Winter is Coming Braavos/Dorne section
IC and OOC
During roleplay, chat posts IC (In Character) must be differentiated from those OOC (Out Of Character). This is achieved through the use of parenthesis – () – encasing OOC talk. Obeying this is a requirement to participate in the RP
When IC, there must be another differentiation, this time between character dialogue and actions. The manner in which players do this may vary. Most seem to prefer writing their actions between asterisks – ** – and posting normally for dialogue.
- * Character1 throws a dagger at Character2 * Ha! Take that!
Other methods are equally acceptable, just as long as the two types of speech are clearly set apart.
Players must make an effort not to let anything that is said OOC have an impact IC, and be especially careful to avoid metagaming, the use of out-of-game information or resources to affect one’s in-game decisions – read rule 5 in the section.
Unlike in most other roleplays, in the Room 2 GoT RP, the outcome of combat and other confrontational situations is not determined by the toss of a die.
This roleplay focuses more on character relationships and development, dialogue, telling the large story of the realm, and the smaller, separate ones of each character. Fights and battles are a way to achieve this and not a core mechanic of the game, although not less relevant because of it.
As such, when a confrontation between two or more player characters happens, it is usually left to the players to decide how it ends, based on each character’s abilities and current condition. All players are expected to be realistic and reasonable, and it is not uncommon for two players to leave it to chance when the characters’ skills are similar, in most of which cases a simple coin toss is good enough to determine the victor.
If at any time, a player believes that a fight or other confrontation is not happening or has not ended in a believable way, they are free to announce so, whether their character is involved in it or not, upon which a friendly and civil discussion will most likely ensue, at the end of which the fairest outcome is hopefully determined.
The Game of Thrones we’re all playing is, as you should know, quite heavy on intrigue. Treachery, backstabbing and cloak-turning are common, hidden daggers and poison often work better than any sword or axe.
As such, depending on a character’s position and relationship with others, they might find themselves being conspired against. From simple shaming or discrediting all the way to murder, it is entirely possible – likely, even, in some cases – that characters will talk and plot behind each other’s backs.
As a sidenote, and for this purpose, we recommend the use of whispers, achieved through the following command: /w playername message
– Example: /w Beware_Werewolf Hello!
There is not much else to say on this topic – a character’s skill in it will invariably depend on its player’s own ability – except for one final thought: Rules dictating and moderating behaviour amongst players do not apply to the in-game world. It is permitted, even encouraged, that characters confront, insult or fight each other as they see fit, so long as these actions do not carry over to OOC. A player is not, under any circumstances, to take personal offense at anything directed towards the character when roleplaying.
Scheming and planning another’s death is not in any way forbidden or against the rules, nor should it be looked down upon. Remember that we’re playing a game, both IC and OOC. In any game, there’s a possibility to lose, and you don’t have a talk with Pacman after being eaten by ghosts for the umpteenth time to say that it’s unfair that you’re being defeated so much and that the game should really give you a break.
Your actions have consequences. If your character goes out of their way to make enemies instead of friends or put themselves in the way of everyone’s plans, expect plotting to happen. There’s no better way to avoid this than playing smart.
If you’ve spent at least a few days RPing with us, chances are you’ve come across a perfidious yet lovable individual who sometimes graces us with his presence, by the name of Epic_Antagonist. This is an account shared between a number of our players which exists for the purpose of playing many of the main villain characters in the RP.
Access to Epic is by no means exclusive, and should you be interested, all it requires is a few weeks of roleplaying with us and some basic skills, such as being able to write in such a way that others cannot figure out who it is playing in that account – keeping Epic’s varying identity unknown adds to the mystery and enjoyment.
As part of his “charming” antagonistic nature, Epic will often make snide remarks or even outright insult players and characters alike, even when out of roleplay. This is meant as a joke, and should not in any circumstances be taken seriously. Epic is allowed to do this without violating the first rule (See: ), and, as such, others are free to talk back in kind.
Should any action by Epic offend you, however, which we’re aware that is possible, or you simply do not wish to participate in the fights and arguments instigated by him, simply say so. The whole matter can be resolved quickly and efficiently, and there is no need to get angry or upset over a mere joke.
Do not assume this gives you freedom to provoke him at will without retribution, though. If you want to be left alone, then do the same to him. Engaging in insults and discussions, playful or not, will elicit a response regardless of whether or not you like it.
Remember that there is an actual player controlling Epic, whoever they may be at the moment, and hostility directed at that person as opposed to the account will still constitute a breach of the rules. Most players accept and have fun with Epic. It is perfectly fine if you feel differently, but do not blame the player. In a way, he’s just a character that is constantly played, both IC and OOC.
Coins of copper, silver and gold are the main currency in the world of George R. R. Martin’s ASOIAF, and in the Room 2 RP as well.
- Penny and Halfpenny.
- Half Groat, 2 pennies.
- Groat, 4 pennies.
