Seagard

**Seagard** is the ancient seat and home of House Mallister. Originally erected as a formidable fortress to defend the coasts of the Riverlands against the threat of Ironborn reavers from atop the cliffs overlooking Ironman's bay, Seagard has grown into a prospering town over the generations, allowing easier trade between the Riverlands and more distant realms such as the Reach and beyond.

## The Castle

Looming high above the harbour atop pale cliffs sits

Seagard Castle. Though ancient, formidable walls protect the sturdy keep to this day, and a great oak gate with iron-bolts separates the castle from the looming pathway down to the town and harbour. Inside sits a sizable albeit still intimate courtyard, housing the kennels and stables next to lush soldier pines and a stunted weirwood tree. The castle's red-tiled towers can be seen from leagues away, and it is said that the keep was founded upon the grave of the King of the Selkies, whose wailings can reportedly be heard and seen in the damp caverns below the town.

### Layout

* Great Hall - A narrow room with high-arched ceilings that can comfortably accommodate over three hundred guests at a time, located in the lower courtyard. Decorated with long trestle tables and benches draped over with dark purple cloths, banners emblazoned with the Mallister eagle hang next to narrow windows paned with blue-and-white glass, casting the great hall into hues of cerulean and argent. At the end of the great hall sits the high table atop an elevated dais. The table is carved from oak, and made to depict mythical creatures of the sea cowering from the surface. Behind the high table, a wide seat fashioned from weirwood can be found, its back shaped into the form of eagle wings, giving the Lord Mallister a regal appearance - as well as some comfort, thanks to the cushions - while holding court. Galleries above the hall allows bards to play their music without taking up space on the ground floor, as well as a beautiful view over the interior by roaming guests.

* Great Keep - Hosts the personal chambers of Lord Mallister and his family, as well as a study that duals as meeting chambers during more private sessions. Richly decorated with myrish carpets and tapestries depicting the sea and the Seven, the Great Keep might not lack for luxuries, though its halls and walls are narrow and thick, respectively, built to withstand attacks over and over again.
* The Bucket - Stubbed, fat and round, the Bucket is primarily designed as a holdfast for sieges, with plenty of space for townfolk during Ironborn attacks. Guests chambers can be found here, as well as a small hall fitting half a hundred people. The Master-at-Arms makes his home here, above the armoury.
* The Barracks - A small square building, connected to the Bucket, hosts the chambers of the captain-of-the-guard, the garrison as well as the gaoler. Narrow chambers lead to the dungeons below.
* Eagle Tower - The Western Tower facing the sea in the lower courtyard, the Eagle Tower is home to the rookery, library and Maester's Quarters. Numerous guest chambers can be found in the lower levels of the tower, offering a view of the sea below.
* The kitchens - Connected to the great hall, the ground floor hosts the kitchens and servant's quarters, whilst the upper levels are reserved for higher court officials such as the steward and Septon.
* The Sept - A small building by the Eagle Tower, featuring stained-glass icons of the Seven.
* The Hangman - A looming tower situated between the stables and the barracks, the Hangman serves as Seagard's prison. Narrow, dark and occasionally damp, black iron bars and heavy oak doors keep the prisoners confined in cells, what small windows available offering them a view of the ocean and the gibbets that hang out of reach. A cramped hallway leads from the tower into the caverns beneath the town, where cells have been dug out to host common criminals. A torture chamber lies adjacent to the dungeons, and a hallway connects them to the rest of the caverns and the storage rooms.
* The Caverns - Located underneath the town sits winding caverns that stretch on and on, going deeper and deeper. The upper levels house storage rooms and the dungeons, all known pathways sealed off so that only denizens of the castle can access them. The lower are largely unmapped, mined out centuries ago, then abandoned as tunnels were flooded. An escape tunnel is rumoured to be located here, known only by the Mallisters and their close friends.
* The Crypts - Located deeper than the dungeons, but unconnected through its more northern location, are also the crypts, where members of House Mallister lay entombed, and more esteemed servants with them. The crypts are next to the King's Chamber, a large, damp room where a series of slabs of oily black stone can be found. They number nine in total, eight surrounding a larger ninth, which is rumoured by the superstitious to be the tomb of the king of the Selkies, whose ghost purportedly haunts the caverns, luring unwary visitors to their deaths in the deep dark with song and whispers.

