recursal/Fanatic-Fandom huggingface dataset:
Simon Bar Emmon

Simon Bar Emmon is a member of House Bar Emmon from the Crownlands.

## Biography

Simon Bar Emmon was born as the fourth son of Richard and Jeyne Bar Emmon in the year 366 AC. He wasn't seen as athletic as his older brother and being the youngest was often looked down upon by his family. When it came to the worst duties of the household Simon found in his childhood often being assigned to them.

He would find trust in his brother two years older than him, Steffon. The older brother took a kind liking to him and had a muscular build with the tallest height of the family, making him optimal for knighthood. He began to shine in tourneys and he took his younger brother often along with him.

Simon would find a love of the big city and the commoner people of who he could constantly barter and set up business with. At the age of 18 he left his home entirely and set apart in King's landing his brother Steffon following his venues as a protector that he had grown used too. In the next years he would become immensely successful within the city setting up a multitude of businesses that made even his father reconsider his worth. He attempted to model himself after the hero Petyr Baelish and his ambition was seen rewarded as his prominence grew within the city. At the age of 21 he would have entered the court life, another step in the possibility of contracts he was able to reach. In the present days he would try to maintain the ever growing empire of business within the city despite the chaos that a new king would create.

## Timeline

* 366 - Simon Bar Emmon is born
* 378 - Begins often following elder brother on adventures taken
* 384 - Completely leaves home and starts career as a trader in King's Landing
* 387 - Integrates himself into court life
* 390 - Present day

## Family Tree

* Richard Bar Emmon - 334 AC Father
* Jeyne Bar Emmon - 338 AC Mother
* Catelyn Bar Emmon - 356 AC Sister
* Josua Bar Emmon - 358 AC Brother
* Richard Bar Emmon - 360 AC Brother
* Robert Bar Emmon - 362 AC Brother
* Steffon Bar Emmon - 364 AC Brother

## Supporting Characters

* Steffon Bar Emmon *Tourney Knight* Brother
* Morton *Warrior* Security for years
* Willem *Medic* Tends to the elites when they are sick
Qalred

Warships

Qalred is a coastal city on the island of Qal within the Jade Gates.

It is currently controlled by the city of Qarth.

## Location and Geography

The isle of Qal is found within the Jade Gates, and between the city of Qarthak on the northern coast, Qalred on the south and Qarth on the mainland, whomever claims dominion of them control the Jade Gates and thus the most direct route between the East and the West.

Involved more heavily in trade than Qarthak, the city of Qalred is often involved in trade convoys with the nearby island of Great Moraq. The ships come back to Qal, their hulls heavy with crates of spices, which are then transported further north to the city of Qarth itself.
The God of Sea, Stone, and Sky

The Ibbenese people do not often discount the Gods of other peoples, but they think it wisest to acknowledge one with worship above all: Kagak, the God of Sea, Stone, and Sky.

## Beliefs

It is believed that Kagak has riddled the world with great hardships to test the faith of its people. In this line of thinking it is believed that sailing rough seas, and conquering the great beasts of the sea is proof of faith - a belief reflected in the lifestyle of many Ibbenese.

Furthermore, as the God of Stone too, Kagak is believed to have placed the great ores needed by the world beneath earth and stone, making their acquirement hard and dangerous, this is turn means that great success in the world below is another proof of faith that keeps the will of miners strong.

As the God of Sky, Kagak is believed to bring the gloomy and grey skies of Ibben that an depress and demoralise the weak with cold and darkness, as such the ever burning lamps of Ibbenese towns and cities, combined with worship to raise morale, is seen to prove strength and faith in defiance of Kagak.

When the God-King of Ibben was overthrown it was justified as an act of faith as overthrowing one who would impart such hardships on the Ibbenese people would prove their faith and strength. It is believed now that the line of God-Kings was placed in charge of the Ibbenese for them to eventually overthrow.

## Worship

The religious of Ibben long ago decided that Kagak did not walk among them and as such must be found high above beyond their reach. From this conclusion the temples to Kagak are placed high on the mountains of Ibben, or the highest point of any given location, so that a closer relation can be had.

Kagak is ultimately concluded to be an observer and tester of faith, and therefore guidance is sought from within. Ibbenese will often make the hard trek up high to find peace and guidance, taking refuge inside the temples lit by and heated by ever burning whale-oil lamps.

The Faith does have a leader in the form of a high priest/priestess, though they serve to maintain and ensure survival of the faith rather than offer council or guidance as they are not considered to communicate Kagak’s will, for it is already known.
The Twins

The Twins, sometimes known as the Crossing, is the seat of House Frey in the northern riverlands. It is a fortified crossing of the Green Fork of the Trident and consists of two identical castles and a tower in the middle of their bridge.

## Layout

The Twins consist of two identical stone castles standing on a margin of the Green Fork of the Trident. They have high curtain walls, deep moats, and a barbican and portcullis in each. Channels can be dug to form moats, turning each castle into an island. An apple orchard and a cornfield are near the eastern castle.

A stone bridge arches between the castles, with the bridge footings rising from within the inner keeps. This bridge is wide enough for two wagons to cross abreast. It is the only crossing point over the Green Fork for hundreds of miles in either direction, from the north to the western riverlands. It lies directly athwart the main route from Winterfell to Riverrun.

