recursal/Fanatic-Fandom huggingface dataset:
The Night's Watch

The Night's Watch was a military order dedicated to holding the Wall, the immense fortification on the northern border of the Seven Kingdoms, defending the realms of men from what lies beyond the Wall.

The order's foundation dated back to the Age of Heroes, at the time when the Others were first pushed back. The men of Night's Watch wore only black, and they were known as Black Brothers.

## Recent History

The Night's Watch has been disbanded since the War of the Long Night, in which the Lord Commander Jon Snow led the efforts against the Others, defeating them at Winterfell.

## The Long Night

The year 300 AC would long be remembered as a year of invasions. Not only had Targaryens attempted to retake Westeros, but an unexpected invasion from Beyond the Wall also came. Lord Commander Jon Snow travelled down to Winterfell to report that he had seen an army of the undead, raised by creatures known as the Others, marching for the Wall. While many lords were skeptical, Sansa and Rickon Stark pledged the armies of the North to help their brother. Following suit, Petyr Baelish also pledged the armies of the Vale and Trident.

At the Wall, the stories of the Others were confirmed to be true. A large army was seen marching for Eastwatch-by-the-Sea, and by the time the armies were able to get to the castle, it was already taken, letting the wights and their masters through. The armies retreated to Winterfell, and there stood in the way of the Others advance. For nearly a moon while the Others made their march south, the sun refused to rise. Crops withered and died due to the cold as far south as the Reach. Lord Baelish however was able to stockpile enough grain to feed the army at Winterfell.

At the end of the year 300 AC, the Others reached the castle of Winterfell. Other scattered armies and volunteers from across the realm also joined the war, as well as Daenerys Targaryen and her dragon Drogon. While many men died defending the keep, the enemy was eventually defeated, and the sun rose once more.
Rickon Stark

Rickon as a child, on the run with Shaggydog

> "*Roose Bolton has Lord Eddard's daughter. To thwart him White Harbor must have Ned's son ... and the direwolf. The wolf will prove the boy is who we say he is, should the Dreadfort attempt to deny him. That is my price, Lord Davos. Smuggle me back my liege lord, and I will take Stannis Baratheon as my king.*"
> ― Wyman Manderly
>
>

**Rickon Stark** was the last-known living son of Eddard Stark and his wife Catelyn Stark. His death was faked at Winterfell and he found refuge on Skagos with House Magnar, later brought to White Harbor as a part of a conspiracy in the North during the wardenship of House Bolton. With the aid of Littlefinger in the Vale, Rickon Stark was installed as Lord of Winterfell and Warden of the North, with his elder sister Sansa Stark as his regent. When his sister became Queen of Westeros at the Great Council of 303 AC, the lords Wyman Manderly and Robett Glover and the lady Barbrey Dustin became his regents until he came of age.

He was betrothed to Wylla Manderly following his deliverance by her house, and would father one son with her to carry the Stark name.

## History

### Long Night (301 AC)

> *Main Article: Long Night*
>
>

As Rickon was still a child, he did not participate much in the Long Night and did not fight the Others. Instead, he spent the battle in hiding, as to preserve the Stark family line.

### Great Council (303 AC)

> *Main Article: Great Council of 303 AC*
>
>
Wolves on the Wind

The Wolves on the Wind are a sellsail company based in the Narrow Sea. Having existed for over two hundred years, the Wolves remain well-known to those with invested interest in the comings and goings in the Narrow Sea.

It is not unknown for the company members to act in a pirate like fashion when not tied into a contract.

## History

It is traditional for the outfit's captain to wear a cloak of wolf fur, leading some to speculate that the original creator of the company may have been a Stark or some other northern Lord.

It's leading vessel bears the hallmarks of having been crafted by the Nahohr family of Lys - such a ship is now an artifact of another time, with the Magisters of Lys having been usurped during the events of the Triarchy of the Three Daughters.
Ny Sar

Ny Sar is a ruined city in Essos at the confluence of the Rhoyne and the Noyne rivers.

It is considered within the territory of the Free City of Norvos, with Norvoshi galleys passing through the ruins regularly to search for pirate activity.

## Layout

All that remains of the city is that of Nymeria's Palace, carved from pink and green-stained marble. Several of the towers and domes have collapsed into the Noyne, but several archways still stretch over the river.
The Jade Gates

The Jade Gates is a narrow strait which connects the Summer Sea and the Jade Sea, separating the great city of Qarth on the southern coast of Essos from the island of Great Moraq. The Cinnamon Straits is a similar passageway south of Great Moraq. Located in the east of the strait is the small island of Qal, which is fortified at each end with Qartheen harbour cities.

The Jade Gates is a major trade hub between the east and west from which Qarth derives its considerable wealth and power by taxing passing ships. The Jades Gates is patrolled by the ornate galleys of the Pureborn of Qarth, who took control of the strait during the Century of Blood.
Stygai

Stygai, also known as the City of the Night, is a ruined city in the mountainous Shadow Lands of eastern Essos. Despite being seemingly in ruins, it remains inhabited, although exactly who by is a mystery to nearly all.

## Location and Geography

The city lies on the Ash in the Vale of Shadows, a river valley northeast of Asshai.

Stygai, nestled into the mountainside, is supposedly ruined, although there are few that believe that it is simply a glamour intended to hide the city's true nature and the rumours of monsters are purposely spread to keep prying eyes away.

