Alternate Song of Ice and Fire RPG (True 20)

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Alternate Song of Ice and Fire

Sorcery
Magic existed before the Doom fell on Valyria. Many called it the Art, but the common term for it was Sorcery. It was said that anyone with the time and effort could learn to channel the power of magic, though it could take years and years to master even the simplest of magics. Some few were naturally talented at Sorcery, able to grasp it far faster than others who practiced the Art. Sorcery was an expression of will, shaping the power of magic to change the world somehow. It generally didnt involve words or gestures, rather incredible concentration and focus. It was believed that magic permeated the world, a mystical and mysterious energy that the gods used to create the world. It was believed that the human mind was never intended for the mind-blasting, secret knowledge of sorcery and the Outer Dark. Sorcery is inherently dangerous because of its potential to corrupt people. Corruption is not "evil. Rather it is the struggle between one's humanity and supernatural alienation. Corruption is the process of losing one's humanity in the pursuit of knowledge which should never have been known. For all its dangers, many people in earlier times used Sorcery. Great wonders were created, things of power and beauty and Sorcery was used to advance humanity to an even greater age. Great Societies based around the power of Sorcery arose, Valyria being the most famous example, but others existed such as Ancient Asshai, the Ghiscari Empire, and the ancestral homeland of the Varisians. However, while great things were done with Sorcery, terrible things were also accomplished through it. Humans were easily corrupted, and only the strongest willed people could become masters of Sorcery and not be destroyed by it. Such people inspired many tales of great heroes, and the wondrous things they did are still spoken of in legends and stories. It is said that the Children of the Forest practiced Sorcery, but were immune to the Corrupting dangers of it. Legends and Myths speak of other races and people such as this, but like the Children of the Forest, they have vanished from the world. Although the Art of Sorcery is by far the most powerful form of magic, two sister arts exist. The Art of Fortune-Telling, divining information through the reading of certain mediums to see into the past, present or predict the future is well known in Westeros and Essos. Numerous mediums were used, but the Deck of Dragons used by the Varisians was the most popular, and most Accurate. Not every Sorcerer could become a Reader, term for a fortune-teller, but every Reader can learn at least some amount of Sorcery. The Art of Alchemy was the art of crafting potions, poisons, powders and talismans and investing them with a small amount of magic. This was in truth an Art as much as any other, taking time and great talent to create the strongest. A more advanced form of crafting magical items existed, crafting Items of the Art. Items of the Art were powerful and often unique items crafted and Invested with powerful magic, each possessing strong unique effects that dwarfed the powers of Potions and Talismans. Many of these things were lost when the Doom fell on Valyria; however some remained into the ages that followed. Valyrian steel is a magical alloy invented in Valyria and used to

make weapons of unparalleled quality. Valyrian steel blades are lighter, stronger, and sharper than even the best castle-forged steel, and feature distinctive rippled patterns. While the ability to recreate Valyrian Steel has been lost, the greatest and most talented smiths can reforge swords and daggers from existing Valyrian Steel. Fancloth is another item created through Sorcery that was famous before the loss of magic. Fancloth is a material that distorts transmitted and reflected light in a way that makes it very difficult to see. Their ability to mimic the surrounding area and therefore make the wearer blend in has made Colour-Shifting Cloaks as they are called today, legendary and worth its weight in gold though only a handful remains. Like Valyrian Steel, the making of Fancloth has been lost. Other items exist, but most are unique and incredibly rare.

Valyria
Valyria was the greatest city on earth at one point. It was the centre of the Valyrian Freehold which spanned all of Essos. They conquered other nations through two things, the first being their Dragons, which were a powerful force on their own. Sorcery was practiced freely by the nobles of Valyria, and in time they became more and more corrupt. Terrible atrocities were unleashed by the nobles of Valyria with their Sorcery and numerous lives were lost. In the end however their power destroyed them and all of the city of Valyria through a mysterious event known today as the Doom.

The End of Magic


When the Doom fell on Valyria, it sent out a ripple effect. Sorcerers in Westeros began to find that their powers were working less and less, unable to wield the great power they once had. In only a handful of years even the simplest effects were nearly impossible. The people of Westeros rose up during this time, some say at encouragement from the Maesters, and hunted and killed most of the weakened Sorcerers, destroyed objects, books and records of the Sorcery, hoping to rid the world of magic once and for all. Numerous records of Sorcery were lost, and remain lost to this day. The theory was that the world was balancing itself after the Doom and the death of so many Dragons, and had made Sorcery next to impossible to use by humans so such atrocities could never occur again. Eventually, with the deaths of the last dragons, magic become nothing more than stories and legends. While numerous people claimed to be Sorcerers, Maegi and Witches they were nothing more than charlatans. During this time the Maesters rose to power, replacing the Sorcerers as the holders of knowledge. It is said that they helped destroy numerous traces of magic left in the world, burning or hiding books about the Sorcerers, covering up tales of the lighter side of magic and tracking down rumours of so-called magic users, proving them as charlatans, or even killing those that actually possessed some lingering power. Some few claimed that magic had not died from the world; rather the magic had gone dormant for a time until the world had recovered from the Doom, in which case it would return once more. This theory eventually proved correct. Some also claimed that magic

still lived in Essos, that their Sorcerers werent fakes but truly wielded magic of old, a theory that most Maesters saw as foolishness and wishful thinking. The Varisian likewise retained some small meagre amount of their old power. It is said that their Seers still practiced the Art of Fortune-Telling correctly; however they had lost access to all other forms of magic as well. Maesters however openly spoke out against such rumours, stating that they were just trained Charlatans, selling so-called Charms and Potions that didnt truly work and that their fortune telling was nothing more than nonsense. Other rumours persisted that the Targaryens practiced Sorcery, or that some in the North were still using magic taught to them by the Children of the Forest. However, once again this was probably rumour or wishful thinking.

The Return of Magic


For three centuries, Sorcery and all forms of magic were extinct. Many believed that they were gone for good, the magic having died out once and for all. This belief was encouraged by the Maesters of the Citadel who had risen to one of the greatest powers in all of the Seven Kingdoms. However, they were wrong. In the year 208, 90 years ago, the Maesters were forced to declare that the Magic had indeed returned after several years of rumours and stories, and even eye witness accounts of some people using Sorcery. No one is sure when this began, some claim it began as far back as 175, for it was rumoured that Brynden Rivers, also known as Bloodraven, was a Sorcerer. However, it wasnt until the year 208 that Maesters finally relented and admitted that Magic had returned to the world. Fear and Hysteria of course followed this announcement, but also a renaissance in the Sorcerous Art occurred, many people seeking out books, scrolls, ruins and people who claimed to be Sorcerers, seeking to learn such power. Most of course failed, not possessing the willpower and focus to study the Art, or any hint of natural talent for it. However in time, true Sorcerers and Sorceresses began to emerge once more into the world, magic returning to the Seven Kingdoms. Today, in places where Sorcery is legal in the Seven Kingdoms, there are those who practice it. Only a small amount of the population have the focus and talent to actually accomplish even small feats of Sorcery, it often being said that while everyone could in theory learn Sorcery, only two or three out of a hundred can actually open themselves to actually using magic. Of those who pursue magic with success, most can only use a little magic. These people are often called Dabblers by the more knowledgeable, men and women who through natural talent or study can manage to use a small amount of magic. Some few however are much more talented, able to progress down the path of Sorcery further and master this art to some extent. Most do this through heavy study, researching old tomes and scrolls, studying under and with other Sorcerers, practicing as much as they can etc. However, some few have a natural flair for Sorcery, something in their blood or soul which draws them to it, and they excel much faster than others.

As always, Sorcery can lead to corruption. It is for this reason that parts of the Seven Kingdoms outlaw the practice or study of Sorcery in any form. Since its returned, magic has already given rise to insane Sorcerers and terrible atrocities around Westeros. Many believe that for this reason Sorcery should be banned all over Westeros like in the first days after magic began to fade, while others see it as terrible but expected occurrences as their will always be those who will misuse whatever power they have or become corrupted by it.