The bridge is guarded in the middle by the Water Tower. This structure has arrow slits, murder holes, and portcullises for defense. Guests of honor can reside in its chambers and at least one suite, and their featherbeds have corner posts carved in the shape of towers.

## Recent History

During Brynden's Rebellion, the Twins were sieged by Lords Stark, Blackwood and Mallister. When the Knights of the Vale under the command of Lord Arryn failed to arrive to break the siege, having been defeated near Harrenhal, the Faith Militant and few Valemen that survived attacked the besieging Northerners.

The battle was close, but in the end the rebels won. The Faith Militant executed the captured Northerners who refused to convert to the new gods. This act surprised and shocked many on both sides of the war, and would come to be known as the Tragedy of the Twins.
Tyria

Tyria is a ruined city found within the Valyrian Peninsula.

## History

Tyria was founded by the Valyrian Freehold. Although rich and glorious, it did not have self-rule and was instead governed by men and women sent from Valyria to rule in the name of the Freehold and thus it is not counted among the Free Cities. The city was devastated by the Doom of Valyria.
Marahai

Marahai is an island in the Jade Sea, found to the southwest of the large isle of Leng. It is crescent-shaped, the large bay nestling two smaller islands called Siah and Vrahai.

## Geography

Sometimes called Paradise Island by the sailors and merchants who land upon its pale-yellow sand beaches to replenish their provisions of fresh water and fill their stores with fruit, fish and meat, Marahai is covered in a vibrant jungle filled with life, and centred around a large caldera large enough to nearly contain the entirety of the Kingswood of Westeros.

Tales from before the Long Night state the island was once largely featureless, nothing more than a large mountain isolated by leagues and leagues of the Jade Sea in all directions. When the island was rediscovered after the day once again returned, the mountain was gone, leaving only a crescent of land, and the two smaller islands of Siah and Vrahai in its place. The waters within the bay bubble with gases and carry a foul, sulphurous smell, but the winds sweeping in from the south mean that Marahai itself is rich with the scent of a hundred types of fruit, and thousands of kinds of flowers.

On the southeastern aspect of the island there is a small fishing colony, known as Vanilla Bay to those few that routinely call port. The residents of the settlement, which number no more than a hundred, mark their sun-darkened skin with vivid paints created from the wealth of flowers on the isles, and worship deities similar to those of the Summer Isles, although there is no proof of a common ancestry.
Omboru

Omboru is one of the fifteen islands that make up the main Summer Isles archipelago.

## Description

Omboru is the third largest of the Summer Isles, beaten only by Walano to the north and Jhala to the south. The island has two main port-towns, Ginger Palm Bay, located on the north of the island, allowing for ease of trade with Tall Trees Town, and another, called Rosewood Harbour, on the south, both of which serve primarily as a means to transport the exotic hardwoods and precious stones found in abundance upon the island.

Northwest of Rosewood Harbour, Zhoza’s Falls can be found. Considered some of the largest and tallest waterfalls in the Known World, Zhoza’s Falls are named for the Goddess of the Waters, Zhoza, who is said to reside within the crisp, fast-flowing water of the area.

## Rulers

The island of Omboru is ruled from both its major settlements by a Prince/Princess. Ginger Palm Bay and the northwestern part of the island belong to the House Qaaz, whereas it is House Rana that resides over Rosewood Harbour and the southeast of the island. Zhoza’s Falls is found somewhere between their territories, and as such its ownership has historically been an area of tension and conflict.
Yin

Iron

Wood

Stone

Yin is a large city in the Golden Empire of Yi Ti, located in the Far East of Essos.

The YiTish claim it is the largest city in the Known World.

## Location and Geography

Located within the Yang-Tho Province, Yin is positioned on the coast of the Jade Sea. To the north, the vast Forest of Yin can be found, whereas to the east, the cities of Huiji and Jinqi are located.

## History

The dynasties of the grey, indigo, and pearl-white emperors ruled the Golden Empire of Yi Ti from their seats at Yin, and, in the present, the azure emperors have done the same.

## Layout

The territory of the city of Yin is said to be large enough for all the Free Cities to be combined with room to spare, as the settlement is said to serve as home to men, women, children and beasts “too numerous for even ten-thousand men to count.”
The Rogare Bank

The Rogare Bank is a bank based in Lys, established by the once powerful Rogare family, but now owned by mechants since those of nobility were overthrown in the War Against the Tyranny of the High Council.

## History

The Rogare Bank was started by Lyrio Rogare, a spice merchant, who would provide loans to sailors and fellow merchants to assist them in the purchase of mercantile cogs, in exchange for a cut of the profits generated by the trade journeys they partook in. With time, Lyrio and his sons grew increasingly wealthy, and began construction on what would become the Rogare Bank, a maze of towers hewn from dark grey stone on the southern aspect of the city.

After the death of Lysandro Rogare, called Lysandro the Magnificent in 133AC, the Rogare Bank began to decline in power, and was soon eclipsed by the Braavosi-based Iron Bank in terms of preference for the wealthy and those in need of wealth of Westeros and Essos alike.

Since the rise of the Mercantile Guilds of the Three Daughters, the bank has made a new resurgance, and is considered to be on par with the Iron Bank at the height of its power.
Ulos

Ulos is an island in the Saffron Straits in the Far East of Essos.

## Geography and Location

Ulos is located deep into the Saffron Straits, further east than even the infamous city of Asshai and the mountainous isle of Immram.

