Table of Contents
Introduction 3 Simulation Structure 4 Factions 5 Faction Strengths and Weaknesses 6 Roles 11 Participant Conduct 16 Simulation Systems 17 Glossary 19
On behalf of Western Washington University’s Game of Thrones Club, Foul Play: A Murder Mystery Club, and the International Affairs Association we welcome you to the first annual Western Westeros simulation. The simulation is intended to be a fun, exciting and surprisingly thought provoking simulation of an original crisis occurring with the fictional environment of George R. R. Martin’s best selling series A Song of Ice and Fire, (or A Game of Thrones for the lowborn). Although a relatively short simulation, this temporality belies the simulation’s true depth. Our staff have worked to craft a simulation where any participant, regardless of familiarity with George R. R. Martin’s work or experience in political simulations can interact with fellow university students to shape the experiences and outcomes of their peers. Participants will work both as individuals as well as part of a greater whole to pursue their interests, wage war, and lay claim to the greatest prize of all: the Iron Throne of Westeros. Contained within this document is our guide to everything that you need to know about this simulation, including how to participate, what to expect, and how to excel. If you have any questions about the simulation, please feel free to contact our staff before, during, or after the event. Valar Dohaeris, Director of Simulations Charlie Walentiny Chief of Staff Jesse Barnett
Participants in the simulation fulfill a role within the fictional world of A Song of Ice and Fire. Their role is defined by their job description and the faction that they belong to. There are 3 Simulated Factions: the forces of King Joffrey, the forces of King in the North Robb Stark, and the forces of King Renly Baratheon. Each of the 3 factions has 10 Members, who collectively make up each faction’s Small Council. All Small Council Members fall within two categories roles: Advisory and Bannermen. Advisory: These roles, such as Master of Coin, Master of Whispers, and any other role that isn’t part of a Bannered House, work to advise the King, represented via the Hand of the King. There are 7 Advisory roles on each council. The Advisory members do not have lands or military forces of their own, but do have the power of the King to work with on a closer level than the Houses. They ultimately serve the efforts of the crown, first and foremost, and work to further it’s greater goal while making a better life for themselves. They make their requests, ideas and moves known to the hand, who then present it to the King for consideration, to which he will respond accordingly. Things like declarations of war, production of units and facilitating marriages will be discussed by these members. Bannermen: Bannermen, such as House Tully, House Tyrell, or House Clegane, have more independant power than the Advisor roles. They have their own military forces, naval powers, and allies that can work for or against their cabinet. Being that they attend to their own lands and people, they are more removed from the efforts of the crown’s inner politics, but server a greater role in the actual battles as they are the main force of war for the crown. The Kings cannot hope to win wars without their bannermen, but the bannerman rely on the support and infrastructure granted by the crown’s authority. They make their desires, offerings and appeasements to the King’s Hand, but also have the ability to defect from their faction and join another if it is more strategically viable. There are 23 Bannermen per Faction.
Forces of Joffrey I of the House Baratheon Hail to Joffrey of the Houses Baratheon and Lannister, First of His Name, King of the Andals, the Rhoynar and the First Men, Lord of the Seven Kingdoms and Protector of the Realm. The son of King Robert Baratheon and Cersei Lannister, Joffrey is first in the line of succession for the realm and is followed by his younger sibling Tommen I and Myrcella I. Despite his surname, the Forces of Joffrey are drawn primarily from the Westerlands and the Crownlands. The Westerlands, famed throughout the world for their productive gold mines, considerable wealth, and led by the indomitable Tywin Lannister of House Lannister provide the true strength of Joffrey’s forces. Complementing the Westerlands economic base, the Crownlands contains the cultural and political soul of Westeros, and is home to Kings Landing, the largest city in the world and capital of all of Westeros. The Forces of Joffrey are famed for their wealth, ambition, and willingness to succeed at all costs. Forces of Robb of the House Stark Hail to Robb of the House Stark, King in the North, King of the Trident, and Lord of Winterfell. The son of Eddard Stark and Catelyn Stark (nee Tully), Robb is the eldest son of the Stark family, consisting of brothers Brandon and Rickon, sisters Sansa and Arya, and the bastard John Snow. After Eddard served the King Robert Baratheon in Robert’s Rebellion and Robert claimed the Throne, he withdrew to the north, maintaining the hard border at Moat Cailin while maintaining his claim on the riverlands south of the Neck and north of Highgarden. To the north is The Wall, a 700 foot barrier of ice and rock that divides the the frozen tundra from the civilized lands below, guarded by the Night’s Watch. Due to it’s isolation and location, the North rarely sees unrest from the south, though the claims on the riverlands do bring contention, and a recent rebellion from the Greyjoys to the west have resulted in tensions from along the Western shore. Lord Eddard rode south to serve as Hand of King, and Robb has ruled in his stead with his mother Catelyn as an advisor since. Forces of Renly of the House Baratheon Hail to Renly of the House Baratheon, Lord of Storm’s End, Master of Laws, and King of the Seven Kingdoms. As Renly the younger brother of the current King of Westeros Robert Baratheon and the current Lord of Dragonstone and Master of Ships Stannis Baratheon, Renly Baratheon was raised in a life of privilege and luxury. Too young to participate in his elder brother Robert’s rebellion against the Mad King Aerys Targaryen, Renly was fostered in the Baratheon fortress of Storm's End. Despite this upbringing, Renly enjoys little support from the Stormlands, and has instead forged deep ties with the Reach's House Tyrell. Drawing upon his own personal charisma as well as the considerable diplomatic and economic resources of House Tyrell, the forces of Renly Baratheon are not to be taken lightly. Renly’s interest in ruling is largely a result of his conversion to the faith of the Red God R’hllor, a faith which despite the fervor of its worshippers, has made adherents of the more traditional faiths wary.