Organisations of Magic
Since Magic returned to the world, practitioners of Sorcery have sought each other out, seeking understanding and control of their powers. Sometimes these groups were temporary, but others only grew with time. Three of note are larger than any other in Westeros, and are recognised as legitimate by the Iron Throne. The College of Runestone Runestone was in ancient times a great college famous for the study of Sorcery, located on the Fingers Peninsula in the Vale, along north of Gulltown. It is said to have been built during ancient times by the Andals and was used primarily before the coming of the Targaryens. After the magic began to vanish from the world, less and less studied there. It was situated and connected to the city of Runestone, a large, bustling and prosperous city of the Vale. However, shortly after the Doom fell on Valyria, some great cataclysm occurred in Runestone. No one is sure what happened, but common belief is that the College had united in some unknown ritual in an effort to stop magic from fading from the land. Whatever they did, it went wrong and area was hit by a horrific earthquake known as the Great Collapse. Although much of the College remained unharmed, much of the city of Runestone fell into the sea and what was left lay in ruins. This was one of the many things that led to the people of Westeros rising up and hunting the few remaining people that could use some magic. When Magic returned, numerous groups of Sorcerers and Sorceresses were beginning to form. The Alchemists Guild was perhaps the most famous, but out of fear that the people were going to turn against Sorcery once more, they disbanded, taking their books, scrolls, items and knowledge to the largest of these groups. In time this group absorbed other smaller groups, and eventually beseeched King Aerys I for a place they could study their art without fear of death. It is said that Brynden Rivers, Bloodraven, the Hand of the King was the true power behind the throne and being a Sorcerer himself, or so rumours claim, granted them the ancient College of Runestone in the year 214. It was also during this time that many of the laws concerning Sorcery were brought in. Over the following years, the College was restored. While the College survived the Great Collapse that befell Runestone two and a half centuries ago, and has stood through the centuries mostly untouched, much of it was still in disrepair and ruins. The structure itself was built using lost magics and infused with powerful Wards and was almost completely perfect when the College was reopened. The interior on the other hand was in ruins, and

had to over time be slowly cleaned out and restored. A great deal of work went into this, and even with the aid of numerous workers and the use of Sorcery, it took almost sixty years to restore it. Even now some areas show sign of disrepair, such as the bridge that connects the College to the town, portions of the battlements and the top of the central tower. Being that these were built using lost and powerful Arcana, they could not be repaired and stand as testament to the misuse and dangers of Sorcery. The College itself is located on a mountain cliff slightly north of the town of Runestone. It is connected to the town by a narrow stone bridge, which to this day is still in some state of disrepair. The College itself surrounds a large courtyard, the centre of which is home to a vast Weirwood tree and numerous small gardens. On the left is the Hall of Attainment, the living area of the Novices. On the right is the Hall of Countenance, the living quarters of the Accepted, trained Sorcerers and Sorceresses of the College. On the other end of the courtyard, lays a vast keep-like structure. This large tower is called the Hall of Elements, and it is home to a large lecture hall and numerous smaller rooms used as classrooms where the Novices and Apprentices are taught. In addition, the Arcanaeum, the Colleges library which houses all the knowledge of the College, and the Arch-Sages Quarters, the living quarters of the leader of the College. Finally beneath the college, there are a network of rooms and tunnels, most in ruins, known as the Midden. The Midden remains to this day largely unexplored as it houses many dangerous Items of the Art, powerful yet unstable Wards and other mystery dangers from the old days. However, some of the Colleges most valued Items of the Art and Arcane texts came from explorations in the Midden, and it may yet hold even more valuable works of the Art within its tunnels. The College welcomes all who wish to study the art of Sorcery. Men and women come from all over Westeros, and even beyond Westeros, some coming from Essos or the Summer Islands. Anyone can study, from any nation or family, no payment is necessary however man find they cannot grasp even the most basic of concepts of Sorcery and of those who can, most are too weak to ever become Accepted of the College. All who join the College begin as Novices. They wear simple unadorned brown hooded robes suitably warm for the Norths cold weather. Life for a Novice is not easy. Their rooms in the Hall of Attainment are tiny, generally only holding a bed and a small table with a washstand. Meals are taken in silence and are extremely brief, so the novice must eat quickly or go hungry. They will have lessons and classes; many on the power, knowledge and use of Sorcery but just as many on the history, High Valyrian, geography, politics and philosophy - to all of which they must pay strict attention or face punishment. Novices also have classes on the history of the Sorcery, about Magic and Sorcery in general and classes on uses of and making of potions and Talismans. However, most of their day will be taken up with such chores and duties as labouring in the kitchens, scrubbing floors and doing errands for Accepted. Novices are not permitted to practice Sorcery except when supervised by an Accepted (though many do so anyway in secret, which at times has led to death or insanity due to little control), and must do all their chores by hand. The idea is that the hard work builds character, though it is likely that there is a desire to keep them too busy and too tired, to start playing around and experimenting with Sorcery. Novices are strictly confined to the College grounds, and there are no days off, except for occasional freedays.

Most who come to the college are Novices for only a few short months before they are sent away, lacking the power, skill or simple drive to grasp the basics of Sorcery. Others while able to use some magic simply lack the power to progress further down the path of Sorcery, becoming Dabblers. Those who are strong, smart or talented enough tend to study for on average five years, some can take as long as ten while a small amount of exceptionally gifted Novices take only two or three years to progress. Once a Novice has mastered their training, able to use Sorcery safely and mastered some of it, they are given final tests to measure their skill and knowledge. If they pass they are presented with a set of College Robes and the Great Serpent Ring, a golden ring fashioned into the shape of a serpent biting its own tail, an ancient symbol of eternity and time itself. These Sorcerers and Sorceresses are called Accepted. They are granted a room in the Hall of Countenance, and are allowed to freely leave the College and travel wherever. They still view themselves as students of the Art, and all continue to study and improve their abilities. Above the Accepted are the Sages, a small council of the twelve most experienced and wisest Accepted. They choose who amongst the Accepted have earned the right to join, vote on who amongst them becomes Arch-Sage and advises the ArchSage on all matters. The College is the only officially recognised organisation of Sorcerers and are perhaps the most knowledgeable of all the organisations of Sorcery in Westeros. They know more about magic than any other and produce stronger and more powerful Sorcerers than the others. Today the College has grown quite large, with almost five hundred Accepted and an average of fifty to eighty Novices at a time. However, this number is very small when compared to the rooms available in the College. The Hall of Attainment has three hundred rooms, and according to records each room used to house two novices. Likewise the Hall of Countenance has twelve hundred large rooms, yet only three hundred of the Colleges Accepted are ever in residence at one time. This is a sign to many that while Sorcery has returned, it is far less common than it once was and may never be that high again. The College along with being famous for the study of magic is well known for its production of items crafted through magic. Charms and Potions can be found in many places around Westeros as anyone with some small portion of magic can craft them, the College are the only producers of three wondrous things of which they alone know the secrets to create them, Shas Crystals, Fancloth and Steelsilk. The production of these items is a secret to many, including many Accepted of the College, and those secrets are guarded fiercely. Shas Crystals are crystals in varying sizes which are sources of both light and heat. The smaller Shas Crystals, which are far easier to produce, are used as portable light sources. The Glow Globes are larger and can be used to light a street, or to light small rooms and keep them warm. Finally the largest and hardest to craft are nearly a yard in length and can light up a Great Hall and keep it warm as if a roaring fire was nearby. Steelsilk and Fancloth are to artificial materials produced by the Guild, though their production is an even slower and harder process to produce than Shas Crystals. Steelsilk is a type of silk, crafted and imbued with magic in some secret unknown way to any outside the Guild. It is as light as silk, but as heavy and tough as solid steel. Steelsilk is generally used in two things, as Sails for ships or Armour. Steelsilk Sails are as light as

canvas but as durable as steel. They can withstand storms, fires and arrows completely untouched. They are the most expensive thing the Guild sells, as they take months and months to craft, and therefore only a mere handful of ships owned by the richest Westerosi have them. Steelsilk Armour can be woven to look like any piece of clothing, even dyed numerous colours. The weight and texture of silk and yet as tough as steel, they are used as Armour when one does not wish to appear to be wearing any. Because of the slow production and great deal of work put into Fancloth and Steelsilk the still remain rare, but many generals and powerful warriors pay large amounts of gold for a single cloak of Fancloth or a single set of Steelsilk Armour. Recently with the demand for a more fashionable material than Fancloth or Steelsilk, the College has begun working on reproducing Streith, a magical material from the old days of magic that is normally white, but changes colour to match the mood of its wearer. Results have been slow. Magic in Westeros Today The return of magic to Westeros posed a great shock. Riots ensued in some places, suspected Sorcerers were often hunted down by the smallfolk and burned alive. Most of these people were innocent, not possessing even the tiniest trace of magic; however this mattered little to the people. Likewise the High Septon of the time declared that all forms of magic were evil and dangerous, which only encouraged such riots. Some claim that the Maesters also played a part in encouraging these riots; their announcement of magic having returned designed to cause panic so that the magic and Sorcery might be driven out of the lands once more. This situation only worsened with the plague known as the Great Spring Sickness stroke the land tens of thousands of people across Westeros. Many believed that the plague was the work of Sorcery and the riots and murders of suspected Sorcerers continued and worsened. Finally with Iron Thrones recognition of the College of Runestone, the fear and hatred lessened some bit. New laws were put in place concerning Sorcerers and the Arts of Magic. In addition, any noble who is found to be a Sorcerer is striped of their status and they and all their heirs are struck from the line of succession. This law was brought in so that no ruler would have such power. Many other laws exist concerning the practice of Sorcery, but generally as long as they are not used to harm or manipulate another, they are perfectly legal. However, fear and distrust for Sorcerers and magic remains high amongst the people of Westeros. The Faith continues to preach against Sorcery and its practitioners, warning people that it will inevitably lead to corruption. The smallfolk are especially fearful, and rumours of Witch-hunts still happening in certain rural areas surface every now and than. The nobles of course look at it with mixed feelings, they fear the power Sorcerers wield, generally are jealous of such power and yet at the same time are ardent supporters of the College purely for what it produces that they can by such as Shas Crystals, Fancloth and Steelsilk. Some places take an even harsher view on the Arts of Magic. In the North, all forms of magic are outlawed. In the old days magic was practiced by the Children of the Forest, who choose one man or woman in a thousand amongst the First Men to share some small