## History

Stygai is said to be a haunted corpse city. Twisted creatures, such as demons and dragons, are said to live in its vicinity, and even shadowbinders fear the city. Little is known of Stygai outside of the Shadow Lands, bar that its byname comes from the fact it only sees the light of the sun for a brief period of time each day, around noon.
Scarwood

Scarwood is one of the fourteen islands that make up the Stepstones.

Since the conclusion of the Dornish-Triarchy War, the island has been under the control of the Spicers Guild.

## History

Scarwood is covered in a thick forest, which holds the thin soil in place as storms pass overhead. As such, the island is one of the few in the Stepstones capable of supporting agriculture. It is therefore a vital island to hold for any Pirate Lord wishing to be truly self-sufficient, and as such has changed hands many times in the past centuries.

## Recent History

At the command of Lysor Balarr, the isle has been extensively colonised since the signing of the Pact and the new settlement of Tempest constructed.
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.
Storm's End

Storm's End is the seat of House Baratheon, the Lords Paramount of the Stormlands. The castle is located at Durran's Point on the northern coast of Shipbreaker Bay, south of Bronzegate and northeast of Griffin's Roost. The kingsroad runs north from Storm's End through the stormlands to King's Landing, the capital of the Seven Kingdoms.

One of the strongest castles in the realm, Storm's End was once the ancestral seat of the Storm Kings of House Durrandon extending back many thousands of years. The castle is said to be protected by spells woven into its very walls that prevent magic from affecting it or passing through it.

## Layout

Storm's End is surrounded by a massive outer curtain wall, one hundred feet high and forty feet thick on its thinnest side and nearly eighty feet thick on its seaward side. It is composed of a double course of pale grey stone with an inner core of sand and rubble. The wall is smooth and curving, the stones so well placed and so perfectly together that the wind can find no purchase. On the seaward side, there is a one hundred fifty foot drop below the wall into the sea. There is no safe anchorage by the castle.

The curtain wall protects the castle's kitchens, stables, and yard. Storm's End has only one tower, a colossal drum tower crowned with formidable battlements, making it look like a huge, spiked fist thrusting towards the sky from afar. The tower is so large that it comfortably contains the granary, barracks, armory, feast hall, and lord's chambers all at once. The maester’s cell and the rookery are located at the top of the tower. The tower is windowless on the aide facing the sea. It is said that there are spells woven into the stonework. The seaward side of the castle stands upon Durran's Point, a high white cliff overlooking the sea. There is a watery passage through a cavern that leads beneath the castle, protected by a portcullis, bars, and murder holes.

The main hall of Storm's End is called the Round Hall.

The godswood of Storm's End has a weirwood heart tree carved with a solemn face.

Despite a good wind off Shipbreaker Bay, the weather is hot at Storm's End in summertime.There are fields and stony ridges in the vicinity.
Violet Lake

Violet Lake is a large inland body of water found within the Disputed Lands. It is most commonly claimed to be within the territory of the Free City of Myr and as such is considered to be part of the land owned by the Triarchy of the Three Daughters.

## Location and Geography

One of two major lakes in the Disputed Lands, Violet Lake is found to the southeast of Myr, and serves as the source of the river Murana, which flows towards the Free City. Further south, the Silvertongue and river Navari can be found, as well as the walled town of Achissa.
The Singing Stones

The Singing Stones are a small group of isles, considered one of the fifteen island groups that make up the main Summer Isles archipelago.

## Description

Made famous from the mountains that give the island its name, the Singing Stones are a small group of islands found to the west of most of the other Summer Isles. Whilst all the islands are mountainous compared to the rest of the Isles, the largest and most easterly of them, Ta, is home to the Harmony Peaks, a short cordillera particularly known for its sounds.

The residents of the isles are said to be able to tell which direction the wind blows merely by the nature of the hum that resonates through the stones as the wind passes through the pock-marked surface. The tale of how the stones came to sing has long descended into myth and legend, but most relate to Waro, Spirit of the Winds, who is said to dance through the rock with every breeze that passes over the islands.

## Rulers

Each of the islands are ruled over by a different Prince, hailing from the families of Saras, Xo and Taamos. It is customary for people from the Singing Stones to wear a round pendant of grey stone from their left ear whenever they visit elsewhere in the Summer Isles or further afield, as a reminder of their origin.
Selhorys

### Currency

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

Selhorys is a walled town located on the eastern shore of the river Rhoyne as it approaches it delta-estuary with the Summer Sea.

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

## Features

Although large, Selhorys is still considered a town, not an independent city, and is ruled from Volantis and protected by Volantene galleys.

Alone among the major towns, Selhorys stands upon the eastern bank of the Rhoyne, and timber from the Forest of Qohor is sold in the markets of Selhorys.

Selhorys has towers, domes, and cobbled paths. The city's sandstone walls shelter shops, stalls, and storehouses along the piers. The river gate is guarded by Volantene slave soldiers with tiger stripes, while prostitutes in its brothels are also slaves. Lanterns within the city are made of coloured glass, unlike the parchment lanterns outside of the city walls.
Zbanhe

The Zbanhe is one of the many rivers found weaving throughout the Great Grass Sea in northern Essos.