If little is known of Immram, even less so is known of Ulos. It is said to be a island filled with shadowy mountains, but what life might or might exist within them has never been noted.
Sellsail Companies

Much like sellsword companies, sellsails are mercenaries that fight for whoever offers them a contract, although their loyalties are often fickle, and it is known for them to turn their cloaks on their old employers if they are offered a better deal by those they fight.

Due to their naval nature, sellsail companies are often considered less versatile than their land-based equivalents, but can be used to bolstered fleet size in times of war. When they are not bound to a contract, it is not unusual for them to seek wealth through a life as smugglers and pirates.

### Notable Sellsail companies

* Wolves on the Wind
* The Red Hands
* The Burning Fleet
* The Three Sails
* Salt Sons
* The River Coppers
* Keepers of the Waves
* The Dyeman's Company
The Sea of Sighs

The Sea of Sighs is a large inland sea in central Essos, remarkable for its red waters.

## Geography

To the north of the Sea of Sighs are the Painted Mountains, which separate the Dothraki Sea from Slaver's Bay. Many small rivers flow from the Painted Mountains into the sea. The Sea of Sighs itself forms the northern boundary of the Lands of the Long Summer.

At the northernmost tip of the long, narrow sea exists the city of Mantarys, which is built where one of the many rivers flowing down from the Painted Mountains exits into the Sea of Sighs.
The Grey Waste

The Grey Waste is a vast desert found in far-eastern Essos. Unlike those found elsewhere in the world, reports from those few that have explored around its edge seem to suggest it is a cold desert of ice and dust rather than sand.

## History

During the Long Night, demons and an army of the undead serving the Lion of Night were said to have come from the Grey Waste.

The God-Emperors of Yi Ti have since defended their borders from raiders out of the Grey Waste via the Five Forts, a series of massive constructions of fused black stone.

## People

The little that is known of the people that inhabit the Waste are said to be highly nomadic, moving from place to place out of necessity. They clad themselves in the fur and leathers of creatures queer and unknown by the writings and knowledge of most men, and carry spears tipped with points of stone and bone.

The city of K'Dath, claimed to be the first and oldest city in the Known World, is found just south of the Grey Waste.
Talon

Talon is one of the Basilisk Isles, which are off the northern coast of Sothoryos. It is a claw-shaped island north of the Isle of Tears. Corsairs have fortified Talon's honeycombed caverns and gather to trade at Barter Beach, selling or ransoming slaves at the island's markets.

## History

Some of Nymeria's ten thousand ships were attacked by corsairs from Talon. Nymeria then refused the corsairs' offer to allow the Rhoynar to settle upon the Isle of Toads, since the corsairs insisted the Rhoynar give up their boats and send each corsair king thirty virgin girls and pretty boys per year.

## Recent History

Barter Beach is found on the northwestern side of the island, and serves as a trading market of sorts for the corsairs and pirates that inhabit and visit the isles. The haggling and bargaining often leads to violent and bloody arguments settled with steel rather than words, but for the most part it serves as a place for buying and selling on the islands.

Elsewhere on the island the pirate-coves of Whore's Gash, Sty and Devil's Haven can be found.
The Iron Bank of Braavos

The Iron Bank is the main bank of Braavos. It was one of the wealthiest banks of the Known World and often lends money to outsiders, such as Archons, Triarchs, and the many Kings of the Westeros before its near destruction at the hands of the Targaryens during their invasion of the city.

## History

The Iron Bank was founded by sixteen men and seven women who hid valuables in an abandoned iron mine shortly after the foundation of Braavos. As the iron mine's chambers filled with treasures, a bank was formed to utilise the wealth. Each of the twenty-three founders had a key to these great subterranean vaults, and their descendants—now numbering at least one thousand—are known as "keyholders" who proudly display ceremonial keys on formal occasions. Other powerful Braavosi own shares in the bank, sit on its secret councils, and have a voice in selecting the men who lead it.

Prior to the Uncloaking, Uthero Zalyne, Sealord of Braavos, sent envoys from the Iron Bank to negotiate with the Valyrian Freehold. The bank paid settlements to the grandchildren of the shipowners whose vessels had been seized by the fugitive founders of Braavos, but not for the slaves.
Tunval

The Tunval is a river found in western Essos, south of the Pentoshi flatlands.

## Geography

The Tunval has its source to the north of its estuary, within the Pentoshi flatlands. Meandering south, it meets with Long Lake, before continuing onwards to empty into the northern aspect of the Sea of Myrth.

It passes through the city of Anlos, and is bridged by the Trader's Road.
The River Coppers

The River Coppers are a sellsail company that operate primarily out of the Narrow Sea. Initially, it's members claimed descent from those Rhoynar displaced following the Spice Wars with Valyria, but over the centuries its members have hailed from across the Known World.

It's ships are often painted with eccentric colors and decorated with various carvings of assorted animals, real or otherwise. It's lead vessel, *Garin's Generosity,* is decorated as to resemble the great turtles once worshiped by the Rhoynar as gods.
Riverrun

Riverrun is the ancestral castle of House Tully. It is situated in the western riverlands, at the confluence of the Tumblestone and Red Fork rivers.

Riverrun is north of Pinkmaiden and northwest of Acorn Hall.

