the pen, leaving some room for the commoners to watch the grand clashes, although you imagine the battle for such spaces will be fierce, with only the most determined being able to watch. The archery field is more open with only one row of stands positioned at the most advantageous point. There is still plenty of room for the smallfolk to get in a good look. It's still raining in a steady mist as you watch the archery field amidst the crowd of smallfolk along with Ser Donnal, Donnis, Wyl, and Harwin. The contest starts out at a meager ten paces. Few of the competitors seem to have any trouble. However, you notice that a fat little boy in Bar Emmon colors has trouble even nocking his arrow, wildly missing the target. Some of the smallfolk competitors entering on a whim seem to have trouble as well. Donovan and Willem have no such issues and solidly hit the target with little effort, advancing to the next round. At five and twenty paces Donovan hits the dead center of the target, winning applause from both your party and the audience. Even from this distance, you can see a blush form on his cheeks from the attention. Willem performs less spectacularly, only hitting one of the middle rings, but nonetheless advances. You can make out the small form of Wallace Massey hit his target as well and you clap for him, earning you questioning looks from your men. At fifty paces you can see Donovan swiftly and confidently pull back on his bowstring, releasing smoothly. Despite his confidence, he misses the target completely, his shot veering off to the right. He marches over to you and the others, dejected. You clap him on the shoulder in sympathy, knowing that you probably could do little better. Your acquaintance, Wallace, also misses at fifty paces and sulks as his older brother continues in the competition. Both you and Donovan brighten a bit when Willem hits one of the middle rings once again and advances to five and seventy paces.





There's only about five and ten competitors left and most of them are from noble houses. The tall boy from House Swann is among the best, hitting almost dead center on all the targets so far. Willem hits the target at five and seventy paces with little fanfare and as the target moves back to a hundred paces, the crowd grows silent with anticipation, knowing that the next few shots will decide the winner. The Swann squire hits one of the middle rings, along with a free-rider squire in grey and Willem. They're the only ones who even hit the target, making this a pretty poor showing for the archery contest, you think. When the time comes for the second shot at a hundred paces, Willem hits the target dead center, a feat that neither of the other two can match. The herald announces Willem as the winner, handing him the purse of one hundred gold dragons. Your friend looks dumbstruck at his own luck and walks over to your group with a beaming smile amid scattered applause. Ser Donnal pulls him in for a hug, ruffling his hair and laughing. "Excellent, Willem! You're free to spend your winnings how you wish, of course, but if you want, we can find a way to send some money back to your family back in the Vale."





Willem is still smiling widely. "It's just my Pa that's left but I'd like that."





Ser Donnal ruffles his hair once more. "Then we'll see it done."





Next up is the adult's archery contest and men of all stripes were competing for a prize that was likely far larger than the one for the squires' archery contest. Donnis takes the field with a confident smirk and a mocking bow to you and Harwin as the head guardsman huffs in consternation. You smile at Donnis' antics and internally wish him the best of luck. He bears a pewter direwolf clasp fastening his white cloak with grey trim over his leathers so all may know him for a Stark man. At the ten pace mark, he sends off his arrow with a flourish. Donnis' shot only just hits the outer ring of the target, prompting laughter and jeers from both the audience and a smattering of the competitors. It's Harwin's laugh, however, that rings loudest in your ears.





"Serves him right, the shit," the senior guardsman grumbles.





Despite Donnis' poor shot, he still advances to five and twenty paces where he hits the target solidly as Harwin huffs behind you and Wyl cheers. You're not quite sure why Harwin is rooting against Donnis but you'd bet it has something to do with the horse dung that found its way into the folds of Harwin's furs last night. At fifty paces, Donnis hits the target right in the middle of the bullseye, outperforming all of his fellows and making the crowd murmur in awe. You, for your part, are not surprised and cheer heartily along with Wyl, Donovan, and Willem. You've seen Donnis hit rabbits in the neck from that distance. Donnis gives the folk gathered to watch a jaunty wave as he takes his place once more at the back of the line. The field has been thinned down to about five and twenty as the target is pulled back across the grassy field by tourney servants dressed in sea-green. With the mark now at five and seventy paces, the crowd begins to hush in anticipation as the nobles lean slightly forward in the stands. One after another, the archers take their shots. A few arrows hit the bullseye, with one of the archers wearing a black cloak with green tree designs and a silver crescent moon clasp holding it on his shoulders. You mark him for either a Fell of Felwood or one of their better-dressed retainers. Either way, he is a Stormlander, one of the few left on the field, and Ser Donnal claps loudly after his shot. Donnis' arrow lands on one of the middle rings and he, along with roughly ten others, advances to the final round of a hundred paces. All of the competitors left bear the colors of noble houses, being members of the families or their retainers. Five miss the target completely and are eliminated. Four more only hit the middle rings. Next, the herald announces Lord Harwood Fell as last in the line before Donnis. He hits the edge of the bullseye with practiced ease and hands off his bow to a servant, confident in his victory. Last to go, the Herald announces your man as "Donnis of Winterfell". Donnis gives an unseen glare to Lord Harwood as he pulls his string back, determination in his eyes. The arrow flies swiftly in a smooth arc through the air, hitting the central-most point of the bullseye with a resounding thunk. The smallfolk burst forth in cheers, showing their support for the lowborn son of the North, a sparse few waving grey banners likely made to represent any free-rider that strikes the crowd's fancy. There's a great deal of muttering as it's up in the air if there will be another round at one hundred paces. Eventually, Lord Monford rises from his seat in the high box in the stands, raising his hand for silence. You can't hear what he says from this distance but the smallfolk huddled in the shadow of the stands break out into cheers once more at his words. Donnis lifts his bow up into the air in triumph and you can only take that to mean that he was announced as the winner. Your party, Harwin included, cheers for the Winterfell guardsman when he takes a pouch of coin the size of his head from the herald and holds it close to his chest as he bows in thanks to Lord Monford.





As he walks over to the rest of you, positively preening at the adulation of the crowd, Ser Donnal is the first to greet him with a half hug, patting him on the back with considerable force. "Well done, Donnis! You represent the North well this day."