## Geography

The Zbanhe has two main sources, that of the Lake of Naqrh, and the other from the Sea of Zabaa. The former passes close to the ruined city of Vaes Athjikhari, whereas the latter weaves through the ruins of Vaes Leqse, before they both meet south of the Bay of Tusks. The Zbanhe empties into the Shivering Sea via the Bay.
Skull Isle

Skull Island, sometimes also called Skull Isle, is the northernmost of the Basilisk Isles. It is located in the Summer Sea north of Zamettar in Sothoryos, but the small isle is windswept and uninhabited to this day.

## History

Many of corsairs of the Basilisks decorate the hulls and masts of their ships with severed heads. When the flesh has rotted off them, the corsairs replace the heads with fresh ones, while the bare skulls are delivered to Skull Isle as an offering to some dark god. The shores of the island are lined with skulls.
Achissa

### Currency

Wenches, Damsels, Maidens(1 Wench = 5 Copper Pennies. 3 Damsels = 1 Silver Stag. 10 Maidens = 1 Golden Dragon.)

Achissa is a walled town located on the river Navari in the Disputed Lands. It has been sacked numerous times, and sieged numerous times more, but continues to prosper in recent years nonetheless.

It is considered to be within the territory of Lys, and is thus ruled over by the Triarchy of the Three Daughters.

## Geography

Located on the river Navari, Achissa is south of Myr in the Disputed Lands, and northeast of the city of Lys. To the east the Yellow Slopes and Orange Shore can be found, and further still the city of Volantis.

## History

Achissa was founded by the Magisters of Lys, and started as a fishing village located on the peninsula formed by a meandering curve of the Navari. In the centuries since, it has grown into a trading town, primarily serving as a stopping point for travellers between Myr to the north, and Volantis and its vassal states to the east.

Work on the walls was finished in 174AC, a project overseen by Vario Vhassyl, Magister of Lys.

## Layout

Though smaller than the greater cities such as Lys and Tyrosh, Achissa has a thriving merchant market and a small growing industry of weaving and fine craftsmanship.

* The Stone Plaza - The major hub of trade in the town, the Stone Plaza is divided into three parts.
	+ The Green Market - The Green Market is a spot of wine-merchants and fishmongers, where produce is sold to traders and locals alike. Here, the Borro's Wine Merchant Company sells thirty two varieties of wine to the people of Achissa. Though lacking in the green nectar vintages of Myr, the wines of the Green Market sate the people of Achissa.
	+ The Blue Market - The hub of weavers and artisans in the town, the trade of carpets and clothing is dominated by the Weavers Guild, a group of artisans that oversee the stores of the town. Even still, there is competition by Mordeos Carpets and Crowns, the finest weaver in the town. Further down the Blue Market is the street that connects to the Alley of Steel. This sits close to the merchant craftsmen who sell their wares in the central part of the Blue Market.
	+ The Red Market - The Red Market is a mix of the Alley of Steel and its own merchants. Here, blacksmiths sell the weapons and armor they craft in the Alley. Though smaller than its two sisters, The Red Market provides the highest revenue for the town.
* The Gold Docks - The main dockyard of the town, its name is quite ironic, given the small and poor condition the docks are in. The damage to the Tower of Towers (in reality, a wooden watchtower) was repaired in 263AA, but given the contention of ownership of the docks between Magister Drazenko and Magister Lazaro, especially over customs fees.
* The Alley of Steel - Though not as impressive as many other forges, the few smiths in the town are proud of their work, and are admired by all in the city. For few can afford to lose the business of the smiths, lest they lose their arms manufacturing.
Morosh

Morosh is a small fishing and mining colony of Sarne peninsula. Morosh is situated at the northern end of the Sarne river delta. It was founded by Lorath.

## Layout

The small town of Morosh is strongly divided between the fishermen and the miners.

* The Northern Fishing Wharf - The main dock where merchants and fishermen from the open water arrive to unload their wares to sell.
	+ Dogo's Den - The fishing market in the northern half of the town is where various fishmongers and merchants sell their wares. The market was formerly called the Plaza of Salmon until around a decade ago, when a monstrously obese fishmonger bought out half the established shops in the area. Dogo sits in his shanty hall, taking profits from fishermen as "taxes."

* The Southern Fishing Dock - The smaller fishing dock in Morosh, the port has seen decline in recent years. The fishermen risk greatly to bring in their catch for little reward.
* The Tin Mines - In the eastern portion of the town, miners go in at the dawn and leave at the dusk.
* The Iron Mines - In the western portion of the town, miners go in at dusk and leave at dawn.
* The Street of Tin - The street is the connecting road that leads to the Northern Fishing Wharf, which leads to the open water.
Saan's Fleet

**Saan's Fleet** is the informal name for the flotilla of various sellsail companies that have formed under a single leader, Salarazon Saan, in 390 AC.

With a simple mission to "grow wealthy by any means", they have so far thrived under the Triarchy.

## List of Companies

### Sellsails

* **The Chequy Company**, founded by a scion of House Osgrey
* **The Emerald League**, comprised largely of Yi-Tish members
* **The Burning Fleet**, which makes up the bulk of the navy
* **The Dyeman's Company**, who comprise the core of Saan's Fleet

### Sellswords

* **The Crowned Guild**, founded under the Tree of Crowns by defecting veterans of the Crimson Company and led by a dwarf
Чистые пруды (станция метро)

**Чистые пруды** — станция Московского метрополитена. Находится на Сокольнической линии. Была открыта 15 мая 1935 года в составе первого участка Московского метрополитена.