- Star, 8 pennies.
- Stag, 7 stars or 56 pennies
- Moon, 49 stars or 392 pennies
- Dragons, 30 Moons, 210 Stags or 11,760 pennies.
Gold Dragons are used mostly used by rich merchants and noble lords and ladies, while smallfolk tend to exchange copper and silver coins. The exact value and prices of things are hard to gauge by the books alone, and it is likely that players will often be uncertain of how much to pay in a certain transaction. As such, these things aren’t strictly controlled as long as the player does not frequently use colossal sums, which would be anything around a hundred dragons and above, without reason.
What follows are several examples and guidelines, mostly taken from the books, to help the players get a better idea of the prices in Westeros:
- It is not unusual for a plain yet complete set of good steel armor with greaves, gorget and greathelm to cost 800 stags, roughly four dragons.
- 300 gold dragons represent a formidable ransom for a knight, even if he belongs to a large noble house, while 100 gold dragons represent a reasonable ransom for a younger son of a noble family.
- Most day-to-day items are charged in copper. A few pennies will get you a cup of wine, and some stars, a room at an inn.
- Most weapons seem to value under 100 stags.
- Most commonfolk have probably never even seen a gold dragon.
- Martin admitted that the pricemoney for the tourney of the Hand (40,000 dragons to the winner of the joust, 20,000 to the second place and the winner of the melee, 10,000 to the winner of the archery competition) is not in canon with the monetary system he established in the later books. The winnings should have been about 1/10 to make sense.
- During the War of the Five Kings, prices soared in the capital. Six coppers for a melon, a silver stag for a bushel of corn, and a gold dragon for a side of beef or six skinny piglets were all shockingly high prices.
Time in the RP
Most of the times, each day of roleplaying will correspond to one day in-game, although there will occasionally be events which can span over the course of a few real life days, such as the battle against.
Usually, each day follows the immediate previous in sequence, meaning that there are no significant timeskips beyond those of morning to afternoon, afternoon to evening and the likes, but to give the illusion of time passing – which is often needed for troop movements, message deliveries and the likes – it is generally accepted that there are undocumented days. In one week of roleplay, at least one week in-game will surely have passed, but possibly one week and a few extra days that were left unaccounted for.
Considerable timeskips of several days are rare, and must be agreed to by all players before happening. They’re usually only used when all characters are travelling together, and need to reach a certain destination for the story to progress – such as, for example, the trips to and from Riverrun during the – it is possible that a few days of such travel will still be roleplayed.
Because of the above, it is generally advised against to send a character on a lengthy trip alone, seeing as the other players might oppose to their return if not enough time has passed and time in the Keep usually moves day by day. See more on travel times and distances below.
Travel Times and Distances
In ASOIAF there is no official scale regarding distances, because George R. R. Martin requested that there not be one, stating that he doesn’t want to be held to specific standard on how long a journey should take and that his characters travel “at the speed of plot” rather than following a scale and miles per day. As such, travel time in the RP is generally not very strict, although it must be held within reasonable limits – you’re not travelling from King’s Landing to the Wall in one day.
With the use of maps – here’s a to the one most players use – it is possible to roughly figure out the distances using the Wall, which is 100 leagues, or 300 miles, long, as a scale. However, travel times still depend on speed, which in turn depends on means of travel, trajectory, tweather, terrain and such other factors.
What follows are several examples and guidelines, mostly taken from the books, to help the players get a better idea of the travel distances in Westeros, as well as estimates of different medieval travelling speeds:
- When Jon is going to the Wall, the trip along the Kingsroad from Winterfell to Castle Black takes just slightly less than a moon’s turn.
- One of the few reliable trips we have from Winterfell to KL, Robert’s journey to meet Ned, took several months – it is estimated he was absent from the capital for roughly one year. Medieval travel was a slow, plodding affair, with questionable roads, frequent wagon troubles, and many stops for resting and such. It would realistically be expected of an army – or King Robert’s party, with Cersei’s wheelhouse – to make up to 10 miles on a good day. Remember too that this time would have to include sending parties of outriders ahead to secure provisions and shelter whenever possible, otherwise the party’s baggage train would be huge and the pace even slower.
- An army without a baggage train would be able to move significantly faster. Infantry on its own should be able to keep up a rate of 20 miles per day for a few days. Assuming the troops are rested and not weighed down by gear, they may well manage 30 miles in a day and still be able to fight at the end of the march.
- Most quotes on distances by characters in the books are not reliable, possibly containing several mistakes due to misinformation, figurative hyperbole or both.
- ASOIAF ravens can cover distances of roughly 300 miles in one day of flight.
Considering all of the above, it is advised to think carefully about any journey a character may be planning on undertaking alone. Realistic travel times will be expected, and the character will most likely not be able to return until that time has passed. Sizeable timeskips are very rare and should not by any means be taken as granted.