Donnis only smiles. You can tell that he's still a bit rooted in disbelief despite his usual arrogant demeanor. You bound over to him in excitement with Wyl following not far behind. You waste no time in congratulating him."That was great! Your last shot was extraordinary!"





Donnis smiles down at you. "Glad you noticed, young Snow."





Wyl takes a long look at Donnis' new, fat coin purse that's full to bursting with gold. "How many coins are in there?" he asks with wonder.





Donnis pulls away the coin purse with a laugh. "One thousand gold dragons and you'll not be seeing a copper, you blighter."





You think that's unlikely. Donnis was not near as stingy as his comrades and even Wyl would spend his coin on food and ale for his friends, newfound or not, when he was in his cups. You reckon that Donnis and Wyl would be stumbling around from campfire to campfire tonight, celebrating the archer's victory with all the meat and mead that coin could buy. It could buy quite a bit too. You don't recall ever seeing so much wealth in one place before. The coin at Winterfell was kept in big wooden coffers deep inside the bowels of the inner keep and you had never had cause to seek out such a place. You're broken out of your musings by Harwin's approach. He's wearing a rare smile as he pats Donnis on the shoulder. "Lord Stark would be proud, Donnis. He don't care overmuch for Southron tourneys but he'd be pleased of your victory all the same."





Donnis tilts his head and smirks. "Aye. Wait 'til he hears that one of his lowly guardsmen pulled in enough gold to keep Winterfell running for a decade."





You think it passing queer that Donnis would know those kinds of figures. "How do you know how much it takes to run Winterfell?"





"My uncle used to be an assistant to old Vayon Poole and the last steward before him. He learned his letters and numbers and often complained to my mum about what this and that cost. He was quite adamant that the yearly budget should be a hundred gold dragons and no more but he was a miserly old grifter who hoarded his coin when times for his family were lean." Donnis spits on the muddy ground. "Others take him."





The rest of you look at each other, uncomfortable with the cursing of the dead, but Donnis' black mood soon passes and he chats with Wyl about all the wine and women he'll be feasting on in equal measure when you all returned to the port town of Hull in the shadow of Driftmark castle. Ser Donnal pulls you and Donovan away from the rest as you both had to prepare for the squire's melee. Willem follows not far behind to help in your preparations. By the time you return to your tent on the edges of camp, your leathers are thoroughly soaked and you crave the warmth of a well-tended fire. Sadly, you didn't have enough time for such things. You change swiftly into your black gambeson, making sure all the straps were tightened before you start fastening your greaves. Willem helps you don the plate armor that you'd be sharing for the tournament. The cuirass is a bit big on you but the extra padding from the gambeson helps fill it out.





As you finish putting it on, Willem looks you over with a small smile. "It suits you."





You stand up and look down at the armor. It's well-burnished and you can nearly see your reflection in the steel of the gorget. The Staedmon heart and dagger were cast in steel and now stand riveted to the front of the cuirass. It's a full suit of plates and you've never worn such before but you're surprised by how little the plates on your arms and legs restrict your movement. You even have full range of motion in your fingers, with the lobstered steel molding itself to follow your every movement. Your helm is a small bascinet with a simple visor that covers your full face, leaving only a small slit for you to see through. You set the helm aside before moving around some more. As you walk around the tent, you can't keep the smile off your face. The armor is not nearly as cumbersome as you had thought and although you don't try it, you feel like you could jump in it. You start pacing around the tent, your mind turning to the odds of your success in the tourney. The armor would give you a decent advantage against the mail and padding of the free-rider squires but it would be a guarantee that noble sons and squires would be wearing plate as well, especially if they were nearly fully grown. You were small, albeit slightly taller than your age would suggest, and you would have to rely on your allies to help defend you against the squires who were nearly men. After Ser Donnal gets done helping Donovan with his armor and giving him words of encouragement, he halts your pacing in the tent with a raised hand, beckoning you over to sit next to Donovan on his cot.





Ser Donnal looks you both in the eye in turn and with some degree of intensity. "No matter what, stick together. Try to stay close to the Celtigar boy but if he goes off seeking glory, don't follow him. Do you both understand?"





"Aye," you say as Donovan nods his assent.





He pats you both on your steel pauldrons, causing the whole of your armor to shift. "Good lads."





With that, your party heads over to the makeshift arena amidst a flood of people all trying to get into the wooden structure. As you push your way to one of the gates, a Velaryon guardsman stops you from going any further but he quickly looks over the armored forms of you and Donovan and recognizes Ser Donnal as likely being your master. "We're near all fulled up. Only competitors, lords, and knights are allowed in."





Ser Donnal pats both you and Donovan on your pauldrons before gesturing to Willem with a motion of his head. "I am Ser Donnal Storm and these are all my squires. We'll be entering now."





He looks you all over once more, noticing Willem trying to look inconspicuous in between you and Ser Donnal. The guardsman gives a barely perceptible wink at Willem before standing aside. "As you say."





You and the others enter to find the stands completely filled with lords and knights, their banners drooping in the rain next to them or draped in front of them on the rails, while the ground floor is filled with free riders, hedge knights, a smattering of lower nobility, merchants, and scattered smallfolk. There's barely room to breathe as you make your way to the staging area beside the great, muddy pen. Your initial thoughts about the competitors' armor prove to be correct and a great deal of the nobility is wearing plate while the free rider and hedge knight squires wear various forms of padding and mail with half-helms. Amidst the flurry of colors, you spot the red and white of House Celtigar and make your way over to the squire with a sea of crabs on his shield.





"Terrence!," Donovan yells.





Celtigar turns to face you both with a smile. He wears milky-white plate for his cuirass, greaves and vambraces but the rest of his armor is made of a fine steel scale over another layer of mail. He cuts a fine figure with his white cloak with red trim pinned to his shoulders by a silver crab. The helm at his side is a polished barbute with a plume of white and red. Donovan by comparison, looks a bit less resplendent with his dark steel cuirass, pauldrons, vambraces, and greaves over his red gambeson and leg padding. His helmet is an altered half-helm with a large nasal plate and aventail. You help attach the aventail to his armor as Terrence and Donovan do most of the talking about their strategy for the melee.