Strengths and Weaknesses
Forces of Joffrey I of the House Baratheon Strengths All the Wealth of Casterly Rock: Maintaining access to both the historical wealth of the Westerlands as well as control of the Royal Finances, King Joffrey is the wealthiest of the claimants. Not only can Joffrey rely upon the constant production of Gold from his family's holdings in Casterly Rock, Castamere, the Pendric Hills, Golden Tooth and Nunn’s Deep but he may also borrow from others against the Crown’s considerable assets. As a result, Joffrey retains close ties with the Iron Bank, the financial arm of the Faith of the Seven, Essosi lenders and other merchants. Loyal Bannermen: Joffrey and in particular his grandfather and Lord of Casterly Rock Tywin Lannister commands the absolute loyalty of his vassals, ruling through fear, intimidation and outright violence. The Lannisters are seldom crossed without repercussion, giving rise to the phrase “A Lannister always pays his debts”. The House Lannister does not tolerate insubordination let alone rebellion, and has even gone so far as to annihilate the rebellious Houses of Reyne and Castamere. Joffrey can expect that his bannermen will remain with him until the end and will not betray the faction. The Seat of the King: With a contingent of Lannister soldiers, the knights of the Kingsguard, and the city guard, Joffrey maintains control over King’s Landing, the site of Aegon the Conqueror’s first conquest and the traditional capital of Westeros. In addition to the City’s strategic location sitting upon the convergence of the Goldroad, the Kingsroad, and the Roseroad the city confers legitimacy onto Joffrey’s cause. So long as Joffrey holds King’s Landing and the Iron Throne his claim cannot be ended. Wed and Bed: Despite his quirks, Joffrey remains the most eligible bachelor in the Seven Kingdoms. In addition, his younger siblings Tommen and Myrcella have also yet to be engaged and remain useful bargaining chips. Marriages could be used to either to ensure the loyalty of those bannermen already pledged to Joffrey or to establish ties with families that remain uncommitted to the Lannister cause, or even committed to one of their foes. Weaknesses “Harder!”: Although no one would be so foolish as to say so aloud, Joffrey Baratheon is quite simply unhinged. Despite the best counsel of many of the Kingdom’s wisest advisors, Joffrey ultimately gets what he wants. Even on
matters that gain the Small Council’s complete agreement, the King may choose a contradictory course. Despite his own selfassurances to the contrary, Joffrey remains an inept tactician, a tactless diplomat, and an unpredictable leader. Feared, Not Loved: The Lannisters and Joffrey command the loyalty of their bannermen, it is not through the belief and desire of their subjects. As intimidation maintains their hold over their people, House Lannister/Baratheon is not loved by its populace or sworn houses. Their loyalty extends only as far as Tywin’s intimidation. Should Lannister holdings find themselves without a Lannister military presence, they can expect discontent and even riots in those holds. A Golden Hand: Despite or perhaps because of the faction’s considerable power, it is beset on all sides by all manner foes. While the port of Lannisport remains potentially exposed to lightning raids emanating from the Greyjoys of the Iron Islands, the Westerlands is also bordered by fierce lords of the Riverlands to the North, and the might of Highgarden to the South. The strength behind Joffrey’s claim is itself awkwardly positioned, concentrated at Casterly Rock and King’s Landing. Although these concentrations are certainly powerful, this concentration comes at the loss of territorial control. Should any Lannister host march, its foes will be informed of any territories left unguarded. Forces of Robb of the House Stark Strengths The King in the North: Though House Stark’s bannermen are diverse in opinion and independently powerful, they all united under the banner of Robb as King In the North. Not held by gold, fear or threat, the bannermen of the Starks are loyal to him on principle rather than personal gain. Though the same could not be said of the Lords in Riverrun, the Lords of North belief in Rob’s cause and claim to the throne keep them loyal, especially in times of victory. Winter is Coming: The Starks are a hardy people and have survived and thrived in an environment in which many would find their doom. Well acquainted with winter, the Starks and their allies find that their larders are well stocked and their soldiers adequately prepared. Stark military operations are not penalized during winter. The Young Wolf: Robb listens to the counsel of his generals, makes sound tactical decisions, and is extremely well versed in both handtohand combat and military strategy. Robb Stark is also seen as diplomatic and fair by his bannermen, and in addition is a highly eligible bachelor for houses to vie for the favor of. The availability, skill, charisma and level head of Robb Stark makes