When playing a ruling lord of a noble House, it will be expected of the player’s character to have at least a small force under his command. As such, it is useful to know about the estimated army sizes of each Kingdom in Westeros, to avoid unrealistically large armies – a Dornish House cannot be expected to have a force of tens of thousands if the entirety of Dorne itself only has around 20,000 swords at their disposal.
The Reach is high up on the top, obviously. They can raise an army of between 80,000 and 100,000 soldiers. Their navy consists of 200 larger ships and five times as many merchant vessels, including those of the Redwynes, the Shield Islands, and coastal lords.
The Reach was mostly untouched by the conflicts that arose in the Seven Kingdoms in the course of the RP, and their numbers have stayed roughly the same.
The Westerlands can raise up to 50,000 troops. The Lannister fleet at Lannisport consists of twenty or thirty cogs, carracks, galleys, and dromonds, while lesser lords have two or three ships for patrolling. In total, the westerman float fifty or sixty larger ships, while longships are used for coastal defense.
Like the Reach, the losses sustained by the Westerlands were minimal, and they were able to restore their forces back to maximum capacity in the two years following Aegon’s defeat at the Wall. Their numbers remain the same.
The North can perhaps raise 45,000 soldiers, although it would take a long time to gather them from such a large region. It has no navy whatsoever. Possesses 33 noble Houses.
Several skirmishes and battles during the two years of Myrcella’s reign caused minor losses for the Northern lords, who now face a deficit of 5,000 soldiers, placing them at 40,000.
The Riverlands are fertile and populous, and were able to rally 20,000 swords to Riverrun at very short notice. A probable estimate would put them at around 45,000 men. Possesses 42 noble Houses.
Like the Westerlands and the Reach, their numbers remain mostly the same.
The Vale is not one of the most populated Kingdoms in Westeros, but the number of its forces is similar to that of the Riverlands, at about 45,000 men. It has no known navy except for a very insignificant number at Gulltown. Possesses 31 noble Houses.
While the numbers of their armies remain the same due to their isolationist nature, Daeron Lockewood began work on a fleet during his time as Lord of Gulltown. They currently possess 10 larger ships and a number of longships, mostly meant for defense.
The Stormlands are said to not be very populated. Their forces could be estimated to be roughly 30,000 men. Possesses 35 noble Houses.
Their fleet is composed of 20-30 larger ships and an unspecified number of longships. The army numbers remain the same.
Dorne is the last of all, as admitted by Doran himself, although they have historically overstated their numbers for strategic reasons. Their full power cound hence be put at roughly 20,000, capable of fielding 10,000 men.
Their fleet is composed of 20-30 larger ships and an unspecified number of longships. The army numbers remain the same.
The Iron Islands
Their strenght relies on their vast fleet of longships, which which gives them the ability to dominate the seas and harass the coastlines. However, given the geography of the Isles, it would be safe to assume they lack the numbers for a prolonged war and can’t compete with the others beyond the coast. Their numbers would be roughly 20,000 men. The Iron Fleet numbers around 500 ships, being considered the largest fleet in Westeros. However, most of these will be longships, made for raiding and pirating rather than actual naval battle.
The Ironborn Fleet was the one that suffered the heaviest losses during the battle fought at Blackwater Bay when the pirate Volpahart attacked King’s Landing. The Ironborn Fleet is currently hard at work rebuilding, and their ships are down to 200, along with the 95 ships of the Iron Fleet, which consist of longships three times larger than a normal longship.
The mainland lords of the Crownlands can raise 10,000-15,000, while the gold cloaks of King’s Landing usually number 2,000. The city also has a fleet of 50 ships. Dragonstone can raise 3,000 men-at-arms and 400 knights. The island’s fleet consists of a 160 ships, including 80 galleys.
Due to conflictuous times, the number of Goldcloaks in the city was raised to around 4,000. The island of Dragonstone has been abandoned since the departure of Stannis Baratheon, and disputed with pirates ever since, so their numbers are inexistent and cannot be called upon. The royal fleet was all but wiped out during the second battle of the Blackwater, and now numbers only 16 ships, amongst which is “Robert’s Hammer”, the largest vessel in the Seven Kingdoms.
Bear in mind that these numbers are only rough estimates, and that no Kingdom or House would ever take their full strength into battle – some men would have to remain behind to secure the holdings, at the very least.
Long Term Absences
Needless to say, real life always takes precedence to the roleplay, and all players should be perfectly aware of this. As such, it might be happen that, on occasion, a player needs to take absence for a long period of time.
It would be considered courteous to give other players a warning of this, if possible, even if only through an e-mail or a private message to one. If a warning of any sort is not given, although the possibility of return will remain open at all times, the returning player might find their character considerably lower in the figurative food chain upon their arrival. Inactive characters will be moved to the NPC section of this wiki, and important positions of power, such as seats in the Small Council, will likely be taken from them. Character relationships may also suffer because of this.