"We'll have to protect Jon, of course," Donovan says.





Terrence nods in response. "True enough but he can provide a distraction for us at times."





You don't really appreciate being thought of as a burden but being a mere distraction is little better in your mind. "We fight together and let things go as they will, I say."





They both look at you and Terrence shrugs. "I suppose that's all we can do, Snow. It's too late to ponder about it now. Do you think you're up to winning the bet for me?"





You grin, taken by a confidence that a small part of yourself knows is imprudent. "No doubt I'll put many a foe in the dirt."





Terrence laughs. "In the mud, more like."





He's right about that, you think. The melee pen has been drenched by the rain and you can imagine that most of your fellow squires will have a tough go of it in keeping their footing. Interrupting your thoughts, a herald in a sea-green doublet with white piping climbs up to a raised platform facing the high pavilion in the stands as the three of you stand ready to enter the melee pen. Thanks to the arena's small size, the voice of the herald travels well.





"Lords and Ladies, Sers, Goodmen, and Goodwives… It is time for squires to show their mettle in honorable combat on these very grounds…" He waxes poetic about the virtues of the young competitors and how their performances will reflect on their masters. As you enter the pen, you notice the size of the other squires. Most of them are far bigger than you, not that you already didn't know that but now that fact is staring you in the face, you can only hope that your armor and shield holds up under their strikes, especially those of Symeon Sevenstars. He's a veritable beast in his black steel armor, three times your size. You can't imagine anyone beating him in a one-on-one fight. You spot the Estermont brothers in their scale armor holing themselves up in a corner of the pen, looking ready to ride out the storm of the initial clash. Thoughts of how you might survive are racing through your mind as you and your fellows end up smack dab in the middle of the pen when Lord Monford rises from his seat in the stands, Seahorse banner draped over the railing in front of him.





The Lord of the Tides raises his hand for silence before addressing the crowd. "Let the melee begin!"





You instantly turn and look to your companions for guidance. They take up defensive stances on either side of you and you try to emulate their position, holding your shield up high and keeping your head on a swivel for potential threats. You watch several clashes occur as the squires turn against each other and the din of steel upon steel rings in your ears. The weather turns for the worst as the rains start to drive into the dirt, making puddles as it creates a pinging noise off the plate armor of the participants. Before long, opponents start to approach your party. A boy about Donovan's size with a gold wheat stalk on his shield heads for Terrence while while a boy you mark as a free-rider in grey with a crossed axe and sword on his shield comes straight for you. Donovan looks torn on who to assist but when Terrence smoothly dispatches the Selmy squire in a few swift strikes, your lowborn friend turns to face the free-rider along with you. It's a good thing too, because the free rider is skilled, getting past your guard and moving in for a swift strike to the neck. Donovan stands between you and blocks the blow with his shield, pushing the boy back. Together, you batter the free-rider into the dirt with Donovan landing the crucial blow that knocks him over. With the lowborn squire's sword at his neck, the grey-clad fighter yields and your party regroups towards one of the fences of the pen. The initial clash is still in full swing as chaos reigns on the field. Squires all around are being double-teamed and falling swiftly while alliances form. A small squire with a bursting pea pod on his shield who was miraculously untouched by the frantic scramble finds himself squarely in the path of Terrence, who easily puts him into the dirt with an impressive disarming and shove. This, however, pulls attention to your group and the nightmare himself, Symeon Sunglass bears down on Donovan, stalking towards him with a purpose, his greatsword lifted over his shoulder ready to strike.





"Seven Hells," you hear Donovan say next to you as he notices his predicament. Terrence stands ready to assist, however.





This isn't the only threat facing your group, as through your slim visor you see a tall Swann start to approach your position, his dull morning star swinging in the air above his closed helm. Out of the corner of your eye, you see Donovan block the brunt of Symeon's attack and, with Terrence's help, push the giant back.





"Stonehelm!" The Swann's yell brings your attention back to what's in front of you.





As he approaches, you give a war cry of your own. "Winterfell!"





You nearly curse yourself after because a squire of Ser Donnal should have yelled out 'Broad Arch' and your voice was too high pitched for your liking. Someday you hope it is a commanding boom. You're quickly broken out of your thoughts by the long chain and ball of a morning star coming straight for your face. However, he slips in the mud as he swings and you brutally take advantage. Swiftly ducking under the blow and advancing within his guard, you land a riposte straight to his chest that you think would have sent a boy of your size to his knees. As it was, you dent his cuirass at the stomach with your thrust and he backs off and tilts his head in consideration. You smirk to yourself under your helmet, confident that he underestimated you because of your small size.





As you and the Swann squire assess each other, looking for an opening, Symeon and your teammates exchange blow after blow, hammering against each other, neither side gaining much purchase. Before long another squire joins in the fight to take down big Symeon and you'd reckon that the large squire's time on the field may be short despite his size. Donovan likely feels the same because he switches tack and takes a sloppy swing at your opponent. The squire in black and white easily bats Donovan's strike away with his shield and swings down with his morning star towards your burnished steel helmet. Swiftly dodging to the left, you land a strike at his unprotected left side as Donovan advances. The Swann boy evidently decides that facing off against the two of you is more trouble than it's worth because he backs off and looks for more vulnerable opponents. As Donovan moves to assist Terrence once more with Symeon Sevenstars, a squire in green with two prancing lambs on his shield comes towards you, bearing his sword high above his head. You meet him, dancing around the puddles of muck and mud, and trip him up with your swift moves. Before the lamb squire can blink, you have your sword at his throat.