bit of knowledge of magic with. With the Children gone, no one can discern who would be corrupted and who wouldnt, and therefore Sorcery is far too much a risk. Suspected Sorcerers are generally banished south of the Twins, but in some cases they are executed if it can be proven they had become corrupted by their power. Due to this few Sorcerers travel north and the people of the North have little to no contact with magic. The only known users of magic that travel North are the Varisians, and even than they avoid the more populated areas and do not Read the Deck for people, as even that is against their laws. Rumours persist that some in the North do practice magic, like the people living in the Neck, and that the ancient magics of the Children of the Forest have begun to return to the world. Oldtown, like the North, also outlaws Sorcery, although this has more to do with the Maesters hatred for it than anything else. On the other hand, Sorcerers are more welcome in some parts of Westeros. In Dorne for example, practitioners of magic are respected and in some cases revered. In fact Dorne has its own small faction of practitioners of Sorcery, known as the Rhoynar Witches. The Rhoynar Witches tend to be soothsayers and spirit guides, unlike many other Sorcerers who are often more scholar than anything else. These men and women believe they have been touched by the gods to serve their people using magic. When a Witch is initiated, they are forever marked with the crescent moon tattoo beneath their left eye, called a Witch-Mark among the people of Dorne and widely respected there. The witches are skilled in making elixirs and herbal remedies, the ability to read the future and the past in the stars, and, usually, the talent for mediating arguments between people. While nearly all of the Rhoynar Witches are Dornish, they do occasionally accept men and women that show great promise from outside Dorne, but this is very rare. While fear of magic exists across most of Westeros, people are still fascinated by it to some extent. Fortune-Telling is one of the few forms of magic accepted by most people. While it does not corrupt one like Sorcery, it comes from the same place. The most common form of fortune-telling in Westeros, and for that matter is common in the Free Cities and many parts of Essos as well, is Deck of Dragons. This is a set of 54 wooden cards, laid out in a pattern to predict ones faith. Those capable of using the Deck for divination purposes are called Readers, Natural Talents or Adepts. In common usage, 'Reader' refers to someone with enough talent or skill to divine the future using the Deck of Dragons to a greater or lesser degree. Natural Talents on the other hand possess an innate ability to understand the Deck of Dragons, able to read it without any actual training, relying solely on instinct. Natural Talents also tend to have prophetic dreams, a gift which some see more as a curse. An Adept on the other hand is someone with surpassing skill and/or talent with the Deck of Dragons, able to glean far more information from a reading than lesser readers. The Varisian Seers are the most famous for this, all of whom are Natural Talents with the skill of Adepts and they have honed their skill practicing the deck for centuries. Likewise, Alchemy and the crafting of Talismans is also far more accepted than Sorcery. Potions, Elixirs and Talismans are often sold at markets or from stalls in the cities and towns of Westeros. Those who live in more rural areas tend to buy such things of the Varisian Caravans which pass by maybe once a year. The use of such items, and the crafting of such, are said to be like Fortune-Telling and do not corrupt the soul or mind.

Both Arts can only be used by someone with some small amount of magic. Every user of Sorcery can learn the Art of Alchemy, but in anyone who does not possess some amount of magic can never craft even the most basic potions or talismans. The Art of FortuneTelling is similar in some ways, and different in others. Not every user of magic, Sorcerers or Dabblers, can become Readers or Adepts, but every Reader, Natural Talent and Adept could learn some amount of Sorcery if they wished. Most Readers are Dabblers, some few are even Sorcerers, but there are those who choose to just practice the Art of Fortune-telling and never expand into Sorcery. Lost Arts It has been nearly a hundred years since Magic returned to Westeros, and since than much of the Art has been rediscovered. However, a great deal has sadly been lost and may never be recovered. Weather-Shaping, Wind-Walking and Shape-Shifting, just to name a few, are all mentioned in tales, legends and even the official records of the College of Runestone. These abilities have been lost, though records hint at them having existed and not just being tales of legends. Likewise the entire Art of summoning spirits, mostly elementals, and the ability to bind familiars has been lost as well. In addition, although the art of Alchemy and Talisman-Crafting have been rediscovered, the knowledge of crafting Items of the Art lost. Numerous types of Items of the Art exist, though they are all exceedingly rare, but the knowledge of how they were created, or what most of them even do, has been lost entirely. Magic in Essos Essos on the other hand takes quite a different approach to the return of magic than Westeros. The people of Essos believe that magic never vanished from their people. This claim is disputed by the Maesters of the Citadel and the College of Runestone, one of the few things they agree on, who believe that it was merely a myth perpetrated by the numerous factions in Essos that had indeed once had Sorcerers, using tricks and illusions to make it seem like they still held power. Therefore their society has remained largely unchanged, though the factions that now do truly possess magic are growing stronger and more influential as time goes on. Maesters and Adepts It is well known that the Maesters of the Citadel long preached against the magical arts. Up until the return of magic, many had even begun preaching that such things were only myths and legends. Some claim that they even helped the downfall of magic occur; destroying tomes of arcane knowledge, tracking down Items of the Art and hiding them, and even darker rumours persist suggesting they killed any suspected Sorcerers. Since the return of Magic, the Maesters and the practitioners of magic have been at odds over numerous things. Maesters objected to the foundation of the College of Runestone, and were strongly against the laws that were brought in that they saw as protecting Sorcery. However, their objections were ignored by the king or in truth by the Hand

Bloodraven, who favoured the Sorcerers. Shortly after, numerous Maesters who wore the Valyrian Steel Link left the Citadel and joined the college, which led to the study of magic being striped from the Citadel. Their growing resentment increased when they were forced to hand over numerous texts and items they possessed that concerned magic. It is said that they tried to hide some things, but the Sorcerers who came to collect them were able to sense such things and demanded they be given. Grudgingly the Maesters complied, but this also marked the beginning of a feud between Maesters and the Adept Factions. Several laws were introduced on Oldtown and the Citadel concerning Adepts. These laws outlawed all use of magic and selling of items of magic within Oldtown, though Adepts were not outlawed and any Maester who practices Sorcery is banished form their order. Even with the rise of Sorcery however, they still hold much sway in Westeros, remaining the most knowledgeable people when it comes to history, geography, language, politics, economics, astronomy etc. They also guard their knowledge of Ravenry fiercely, as Ravens remain the fastest form of communication over long distances in Westeros.

Miscellaneous Information
Sexuality and the Status of Women
In the Seven Kingdoms, women are sadly treated as lesser citizens. While there are notable exceptions, life for women in the Seven Kingdoms can be difficult. They are often treated as little better than chattel, to be used as bargaining chips between rulers, a free outlet for sexual frustration, a source of heirs, and a handy resource for all the needlework one could want. This does not mean that women are weak; rather they live in a harsh society that often views them as such. Westerosi women do not have the same freedom for learning and adventuring as do the men. Noble women learn the domestic arts and how to run a household, while their brothers learn how to rule and go to war. Most Westerosi actively discourage women from taking up arms, but women who are willing to break convention and risk mockery and disrespect sometimes learn the arts of war anyway. Common women may be forced to learn to hunt or take up a spear to defend themselves, but such behaviour is uncommon in cities and civilised lands. Women can become Artisans as well, although it is uncommon for a woman to apprentice or work outside the home in a craft or trade. Some women, like men, choose to study Sorcery and the College of Runestone accepts men and women equally. The Maesters of the Citadel do not allow women of any sort to train in their service. In addition, inheritance in noble families always passes to sons before daughters, regardless of age. Generally a woman only inherits her familys land if there are no sons to inherit. Sexuality is also a sensitive topic in the Seven Kingdoms. However, this was not always so. In earlier days, Homosexuality, especially male homosexuality was much more widely accepted. This was mostly due to the legend of the heroes Braniel and Hiathas.

Braniel the Swordsman was a great warrior and famous heroes of the Andals. He fought in numerous legendary battles, and even to this day some warriors pray for his skill with the sword. He was also a great protector of the common folk, and he is still loved amongst many of the smallfolk. According to legend, he saved a beautiful noble woman who was being attacked by a gang of men intent on rape. Seeing how brave he was, she offered him her hand in marriage. He thanked her for the kind honour, but than declined the offer, stating that he would never find what his heart desired. That night she prayed to the Maiden to bring to Braniel whatever his heart desired, believing he deserved to find happiness for all the good he had done. The following day, as dawn began to move across the land, a bright light filled Braniels room and out of this light emerged Hiathas, also known as the Dawn Prince, a man of such incredible beauty. The moment they laid eyes on each other, Hiathas and Braniel fell in love and were together forever more. In time, men who love men and women who love women were called Caria Daunen in High Valyrian, Lovers of the Dawn after Hiathas and Braniel. Today however, the viewpoint has changed. Much of this can be based on the views of King Baelor the Blessed who viewed it as no more than an expression of carnal lust. Today, homosexuality is greatly frowned upon and often viewed as perverse. Amongst the noble families, where marriage and succession are so important, it is especially viewed in a negative light and not accepted. Proclaiming oneself as Caria removes you from the line of succession since you cannot produce an heir. The Faith of the Seven likewise views heterosexuality as the norm and superior to homosexuality, and forbids any form of marriage between those of the same gender. Some High Septons have declared it a mortal sign and morally wrong, while others have declared it natural yet still less so than heterosexuality. However, some vestiges of the old views have remained. Homosexuality is not illegal in any part of the Seven Kingdoms, and the shortened version of Caria Daunen, Caria, is still widely used. The smallfolk are perhaps the most open to it, seeing it as strange but not unnatural and few of the smallfolk outright hate Caria, though some bigots do exist. However, there are places in the world where such views on women and homosexuality are different. In Dorne, women are treated on equal footing as men. The line of succession passes to the eldest child, regardless of gender. In addition, many famous warriors in Dorne were women. Homosexuality is likewise accepted as natural, even amongst the noble families. Amongst the Varisian, it is much the same, women seen as equal and homosexuality and bisexuality widely accepted. Outside Westeros, the status of women differs from place to place. Some place treat women as equal, and others do not. Generally however, women have far more rights in Essos and the Free Cities than they do in Westeros. Homosexuality likewise is accepted widely outside of Westeros, some places even allow same-sex marriage. Male homosexuality is seen as normal, and many men in the Free Cities do not view sexual relationships between men as the definition of being Caria, rather love between two men is what makes men Caria. The same point of view is often held by the women of the Free Cities.