## Расположение

Станция находится на границе Басманного и Красносельского районов Центрального административного округа Москвы. Расположена на одноимённом бульваре.

## Архитектура и оформление

Своды станционного зала поддерживают два ряда массивных спаренных пилонов, облицованных светлым уральским мрамором «коелга» и дымчатым мрамором «уфалей». Опоры свода скрыты широкими карнизами, за которыми размещены светильники. Пол выложен серым и розовым гранитом (до 1972 года покрытие было асфальтовым). До сооружения перехода на станцию «Сретенский бульвар» у торцевой стены находился бронзовый бюст С. М. Кирова, в честь которого долгое время называлась станция (автор — М. Г. Манизер). Сейчас бюст находится в переходе со станции «Сретенский бульвар» на станцию «Тургеневская». Путевые стены облицованы светло-серым мрамором (до 1997 года — белой керамической плиткой), снизу — чёрным гранитом.

## Вестибюли и пересадки

У станции есть наземный вестибюль кубической формы, расположенный в начале Чистопрудного бульвара. На данный момент это единственный вестибюль подобной конструкции в московском метрополитене. Также «Чистые пруды» — одна из немногих станций, на наземном вестибюле которой сохранилась историческая вывеска «МЕТРО».

Через вестибюль можно выйти, помимо бульвара, на площадь Мясницкие Ворота и Мясницкую улицу.

Из центрального зала можно попасть в переход на станцию «Тургеневская» Калужско-Рижской линии. 13 января 2008 года открылся переход на станцию «Сретенский бульвар» Люблинско-Дмитровской линии. Первоначально предлагалось открыть этот переход одновременно со «Сретенским бульваром», однако, в связи с задержкой поставки эскалаторов Санкт-Петербургского завода, станция открылась только с одной пересадкой, а пуск перехода был отложен.
The Island of Serpents

The Island of Serpents is one of the fourteen major islands that make up the Stepstones.

Since the conclusion of the Dornish-Triarchy War, the island has been under the control of the Guild of the Blue.

## History

As the name suggests, the Isle is home to a wide variety of snakes and reptilian life. It is said to be one of the few places outside of Sothoryos where basilisks are said to roam in great numbers.

Most of the species catalogued on the island were done so by maesters after specimens are brought to the Citadel in Oldtown in hope of monetary reward.

* Golden Lanceheads - Bright yellow speckled with white, grey or black markings. Their poison paralyses the lungs, causing the target to stop breathing.
* Red Devils - Crimson and ochre in colour. Contact with their poison results in blood weeping from the body's pores, before death from loss of fluids.
* Lightning Lords - Usually a purple or blue, with a jagged yellow marking on their back. They make victims convulse in pain before they die.
* Crimson Imps - Often no larger than the length of a man's finger, this tiny species has a toxin that mimics the effects of the Stranger, closing the throat of its victim.
* Giant Water Snake - This dull coloured species is found within bodies of water, and constricts its victim with each inhalation, until they unable to breath. It then consumes its prize whole.
Pelosse

Towers (Tyroshi)(8 Towers = 1 Silver Stag)

Pelosse is a walled town on the southern coast of the Sea of Myrth in the Disputed Lands.

It is ruled by the Smiths Guild of the Triarchy of the Three Daughters, who in turn serve their elected Archon.

## Location and Geography

Positioned on the northern coast of the Disputed Lands between Myr and Tyrosh, Pelosse serves as a stopping point for travellers between the two Free Cities.

As such, its ownership has been hotly contested historically between the Magisters and Archon.

## Layout

* Masked Man's Market - So named for the busy streets and cloying scent of spices that lingers in the air, the Masked Man's Market stretches from the harbour of Pelosse deep into the heart of the city. In the maze of narrow alleys and stalls, all manner of trade takes place.
* The Warden's Tower - A smaller, if not more fancifully decorated version of the Bleeding Tower of Tyrosh, the Warden's Tower looms over the port, serving as the home of the Warden of Pelosse, as well as the headquarters of the City Watch, the Yellow Hoods.
Turrani

Turrani is a city found on the southernmost point of Leng. It is distinct from the other two cities on Leng, Leng Yi and Leng Ma, in that Turrani was founded by the original inhabitants of the island, the Lengii. The architecture is notably different as a result.

## Geography

Turrani is located in the extreme south of Leng, astride a river that flows from the interior of the island, the Lengiai. The island is dominated by nearly-impenetrable jungle that covers a treacherous mountain range. The Emerald Road runs from Turrani to Leng Ma, and from there on to Leng Yi.

## History

For many centuries Leng closed itself off to the world, its amber-eyed inhabitants fearful and loathsome of the outside world. For every YiTish trader to make port on Leng, another would perish at the hands of the Lengii-- oftentimes these deaths would be attributed to mysterious Old Ones, said to be gods living in the labyrinthine tunnels that allegedly run beneath the entire island. As a result, Leng would for many years be known as a haunt for demons and sorcerers.

Yi Ti would come to conquer Leng during the dynasty of the Sea-Green Emperors, however. For many decades Yi Ti would rule the island, until four hundred years before the present era the Lengii overthrew their Yi Tish conquerors.