## Layout

Riverrun is a strong three-sided castle, although not especially large. It is a tenth the size of Harrenhal. Riverrun is bordered on the north by the Tumblestone and on the south by the Red Fork, while on the west a third side faces a massive man-made ditch. In time of danger the sluice gates can be opened to fill a wide moat and leave the castle surrounded on all three sides by water, turning Riverrun into an island and leaving it practically unassailable. It commands a view of many leagues.

The castle has sandstone walls which rise sheer from the water, its battlements are crenelated and have arrow loops, and its towers command the opposite shores. Riverrun's keep is located inside. Properly garrisoned, Riverrun can hold supplies for men and horses for as long as two years; a garrison of two hundred men is larger than Riverrun requires in most circumstances. Guardsmen wear fish-crest helms. The castle's doors are made of heavy redwood.

The Wheel Tower has a great waterwheel turned by the Tumblestone. It has ivy climbing alongside it, and below one makes a wide turn and ends up in churning waters. The Tumblestone leads to the Water Gate, a wide arch and a heavy iron portcullis, red with rust in its lower half. It is named so for being half in the water, and one must use a boat to go through it. Many boats are tied up within the Water Gate, secured to iron rings in the walls. The water stair leads from the lower bailey up to the castle.

The keep is triangular, like Riverrun itself, and the lord's solar is triangular as well with a triangular stone balcony jutting eastwards. The solar can be reached by a spiral stairway.

The shortest way from the Great Hall to the keep is through the godswood, a bright and airy garden with elms, redwoods, wildflowers, nesting birds, and streams. Its heart tree is a slender carved weirwood. The sept at Riverrun is a seven-sided sandstone building. Inside, images of the Seven are painted on marble. A rainbow of light fills the sept.

The dungeons of Riverrun are windowless and damp, their doors heavy and made of wood and iron. The castle also contains kennels and stables.

## Recent History

During Brynden's Rebellion, Lord Tully rose in support of Lord Brynden, a folly that would result in much conflict across Westeros. In the latter end of the war, Riverrun would be sieged by Royal loyalists, to which the Tullys would eventually surrender. While they were allowed to keep the castle, their power has since been greatly diminished.
The Thaw

The Thaw is a sellsword company comprised of primarily Ibbenese members. Despite this, they are seen throughout western Essos and have held contracts with a range of Magisters, Triarchs, Archons and Masters throughout their two hundred year history.

## History

The company is believed to have originated from a group of Ibbenese whalers, whose vessels had been broken beyond repair during a great storm in the Shivering Sea and her members having been forced to swim ashore to nearby Braavos. Lacking a way home and needing coin, the men banded together to become mercenaries - the rest is history, nearly two centuries worth, and filled with blood and coin.
The Dyeman's Company

**The Dyeman's Company**is a recently created sellsail company, based in the Narrow Sea. Having been founded in Tyrosh, it takes it's name from the Dyeman's Sea that surrounds the Third Daughter.

It is most commonly known for it's eccentric admiral, Salarazon Saan.

## History

The Dyeman's Company was founded by three men:

* **Norelo Taerin,**a Myrman and noted accountant, having become flush with coin long before his eighteenth nameday,
* **Salarazon Saan,**a Lyseni and renown admiral, most famously known for his tendency to enter battle with his beard lit ablaze,
* **Vyros Marolis**, a Tyroshi and respected soldier of fortune, having previously distinguished himself as a member of the Crimson Company.

The Company's statement is simple: to turn a profit.

The Dyeman's Company fought alongside the Triarchy's forces in the Dornish-Triarchy War , distinguishing themselves at battles at Grey Gallows, Sunspear, the Greenblood, and, most famously, Tarth, where Salarazon Saan led a last stand against the Westerosi fleet in a successful attempt to ensure the Triarchy's host had enough time to flee the island stronghold before being surrounded and starved.
Oros

Oros is a ruined city found within the Valyrian Peninsula. It was said to be the greatest city in the Freehold, barring Valyria itself.

## History

Oros was founded by the Valyrian Freehold. Although rich and glorious, it did not have self-rule and was instead governed by men and women sent from Valyria to rule in the name of the Freehold and thus it is not counted among the Free Cities. The city was devastated by the Doom of Valyria.
The Orange Shore

The Orange Shore is a region on the eastern edge of the Disputed Lands in southeast Essos.

It represents territory contested between the Free Cities of Volantis and Lys, although in recent years it is the First Daughter that is considered to hold dominion.

## Topography

Like much of the Disputed Lands, the Orange Shore is an area of grassland plains, gentle hills and temperate forests. Further towards Volantis however, the land grows more arid and inhospitable.

There is a small road that winds along the shoreline, linking Volantis to the town of Achissa.
New Ibbish

New Ibbish is an Ibbenese town on the mainland of Essos, on a forested peninsula north of the Kingdom of the Ifequevron. The Bay of Whales is to the north of the colony.

## History

After the city of Ibbish was burned by Khal Dhako, the Ibbenese built New Ibbish as a colony to the northwest of the ruins of Ibbish. Since that time, it has become a valuable port town.

## Layout

* The Port of Merchants - The port which welcomes those not of Ibbenese blood to trade, to buy supplies, to rest. It is the richest part of New Ibbish due to being the only part of the town where each business requires payment. Both of the town's brothels are located here as are the four largest inns.