After accepting his yield, you witness big Symeon swat away a small free-rider like an aurochs would a fly, knocking him out cold with a single blow of his shield, while Donovan and Terrence continue to advance. Symeon's show of strength, however, scares off a lot of the other squires who were stalking him from behind. Before you can move to assist your allies, you're beset from the right side and barely raise your sword in time to block the blow. You turn to find a squire bearing the sigil of House Errol, a golden haystack on an orange field, on his shield. He's not that much bigger than you. You're put on the back foot, however, as the Errol squire lands another strong strike, grazing your gorget with the tip of his blunted blade as you catch the brunt of the blow with your shield. With his next attack, he starts to get sloppy, confident in his victory, while you perform a deft parry with your sword and counter. He defends well enough though, mirroring your strike and pushing you back once more. You can feel your muscles strain as you struggle to keep upright in the slick mud. The orange-clad squire makes another move to strike at you but badly telegraphs and nearly slips in the mud himself. Knowing you'll need to end the bout quickly if you hope to save your energy for the rest of the melee, you brace yourself, making a safe block with your shield as you ready yourself to make a daring move. You feint to the left, drawing over his shield to defend while you turn the path of your sword up and then down with a strength that you didn't know you had left in you, denting his shining steel gorget and sending him down to one knee. Without even thinking about it, you rain down your sword once more, landing a strike on the crown of his helm. The strike hits with a resounding clang that's heard over the din of the melee as your opponent lands on his side, motionless. The sound of your heavy breaths echo within your helmet. With the narrow vision provided to you by your visor, you see armor-clad boys falling to the ground at the tips of their opponents' swords, the free riders falling in greater numbers. The Estermont brothers are nowhere in sight. Wait, there, clear on the other side of the pen, you spot the elder brother, Alyn, fighting over his younger brother's fallen form as a large Bar Emmon squire presses the attack.





Through the throng of competitors, you see your allies taking down Symeon Sevenstars at the edge of the pen, with Donovan showing his prowess most effectively. Only now do you realize that you're too far away from them and that there are too many boys to get through in between you and them. Someone will no doubt attack you on the way and now that the initial rush was over, the squires left were near all a head taller than you at the least. All too close, you hear a voice yell, "Donnor!"





You turn to see a squire a head and a half taller than you, bedecked in green steel plate and scale with a black bird in flight on his shield. You mark him for a Morrigen and he's striding towards you with purpose. You barely get your shield up in time when he lashes out at you, striking you with such force that you're almost immediately knocked to the ground. You keep your feet, however, and block his next blow, turning it to the side as you retaliate, swinging your blunted sword at his unprotected right. You land a glancing blow on his lower cuirass, causing him to step back slightly as he seems to reassess. He doesn't take long to press the attack once more, however, making a clear attempt to bowl you over with a shove of his shield. You try to dodge but slip in the mud, landing face-first in a shallow puddle. Water fills your helm, covering your mouth and nose as you try to pry yourself out of the mud and regain your feet. Before you can though, you feel a boot press down on your back, pushing you further into the muck as an additional point of cold steel comes to rest on the back of your neck. You hear a muffled voice call for your yield above you but you can't breathe let alone talk so you release the grip on your sword and push it away with your hand, hoping he'll get the message. Thankfully, he does and you feel the boot on your back disappear as you're able to pry yourself off the ground. You turn to face the other squire, still on your knees, as you lift your mud-clogged visor and say the necessary, "I yield."





The other squire makes no move to raise his own visor but he nods and helps you to your feet, unconcerned that the competition may take advantage of his lowered sword. You thank him and pick up your discarded weapon, carrying it in your left hand, behind your shield, and with your right hand raised, to let others know that you were out of the competition. As you make your way outside of the pen, you consider what you've just accomplished. You bested two noble squires on your own and that was more than enough to win Terrence's bet with Ryam Rykker. Maybe Terrence would give you some of the winnings since you did all the work. Although you don't really care about the coin, you just hoped you could be there to see the arse have to eat his words. Resting on the railing you watch new opponents come to face Donovan and Terrence, a target on their backs after their victory over the tourney favorite, Symeon Sevenstars. You see free riders and nobles alike fall under their blades as they make it to the final ten on the field before eventually falling to the sword of the big Bar Emmon squire and the morning star of the Swann boy you and Donovan fought off earlier. They soon walk over to you in the holding area, helping each other over the mud-laden ground. You're proud of how far they got and the final fights are already being decided in the background when you spot Ser Donnal, with Willem in tow, and Ser Andros coming over to greet you all.





As he takes in your muddy forms, Ser Donnal has a huge smile on his face and he looks as proud as you've ever seen him. "Well fought, all of you!"





Willem runs straight up to you and Donovan. "I watched the whole thing! You both were amazing!"





Ser Andros takes off Terrence's helm and looks him in the eye as he claps him on his muddy, scale-clad shoulder. "You fought like your father today," he says before pulling him aside through the crowd of watchers.





Ser Donnal watches them leave for a brief moment before turning his attention back to you and Donovan. "Pay no mind to him, he's likely going straight to Lord Monford to show off his nephew." He punches you both on your chestplates lightly while wearing a broad grin. "Bringing down Symeon Sunglass, Donovan? Fine work, that."





Donovan smiles but ducks his head slightly. "Terrence helped."





Ser Donnal tilts his head. "Sure, but it was you who landed the decisive blow that brought that beast of a boy to his knees. I'll be telling that to Ser Rolland all night, I wager."





He now turns his attention to you, laughing and lifting you up in a great bear hug, getting mud all over his red arming doublet. As you struggle to breathe, he speaks into your ear. "I knew you could do it, Jon. You were the equal of most on the field this day."





As he sets you down, you accept his congratulations with what grace you can before your group huddles near the fence to watch the final bouts of the melee. As the number of competitors dwindles down to five all you can think about is your effort in the melee. Most of it is a blur but you clearly remember striking down at the Errol squire when he was forced down to one knee. You know you should have asked for his yield but something in you knew he wouldn't accept and you ended the bout with a blow to the helmet that knocked the boy out cold. Just now, the orange-clad squire was being dragged across the muddy field to the Maester's tent. You hope he's fine. By the time you come back to yourself enough to actually pay attention to the melee, the field has thinned down to three. The Morrigen squire all in green dispatches the Bar Emmon boy easily before turning to face the Swann with the morning star. Their battle lasts minute after rousing minute and it seems as if the entirety of the arena is poised with anticipation. Soon enough, however, Swann overextends with his morning star, and the squire who beat you into the mud takes advantage in a brutal fashion, getting close in and bashing the other boy's helm with the hilt of his sword. The squire in his black and white coat of plates falls to the ground like a sack of onions and the Morrigen squire stands victorious as the crowd roars in approval. The Herald announces the winner as Guyard Morrigen and presents him with a sack of coin about half the size of Donnis' prize. Despite all the adulation and coin, Guyard doesn't appear to be very pleased when he's led off to the stands by a young man bearing the same house colors.