### Layout

* *The Harbour* - A stone quay and pier makes up the majority of the port, allowing dozens of sizeable ships to make anchor there. Lining the docks are numerous warehouses, cheap brothels and winesinks, offering sailors & natives alike quick relief from the toiling of the day. The Harbormaster's Office is located within a square cobble tower overlooking the harbour.

* *The Black Anchor* - Renowned for being the oldest surviving inn in Seagard, the proprietor, Tom Silvertooth, promises a meal & lodging so good that 'it is no wonder that reavers keep coming back for more.' The aged establishment is located just outside the town walls by the Sea Gate, and boasts four stories, allowing a generous view of the surrounding buildings.
* *Daeron's Halt* - Owned by the Summer Islander Jalabhar, Daeron's Halt is a luxurious establishment well-suited for the wealthy and distant traveler, named for a renowned Valyrian that visited well over a century ago. Famed for its recently refurbished Summer Islander aesthetic and cuisine, it is a popular place for experienced captains and even members of the local gentry. Although it does not advertise itself as a brothel, fair ladies and, if rumour is to be believed, men, are available at the Halt for the guests' viewing and - for the right sum - pleasure.
* *The Great Sept* - The sept of Seagard. Located due east of the keep, it is famous for its distinct dark stone not naturally found on the Cape of Eagles.
* *Fisherman's Square* - Located outside the Southern Gate, Fisherman's square is the premier market of Seagard, where most of the common goods can be found. Here, fisherfolk go to sell their daily catches, while merchants both near and distant display their products proudly for the interested party.
* *Warrior's Square* - The second market of Seagard, the Warrior's square is smaller than its sister, but well-worth a visit if one has the coin. It is outside the Sept that more expensive works of art and craftsmanship are sold, along with fines and ciders from distant realms.
* *Warrior's Street* - Branching off from the Warrior's Square, this street is home to many of the forges and smiths that provide the proud men of Seagard with their armaments. With a significant number of people from the Free Cities of Pentos and Tyrosh living here, as well as a Qohorik, the quality is renowned, and tourney armour is frequently commissioned from these smiths.
* *Plowman's Street* - Cheekily named for its brothels, Plowman's Street is the primary source of wine and other avenues of carnal entertainment in the town. Arbor wines, fine cuisine, game from the mainland and even whores from more distant lands beyond the Narrow Sea are common sights here.
* *Mermaid's Palace* - Not to be confused with the island by the Arbor, the Mermaid's Palace is a brothel catering to those fond of luxury. Run by Master Bates, the Palace prides itself on its singers and food, and the mahogany-laden rooms are useful for sleeping and private conversing in addition to fucking. Famous ladies of the night include Ravella Ravensong, Marei, Jeyna, Saera of Lys, Bellegere the Black Beauty, and of course Danelle Storm, more commonly known as Stormy Dany by her patrons.
* *The Rat* - Owned by the Pentoshi Tonald Druqo, the not-so-discreet brothel is sure to have something for men rich and poor alike.
* *The Guildhouses* - Located by Fisherman's square on the other side of the town gates, a series of elaborately designed buildings rise above the markets. Here, the various guilds of Seagard gather to discuss trading agreements and charters, often exchanging writs and deals in return for support on petitions and the division of trade. Predominantly established by natives, recent years have seen an increase in merchants from Oldtown, Lannisport and other River towns establishing themselves in the town to seize the latest node in a worldwide network of business.
* *Moribald's Bend* - One of the roads connected to Fisherman's square. Renowned for its decent winesinks.
* *The Booming Tower* - A tall, grey tower seated atop the cliffs overlooking the Ironman's Bay on the southern end of the harbour. Its beacon vibrant light provides safe passage across the dangerous waters of the bay at night, while its great bronze bell stands ready to alert the townsmen of ironborn incursions.
* *The Barracks* - Home to the townwatch of Seagard, the barracks are located in the very centre of the seaside town. Generally well trained, the guard is armed with mail armour and woolen blue cloaks, wielding spears, cudgels, dirks and the occasional longsword or axe, while the officers are afforded purple cloaks.