Presently the island is ruled by the God-Empress of Leng, who takes two husbands-- one of Yi Tish descendance, and another of Lengii. It is this way that peace is maintained between the two populations that inhabit the island. Turrani now serves as an economic engine, growing vastly wealthy as a safe harbour along the trade route for traders going to Qarth, Asshai, and Yin.

## Recent History

Rumours have started to spread that upon the isle of Leng, the sealed underground cities have been once again opened by the mad God-Empress Glaria the Avid, and all visitors must now tread with caution upon the isle, for the massacres have begun once more.
Seasons

Seasons are a highly variable feature of the climate of Westeros, something that shifts from arid and dry desert climate in the furthest south to cold and harsh winters in the north and icy wasteland in the Lands of Always Winter in the farthest north.

Westeros and Essos both experience extremely long seasons of varying length, usually lasting at least a couple of years each. The maesters try to predict the length of the seasons, monitoring the temperature and days length, to advise on when to plant and when to harvest and how much food to store. However, given the random nature of the seasons, this is not something that can be relied on.
The Basilisk Isles

The Basilisk Isles are an archipelago of islands found just north of the continent of Sothoryos.

## History

The towns that have formed on the Basilisk Isles are as short-lived as the men and beasts that inhabit them, for the humid islands are filled with stinging and biting insects, foul humors and diseases both exotic and deadly.

Life is violent, short, uncomfortable but with the potential for great personal profit, and for that reason escaped slaves, slavers, whores, pirates, corsairs, torturers and skinners alike reside within the towns of the island, most of which have names near as foul as the islands upon which they are found.

## The Islands

* Ax Isle
* Howling Mountain
* The Isle of Flies
* The Isle of Tears
* The Isle of Toads
* Skull Isle
* Talon
Port of Ibben

The Port of Ibben is by far the largest and busiest city on the island of Ib and the main hub of Ibbenese culture, followed distantly by Ib Nor.

## History

The Port of Ibben was the first Ibbenese city founded, and has ruled over Ib and the surrounding isles since the Dawn Age. It was once the seat of the Ibbenese God-Kings in the days before the Doom of Valyria. Though the last God-King was overthrown in the aftermath of the Doom during an event known as the Thawing of Ibben. His castle remains a crumbling monument in the centre of the city, and is sometimes used by the Shadow Council, who have ruled the nation from the Port of Ibben ever since.

The Ibbenese are a historically secretive people, and the Port of Ibben is one of the only cities where outsiders are permitted to wander freely, the other being Ib Nor. Beyond the Port of Ibben foreigners are only allowed with an Ibbenese host.

## Layout

Due to its northern location, days are short and sunlight is weak in the Port of Ibben, and the city is eternally grey and gloomy. It is a city of cobbled alleys, steep hills, and teeming docks and shipyards, lit by constantly-burning whale-oil lamps suspended on iron chains.

* The Docks of Ibben: By far the busiest area of the city, the docks are crowded with both native Ibbenese fishing boats and trading vessels from across Essos. Whaling cogs and warships covered in fur dominate the wharves of the dock, but there are often a few other vessels too, primarily heralding from the Free City of Lorath to the west.
* The God-King's Castle: The most significant landmark of the city, the once ostentatious castle now lies in cold ruins in the centre of the city. Few care to go inside, although it is sometimes used by the Shadow Council for their meetings.
Qarlton Chester

Qarlton Chester, colloquially referred to as "the Holyshield" for his fervent devotion to the Seven-Who-Are-One, was the Lord of Greenshield, as well as High Lord of the Shields.

Having perished during Brynden's Rebellion, his descendants live on in exile alongside the Faith Militant in Pentos.

## History

### Brynden's Rebellion

With his home of the Shields having historically served as the Reach's first defense against the reavers, it was no secret that Lord Qarlton despised Ironborn - and, when King Edmund I took a Greyjoy to wife following the Subjugation of the Iron Islands in 370 AC, his response was easily predictable.

Declaring for the High Septon's chosen, the rebel-king Brynden Baelish, the Holyshield's war would be short and brutal: with his various vassals of Grimm, Hewett, and Serry refusing to rebel against House Tyrell, and with the Iron Fleet now sailing south, he instead chose to sail forth, joined by his brother Elwood Chester, who had given up his title as Master of Ships when Brynden Baelish left his office as Hand, and pray that piety would serve as an adequate replacement for his small numbers.

He was, of course, wrong.

What followed is referred to as The Battle of Greenshield: a brief affair between the ten dromonds of House Chester, their sails decorated with the green hand encased in a seven-pointed star, and a hundred of House Drumm's iron galleys, it saw the capture and subsequent execution of Lord Qarlton Chester by drowning.

Since his death, the Holyshield has served as a rallying cry for those that believe House Baelish to have fallen from the gods' favor, and idols of his likeness are commonly seen lining the streets of Pentos, whence his kin, including his brother Elwood, fled after the war.
Redwater

Redwater is one of the largest of the fourteen major islands that make up the Stepstones.

## History

Redwater was home to two small settlements, placed to capitalise on the wealth of stone, hardwood and ore found upon the isle. The towns however, following repeated raids by pirates, have been largely abandoned, and are being slowly reclaimed by the forest.