The Varisian

The Varisians are a people who travel the lands of Westeros in large colourful Caravans, never settling or staying in one place to long. They are a mysterious, exotic people and make their living as fortunetellers, entertainers, traders, and tinkers, repairing simple household goods. If a pot or knife is beyond repair, the Varisians are ready to sell a new one. They are renowned for their skill at music; for Reading the Deck of Dragons, which they say they use to read a persons soul and see the future; and for their intricate carvings. Many villagers in Westeros purchase Varisian pendants made of polished bone and wood carved into knot patterns. These lucky knots are supposed to protect the wearer from curses and misfortune. Many believe in their properties because the Varisians wear them themselves and seem to have good luck. History Varisians, according to legend, once had a land of their own, a prosperous nation of mosaic-covered domes, fragrant perfumes, and long nights of dance, storytelling, and prophecy, known as Varisia that lay across the sea in the far south-east of the continent of Essos. There the Varisian, People of Fate in their language, were renowned through all of Essos for their powers of predicting the future and for symbolic images that could be used to predict ones fate more clearly than any other medium, known as the Deck of Dragons, a deck of 54 cards filled with colours and symbols from the dreams of the their Goddess Desna according to legend. This medium for Fortune-Telling spread throughout all of Essos, being the most accurate medium, but the Varisian were always far more talented at reading it. It is said they became so rich, vain, and powerful that they allowed a shadow to enter our hearts. We forgot our role as Desnas chosen. A wise woman, the most gifted Seer of that time Miriana, saw that the Varisian pride and vanity swell and sought to bring the word of Desna back to her people. Many cast away their fortunes to follow Miriana, while others chose to remain in their beautiful kingdom. One morning, Miriana led the faithful away to find a new life as wanderers. That evening, a mysterious disaster struck their kingdom, and all those who stayed behind died in the cataclysm. Miriana taught her people that the quest for riches had led them astray. They had to forsake all property and settlement because it leads only to misery. So the people perfected the tinkers arts and they travelled far from their homeland, and wandered around Essos in brightly painted Caravans, mending broken things and reading peoples fortunes. They kept alive the old songs and stories of their people as best they could, though much was lost, and rejoiced in the freedom that they held, never looking back at all they lost. It is said they seek something called the Old Song, though what this was is a mystery even to the Varisian. The Varisian travelled all of Essos, and became great allies to the Rhoynar. It was they who predicted the danger of Valyria to the Rhoynar. When the Rhoynar fled to Dorne, most of the Varisian travelled with them, and made Westeros their new home. Varisian Language

The Varisian language has also been enriched by their travels. Originally the Varisian spoke Proto-Varisian, the language of their homeland, but the language has evolved so much that it would be incomprehensible, save a word here and there, to the Varisians of old. Today the language has adopted many words and phrases from High Valyrian, the bastard versions found in the Free Cities, the Common Tongue, the Old Tongue, Ancient Rhoynar, Summer Islanders etc., while maintaining complex Varisian grammar. NonVarisians describes the language as having a sing-song quality, and those whove tried to learn it have found the rapidly expanding lexicon and the intricate grammar bewildering. It said to be full of double meanings and subtle innuendo. Varisian are proud and protective of their language and hold poets in high regard. Rather than teach the language to outsiders, they learn their host cultures languages; almost every adult Varisian is multilingual. To protect their language from ambitious foreign scholars, Varisian do all they can to prevent their writings from falling into non-Varisian hands and they commit information to memory, rather than parchment, whenever practical. These factors make it possible for the Varisian to communicate with others, while preserving a mode of communication that others do not understand. This fact exacerbates distrust of the Varisian, people often wondering what they are discussing in that inscrutable language of theirs. Religion of the Varisian The Varisian do not worship the Faith of the Seven, or the Old Gods of the North, or any other Westerosi Faith. They acknowledge that these beings exist, and honour them, but above all they worship their Goddess Desna. According to their legends, Desna is the Goddess of freedom, luck and dreams. Varisians believe that she created the very stars themselves, and it was her dreams that inspired the creation of the Deck of Dragons. Dreams and omens are said to be messages from Desna, and because of that they are taken very seriously by the Varisian. All Varisian know the Deck of Dragons from an early age, is able to make references to its symbols, and is trained to see them reflected in the world and dreams even if they lack the ability to read the actual deck. Varisians do not build temples; rather they worship her in their thoughts and prayers. However, small shrines are occasionally built to her on the roads of Westeros, generally concealed so that none but Varisians would recognise it for what it was, in case followers of the Seven would tear them down. Varisians also host several festivals and perform ritual dances to honour her, believing that amongst all the people of the world, they are her chosen.

Music and Dance Music and dance are a significant part of Varisian culture. Most Varisians can play at least one instrument, but many can play two or three. Varisians have a song for every occasion, grand and mundane, even for tasks such as washing the dishes or building a fire. The moves that form the foundation of their dances are carefully structured and

practiced until they become innate; in this way, Varisian dancers can improvise in the middle of performances while still keeping their style recognizable. It is said the Varisian have a dance for every occasion. The Tiganza, a sensual dance, is perhaps their most famous dance. The dance involves shuffling steps to the slow beat of drums, small circular turns, and a slow rotation of the hips that is emphasized by the sway of a scarf. It is usually done barefoot to the light of the campfire. This dance is learned by most of the women and a handful of Caria men, and many tales have been told of the seductive power of the dance and its effect on men. The arts of flirtation, seduction, and love are practiced with gusto among the caravans and are often tested on non-Varisian. Many villages have a tale of a Varisian breaking a local lad or lasss heart or of a simple farmer leaving everything to chase after a Varisian lover. This is one stereotype the Varisian mischievously enjoy. Some dances are done by multiple Varisian, often put on during performances to entertain their audiences. The following are the most famous. The Alehouse Jig; Pairs of men and women participate in this boisterous revel. Synchronized stomping of wooden clogs on floorboards lends a rousing beat, and the male dancers spin their partners in circles until their skirts twirl like coloured discs. Butterfly Flight: Varisians dance this dance whenever they desire luck or wish to affirm their devotion to Desna. Quick, graceful movements of dancers moving in a larger synchronized pattern mark this dance, with the participants wearing dozens of scarves and veils to represent butterflies. Rubes Roll: Varisians rename this dance from city to city to make it sound more flattering. Varisian women in slinky outfits, with perhaps one or two Caria men for contrast, not to mention to please the women and Caria men in the audience, and to help with intricate movements, shimmy and shake their way through this dance. Near the end they draw nearby audience members into the dance, guaranteeing generous tips from at least a few. Adoption They are a somewhat secretive people. They have their own language and their own religion and do not share these with non- Varisian, except for those who wish to join their wandering life. Sometimes youths from small villages do just that; there are stories of adolescents running away to join the Varisian and other stories of Varisian kidnapping children to raise as their own. The tales of kidnapping are untrue, but if young people are both sincere in their desire to join the Varisian and willing to help with the hard work of living on the road, they are welcome. Such people are called Optari, the adopted ones. They are treated as family by the Varisian, but there are differences. No Optari even if they are Seers can become Seers, nor can they become a Seeker or gain any of the traditional runic tattoos awarded to some Varisian. The Varisian always return youths who cannot adapt to their way of life to their homes. Life on the Road Varisians find travel exciting and fulfilling. Most children are born on the road and spend their whole lives moving from place to place. Few can name their birthplace.