him an excellent leader that his subjects both admire and respect, well earned through skill in battle and in diplomacy in court. Those loyal to Robb’s cause remain so under even the harshest circumstance. Veterans: Having fought and excelled in the War of the Ninepenny Kings, Robert’s Rebellion, the Greyjoy Rebellion and countless skirmishes against the notorious Wildlings, both the faction’s commanders as well as its soldiers are well well acquainted with the realities of war. Although largely lacking the contingents of mounted knights that mark warfare in the rest of Westeros, the Starks make use of superior tactics and strength of arms to win victories, even in the face of superior numbers. In the case of battle between an otherwise equally matched opponent, Stark forces can rely on their experience to win the day. Weaknesses The North: The Stark alliance is largely dependent upon geography, which itself can be a blessing or a curse. Moat Cailin, for example, has historically proved an impenetrable obstacle against those wishing to enter the North without the permission of the Starks. Despite this advantage, geography has traditionally constrained Stark aspirations. As the largest of the Kingdoms in Westeros and one of the least populated, Stark forces are largely dispersed and autonomous. As a result, Stark hosts raised in the North take two or even three times as long to muster as those of other factions. The Riverlands: Similar to the issues faced by the Starks within their own homeland, the Riverlands present two primary challenges. First, although home to some of Westeros’ largest fortifications at Harrenhal, Riverrun, Seagard and the Twins, the land’s fertile countryside is largely unprotected and is vulnerable to raids, banditry, and neglect. Because of this, enemy operations in the Riverlands are particularly damaging to the faction. Second, the Riverlands are not inappropriately named, and is riven by rivers, most notably the raging Trident. Although too deep to ford, the Trident may be crossed quickly at the Twins with the permission of House Frey or slowly by boat. Although this will greatly impede the speed of Stark hosts operating in the region, the same is also true of those seeking to invade it. Something Fishy: Though loyal to House Stark from the marriage of Catelyn Tully and Eddard Stark, the location of the riverlands cause the River Lords to bear the brunt of military attacks. This tests the loyalty of the southern Lords, who are prone to infighting, bribery and disloyalty as a result of the increased military activity in their area. Extra sensitivity is required when dealing with the desires of the river lords, as they hold vital strategic value both in arms and geographically.
Isolationist: The Greyjoys, Lannisters and Wildings do not cooperate with the Starks, leading to having enemies on three sides; north, south and east. This, coupled with a notable lack of allies outside of their bannermen, lead to difficulty gaining favor with neutral and enemy houses. Their isolation makes them appear untrustworthy, and as a result any advancement into new territory will be met with either indifference or hostility. Forces of Renly of the House Baratheon Strengths Growing Strong: The backing of Renly by House Tyrell has brought the full power of the Reach to bear for the first time since the downfall of the Targaryens. Although not as wealthy as the Lannisters, House Tyrell rules over the fertile Reach which gives them considerable influence and wealth in an otherwise hungry continent. House Tyrell is therefore able to not only raise large hosts faster than other factions, but is capable of using its bountiful food to aid allies and win friends amongst the citizens of whatever territory they might be warring. Because of this, regions under the control of House Tyrell face little chance of revolt and civilian populaces will in fact frequently support Tyrell operations. The Knights of Flowers: The traditions of chivalry, honor and knighthood are in full bloom in the Reach. Occupying a middling position between noble lords and the baseborn “smallfolk”, knights are integral to not only the feudal system on which life in Westeros depends, but also the military stratagems of many a commander. Although knights are expected to be chivalrous, brave, and just, in reality skill at arms is the only metric on which most knights are judged. Fighting from horseback, clad in heavy plate and armed with a lance and shield, knights combine the mobility of light cavalry with the destructive potential of heavy infantry. Because of the Reach’s reverence for them, knights require little to no cost to maintain. Climbing High: Renly and his allies are drawn from among Westeros’ most ambitious lords and ladies. Well versed in the rituals of courtship, the particularities of court intrigue and maintaining cordial relations with nearly every family of note in Westeros, Renly’s diplomatic prowess is unmatched. From providing food for orphans to showering lords with gifts of finery, Renly’s diplomats are able to bribe, cajole, and flatter their way into the corridors of power amongst nonaligned actors (such as the Iron Islands, Dorne, the Vale, or sellswords). Because of this, the faction is always informed of any other faction’s attempt to bring a nonaligned power into their fold.