Hidden within the trees on the southern arm of the island is a deep lake. The plantlife at the borders of the water displays a bright reddish-hue, giving the island its name. Overlooking the lake, the ruins of a keep once existed, its origins uncertain.

## Recent History

At the command of Lysor Balarr, the isle has been extensively colonised since the signing of the Pact and a new settlement built around the ruins overlooking the lake which gives the island its name. The town, known as Syreo's Rest, is considered to be the territory of the Spicers Guild.
Second Sons

The Second Sons are a sellsword company found in the Free Cities. Their banner is a broken sword and they take commands only from their captain.

## History

The Second Sons are amongst the oldest of the free companies, having won some famous victories. Four hundred years ago the Second Sons stood in defense of Qohor along with the Bright Banners company against the first Dothraki *khalasar* to venture east since the Doom of Valyria. However, they suffered a defeat and fled the battlefield, though the battle was later won by the Three Thousand of Qohor.

The names of every man to serve with the Second Sons is written in a leather-bound book, as well as when they joined, where they fought, how long they served, and the manner of their deaths. A tradition of the company is to sign in red ink. There was a time when each new man wrote his name in his own blood, but that tradition faded as blood makes poor ink. Famous past members include Harwyn Hoare, Harwyn Hardhand, the first King of the Isles and the Rivers.
The Mazewalkers

The Mazewalkers are a sellsword company based primarily along the Shivering Sea and the northwestern Free Cities of Braavos, Lorath and Norvos.

## History

As the name suggests, they originally hailed from the city of Lorath, their first commander an exiled Prince of the Streets who took many of his supporters with him when he was forced to depart from the city.
Xon

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

## Description

South of Jhala but north of Doquu, the island of Xon lies in the Bay of Parrots. Largely flat and devoid of trees, the island of Xon contains some of the most fertile land in the Summer Isles. For this reason it is far more densely populated than any of the other small islands, most of which are mountainous like the Isle of Birds or covered in jungle like Moluu. This makes it the fifth most populous of the Isles of Summer, despite being one of the smaller islands.

## Rulers

Xon is ruled over by two families, who often fight mock battles over small disputed pieces of land. These families are both lesser branches of the great House Xon which once ruled over all the isles, House Xomar and House Xoman. Legend has it that many centuries ago the island was ruled over by one Prince, but that he split his lands between his twin sons when he died, and their descendants have been vying over it ever since.
Myrcella Baratheon

Myrcella as a child in King's Landing

> "*She had all of her mother's beauty, and none of her nature.*"
> ― Tyrion Lannister
>
>

Princess **Myrcella Baratheon** was the supposed daughter of King Robert I Baratheon and Queen Cersei Lannister. After her father's death, she was sent to Dorne for a betrothal and later became the Consort of Prince Trystane Martell and mother of his children. She participated in the Great Council of 303 AC as a claimant, but failed to gather significant support from outside Dorne or the Westerlands.

## History

### Great Council (303 AC)

> *Main Article: Great Council of 303 AC*
>
>

Myrcella Baratheon participated in the Great Council of 303 AC, which had been called after the death of her brother Tommen I Baratheon. Her claim, however, was quickly dismissed. Despite being believed to be the only legitimate offspring of Robert left alive, she was a girl, and a young one at that, even though Dorne backed her enthusiastically. Eventually, the Great Council chose to crown Petyr I Baelish instead.

### Princess of Dorne

In Dorne, Myrcella thrived. Despite not having enough of a backing to attain Queenship at the Council, she was content to continue her life in the Water Gardens with the support of House Martell. Though, Cersei’s ceaseless attempts to contact her eventually bore poisoned fruit. A letter was snuck to the Baratheon girl in the still night, her mother pleading her to come home. Instead of hiding the letter or responding, Myrcella brought the note to her protector Doran Martell with little idea of what to do. Despite his animosity to House Lannister, Doran took pity on the upset mother, and wrote to Cersei that she might come see her daughter whenever she wished. This only served to cause further damage, rather than be the olive branch it was intended to be, and Myrcella went on to wed her Dornish Prince and rule in a fashion as Princess-Consort of Dorne. Cersei did not attend the nuptials.

In 305 AC, Myrcella and her betrothed Prince Trystane attended the wedding of her mother Cersei Lannister to her second husband Willas Tyrell, though Cersei began to believe it was not actually Myrcella, but rather Rosamund Lannister, her decoy, in attendance. As the appearance upset her, Olenna Tyrell suggested that the Dornish envoys avoid the newlyweds.

Myrcella's first children were the twins Vorian and Qyra Martell, born in the year 308 AC, just like her own mother Cersei had been part of a pair of fraternal twins.
Zamettar

Zamettar is an ancient city on the northern coast of Sothoryos. It was once a splendid walled city owned by the Ghiscari, but over time has changed hands and was at last abandoned by Nymeria and the Rhoynar.

## Geography

Few have traveled to Sothoryos and survived owing to the impassable jungle and the hostile fauna. Thus, little is known about what exists to the south of Zamettar in the Green Hell. The only thing for certain is that some distance further south along the Zamoyos River lay the ancient city of Yeen, and beyond that more jungle inhabited by massive apes and Sothoryi Brindled Men.

To the north is the Summer Sea and Ax Isle. To the west are the majority of the Basilisk Isles.