The composition of Varisian caravans varies wildly, but the most common contain four to eight large wagons and one small one, in which the Seer travels. The caravan keeps two horses for each wagon, plus two or three for riding and in case one of the horses pulling a wagon sustains an injury. A herd of five to ten sheep or goats provides milk and sometimes trade goods for the caravan. A pack of dogs serves as herders and guardians. Solid wooden boxes topped with flexible willow ribs comprise a Varisian wagon. Canvas or oilcloth, stretched tightly over the ribs, protects the interiors from rain and snow, and Varisians often dye their wagon-tops bright colours. Most of the wagons contain boxed goods, trunks, barrels, and cratesnot riders. The majority of the caravan walks, with only the ill, the very elderly, and the very young riding in the wagons. At night, the Varisians sleep under the open sky. If the caravan stops for more than a night, wagon-tops set on the ground make fine tents, and canvas tarpaulins protect the goods within the wagon boxes. In inclement weather, the travellers pitch tents or some sleep beneath and inside the wagons. When possible, a caravan makes stops at small towns along trade roads. There it trades sewing, sheeps wool, trinkets, and carvings for dry goods and supplies. Varisians greatest passion (next to travelling) is performing, and they seek out towns both to resupply and to entertain. A good performance nets a caravan enough money to splurge on fancy fabrics, pretty jewels, and forged weapons. An excellent performance might garner gifts from the audience, such as baked goods, alcohol, or free lodging, while a poor performance leaves the caravan hungry and might get it run out of town. Not all settlements welcome Varisian caravans, as unscrupulous Varisians and the notorious Sczarni have left their mark in the form of tales of Varisian deceit. Many peasants view Varisians as little better than thieves, and shut their doors in the face of performers. Some settlements react with undisguised hostility, meeting Varisian caravans with violence. Varisians rarely stand and fight in such instances. Doing so nets them nothing, and most caravans are not bloodthirsty pillagers. Travellers and merchants sometimes ask to journey with Varisian caravans, on the principle of safety in numbers. Rarely does a traveller ask a second time, thoughthe Varisians whimsical nature and love of travel means they often have no destination in mind. They find speed irrelevantthe journey is the purpose. Thus, caravans often take meandering routes, following shortcuts or alternative routes based on shooting stars, the patterns of stones in a river, a peculiar whinny from a horse, and a hundred other signs that seem meaningless to outsiders. Other travellers sometimes refuse to associate with Varisian caravans, believing them to be bad luck. A race as mysterious as the Varisians must hold many secrets, they reason, and not all of them benign. Some travellers actually make a sign to ward off evil upon spotting a Varisian caravan. Though hardly efficient, travel with Varisians is generally comfortable and relaxed, as an experienced caravan knows the best fishing and trapping spots, how herds of animals move, and typical weather patterns. Caravans tend to stick to particular areas in particular seasons, although the guidance of a Seer always trumps past experience. Varisian Clans and Bloodlines

Varisians use the terms clan and tribe interchangeably. Both refer to a group of Varisians who travel and live together, even though each member might not be related by blood. Bloodline and family refer to smaller family units within a clan, ones related by blood, marriage, or very close bonds of respect and friendship. The definition of family can be difficult to explain to outsiders, as Varisian families develop slowly over time and rely on events that might have occurred long ago. Clans might occasionally travel together in the same caravan, but they usually go their own ways after a few weeks. Each clan is guided by a Seeker, a wise man, generally at least forty. He is the one who leads the band throughout the land, deciding where they should go next, how long they should wait there and where they shall move onto after that. He also keeps an eye out for any trouble that could befall his clan, quickly taking his people away from that place to keep them safe. Varisians believe wisdom comes with age, and as such hold their elders in great esteem. Children are taught to listen to and obey all older clan members, whether relations or not. Varisians love and care for their children, but believe their true potential develops only in time. Clans consider the birth of a child a great blessing, as their strong cultural pride fears Varisian extinction. Children preserve Varisian culture and carry on traditions. While free-spirited individuals, Varisians remain heavily tied to tradition and value their bloodlines. Marriage requires more than two individuals in love; Varisians cherish family above all, and are loath to admit just anyone into their family. Marriage to non- Varisians is strongly frowned upon, but a family might accept a foreign suitor who proves his worth and spends enormous effort to win over his future family. The family might also object to a seemingly suitable match based on ancient history, feuds with another bloodline, or a wise womans divinations. For the suitor to win the hand of his beloved requires heroic effort, great deeds, and endless patience. Caria are completely accepted amongst the Vatazin, and Caria marriages are treated no different than others. This however means that though no children would be born from such union, there is still the same tradition and obstacles that all Vatazin have to go through to marry their love. Varisians believe in a peaceful afterlife full of joy and contentment in Desnas palace. Even so, they receive news of a clan members death with sorrow. Funeral rites are private and solemn affairs; outsiders almost never get the opportunity to witness a Varisian funeral. Mourners sing laments in honour of the deceased and bury the body out in the openat a crossroads, if possible, to represent the limitless roads available to the departed in the afterlife. The gravediggers bury the dead with trinkets, jewellery, ornaments, and other presents from the living. This is one reason why Varisian funerals are kept secret: to discourage grave robbing. Only Varisians know that their dead lie with valuables, and even the Sczarni would not dare disturb a Varisian grave. To do so would be to invite branding and exile. Four times a year, during the seasonal changes, Varisians honour their dead with a feast that lasts from sundown to sunrise. All night, the Varisians celebrate in a subdued manner, telling stories about the departed, singing mournful tales about lost loves, and reminding loved ones how special they are. At sunrise, the clan dances the Dawning Dance to welcome the new day and all the challenges the future brings.

Appearance A lithe and long-limbed people, slightly shorter than most Westerosi, Varisians have dusky skin and large, expressive eyes that are often of strange colours, such as violet, black, emerald green or gold or in some cases one colour but flecked with another. Their hair colour ranges widely, from platinum to blond to deep reds to brown to black very few hair colours are considered unusual among Varisians. Varisian men often have trouble growing facial hair, making the patchy or stringy beards and moustaches of Sczarni thugs a well-known look. In every land, Varisians are known for their bright, vivid clothing that on anyone else would seem garish or clashing, but on the Varisian looks natural. Varisians purchase cloth dyed in colours they can not duplicate and shrewd traders hold back their brightest cloth to sell to them. Generally most of the Varisians are attractive, some even being breath-takingly beautiful which combined with their openness towards sex and sexuality, alluring dances, and bright often revealing clothes, the stories of them being heart breakers is perhaps well founded. Varisians favour scarves of all sizes and colours, but some hold special significance. Most notable is the family scarf, or Kapenia. Children receive their Kapenia upon maturity; to own one is to be an adult. These long, heavy scarves display elegant and complicated embroidery that is incomprehensible to most outsiders. To Varisians, though, the scarves show family trees. By tracing the loops and whorls of a scarf, one can trace a persons history, back through her mother and father, her siblings, grandparents and great-grandparents, as far back as the family has knowledge. Varisians wear their Kapenia only on special occasions, such as weddings or funerals. Most choose to be buried with their Kapenia, though some bequeath them to loved ones. It is extraordinarily rare for a Varisian to bequeath her Kapenia to a non-Varisian, or even a Varisian not of her clan. Varisians wear sensible but colourful clothes during the workday. Except for during festivals, when the women go barefoot or wore narrow-strapped sandals, most Varisian men and women wear calf-high leather boots, well suited to their life on the road. Women wear blouses with long puffy sleeves, close-fitting revealing vests of heavily embroidered cloth with long ribbons sewn to the shoulders, wrapping the ribbons on their vests around their sleeves in spiral patterns, tied at the cuffs and wide skirts printed in bright patterns. Men wear tight trousers of leather or heavy cloth, normally scarlet or black. In hot weather, men rarely wear any other clothing or only a loosely laced vest. In cooler weather, men wear a vest with either a solid colour or covered in vertical stripes over a tight shirt. Both men and women tie their long hair with ribbons. When performing, they dress in fancy revealing gowns and heavily embroidered vests and tight trousers and both men and women wear excessive amounts of jewellery. Varisians believe that certain colours carry specific powers and choose their outfits to attract the right type of energy. Pink is the colour of love, kindness, and courage. Red represents lust, long life, and inner strength. Orange is the colour of happiness and resourcefulness, and adventuring Varisians often wear a touch of orange on their travels. Green enhances wisdom and self-control. Turquoise represents physical strength and nonverbal communication, and most dancing costumes feature it. Blue is the colour of

health, youth, and beauty. Violet enhances intuition and divine inspiration, so most fortunetellers and seers wear violet scarves. Varisians love jewellery and favour gems over coins. All Varisians, men and women, wear earrings and numerous rings, necklaces and bracelets are common amongst the women, and some men, of the Varisians. Most of their jewellery is gold in colour, though not always actual gold, and inlaid with bright different coloured gems. Most pragmatically believe that worn wealth is harder to steal than wealth hidden out of sight in a tent or locked up in a box. Varisian Seers also wear a Kesiera. A Kesiera is a jewelled pendant on a chain worn as a hair ornament on the forehead. The pendant is commonly made of precious stone. Most often the chain is gold and the stones are often a Violet in colour. Varisian Tattoos Tattooing is an ancient and revered Varisian tradition; many Varisian artists also design and ink tattoos for their clan. Many represent actual objects and things, but more abstract tattoos are not unheard of. Many Varisians choose tattoos for aesthetic or sentimental reasons, but several symbolic tattoos represent Varisian values and magic. Even the Varisians themselves have forgotten why these tattoos conjure particular associations, but they keep the tradition alive. Seven-pointed stars are common and represent inner strength and magical prowess. Tattoos of butterflies, birds, or iridescent insect wings represent faith in Desna, talent in fortunetelling, and freedom. Feather wings or coloured circles represent spirits; particular styles and colours sometimes symbolize particular ancestors. Open flowers with many petals represent bountiful love, both romantic and familial, while closed buds represent love lost. Vines symbolize strong family ties and fertility. A variety of images represent art and entertainment: goblets, masks, ribbons, teardrops, and flames are the most common. Varisians often combine these images with a symbolic colour to conjure precisely the right effect. Finally, traditional tattoos exist, more unusual and less colourful than the symbolic ones. These tattoos are generally long strings or complex runic characters from some ancient Varisian. These tattoos are not chosen, rather awarded to Varisians who have performed some deed or a great asset to their clan. It is a great honour to have one of these tattoos. Varisian Magic Varisian culture contains two distinct types of magic. Most outsiders know Varisians best for their public magic: flamboyant, entertaining stage tricks that are not true magic at all. Dexterous Varisian children quickly learn how to palm coins and cards, pull scarves from ears, swallow swords, and bring dead sparrows back to life. The Sczarni use this training to malicious ends, strengthening Varisians mostly undeserved reputation as swindlers and pickpockets. In addition to stage magic, many Varisians also possess a streak of real magic, many dabbling in the Arts of Sorcery. Potions and Talismans are common amongst the Varisian, and many Dabblers amongst them practice the Art of Alchemy. In addition,