* The Port of Home - The Ibbenese welcome their own here with free supplies and warm meals. Those who work here draw their profits from donations their patrons leave, which are often similar to that which they might be charged in the businesses in the Port of Merchants. Within the port lie three inns, all of which encourage that their visitors leave something to be remembered by and note each of their visits.
Qarthak

Warships

Qarthak is a coastal city on the island of Qal within the Jade Gates.

It is currently controlled by the city of of Qarth.

## Location and Geography

The isle of Qal is found within the Jade Gates, and between the city of Qarthak on the northern coast, Qalred on the south and Qarth on the mainland, whomever claims dominion of them control the Jade Gates and thus the most direct route between the East and the West.

The city of Qarthak has been carved directly into the side of the pale cliffs found along the northwestern coasts. This makes the settlement very challenging to siege from the sea, although few have tried. The harbour, found on the eastern side of the city, is capable of holding over a hundred ships, although it is mostly occupied by galleys and warships at any given time.
Stepstones

The Stepstones are a chain of islands between the southern narrow sea and the northwestern Summer Sea. The islands are located east of Dorne in Westeros and west of the Disputed Lands in Essos. Just to the north is Tyrosh, which is sometimes considered the northernmost and easternmost of the Stepstones.

The islands are often affected by storms.

Since the end of the Dornish-Triarchy War, the Stepstones have been considered part of the Triarchy's territory.

## Islands

There are fourteen major islands in the Stepstones, and countless other minor islands, most little more than small outcrops in the Narrow Sea.

* Pryr
* Highwatch
* Felstrong
* Tor
* Scarwood
* Guardian
* Golden Haven
* Larazor’s Rock
* Redwater
* Dustspear
* The Veiled Isle
* Bloodstone
* The Island of Serpents
* Grey Gallows

## Settlements

Barring the Island of Serpents, all the isles of the Stepstones have been at some point inhabited, and thus settlements, some well-kept but most decrepit and abandoned, can be found throughout. Ports and bays large enough to shelter a fleet from a passing storm are found on many of the larger isles, in particular Bloodstone, Highwatch, Scarwood, Grey Gallows, Redwater and Pryr.

Since the Triarchy's dominion over the Stepstones started, the settlements within the Stepstones have become more permanent structures, built in stone in place of wood. The isles have never been more colonised than in their current state under the Guild of the Blue and Spicers Guild.
The Orphans of Ny Sar

The Orphans of Ny Sar is a sellsword company currently operating in Essos. As the name suggests, they are based predominately around the river Rhoyne and the ruins of Ny Sar, and as a result most commonly take up contracts with the cities of Norvos, Qohor and Volantis, although have been known to seek business further away when contracts are not forthcoming in their typical area of operations.

## Recent History

The Orphans of the Ny Sar were utilised extensively in the early days of the Dornish-Triarchy War before being dismissed early by the Archon of the Three Daughters.
The Summer Isles

The Summer Isles are a large group of islands located to the south of Essos and Westeros, and serve as the defining point where the Sunset Sea merges with the Summer Sea.

Having lived largely in isolation, the people of isles are peaceful, placing focus upon love and safety over all other needs.

## Islands

There are fifteen major islands to the Summer Isle archipelago, as well as countless minor isles, most of which are unmapped outside of the isles themselves.

* Stone Head
* Walano
* Koj
* Isle of Women
* Isle of Birds
* Omboru
* The Singing Stones
* The Three Exiles
* Isle of Love
* Moluu
* Jhala
* Lizard Head
* Xon
* The Bones
* Doquu

## Flora and Fauna of the Summer Isles

The Summer Isles are famed for a number of reasons, and at the forefront of these is the abundance of both plant and animal life. The waters teems with fish, the forest canopies are rich with birds and monkeys, and through the undergrowth a wide range of animals crawl, hop and slither.

A more detailed list of the common and notable species can be found here.
The Church of Starry Wisdom

The Church of Starry Wisdom is a religion based in Essos. Supposedly started by the Bloodstone Emperor of Yi Ti, the faith remains relatively localised to the lands of the Far East, particularly those of the Shadow Lands.

## Organisation

The Priests of the Religion are easily identifiable, clad in robes dyed dark blue-black, dabbled with spots of white and yellow.

Services are held twice each day, once shortly after the falling of the sun in the west, and another just before it rises again in the east, heralding the end of the starry night above.
The Isle of Flies

The Isle of Flies is one of the Basilisk Isles, located on the western end of the archipelago, just north of the continent of Sothoryos.

## History

A century after the Red Death scoured the Basilisks, the Brotherhood of Bones settled on the Isle of Flies soon after Xandarro Xhore established on Ax Isle.

## Recent History

A small fort has been constructed on the northern side of the Isle of Flies, built from the timber found upon the island. Called the Bloodfly Hold, it has exchanged hands nearly twenty times in the past decade.
Noble Families of Qohor

Qohor is exceptional compared the most of the other Free Cities for a number of reasons, but principally by means of its governing. Whereas most of the other cities are led by a conclave of magisters made up of noblemen, merchants and priests, Qohor is governed by two families, the Eranels and the Motts.

## The Eranel Family

The Eranel Family is one of the two primary ruling families in Qohor, the other being the Mott Family. They style themselves as the *First Woodsmen of Qohor*.

Their wealth comes from the timber harvested from the Forest of Qohor.