## History

In the distant past Ghiscari explorers settled the city of Zamettar, ruling it in the time of the Old Empire. Some time later the Dragonlords of the Valyrian Freehold would capture Zamettar, running out the Ghiscari entirely. Over time the conditions of Sothoryos would drive the Valyrians out, leaving Zamettar to the jungle.

Seven hundred years before the present age, the first Rhoynar ships under Princess Nymeria arrived from the Basilisk Isles. To them it would be good fortune to find an abandoned, walled city in an oft-ignored corner of the world. Rhoynar settlers made a home out of Zamettar and expanded up the Zamoyos to Yeen. Sothoryos would not be kind, however. The Rhoynar in Yeen would disappear to the last man, and Princess Nymeria would order her people back to their ships after disease, parasites, animal attacks, and the oppressive heat claimed many lives.

For the intervening seven centuries the jungle has worked relentlessly to reclaim the ancient city. With no tenders the vines and trees have scaled the walls and now cover them while the streets are broken apart by roots. Few buildings remain wholly intact, as storms have taken their toll on even these stone structures.
Morraqon

Morraqon is a small isle located within the Cinnamon Straits in the Jade Sea.

## Location and Geography

Morraqon is located southwest of the isle of Great Moraq and directly west of the settlement of Port Moraq. Further to the west, the isles of Lesser Moraq, Hammerhead Isle and Sandglass Isle can be found, and to the south is the island of Greenheart.

## The Frog Pool

Of the few permanent residents that reside upon the isle of Morraqon, most can be found around the series of waterfalls and pools on the northern tip of the isle. Shaped by hands long gone, the waters are surrounded by hundreds of stone frogs, and from their mouths and eyes the crisp fresh waters that feed the pools flow.

Some in the past have suggested a connection to the Isle of Toads in the Basilisks, but while the effigy there carries a malign and foul spirit, no such unpleasantness lingers in the depictions upon Morraqon.
Pryr

Pryr is the northernmost of the fourteen major islands that make up the Stepstones.

## History

Pryr, the closest of the true Stepstones to the Free City of Tyrosh, has always been kept under a close eye by the mercantile city. As such, pirate-kings rarely call port upon the isle, preferring those further from the city, but a few prowled the waters before fleeing westward upon the approach of the Tyroshi navy.

## Recent History

Since the conclusion of the Dornish-Triarchy War, the island has been under the control of the Guild of the Blue, who guard the newly created settlement of Miststone.
The Bones

The Bones are a small group of isles, considered one of the fifteen island groups that make up the main Summer Isles archipelago.

## Description

Made up of three small, rocky islands, the Bones are as close to the Stepstones as the Summer Isles get. Largely mountainous, the islands of the Bones feature beautiful craggy rock formations seemingly carved by some enormous hand. Legend says that Zhoza, Goddess of the Waters, chiselled these rock formations out of solid stone over the millennia through the smashing of the waves up against the rocks.

## Rulers

The three islands which make up the Bones are each ruled over by a minor Noble Family, Houses Gaalu, Shoza, and Mba. However, all three Houses of the Bones have recently risen up in support of Utembe, the supposed Prophet. It is rumored that Utembe was once a noble of House Shoza, and that he was exiled for attempting to overthrow his elder brother. Now, his elder brother has mysteriously died and Utembe has returned, claiming to possess a prophecy that will save all of the Summer Isles.
Silvertongue

The Silvertongue is an inland lake found within the Disputed Lands. It is most commonly claimed to be within the territory of the Free City of Lys.

## Location and Geography

Flowing south from the Silvertongue is the river Navari, which meanders south past the town of Achissa before finding its estuary on the southern coast of the Disputed Lands. The lands around the Silvertongue and the Navari are rich and fertile, yielding many crops and serving as grazing lands for several types of livestock.
Tiqui

Tiqui is a large city in the hills in the west of Yi Ti. It is located on the Sand Road between the Great Sand Sea and the Mountains of the Maiden-Made-Of-Light.

## Geography

Located on the south-eastern border of the Great Sand Sea, Tiqui enjoys an arid climate. To Tiqui's south-east are the Mountains of the Maiden-Made-Of-Light. Due north is Trader Town, and almost due west is Bayasabhad. To the south lay the vast Forest of Yin.

## History

In antiquity, Tiqui had been the capital city of Yi Ti. During the dynasty of the Purple Emperors this city ruled the vast Golden Empire, though subsequent dynasties have mostly made their seat the port city of Yin.

## Economy

Tiqui has enjoyed great wealth over its long existence, set along the Sand Road from Bayasabhad to Trader Town. Many caravans pass through, and the markets are full of exotic goods from the far north and the west. Qartheen spices, metals from Kayakayanaya, and the myriad goods harvested from the jungles north of Yin all pack the shelves of countless colourful market stalls.
Vahar

Vahar is an island found near the Cinnamon Straits, where the Jade and Summer Seas meet. Upon the island a city of the same name can be found, which serves as a stopping point for vessels sailing towards and from the nations of the Jade Sea.

## Geography

Vahar is a small island found between Lesser Moraq to the southwest and Great Moraq to the east. It is densely forested with trees that are not dissimilar from those found in the Summer Isles.

At the centre of the island is a solitary mountain, also called Vahar. About halfway up is a monastery that shares many features with the ancient Imperial Monasteries of Yi Ti, leading many to believe that the YiTish may have once colonised the island, although little else on the isle seems to suggest this is the case.