Ser Donnal's next words allay your confusion. "Ser Richard likely doesn't think his brother ready for knighthood, however much young Guyard may think himself worthy of the honor."





You wonder how often squires are knighted at these events. "Do you think someone will be knighted during the tourney?"





Ser Donnal nods. "Oh, for a certainty. If not the winner of the joust, then it will be someone who shows great valor." He smiles. "Someone will be knighted this tourney, Jon, and you'll be there to see it." He grabs you by the arm and shakes you lightly. "How do you feel, lad?"





Thinking on it you reply…





[ ] "I feel great, Ser." (You feel invigorated after your bouts in the melee, no matter that you're muddy and a bit on the sore side. You'd do it all over again with a smile.)





[ ] "I'm fine, Ser." (The melee was… tiring, to say the least. You don't regret participating but you can't say you have much enthusiasm for the next one, whenever that might occur.)





[ ] "I've been better." (You feel like you've been battered and stomped on, which you have. Although you had your moments of glory, it wasn't an enjoyable experience. Perhaps, in the future, you may pursue events with a bit more elegance like archery or the joust, although you may very well be expected to compete in the melee again for your new master, Ser Narbert.)





After the melee, people started flooding out of the arena in droves and it was time for the festivities to begin in earnest. As you follow the mass stream of people, you try your best to stick with your party although you're being pushed apart by people looking to shove through the crowd. As you exit the arena, you notice that the rain has stopped but the sky is growing darker. You see performers with flaming batons begin their dances that will no doubt continue through the night. You just hope that, regardless of the wet weather, they stay well away from the tents. You all head back to your tent at the edge of the nobles' camp and you're looking forward to changing out of your armor and into something more comfortable. You've been in the armor for hours by now and you've got to piss something awful. As you reach the tent, you can hear that Harwin and Donnis are in the middle of an argument.





You hear Donnis' voice most clearly at first. "Come now, Harwin, it's Arbor Gold. Have a taste. It'll make you feel better."





You see Harwin snatch a wineskin from the archer's hand as you enter the tent. "I don't care if it's milk from Queen Cersei's tit, I'll not have you drink a drop more of it until the feast is well underway. You'll be given a place of honor to represent House Stark and I refuse to let you piss it all away."





Wyl is watching his two fellow guardsmen with amusement as he rises to greet your party, getting the attention of the other two. Harwin is the first to address you. "Ser Donnal, Jon, I see you're back. They'd have likely let Donnis here in if he cared to try but the rest of us didn't have the pull. How did they do, Ser?"





Ser Donnal gives a broad smile as he claps both you and Donovan on your pauldrons. "Superbly. They acquitted themselves well and although they didn't come away with the prize, I couldn't be more proud." The bastard knight goes on to brag about how Donovan took down Symeon Sevenstars and he describes your bouts with the Cafferen and Errol boys in detail, taking great relish in recounting your coup de grace against the Errol. For a brief moment, you can only imagine what sort of song would be sung of this day if only you had won the tourney. You quickly turn the thought out of your head but you know that there will be a great many bards at the opening feast tonight. As you change into a black doublet, you consider whether to bring your lute along or not. After a great deal of back and forth in your mind, you decide to…





[ ] Take it with you. (You probably can't compete with the bards for coin but you might be able to entertain your fellows with the songs you've learned.)





[ ] Leave it in the tent. (There will be more noise than sense at the feast tonight and no one needs your playing to add to the din. You also don't want to be made fun of for being anything less than manly.)





With that, the seven of you ride your mounts and make your way up to the castle of High Tide in the dusk light, the clouds having parted to reveal the sunset on the ocean's horizon. Along the narrow causeway, merchants man their hastily constructed stalls, hoping to hawk their wares to those rich enough to afford them. Groups of bards linger outside the portcullis, competing to be chosen to play for the high lords in their castle, and hedge knights and free-riders hope to be considered important enough to be allowed to feast in the hall.





As you enter under the raised steel gate, you along with hundreds of others stable and hitch your horses in the vast courtyard set aside for this purpose. As you enter the castle proper, you look around in awe at its construction, marveling at the white stone that is even more beautiful than the limestone of New Castle. Silver adorns practically everything, even gilding the stone blocks at your feet on the edges of the masterfully carved tiles. The halls are broad and wide, not dark and confining like the ones at Castle Driftmark and you can see why this castle was built to replace it. If it wasn't so far from the major port of Hull, you think that the Velaryons would hold court here in perpetuity. As you and your party are led to the great hall, your jaw nearly drops to the floor. It's the most magnificent thing you've ever seen. Twenty hearths of white marble line the walls on each side of the hall, their raging fires illuminating the driftwood trestle tables filled with eager revelers in their wake. There are great pillars of marble as well, extending from the white stone and silver gilded floors to the white stone ceiling, and fastened by bands of silver at the bottom and top of the structures. They separate the tables on either side from the large open area in the center of the hall. You have no doubt that the dancing later in the evening will take place here. At the head of the hall is the dais where a throne made of that same driftwood sits behind a long table made of a rich black wood that, thanks to Maester Luwin's lessons, you would mark as being from the Summer Isles. Lord Monford sits upon that throne, Lady Argella with the baby Laena in her arms at his left and Ser Aemon Estermont to his right.





The Lords, ladies, and noble knights are all dispersed throughout the high table and the benches close to it. The lesser landed and household knights and knights of bastard birth are directed to sit at the next closest trestle tables. You don't spot any free riders and the rest of the tables are taken up by squires, retainers, and the ladies of lesser nobles and knights and such, each group mostly keeping to their own. You notice that Guyard Morrigen is already seated in a place of honor at the high table. He looks dreadfully bored, you think, as he sits next to a few eligible maidens and he looks longingly towards the tables filled with knights and squires.