Natural Talents are common amongst the Varisians, and they also tend to be the ones who can advance farther down the path of Sorcery and become true Sorcerers and Sorceresses. Seers, as they are called, are the most skilled and talented people at Reading the Deck of Dragons. They excel at every medium, but the Deck speaks more deeply to them than any other Reader, Natural Talent or Adept that are not Varisian. All Seers also practice Sorcery, although magic is common amongst the Varisians, it is only those who are Natural Talents that can become more than Dabblers and be actual Sorcerers and Sorceresses. Seers advise their caravans however they wish, but they are all united by the Deck of Dragons and confer with one another whenever their caravans cross paths. Every clan has at least one Seer, while some have several, though in such cases they defer to the oldest. A Seer, or the eldest Seer if more than one in the clan, lives in a small, private wagon, and the members of her clan frequently leave tokens of appreciationposies, embroidered handkerchiefs, fresh-baked bunsoutside her door. Young men and women come to the Seer with silver coins and scarves full of gathered herbs seeking good fortune in romance. Even outsiders sometimes approach Varisian camps, timidly offering worked goods and gold in exchange for a few minutes with the Seer. The Sczarni Tales of Varisian treachery and deceit usually come from interactions with the Sczarni, a clan of Varisians dedicated to larceny and confidence games. The Sczarni travel less frequently than their kin, setting up shop in cities for monthseven yearsat a time. So long as their criminal activities go undetected, Sczarni continue to bleed their victims until their pockets are full and neighbours grow suspicious. They then move on to the next town and start over. The Sczarni possess hearts of stone and morals of butter, but they rarely engage in outright malicious activity. Their concern is gold, not violence, and they generally eschew more violent crimes like rape and murder. Instead, the Sczarni focus on subtler lawbreaking: gambling operations, con artistry, swindles, scams, petty theft, and minor thuggery. They believe this nets them the highest possible profit at low risk. The Sczarni might find themselves driven out of town, beaten, or imprisonedperhaps even mutilatedfor their crimes, but they rarely hang. Most Sczarni operate in small packs, mimicking a traditional Varisian clan structure. Instead of an elder, though, the most talented thief or most profitable con artist assumes the role of leader. Leaders often grant themselves the title of king or queen, sometimes attached to an honorific. For example, a leader who gained his position through his skill as a pickpocket might go by the name King Swiftfingers. Traditional Sees refuse to associate with the Sczarni, but many crime families contain at least one Seer. They generally lack the talent of the more powerful Sees found amongst other clans, however, and Sczarni leaders rarely give these prophecies full weight. Most Sczarni consider themselves proud Varisians. They believe they honour their culture by living off of the foolishness of outsiders, many of whom mistrust and persecute Varisians. Traditional Varisians frown on the Sczarni way of life, believing their actions exacerbate tensions with outsiders, but they also accept Sczarni as family. A

Varisian clan might hate the Sczarni, but they still come to their kins aid in times of need.

This setting is based almost entirely on the rules of the True 20 RPG.

New Role
Sorcerer Shaman, mage or wizard, the Sorcerer lives for Knowledge. Master of the supernatural, he can have a precise faith or not: he's more familiar with magic than the other roles because he's specialised in the sciences and arts of the supernatural. The Sorcerer substitutes the Adept as the Magic role in this setting because magic is harder than in any other one: it fatigues both the body and the mind of the caster, which becomes more and more corruptible as the game goes on. That's why usually Sorcerers prefer to use magical charms instead of pure magic, and they become skilled in alchemy. Most Sorcerers focus on one area of magic, known as a Sorcery Style. This role has been created following the rules in the Companion. Combat Progression: Slow (2 points). Sorcerers aren't skilled in combat. They have the same combat bonus of Adepts. Skill Progression: 6 + Int (1.5 points). Sorcerers spend much of their times in magic training, but they're also very skilled in common activities. Save Progression: Good Will, Normal Fortitude and Reflex (0 points) Power Progression: Fast, Broad. A Sorcerer is a very powerful caster, with access to 2035 powers. However, most choose to specialise in one or two Sorcery Styles as it is nearly impossible to master more than two. Calculate the Power rank like for the Adept role. (1.5 point) Feat Access: Sorcerer, Normal. Choose 4 starting feats from the General or Sorcerer. (0 points) Key Ability: Wisdom. Core Ability: The Light of knowledge: A Sorcerer can use this ability to sense the presence of magical charms, spirits and other magical creatures in a radius in feet equal to his Sorcerer levels x 3. When a Sorcerer uses this ability he feels the presence of something in that place, but he cannot identify nor locate it perfectly.

Expert Archetypes
Artisan Artisans of all types can be found throughout the Seven Kingdoms, as well as across the sea in the Free Cities and beyond. These specialised craftsmen create all manner of beautiful things pottery, paintings, toys, and other wonderful objects. Performers also fall under the Artisans banner, from storytellers and singers to jugglers and mummers.

Some Artisans establish shops or permanent stages in cities and towns, especially near the keeps of powerful lords. Others are paid by noblemen to entertain with jests and song. Mummers travel across the Seven Kingdoms bringing their shows, handiwork, and often a bit of thievery wherever they stop. Blacksmiths carpenters and other utilitarian craftsmen are also considered Artisans. Even though the work they do is more vital than that of an artist or mummer, these lay craftsmen often have less contact with noble lords than do their more frivolous counterparts. Still, smiths are very important during times of war, and may be called upon to produce mass quantities of horseshoes, or simple weapons to equip the armies of their lord and his bannermen. Armourers are considered a cut above the common smiths, and highly prized by lords. Feats: Canny Dodge, Taunt, Favoured of the Nobles*, Fascinate (choose one), Mummer*, Inspire. Good ST: Will. Skills: Bluff, Craft (musical instruments), Diplomacy, Gather Information, Knowledge (art), Knowledge (popular culture), Perform (choose one), Sense motive. Assassin As bounty hunter or a professional killer, the assassin always hides in the ground waiting to capture his prey. He's a good mettle fighter, but he prefers quick fights. An assassin can also be a spy for a government or for a ruler. An assassin must be terrifying in action and masterful in rhetoric. Some assassins have rebelled against their former comrades and are hunted by them. Feats: Accurate Attack, Fearless, Lightening Reflexes, Killer Instinct, Sneak Attack, Track. Skills: Acrobatics, Climb, Disguise, Stealth. Godsworn Men and women dedicated to the Faith and the worship of the Seven, the Septons, Septas, brothers, and sisters bear witness to the births, deaths, and marriages of all who follow their teachings. Known collectively as the Godsworn, these dedicated men and women are the mortal representatives of the Seven, overseeing ceremonies that praise the gods and blessing their followers with their good graces. The Godsworn can be found all across the Seven Kingdoms even in the North, where most still pray to the old gods in ancient Godswoods rather than bow in the Septs of the Seven. The Godsworn are teachers, priests, and midwives, often caring for the children of faithful lords and noblemen. Starting Skills: Concentration, Diplomacy, Gather Information, Knowledge (history, theology and philosophy), Medicine, Sense Motive.

Good ST: Will Starting Feats: Armour Training, Benefit, Favoured of the Smallfolk*, Iron Will, Leadership, Pious*. Knave Knaves live in the shadows, whether in the back alleys of Kings Landing or deeply hidden within a lords retinue. They steal what they can to survive, be it gold, horses, or information. Some use stealth to their advantage, while others use strength and intimidation to take what they want from the weak and cowardly. Knaves are resourceful and adaptable, always seeming to have the skills necessary to get them out of any situation. Starting Skills: Climb, Disable Device, Escape Artist, Improvised Tools, Search, Sleight of Hand, Sneak. Good ST: Reflex Starting Feats: Armour Training (light), Canny Defence, Face in the Crowd*, Surprise Attack, Trap finding. Maester Maesters are often referred to as knights of the mind, and their broad learning and experience is useful to nobles and lords across the Seven Kingdoms. Maesters are trained in a grand fortress, the Citadel of Oldtown, in a number of different arts. They wear a chain, each link made of a different metal to signify mastery over a different art. Once a Maester dons his chain, he takes a vow of chastity and service for the rest of his life. The Maesters are the secular advisors to kings and lords just as the Godsworn are their spiritual advisors. Even with the return of magic, they remain distrustful and are sceptics who seek material and measurable explanations for the worlds wonders. Feats: Eidetic memory, Talented (choose one), Jack-of-All-trades, Master of Ravens*, Skill Mastery. Good ST: Will. Skills: Bluff, Concentration, Diplomacy, Knowledge (choose three), Language (choose one), Medicine. Noble The Noble lords of the great houses of Westeros control the fate of the Seven Kingdoms, affecting all those beneath them with every decision and action made. Nobles may be fat merchants sitting behind the thick walls of a granted keep or men born of noble blood, whose lineage spans thousands of years. Nobles rule over the smallfolk within their territory through a system of fealty and sworn oaths that further divides their kingdoms. Not all Nobles rule over great kingdoms, though; there are minor lords scattered in keeps