## Cities

There is just one city upon the island, named for the island itself.

* Vahar - Found on the eastern coast, overlooking the part of the Cinnamon Straits that passes between the isle and Great Moraq, the city of Vahar is built across two levels, which are connected by stairs carved directly in the rock and stone. The Beach Town, where the harbour, taverns and brothels can be found are built directly along the shore, using the stony shores are a foundation. Further inland, atop the cliffs the majority of the town can be found. If one wishes to ascend from the Beach Town, they must climb one of three great stairs that join the two, the path flanked by watchtowers from which archers armed with powerful shortbows patrol.
The Isle of Cedars

The Isle of Cedars is a relatively large island that defines the border between the Slaver's Bay to the north and the Gulf of Grief to the south.

Once known as the Isle of a Hundred Battles, over recent millennia it has become a more tranquil place, known for its pale-sand beaches, dense forest covering and vivid blue shallow waters.

## History

Two cities on the Isle of Cedars, Ghozai in the north and Velos in the south, were destroyed by a tsunami triggered by the Doom of Valyria four centuries ago. The only survivors from the isle were Velosi spearmen stationed on the tallest hill and some fishermen at sea, and their descendants now reside within the various small settlements along the shoreline. There is another ruin on a small island just west of the Isle of Cedars, but its original name is as lost to the waves as its sandstone halls and towers.
The Jade Sea

The Jade Sea is the name given to the large body of water located in the Far East, beyond the Jade Gates and Cinnamon Straits, where it meets the Summer Sea.

## Geography

The Jade Sea is located east of the Summer Sea and south of Essos. It is divided from the Summer Sea by the large island Great Moraq, the Cinnamon Straits, and the Jade Gates with the isle of Qal. Also near the Jade Gates are the southern reaches of the Bone Mountains.

Yi Ti is located in a forested stretch along the northern Jade Sea, while the Shadow Lands are to the east. The eastern Jade Sea transitions into the Saffron Straits, which separate the Shadow Lands in eastern Essos from Ulthos. It is unknown how much of the Jade Sea borders Sothoryos to the southwest.

Aside from Great Moraq and Qal, other islands in the Jade Sea include the Isle of Whips in the northwest, the Isle of Elephants in the southwest, Marahai in the center, Leng in the northeast, and the Manticore Isles in the southeast.

There are several cities along the Jade Sea, such as Port Moraq on Great Moraq and Zabhad on the Isle of Elephants. The island of Leng contains Leng Ma, Leng Yi, and Turrani. Mainland Essos includes Asabhad, Yin and Jinqi in Yi Ti, and Asshai at the tip of the Shadow Lands' peninsula.

## Locations

* Qarth
	+ The Jade Gates
	+ Qal
		- Qarthak
		- Qalred
* Yi Ti
	+ Yin
	+ Jinqi
* Leng
* Marahai
* Great Moraq
	+ Faros
* Lesser Moraq
	+ Ylios
* Vahar
* Morraqon
* Isle of Elephants
	+ Zabhad
* Hammerhead Isle
* Sandglass Isle
* Isle of Whips
* Manticore Isles
* Greenheart
* Leshp
* Evra's Fang
* Sparrow Isle
* The Shadow Lands
	+ Asshai
	+ Stygai
	+ Immram
	+ Ulos
Zabhad

Zabhad is a city upon the northern shore of the Isle of Elephants, an island in the Jade Sea south of Essos.

## Culture

Zabhad is a city upon the northern shore of the island, and most well-known for the Shan's Palace, a construction once carved entirely of ivory and in which the Shan, a High Priestess who wears naught but white silks ruled. As with the elephants from which the island takes it name, the people of the isle followed the oldest and wisest woman, obeying her commands and listening to her guidance.
Sellsword Companies

A sellsword is a mercenary who hires out his services to the highest bidder. Inevitably, this sort of lifestyle involves a great deal of violence and physical exertion. Many sellswords are organised into companies. Some of the sellsword companies are very disciplined , and some are nothing but rabble joined together in search of loot. Most tend to be experienced professional soldiers, as it is a profession a man tends to chose after he's tasted a few battles and learned that he's good at fighting.

The Free Cities have made heavy use of mercenaries for centuries, to fight their endless wars in the Stepstones and the Disputed Lands; as such there are more sellswords in Essos than in Westeros. Many of the mercenary soldiers of the east are organised into long-established sellsword companies, or "free companies".

### Notable Sellsword companies

* The Golden Company
* Guild of the Blue
* The Brazen Titans
* The Black Wings
* Crimson Company
* Legion of the Jade Dagger
* Hidak's Circle
* The Black Wyverns
* Second Sons
* Long Lances
* Company of the Cat
* Stormcrows
* Bright Banners
* Stormbreakers
* The Orphans of Ny Sar
* Turmoil's Blade
* The Lost Legion
* The Bronze Circle
* The Thaw
* The Mazewalkers
* Sunbreakers
* Raven Men
Nazhe

The Nazhe is one of the many rivers found weaving throughout the Great Grass Sea in northern Essos. It is a tributary of the river Shakhe.

## Geography

The Nazhe arises from the northern aspect of the Painted Mountains. From here, it meanders north into the grassland hills south of Vaes Khadokh, where it meets with the river Shakhe, which then flows onwards towards Vaes Sorfo.