### The Forest Palace

Home of the Eranel Family, the greatest and most prosperous of all the families made rich by the wealth of woods within the Forest of Qohor, the Forest Palace is a sprawling construction of wood and pale stone. Surrounded by walls populated with towers shaped to resemble Sentinel trees, the residency houses all the members of the Eranel family, as well as their servants, soldiers and lumberworkers. Also contained within the walls are the barracks of the guardsmen that patrol the Palace, and just to the north the largest timberyard in the Known World can be found.

## The Mott Family

The Mott Family is one of the two primary ruling families in Qohor, the other being the Eranel Family. They style themselves as the *Master Forgelords of Qohor*.

### The Steel Hold

Home of the Mott Family, the most famed and skilled of all the families that heat and shape steel and other metals into keen blades, steadfast shields and a myriad of other items, the Steel Hold is a colossal monolith of dark stone and metal. It is protected by two concentric rings of high walls upon which guardsmen in fanciful armour patrol. It is said that the very dirt around the Steel Hold is warm to touch from the never-ceasing forges found at the heart of the construction.
The Neck

The Neck is one of the southernmost regions of the north. Covered in swamp and bog, it divides the north from the rest of the Seven Kingdoms.

## Location

West of the Neck is a large forest and a peninsula containing Flint's Finger, the Flint Cliffs, and Cape Kraken, while to the east is the Bite. North of the Neck are the barrowlands, while to the south are the Twins, Seagard, and the Cape of Eagles in the riverlands. The Green Fork of the Trident originates in the Neck.

## Landscape

The Neck is inhabited by crannogmen, who are led by House Reed of Greywater Watch. It contains huge flowers, lizard-lions, and many snakes. The trees are half-drowned and covered in fungus, and beneath the water, quicksand will drown anyone who attempts to walk the waters. The Neck is considered the key to any assault on the north.

The kingsroad passes through the Neck. Due to the difficult terrain it becomes the narrow causeway, which is the only safe route to travel through the swamps of the Neck during times of peace. At the northern end of the causeway stand the formidable ruins of Moat Cailin.
Sea of Zabaa

The Sea of Zabaa is a large inland lake found within the Great Grass Sea in central Essos.

## Location and Geography

Found within the Great Grass Sea, the Sea of Zabaa is located close to the ruins of Vaes Leqse.

The river Zbanhe finds one of its sources from the Sea of Zabaa.

## History

The Silver Sea was an inland sea surrounded by verdant grassland and was used for both transportation and fishing by the Kingdom of the Fisher Queens, which grew up around its waters and extended west and north-west. In time, however, the Fisher Queens were followed by the Tagaez Fen, said to be born from the last of the dynasty, and thus the Kingdom of Sarnor came to be.

Since then, however, the Silver Sea has shrunk significantly, and thus now only the great lakes of Sarnor remain, namely the Sea of Zabaa and the Lake of Naqrh.
The Lost Legion

The Lost Legion are a sellsword company based in Essos, historically operating primarily in Slaver's Bay. They have been known to seek contracts further afield however, and have fought for Volantis and Qohor in the past.

They are perhaps best known for their claimed Valyrian descent, although many have noted that their appearance seems more in line with the Iron Legions of Ghiscar, something that seems to be further strengthened by their predilection for the Ghiscari province.
Moluu

Moluu is one of the fifteen islands that make up the main Summer Isles archipelago.

## Description

Moluu is one of the larger major islands of the Summer Isles, although considerably smaller than the isles of Walano, Omboru and Jhala. Just to the north is the Isle of Love, and to the east the Three Exiles.

The tropical forests that cover Moluu are particularly dense, and filled with an abundance of life, both large and small. Spotted panthers larger than the lions depicted on the sigil of House Lannister roam the forest, and the air is filled with the cries of dozens of species of bird, and hundreds of insects. One particular species of note is the Golden Stag, a large type of beetle with a carapace that catches the light with a brilliance and splendour comparable to that of the precious stones mined on Jhala.

## Ruler

The Golden Stag is the chosen sigil that the ruling family, the Dols, display proudly upon their banners of coloured fabric above their wooden palace in Mango Grove, the largest settlement on Moluu.
Static

**Gianna Carina Esperanza**, also known as ***Static***, is a human mutant.

## Biography

Gianna Esperanza was one of the newer Acolytes recruited by Fabian Cortez when they were searching for Magneto, who was missing at the time. She later went along with Magneto to Genosha.

## Powers and Abilities

### Powers

**Paralysis Inducement:** Static is able to generate neurosynaptic energy blasts from her fingertips that temporarily disables the autonomic brain functions of other living beings, causing paralysis.

**Power Negation:** She also has the ability to cause a temporary negation of powers that require conscious will to activate.

## Notes

* Static is 5'8" and weighs 130 poundds. She has blue eyes and brown hair.
Rhoyne

The Rhoyne is one of the main rivers of Essos, along with the Sarne of the Great Grass Sea.

## Location and Geography

The Rhoyne originates from the confluence of two of its tributaries, the Upper Rhoyne and the Little Rhoyne, southeast of the ruins of Ghoyan Drohe in northwestern Essos. Its course runs southeast and meets the Noyne just north of Ny Sar. The Rhoyne continues southeast to Dagger Lake, where it is joined by the Qhoyne. After Dagger Lake, the Rhoyne runs south, with the Golden Fields along its western bank. The Rhoyne continues south, with the Lhorulu flowing into it at the Sorrows and the Selhoru connecting at Selhorys.