and holdfasts in every region of the Seven Kingdoms. Also, being highborn does not give one a noble heart, as Nobles are responsible for some of the most heinous acts in the history of the realm, corrupted by the power intrinsic to their station. Feats: Benefit, Connected, Contacts, Etiquette, Favours, Taunt, Wealthy. Good ST: Will. Skills: Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (nobility), Knowledge (civics), Language (choose one), Sense motive. Scout Scouts are found in many lands. Theyre known for their combination of wilderness lore and social skills, making them excellent emissaries. Scouts also blaze new trails, help establish treaties and alliances, and spy on enemies, gathering valuable information. Most houses employ hunters and scouts to lead hunting expeditions and to serve as guides but also to ensure their territory is secure from attack. Scouts may also function as bailiffs and constables in the service of the lord, or they may just be skilled smallfolk who supply a valuable service to their noble masters. Feats: Animal Empathy, Natural Hunter, Track, Trailblazer. Good ST: Fortitude. Skills: Craft (choose one), Handle animal, Knowledge (Earth sciences), Medicine, Notice, Ride, Stealth, Survival.

Sorcerer Archetypes
Animist Animists focus on the Nature Magic Sorcery Style. They embrace the natural world, communicating and befriending plants and animals all around them. Most Sorcerers view them as wild men, and often this is true, as many find their connection to nature eventually supersedes their connection to humanity. Contemplative Contemplatives focus their Sorcery within, studying the Meditative Sorcery Style. They channel their magic through themselves to make themselves stronger, faster, heighten their senses or stave off sleep or hunger. In addition, they can imbue others with these abilities for a short time, enhancing their own skills. They are also one of the few types of Sorcerers who study healing, using this magic to heal themselves and others. Enchanter/Enchantress

Enchanters and Enchantresses focus on the manipulative arts found within the Enchantment Sorcery Style. They learn how to sense emotions and enter anothers mind, manipulating their emotions and thoughts, controlling how they act and crafting elaborate illusions within their targets mind. They are often also skilled manipulators even without their abilities, and tend to rely less on their powers than most other Sorcerers. Hedge Wizard/Witch Hedge Wizards and Hedge Witches tend to be looked down upon by other Sorcerers. They use the Hedge Magic Sorcery Style, which seems to mix bits and pieces from other styles. Their magic is perhaps the most useful, focusing on benefiting those around them. Blessing people, or cursing them, healing the sick, sensing the fertility of a person or the land and enhancing it, finding people and objects, sensing the best path to take when travelling, creating Glamours and Love Charms. Often Hedge Wizards and Hedge Witches are village wide-women and wise-men, using their powers to help others. Many Dabblers tend to learn powers from this school, and it is a favourite amongst Alchemists and Charm-Makers as its powers are perhaps the most useful to imbue into an item or potion. Necromancer The Sorcery Style of Necromancy is called the black arts by most. It is the most corrupting of all magic, focused more on causing pain and raising the dead as slaves to the Necromancers will. Illegal across all of Westeros, its study is banned even in the College of Runestone. Nearly all Necromancers become corrupted by this art, if they werent already corrupt to begin with. However, some few study it for the few beneficial things it can do, such as communicating with the dead and extending lifespans. Shaper Shapers study the Shaper Style of Sorcery, and are viewed by most as the most powerful Sorcerers and Sorceresses. They possess the power to bend the very elements to their will, manipulating them and reshaping them to suit their needs. This Style is perhaps the most demanding and requires the most study, as with all the power it brings it takes years to master even a small portion. Sadly, many talented Shapers tend to become corrupt, seeking other means to become powerful.

Warrior Archetypes
Knight The Knight represents the best and most noble that Westeros has to offer. He is an armoured and mounted combat specialist, usually sworn to the service of one of the great houses. Traditionally chivalrous, a Knight can inspire the commons to great

accomplishments, nobility, and awe or sweep away those illusions with a single act of thoughtless cruelty. A Knight in Westeros is typically highborn and a member of a noble house. He may have served as a squire in his youth, but this is not a necessity. Knights can be made by any other Knight, although when done with full pageantry this involves a nightlong vigil and a Septon who anoints the aspiring Knight with the seven holy oils. Knights do not have to be highborn, and lowborn individuals with great promise may be raised to this station. Knights also do not have to be in the service of a great house, and may instead be either hedge Knights in search of service, or lords of their own domain. Knights are typically the most loved of all of the nobles by the common folk, in part because a very lucky commoner might someday aspire to such title and fame himself. Feats: Armour Training, Anointed *, Benefit, Dedicated, Mounted Combat, Weapon Focus (swords), Weapon Training, Favoured Opponent. Skills: Diplomacy, Gather Information, Intimidate, Knowledge (tactics), Ride.

Man-at-Arms Bannermen in service to their lord; wandering sellswords looking to trade their martial prowess for a bit of coin; feral wildlings tearing into their enemies with tooth and dagger these are but a few of the types of Men-at-arms to be found across the Seven Kingdoms. They form the core of any lords army, and find work across the continent in city watches and castle guards. There is a marked difference between a trained warrior and a peasant forced to pick up a sword to defend his or her home. One fights because he or she has no choice, while to the Man-at-arms it is a profession. Men-at-arms may be known by many names across the Seven Kingdoms sellswords, freeriders, adventurers, marauders, or soldiers. They can be found in every town and castle, using their strength and skill to advance themselves through life. Feats: Armour Training (all), Assessment, Improved Trip, Weapon Focus, Weapon Specialization, Weapon Training, Cleave. Skills: Climb, Intimidate, Knowledge (tactics), Notice. Raider Raiders live on the fringes of Westerosi society sometimes self-styled lords, other times wildmen, but always dangerous to the houses that control the Seven Kingdoms. Raiders rarely hold any allegiances beyond those they forge with blood and iron. Raiders bend their knees only grudgingly, and even then, their loyalty is born more of fear than fealty, respect rather than chivalric pact. They are considered unlawful savages by most of the Seven Kingdoms, but both lords and smallfolk privately fear the havoc a Raider incursion can play on the lands.

Starting Skills: Handle Animal, Intimidate, Survival. Starting Feats: Armour Training (all), Great Toughness, Rage, Weapon Training. Ranger Unlike heavily armoured knights, rangers travel lightly, favouring stealth and speed. They are skilled in woodcraft and hunting, both for food and in times of war. Many rangers earn their living as guides and hunters, while others are attached to armies as forward observers and elite fighters. More than most warriors, rangers favour archery. A stealthy sniper in the depths of the woods can be a fearsome foe. Feats: Armour Training, Assessment, Point Blank Shot, Track, Attack Specialization (ranged weapon) Skills: Climb, Craft (bowyer), Knowledge (tactics), Stealth, Survival, Notice.

List of Appropriate Feats


True 20 Corebook All but the following: Firearms Training, Vehicular Combat, Imbue Item, Supernatural Focus, Supernatural Talent. True 20 Adepts Handbook All but the following: Autofire Power, Divert Teleport, Election Astrology, Fiend-Devoted, Mind Trap, Natal Astrology, Numerology, Palmistry, Philosophers Stone, Political Astrology, Power Chaining, Precise Power, Purify Earths, Purify Metals, Purify Waters, Ricochet Power. Ritual Feast, Split Attack, Tarot Training, Wicker Man. Tales of Caliphate Night All but the following: Hahdari Feats, Nomad Feats, Miracle, Natal Astrology, Secrets of Jinnistan, SelfRealised Teacher, Sense Destiny, Sense heritage, Sense Nature, Spiritually Fireproof, Succour, The Philosophers Stone, Tongues, Whirling Dervish, Al-Hajii, Behind the Veil, Benefit (Courier), Blood Bounded, Benefit (shiekih), Destined, Descendant of the Prophet, Flying Carpet Savvy, Hafiz, Benefit (muhtasib), Dais, Monkey Companion, Scepticism, Benefit (Pardon of the State), In whose hands is my life, Lion of God, On Hallowed Ground, Militarily Rank, Astronomy, Deduction, Divine Sustenance, Esoteric,

Experimental Philosophy, Horay Astrology, Medicine Astrology, Metrological Astronomy, Word of God.