As you walk further down the hall, servants approach to take Donnis to a place at the high table. Your party is a bit shocked but Donnis only straightens up with pride and follows the usher up to the dais, taking a seat at one of the far ends next to what looks to be a daughter of some favored steward or servant. She's quite a beauty with the typical Valyrian looks of silver-blonde hair, though you can't see her eyes from this distance. As the next usher seats your other guardsmen with the Velaryon retainers and Ser Donnal with the bastard knights, you, Donovan, and Willem follow another one to your places among the noble squires, although Donovan and Willem are placed at the periphery.





The hall is alive with the sound of music and enthusiastic revelry, especially among the squire's tables where boys brag of their deeds in the melee. Although the adults are mingling at a more sedate pace at the higher tables, the squires seem to sit where they please and change seats whenever it suits them. As the first course of seaweed, cream, and spinach soup is served, you decide to join the company of…





[ ] Donovan and Willem (They're both talking about their prospects for the squire's joust starting on the morrow. You wish to congratulate Donovan on his performance in the melee and provide encouragement for them both.)





[ ] Lord Casper Wylde and his growing entourage (There looks to be a bit of a drinking competition in the works as Lord Casper and the Swann boy exchange jibes and taunts. Many squires, mostly Stormlanders, have gathered to watch the two go at it. Some of the adults look on with disfavor as the lower tables are already beginning to descend into drunken revelry.)





[ ] Aron and Alyn Estermont (The two look to be nursing their wounds from the melee and keep to themselves. Aron looks in need of cheering up and you have yet to meet his brother Alyn.)





[ ] Ryam Rykker, Terrence Celtigar, and the Masseys (The lord Ryam is loudly bragging about how he will sweep the field in the squires' joust. You wish you could shut him up but you weren't competing in the joust. Perhaps some others were just as annoyed as you. Besides, now is a good time to see if Terrence has collected on his bet.)





[ ] Aurane Waters and Symeon Sunglass (An odd pairing to be sure but the two seem content in each others' company, with big Symeon giving a booming laugh at a jest of Aurane's. You think the two of them seem like decent sorts and you wouldn't mind sharing their company.)





Combat skill experience gained!








Sword and Shield Lvl 6 (473/3000XP) –> Lvl 6 (1578/3000XP)








Trait gained!





[Honorable I] – You dislike trickery and dishonest dealings and prefer to deal with your problems and opponents directly and with honor. *+3 Charisma -1 Cunning




Knowledge gained!




[Dragonlore I] - You've learned about the famous dragons, their deeds, and their riders. You've read about the size of them, the heat of their flames, and of the strength of their wings and jaws. *Unknown effect



[History of Westeros I] - You've learned of the Dance of Dragons, who sided with whom, and other stories about the history of the realm and the reigns of the Targaryen Kings and Queens. *+1 Wisdom



[History of House Velaryon] - You've learned about the voyages of Corlys Velaryon, the Sea Snake, and Alyn "Oakenfist" Velaryon. To be a mariner knight you realize that you must be well-acquainted with the house that was the best at your chosen profession. *+10% relation gains with House Velaryon.
 
To Grandview XXIX: Narrow Sea XV: Tourney at High Tide II
Choices you made last chapter:

[X] "I feel great, Ser." (You feel invigorated after your bouts in the melee, no matter that you're muddy and a bit on the sore side. You'd do it all over again with a smile.)
[X] Take it with you. (You probably can't compete with the bards for coin but you might be able to entertain your fellows with the songs you've learned.)
[X] Aurane Waters and Symeon Sunglass (An odd pairing to be sure but the two seem content in each others' company, with big Symeon giving a booming laugh at a jest of Aurane's. You think the two of them seem like decent sorts and you wouldn't mind sharing their company.)

The hearths are burning bright when you approach the end of one of the trestle tables where Aurane Waters and Symeon Sunglass sit, talking between spoonfuls of their soup. As you approach, lute strapped to your back, you can hear them talking about the melee.





Aurane laughs and prods big Symeon in the shoulder, reaching across the table. "I saw you dispatch that poor free rider, Gilbert I think his name was. His head's probably still ringing, wherever he is."





As you get closer, you can see the edges of the large squire's lips upturn in the beginnings of a smile before straightening out. "As you say. Ser Rolland was less than pleased with my performance."





Behind him, you say, "You did well, Lord Symeon. You held off Donovan and Lord Terrence quite well and nearly bested them both."





He turns to face you, a small smile on his freckled face. "Ah, so that's his name. Donovan…" He seems to be racking his brain for something. "Of what house?" he asks.





You shrug as you take a seat next to Sevenstars and across from Aurane. "He doesn't have one. He was born in Saltpans."





Aurane brightens. "Another bastard then?"





You shake your head. "I don't think so. Donovan's his only name."





Big Symeon looks a bit put out at that but Aurane seems amused. The Bastard of Driftmark drains the rest of his soup, holding the bowl up to his mouth, before wiping his face clean with his sleeve. With a smirk, Aurane says, "I suppose that's even worse than you thought, Symeon."





You feel an urge to stick up for your friend, glaring slightly at Aurane. "He was the equal of any squire on the field today." You turn to face Symeon. "You shouldn't feel any less for yielding at the tip of his blade. I've done so many a time."





The Sunglass squire, in his black and yellow garb, is at least three times your size and he looks you over with amusement. "I've heard of you, Snow. Saw you in the melee. I still don't know if you had any business competing but you lasted longer than I did and that's something." He gives a bitter laugh. "Unlike you, however, people have expectations of me. Expectations that I did not meet, losing to a commoner." He says the last word as if bears a taste that he just can't get out of his mouth. You narrow your eyes.





Aurane takes a pull from his tankard then laughs. "Oh, relax, Symeon. Would you have felt better if it was Celtigar's blade at your throat? I'm sure the quality of the steel would have been excellent."





To your surprise, Symeon gives a booming laugh. "Ah, but the bruises from noble swords are all the sweeter."