It is said the southern Rhoyne becomes so wide that someone in its centre cannot see its shores.The Volaena reaches the Rhoyne just north of Volantis. A giant delta forms at its mouth, upon which Volantis sits along the Summer Sea. The Long Bridge crosses the Rhoyne in Volantis.

Settlements and ruins along the Rhoyne include Ny Sar, Chroyane, Selhorys, Valysar, Sar Mell, Volon Therys, and Volantis. Places on tributaries include Ghoyan Drohe on the Little Rhoyne, Qohor and Ar Noy on the Qhoyne, and Norvos on the Noyne.

The Rhoyne is known for its river pirates, who hide on and around the many islands of Dagger Lake. Timber from the Forest of Qohor is shipped downriver, since the cities and towns of the southern Rhoyne have depleted many of their forests. Giant turtles known as the Old Men of the River live in the Rhoyne.
Valena Maegyr

Valena was born to Borys Maegyr and his wife in 358 AC, the only daughter out of four children. She married Aemon Vaelaros, lord of the Tower of Stars, in early 378 AC. They have three children together: Valena, Vaelor, and Vaenys.

## Biography

From childhood, Valena was fascinated by the tales of the Dragonlords of Old Valyria, and dreamed of one day finding a dragon or an artifact belonging to her ancestors. In order to do so, she studied arduously and consulted with the greatest experts on the subject, becoming quite a Scholar in the process.

Growing up at court, Valena developed a talent for deciphering the hidden meanings behind peoples’ words and the masks they wore, which she turned to her advantage. She’d pay servants to spy on their masters and report back to her, and then use that information for her own benefit. Over the years, her network of spies and her sphere of influence expanded, so much so that she has informants in nearly every corner of the known world.

Valena’s a great beauty, but the interior doesn’t match the exterior. Though she loves fiercely, almost possessively, she can also be ruthless, proud, and cruel, and she’s known for her desire to wreak havoc. Her people know better than to displease her: any agent of hers knows the fate that awaits them if they betray her is far worse than anything a torturer could conjure.

Valena is a firm believer in R’hllor and the prophecy of Azor Ahai, and thus supports her brother in all his endeavors.

## Family tree

http://familyecho.com/?p=N8C1R&c=zghn41my61&f=540053956104866320

- Borys Maegyr, Father

* Aureon, brother
	+ Several nieces and nephews
* Jhaemon, brother
* *VALENA MAEGYR* (32) m. AEMON VAELAROS (40)
	+ Valena Vaelaros, Daughter (12)
	+ Vaelor Vaelaros, Son (9)
	+ Vaenys Vaelaros, Daughter (5)
* Rhaegar, brother

## NPCs

* **White Rat**, Unsullied Bodyguard. (Warrior, Spears)
* **Daerya Vaelaros**, her husband’s cousin, Red Priestess. (Zealot)
* **Malarr**, Torturer. (Executioner)
* **Valena Vaelaros**, Daughter. (12)
* **Vaelor Vaelaros**, Son. (9)
* **Vaenys Vaelaros**, Daughter. (5)
Mossovy

Mossovy, sometimes called Far Mossovy in reference to its position in far-east Essos, is a forested region near the Grey Waste and the Plains of the Jogos Nhai. To the north are the Thousand Islands of the Shivering Sea.

Owing largely to the hostility associated with the surrounding lands, very little is known of the forest itself, and tales of skinchangers, shapeshifters, demonhunters and all manners of men and beasts come from those that claim to have visited the cold, dark forest, although few have any real proof to validate their stories.

It is thought that much of the Grey Waste was once covered in forest, in the books within the Great Library of Huiji in Yi Ti are to be believed. When the trees were felled, the land grew barren and little more than dust. What civilisation was responsible for this mass deforestation remains undeclared however, leaving the proposal as little more than speculation in the minds of many.
The Arbor

The Arbor is a golden island off the southwestern-most part of Westeros, ruled by House Redwyne. It is considered part of the Reach, and is separated from the mainland by the Redwyne Straits. It is protected by the Redwyne fleet, the largest fleet of the Seven Kingdoms.

## Geography

The port town of Ryamsport is located on the island, as are the settlements of Vinetown and Starfish Harbor. Smaller islands in the vicinity of the Arbor include Stonecrab Cay, the Isle of Pigs, the Mermaid's Palace, Horseshoe Rock, and Bastard's Cradle. The Arbor and its surrounding isles are an excellent center for shipbuilding.

## Culture

The Arbor is among the richest places of Westeros. The Arbor is known for making the best wine in Westeros. Wine from the Arbor is usually sweeter than wine from Dorne. Peaches from the Arbor are huge and sweet.

Tourneys held at the Arbor are restricted to knights. Traders from the Arbor have often sailed to Qarth.
Ylios

Ylios is a port-town located on the southwestern aspect of the isle of Lesser Moraq.

## Culture

Famed for its domed marble buildings that overlook the azure waters of the harbour from the gentle rolling hills to the north, Ylios is the only major settlement upon Lesser Moraq.