New Feats
General Feats Adept Prerequisite: Natural Talent or Reader Adepts are those rare few Readers of the Deck of Dragons that possess far greater talent at interpreting the cards. They can sense greater meaning in them, and the symbols are far more vivid. All Adepts gain a +5 on any Readings they do with the Deck of Dragons. Dabbler Prerequisite: Int +2 Dabblers are the men and women who have a small trace of magic. However no matter how hard they try, they shall never master more than a handful of powers. Purchasing this Feat allows you to purchase up to three powers in lieu of a Feat at any level. The three powers can come from the Common Powers, Hedge Magic, or any Basic Power from the Sorcery Styles, Enchantment, Meditative, Nature Magic or Shaping. Your Adept level is treated as half your Expert or Warrior level. In addition, you can purchase the following Feats as if you were a Sorcerer, Alchemic Purification, Imbue Charm, Centering, Mind over Body and Ritualist. Natural Talent

Reader Prerequisite: Wis+2 Readers are men and women who possess the innate ability to understand and read the Deck of Dragons through practice and study and interpret its symbols and meanings to divine the past, present and future. One does not ask the Deck a question; rather you let the Deck of Dragons guide you into showing someones fate. At Difficulty 10 the future remains cloudy and vague revealing, Difficulty 15 it is slightly more accurate, Difficulty 20 reveals vaguely how long till the event shall happen, Difficulty 25 reveals Awareness of the people involved in a particular future event, Difficulty 30 reveals Awareness of the time, subjects, and location of a future and finally at Difficulty 35 it reveals Nearcomplete knowledge of a particular future event and everything involving it. In addition, the Deck can be used to view someones past. One must be familiar with the person in question, at least having met them once or have a material object of theirs to

hold. A Reader could learn his heritage, what family they belong to, the name of at least one ancestor and his relationship to said ancestor, at Difficulty 10. At Difficulty 15, one can learn their true nature, their virtue and at difficulty 25 their vice. In addition, at Difficulty 30, one can learn a secret about the targets past; each secret raises the Difficulty by 5.

Supernatural Feats Imbue Charm Prerequisite: The Power that will be placed in the charm You can create a supernatural charm. A charm is a small item containing a single use of a supernatural power. Common charms include potions, candles, small pouches of herbs, crystals, and similar items. When a charm is activated (a standard action), it discharges the power it contains and then is rendered useless. Sorcery Style You can learn powers from a particular Sorcery Style, be it Enchantment, Hedge-Magic, Meditative, Nature-Magic, Necromancy or Shaping. You gain the Basic Power of said Style for free, and can purchase Advanced Powers from that Style along with the Common Powers with the Sorcery Training Feat. Sorcery Training Youre trained in Sorcery. Each time you acquire this feat, choose two Powers belonging to the Styles you have. You can now use those Powers. The two Powers do not have to belong to the same Style.

Sorcery Styles
Each power of Sorcery falls under different categories. The vast majority fall under a Sorcery Style, a school of magic focused on one area of magic. Each Style comes with a basic power of which is the first power learned from that Style. Others are available to all, not falling under any school rather available to all regardless of what Style or Styles they are focused on. Some powers are found under multiple Styles. Common Powers Dispel

Mental Shield Second Sight Ward Enchantment Enchantment is the art of sensing and manipulating the mind and emotions of people, and creating illusions. The most subtle art of Sorcery, Enchanters and Enchantresses intertwine their magic with their skills at intrigue and charisma. Rarely do they become involved in combat, preferring to make others do their bidding. Basic Power Heart-Reading Advanced Powers Bliss Calm Cloud Minds Dominate Heart-Shaping Illusion Mind Probe Mind Reading Mind-Shaping Mind Touch Oath-Binding Sense Minds Suggestion Sleep

Hedge Magic Hedge Magic is one of the more unusual Styles. It seems to mix and match different areas of magic, united in an interesting and unique way. Popular amongst the more rural areas, Hedge Wizard/Witches are often Wild Talents or Dabblers who use their powers to help their small communities. Basic Power Blessings and Curses * Advanced Powers Cure Curse Dream-Shaping Glamour* Love Charm* Nature Reading Object Reading Scrying Wayfinding Meditative Magic Meditative Magic is the art of Sorcery that focuses on channelling ones magic on your own body and that of others, enhancing your senses, skills and attributes and that of others and of course heal oneself and others. Contemplatives as they are called, tend be seen as Gurus by other Sorcerers as their powers demand great physical and mental focus and therefore many Contemplatives possess a strong sense of self and an inner wisdom which gives them strength. Basic Power Body Control Advanced Powers

Battle Dance Combat Sense Cure Enhance Other Enhance Senses Enhance Self Fasting Ghost Touch Trance Vigil Nature Magic Nature Magic focuses on the animal and plant world. Animists as they are called are close to nature. They often become wild men and women, living in the wilderness and finding more in common with the plants and animals of the world than with other human beings. Basic Power Beast Reading Advanced Powers Beast Link Beast Messenger Beast Speech Beast Trance Dominate Beasts Fertility

Gentle Beasts Nature Reading Plant-Shaping Necromancy Necromancy is the darkest form of magic, and its study and use is forbidden in all of the Seven Kingdoms including the College of Runestone. Necromancers focus on using their powers to hurt and kill others, extend their own lifespans and raise the dead as twisted undead creatures to serve their will. Many Sorcerers get drawn to this art due to its promise of power and immortality; however this Art always corrupts the user as all of its powers are Corrupting. Basic Power Speak with Dead* Advanced Powers Command Undead Corrupting Shadow Curse Drain Vitality Flesh-Shaping Ghost Touch Harm Imbue Unlife Life Drain Life Extension Pain Shadow Shaping Sorcerers Grasp

Suffocate Shaping Magic Shaping Magic is viewed by many as the most powerful form of magic, and often the most difficult to master. It involves manipulating and controlling the forces of the elements. Shapers tend to be the most driven of Sorcerers, wielding great power requires a great deal of study and focus, but sadly Shapers tend to be the most easily corrupted as they tend to seek more and more power than others. Basic Power Move Object Advanced Powers Cold-Shaping Earth-Shaping Elemental Blast Fire-Shaping Hold* Light-Shaping Manipulate Object Metal-Shaping Plant-Shaping Water-Shaping Wind-Shaping

New Powers
The following are a list of new or altered powers, available in this setting. Blessings and Curses Fatiguing, Corrupting +1 (Curse)

This spell puts a minor blessing or curse on the target. The exact nature of the blessing or curse is up to the sorcerer, but the spell cannot do more than give a +1 bonus or 1 penalty to any one roll. It is up to the Games Master when exactly this spell takes hold. For example, a Hedge Wizard/Witch might cast blessings and curses on a player character who insulted him, and declares that animals will hate the character. For the rest of the day, dogs growl and cats hiss at the character, and he suffers a 1 penalty to one Riding check chosen by the Games Master. Try Again: No. You can attempt to affect the same character after some time has passed, but not in the same scene. Time: Blessings and Curses is a full-round action. Glamour Fatiguing Glamours are minor illusions focused on oneself. Unlike other illusions created by the Illusions power, no mental contact is needed as one are wrapping yourself in a magical disguise. You can alter your appearance in numerous minor ways. By passing a Difficulty 10 test, you can make yourself seem 1 foot shorter or taller, thin, fat, or in between. You cannot change the targets apparent type; otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or make the subject look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter how the subject and her equipment is perceived by other senses, although audible, olfactory, tactile, taste, and/or thermal aspects can be added to the disguise at a difficulty +5 per extra aspect. The subject of this spell effect gains a +4 bonus to Disguise check. In addition with an additional +5 Difficulty one can make yourself attractive, gaining a +4 on Bluff and Diplomacy checks or one can make yourself horrifying in appearance, gaining a +4 on Intimidation. Time: Glamour is a full-round action. Hold Fatiguing Prerequisite: Manipulate Object You can restrain a target with bonds of telekinetic energy. Make a ranged attack roll. If successful, the target makes a Reflex saving throw. On a failed save, the target is entangled, suffering a 2 penalty to attack rolls and Defence, and a 2 penalty to Dexterity. If the Hold is anchored to an immobile object (such as the ground), the entangled character cannot move from that spot. Otherwise, she can move at half speed, but cant move all out.

If the Reflex save fails by 5 or more, or on a second successful Hold attack, the target is bound and helpless. The target is unable to move, loses her defence bonus, and suffers a further 5 modifier to Defence. Each additional Hold layered onto a helpless target increases the Holds Toughness by +1, to a maximum of double its normal Toughness. Targets can break out of a Hold using Strength or an effect that doesnt require freedom of movement (this may restrict the use of some supernatural powers and equipment, for example). The Hold makes Toughness saves like an inanimate object with Toughness equal to half your power rank. If the trapped character has an attack with a damage bonus 5 or more greater than the Holds Toughness, she can break the Hold automatically as a standard action. If the trapped character has an attack with a damage bonus greater than the Holds Toughness +10, she can break the snare automatically as a free action. Alternately, a Hold victim can attempt an Escape Artist check to slip free as a full-round action, with a Difficulty of 20 + the Holds power rank. Time: Standard action Love Charm Fatiguing, Corrupting +2 Ritual: Difficulty +0 (Charisma DC 10), Components, Time 20 minutes The Love Charm is a limited yet powerful power similar to Suggestion and Dominate; however it requires no mental contact. Most view this power as evil in some ways, while others view it in the mindset of All is fair in love and war. If the targets Will saving throw fails, the target is Love Struck. Try Again: No. You can attempt to affect the same character after some time has passed, but not in the same scene. Time: Suggestion is a full-round action. It lasts until the target sleeps. Speak with Dead Fatiguing This power is similar to Mind Touch but works on dead creatures or those with the undead creature type. The Difficulty to activate Speak with Dead on a dead creature increases by one for every day the target creature has been dead. Once contact has been established, you are able to communicate with the deceased creatures spirit. The spirit is under no compulsion to answer your questions, though the caster can use other powers such as Command Undead, so long as mental contact is maintained. All the normal modifiers for Mind Touch apply.

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