Aurane sticks his tongue out and Symeon roars all the more as the next course, consisting of racks of lamb dripping in butter and herbs, is brought out to the tables. Symeon places two giant slabs of meat onto his trencher with the serving knife and pours out the rest of his seaweed, cream, and spinach soup on top of it. You're not sure if you should emulate him, torn as you are between fascination and disgust. Aurane takes a far more temperate serving of lamb and having already finished his soup, refrains from drenching his meat in it. You for your part,….





[ ] Emulate Symeon and pile your plate high. (It's no wonder Symeon Sevenstars got so big, eating as he does. Maybe if you do the same, you'll be as big as him someday.)





[ ] Emulate Aurane and only take what you need. (Living at Winterfell has taught you that sometimes it pays to be more temperate in your meals. This level of splendor is foreign to you and old habits have stuck.)





The other courses of fish, lamprey pie, and lemon tart fly by as Aurane and Symeon debate over who will win the squire's joust. Symeon's tone is morose once more as he says, "The joust is my only chance at glory. Ser Rolland promised to knight me if I won the melee, mayhaps he'll feel the same about the joust."





Aurane points one of his lamb bones at Symeon's chest. "I'll be winning the joust, just you see. As for your master… He's a Stormlander. Do they even know what a joust is, truly? No respect for it over their vaunted melee."





Symeon looks over at his master seated at one of the higher tables. You see the black-clad form of Ser Rolland Storm joking and laughing with Ser Donnal as your friend mimes a downward strike. You smile, knowing that he's likely telling Ser Rolland of your victory over the Errol boy. Symeon turns his attention back to Aurane. "Ser Rolland will compete in the joust and I'll bet he'll down three Crownlanders at the least before he's beaten."





Aurane scoffs. "Lord Rykker's the one that will take the crown and give it to his lady wife mostlike. Heard he's been practicing for the spring tourneys day after day for these past moons."





The two continue to bicker over who will win the joust proper and you don't join in at first, not familiar at all with the participants except Ser Donnal. You eventually advocate for him though, saying, "Ser Donnal won the tourney at Coldwater this past fortnight. He'll do well."





Symeon laughs. "How many knights showed up to that "tourney"?"





You lower your head a bit. "eight," you hesitantly say.





Both Aurane and Symeon laugh together, sharing their mirth with loaded glances before they turn back to you. Aurane is the one to recover from his laughter first, asking you, "Have you even seen a tournament before? Other than this tilt at Coldwater, I mean."





Your father thought tournaments to be costly and pointless frivolities and you haven't traveled beyond Winterfell before your eighth name day, so you have to admit not. "No, I haven't."





Big Symeon slaps you on the shoulder. "You're in for a treat then. Nothing like a true tourney. You're lucky. I've not seen one since last autumn."





Aurane peers over you, eyes affixed on a point behind you. "You brought your lute, Jon?"





Feeling defensive, you respond, "Aye, what of it?"





Symeon drives his giant elbow into your side. "You can impress the little ladies with it, if you wanted. Look behind you."





You do so, seeing that the table across the wide hall from you is populated by girls, small and tall, slim and fat. Aurane's voice reaches you during your examination "The dancing is bound to begin soon, mayhaps you can impress them with a song. Go up to the one you fancy and offer to play a song in their honor. They'll eat that up, they will."





Symeon grabs you by the shoulder, turning you to face him. "You don't have to approach them though, Snow. Let me teach you a song and they'll come flocking to you."





After looking over the occupants of the other table you decide to…





[ ] Approach a girl and sing her a song





-[ ] Approach a girl about your age with silver hair and purple eyes, dressed in white and red with a crab on her dress.





-[ ] Approach a girl about your age with red hair, dressed in blue and white with three fishes on her dress.





-[ ] Approach a girl about your age with black hair and blue eyes, dressed in gold and storm-green





--[ ] Sing Jenny's Song


--[ ] Sing The Last of the Giants


--[ ] Sing The Bear and the Maiden Fair





[ ] You don't care about girls! You want to learn more songs from Symeon this night.





-[ ] Learn Iron Lances





-[ ] Learn The Dornishman's Wife.





Trait gained!





[Wolfblooded II] – There is nothing that can compare to the rush of battle when you've got your blood up. You relish the fight. The melee was an experience beyond compare and you could feel your strength growing bit by bit as you fell opponents into the dirt. Next time you'll perform even better, you know it. +4 Strength +2 Agility +2 Endurance -2 Cunning -2 Wisdom
 
To Grandview XXX: Narrow Sea XVI: Tourney at High Tide III
Choices you made last chapter:





[X] Emulate Aurane and only take what you need. (Living at Winterfell has taught you that it sometimes pays to be more temperate in your meals. This level of splendor is foreign to you and old habits have stuck.)


[X] You don't care about girls! You want to learn more songs from Symeon this night.


-[X] Learn Iron Lances.





You take a brief glance at a few of the girls across the hall, catching the eye of a girl in Wylde colors with blue eyes and hair as black as night. You quickly lose interest, however, when the group of girls around her giggles and she joins in. You have no time for silly girls, you think, turning your attention back to Symeon. He's looking at you expectantly, no doubt waiting for you to ask him to teach you a song. Aurane, however, catches your attention out of the corner of your eye with an exaggerated wink. "So, Jon," the Bastard of Driftmark says. "Are you going to sweep a fair little maiden off her feet?"





You grimace slightly at the thought. "I think not." The only girl you've ever played for is your sister, Sansa, and you already knew she would enjoy it. Your sister loves songs of romance and daring knights. She'd just love the tourney, you think. You hope that she gets to see one someday. Mayhaps if you get really good at jousting you'd be able to crown her Queen of Love and Beauty. You have an image in your mind's eye of presenting her with a crown of white lily flowers at the tip of your grey lance. You're abruptly broken out of your daydream by the rough jostling of your shoulder by Symeon's hand "Knew you had some wits about you, Snow. Girls'll always be there waiting for you to sing songs like the Florian to their Jonquil."