The people of Ylios are generally considered to be a welcoming people, but those that break their rules, considered confusing and peculiar by many of those that visit the isle, may be subjected to punishment and execution in the traditional fashion. At the centre of the town, flanked by shops, winehouses and a large marble lighthouse, a pit of great depth has been dug. Those deemed guilty of their crimes are tossed into the mulch that has built up over decades and centuries, to drown in the remains of those that have come before them.
Volon Therys

### Currency

Honors (Copper, Bronze, Silver and Gold) (Roughly equivalent to Pennies, Stars, Stags and Dragons respectively)

### Famed for

The Marble Towers

Volon Therys is a town in Essos on the west bank of the Rhoyne. It is surrounded by strong walls shaped from white stone.

It is ruled by the city of Volantis, although every day running of the city was entrusted to the Nalitheos family, who were given the title Governor until the Aerteris family were instead given the position.

## Location

Located on the western bank of the Rhoyne, Volon Therys is almost directly across the river to the east lies the ruined Rhoynar city Sar Mell. To the north is Valysar, and Volantis is to the south along the Rhoyne.

It is a large town, comparable in size to Lannisport or Gulltown in Westeros, but is often considered in relation to the significantly larger Free City of Volantis.

## Layout

Running through the centre of the town is the Rhoyne, which carries a wealth down from the north, in particular timber from the city of Qohor. Dotted along the river's edge are dozens of timber yards, each dedicated to the processing of the wood before further transport down to Volantis and beyond.

* The Marble Towers - placed at the town's edges, six great towers of spiralling carved marble can be found, each depicting a key event in Volon Therys' history.
	+ The Founders' Tower - depicts the formation of the city by the Valyrian Freehold.
	+ The Turtle Tower - tells the story of the First Turtle War, during which the town was flooded.
	+ The Spice Tower - the carvings depict the Second Spice War, and the fall of the Rhoynar to the Valyrian Dragonlords.
	+ The Tiger's Tower - remembering the Volantene expansion under the Tiger Triarchs that eventually resulted in Volon Therys becoming little more than a subsidiary settlement of the Free City.
	+ The Horselord's Tower - while the Horsehold's tower does depict a great Khalasar, it serves the dual purpose of both a lookout for their approach, its position facing the Dothraki Sea, and a storeroom for the goods intended as tribute to stall their approach.
	+ The Blank Tower - currently untouched, the newest tower in the town has been dubbed the Blank Tower by Volon Therys' residents.
Roleplaying Resources

This page is dedicated to collecting those sources of information, lore, face claims, and all other relevant items that might help in a roleplay. Feel free to add anything you think might help another player, and borrow what you like, as well!

## ASOIAF Sources

A Search of Ice and Fire - Using this page you can search all of the currently released ASOIAF books, including the short stories and The World of Ice and Fire. Great for that quote or bit of lore you can't find anywhere else.

The Citadel - The Citadel contains tons of information on Westeros, including lists of clothing, food, weapons, and technology mentioned in the book, as well as ideas on Dornish Court, and lore on all eight regions of Westeros.

A Wiki of Ice and Fire - The main wiki for the series, this comprehensive site contains articles on everything from Wights to Wun Wun.

## Faceclaims and Art

Pictures used for face claims on the wiki must either be period-accurate, or must be edited in a way that modern clothing cannot be discerned. If they do not meet these requirements, they will be subject to removal and/or deletion. We appreciate your cooperation in this matter, to help keep the accurate feel of the time period. Thanks!

Face Claim Helper - Though many RPers tend to go hunting for their face claims, or have one in mind already, this site might help if you find yourself stuck.

Imaginary Westeros - A great place to find fan art of various characters and locations in the series, as well as general images that draw their inspiration from the world of ASOIAF. The entire Imaginary Network is a goldmine of fantastic images.

Roleplay Gateway - A collection of stills and gifs from various movies and tv shows, all with period-appropriate attire. The site is large, though, and all one page - may be taxing on older machines.

ArtStation - Is a showcase for artists, mostly focused on games, film, and media in general. There are some fantastic faceclaims to be found, however, as many very talented artists post their work here. Able to be sorted by subject matter.

ASOIAF Fancasting Resource - An extensive, thorough source of faceclaims and period appropriate images. Over 35 pages long and constantly updated.

Fantasy RPG Faceclaims - A blog containing scores of stills that can serve as medieval/high fantasy faceclaims, taken from movies and television shows. All are high quality and list the name of the character, their actor, and the source of the material.

## Miscellaneous

Westerosi Names - A list of names commonly found in Westeros, organized by gender.
Surreal Biped

"Um, this vault is off-limits. Please go away."This page contains spoilers.

**Surreal Bipeds** are harmless creatures that have been transformed by the rays emitted by the Hylemxylem soon after rising. They spout nonsense and appear in many different forms, they seem to have the same properties as bugs as slapping them returns all missing Flesh and Will.

## Bio

### Appearance

Surreal Biped's have numerous forms usually consisting of moving abstract shapes, the only thing that remains consistent with these creatures are its humanoid legs which are pitch black.

## Trivia

* The way these creatures speak is reminiscent of how most characters in Hylics spoke, this implies that Gibby's Moon Palace had caused a similar effect which has since died down through the unknown amount of time between Hylics and Hylics 2.
* It seems certain characters can't be effected by this transformation either fully or at all. Blerol, despite being transformed is still able to speak coherently and tells the player important info. Meanwhile Wayne and co aren't effected at all by this.