Symeon's words, for some reason, make you smile. Maybe because Sansa always wanted you to be like her, Florian, no matter how much you protested, not liking the tales of the Fool Knight. Anyhow, you'd like to learn Iron Lances. To your ears, it sounds like a rousing song with many a verse dedicated to victory over an implacable foe. Judging by the lyrics, however, you think it might have something to do with celebrating the Andal conquest because the foes are described as having axes of bronze. "I heard you sing Iron Lances on our journey here. do you think you could teach me the words?" you ask Symeon.





The giant smiles and pats you on the back as you bring your lute around to your front and start to strum a few notes. "Of course, Snow," Symeon says. "You can't end a tourney without singing it at least thrice."





Aurane groans. "And you can't get through a tourney without having to hear it sung often and badly."





Symeon's smile only grows broader. "Exactly."





And so begins multiple renditions of the song. You try to sing along as best you can but it's hard when you don't know what words come next. The song is meant to be sung in a group, with one member prompting the next verse and the rest of the group following along, before singing the chorus together even louder.





Aurane, despite his earlier protests, joins in and sings the second verse after Symeon starts him off. His voice is not as smooth as Symeon's but he is by no means a terrible singer.





"Behold our Iron Lances


Forged in fire, burning bright


One for each and every knight


Iron Lances!"





You and Symeon join in with Aurane and sing the chorus, slamming your tankards on the table with the tune. "And so the Knights of Iron rode out to battle the tribe of bronze axes! Lances! Lances! All with Iron Lances!"





It was a fast-moving song and it really needed more people to make it go smoothly. Soon enough, though, more squires were joining in the raucous telling of the Iron Knights and their great battle. After a few times through, you start to get the hang of it and you think you'll remember the words in the morning. Chorus after chorus, tankards slammed on the table, creating even more of a din with each passing verse as your company grew. Lord Casper and the Swann boy are some of the first to join in along with their fellows. Alyn and Aron Estermont follow not long after and Terrence and the Masseys come over as well. At the far end of the table, you can even see that Donovan and Willem have joined in as they try to grasp the basics. Through the night, Symeon makes sure you have plenty of ale and wine. "I want to see your face turn red, little Snow." You're having fun singing along with your newfound friends. Aurane seems like a good sort and Symeon seems to mean well enough. You decide that you like them both. By the end of the fifth singing of Iron Lances, interest starts to wane and people begin to leave the group. At the end of the sixth, you, Aurane, and Symeon decide that you've had enough as well and simply trade stories and jokes over ale and lemon tarts.





The hearths seem to burn even brighter when Lord Monford rises and calls for the dancing to begin. You are simply content to watch as Aurane and Symeon go off with girls they approach to dance with them on the marble and silver floors of the hall. You entertain yourself and the squires around you by playing your repertoire of songs until they grow stale and squires begin to leave your table for ones closer to the actual bards. You did get some coppers out of it, however. The feast eventually winds down for the night and for once, you don't think you'll experience any adverse effects in the morning, despite Symeon's efforts to get you drunk. You find yourself in the company of Donovan and Willem once more as you exit the castle of High Tide and get your horses from the stables.





"Where did you get off to?" Donovan asks.





You turn to him as you mount your steeds with Ser Donnal lingering behind to talk to some fellow knights of his. "I was with Aurane Waters and Symeon Sevenstars. Big Symeon offered to teach me a song and I chose Iron Lances. You both joined in for a while."





Willem laughs. "You started that, Jon? We were so loud, I bet the high table was having trouble hearing themselves think!"





You smile. "Aye, but it was Symeon's voice that carried farthest, so the high lords likely didn't mind so much."





You all laugh, lightened as you are by drink and revelry, and talk turns to the events tomorrow.





"Do you think Ser Donnal has a chance of winning the melee?" Willem asks, patting his sizable coin pouch. "I think I might put a few coins on him on the morrow."





You think about it, at first being charitable towards your captain, host, and master for this tourney. You consider him to be rather skilled but he didn't fare well in the melee at Coldwater and the field would be much larger here. Donovan's thoughts seem to be much the same because the both of you share a loaded glance over Willem's shoulder.





You know that Donovan likely won't say a word against his master, so you're the one to caution Willem against it. "He likely won't win," you say. "There are too many other knights in the field."





Willem doesn't seem to be discouraged and perks up as if remembering something. "He'll have Wyl with him. He won't be alone this time."





You decide not to argue with him and only caution him not to bet too much of his winnings. He shrugs easily. "I wasn't planning on betting much anyway."





"Are you both ready for the joust tomorrow?" you ask.





Willem nods enthusiastically but Donovan looks more pensive. The older squire nudges Willem in the side. "Since we're both competing, we'll need squires…"





Willem laughs. "We can squire for each other."





Donovan wears a dubious expression at that. "We'll be run ragged all day if we do that. We need to be fresh for our tilts." He turns to you. "Jon, could you squire for one of us? If not we'll just ask Donnis or Harwin. Wyl and Ser Donnal will be busy, of course."





You really wanted to watch the melee tomorrow but the preliminary squires' jousts will be happening at the same time, leaving you unable to attend both events. Typically only senior squires joined the joust, or so Aurane told you, so Ser Donnal letting both his squires compete was unusual. You could try to squire for the both of them but you'd be run ragged if their matches were close to one another, fetching their horses, and tending to their armor and lances. You think you'd only be able to squire for one of your friends or attend the melee.





Thinking on your options, you decide to…





[ ] Squire for…


-[ ] Donovan (Your friend has a bit of a chip on his shoulder, being the senior squire but not having his master's confidence for the joust. You think he'll do just fine, however, and you want to be there when he launches some highborn arses off their horses.)


-[ ] Willem (Your friend rides as if he's half a horse and he'll be wearing the armor you wore in the melee to ride down the competition. You believe he has the skill to get very far in the competition and you want to be there right beside him.)





[ ] Watch the adult melee. (Harwin and Donnis can help your friends with their horses and lances, you want to be there for Ser Donnal and Wyl when they face off against the whole of what the Crownlands and Stormlands have to offer. Besides, Ser Donnal's squires are otherwise occupied and you suppose it's part of your squirely duties to be there in case Ser Donnal needs assistance with his armor before and after the melee. Wyl also needs help with his armor as well.)
 
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