Azor Ahai Reborn: Renly is believed by many adherents of the Red God R’hllor including himself to be the avatar of the legendary hero Azor Ahai reborn. A messianic figure, the return of Azor Ahai is held by believers to signify the conclusion of a religious struggle between the forces of Light and Darkness. As such, he is treated reverently by believers and is accorded the services rendered by the Red Priests, services which are rumored to include the use of magic. Although belief in the Red God is far less common than belief in the Old Gods of the First Men and the Andal’s Faith of the Seven, those that do believe will fight until the last man and are incapable of conversion to any other faith. Weaknesses Wrath of R’hllor: R’hllor works in mysterious ways. Though not always through the means one might expect, His will is always done. As a result, He will interfere with plans that do not align with His, sowing confusion and anger amongst the Baratheons and their bannermen, resulting in death, destruction and misfortune.Those loyal to the Seven are struck with a fear induced zeal when facing those loyal to the Red God, and as a result will fight with greater resolve when facing Renly’s troops. A Rose by Any Other Name: Like many leaders of his kind, Renly is a flawed man. He suffers from indolence, failure to act and decadent hungers. Tastes for the “finer” things in life have left him less in touch with the issues of the common man, which can create rifts between him as a leader and his people. Though well loved, he is considered somewhat out of touch by his generals and captains. Though they remain loyal to Renly’s claim, his actions and demeanor may alter negotiations with potential allies for the worse. Throughout the campaign, Renly may call for stops to the progression of the campaign to indulge these habits. “His sigil ought to be a fat man sitting on his arse”: Despite the size of the levies that they command, the generalship of the military forces of House Tyrell is among the worst in Westeros. Largely inexperienced as a result of their reluctance to engage in the larger wars of recent history, the armies of Renly and his allies are incapable of operating with the same level of efficiency and professionalism as those of their opponents. Aside from the masterful leadership of Tyrell bannerman Randyll Tarly, the vast majority of Renly’s military leaders are so placed not because of their competency or courage but because of political considerations. Because of this, should the Tyrells be engaged in more than one conflict at the same time, their forces will not be conferred any of the positive advantages associated with terrain and will suffer twice any negative advantages associated with terrain.
Please note that (A) denotes an advisory position while (B) denotes a bannerman position. For more information on the difference between the two positions, please see page 4. Joffrey of the House Baratheon Master of Coin (A) An advisory position, the Master of Coin is charged with the care of the King’s finances. In this capacity, the Master of Coin is responsible for finding the gold necessary to conduct all of his or her faction’s operations. Whether they borrow, earn, or steal the gold is ultimately immaterial, only that it is found. Master of Ships (A) Responsible for the construction, crewing, maintenance and operation of the King’s armadas, the Master of Ships is an indispensable part of any Small Council. Subject to the whims of not only the seas, but also feckless merchants, bungling administrators, and bloodthirsty corsairs, the Master of Ships must ensure that the sea lanes remain under the King’s control. Grand Maester (A) Part healer, part scientist, part advisor, the Grand Maester is considered one of the most learned individuals in all the Seven Kingdoms. The Maester is expected to provide both the King and his Hand the wise and oftentimes unpopular counsel on which decisions depend. Master of Whisperers (A) The Master of Whisperers is a merchant in what might be the most important trade of all: information. Through their legion of spies, paid informants, and researchers, the Master of Whisperers weaves a delicate web of intrigue and deception. Responsible for not only conducting espionage abroad, but also prevent it at home, the Master of Whisperers must tread carefully in the service of the King. High Septon(A) The forces of Joffrey and his allies are traditionally adherents of the Faith of the Seven. With the religion itself based out of the Great Sept of Baelor in King’s landing, the Iron Throne and the Faith have traditionally had close, if at times strained ties. The High Septon must work to ensure that the Faith of the Seven remains the dominant religion in Westeros while simultaneously working to eliminate what it sees as sources of vices and sins throughout Joffrey’s holdings. Master of Foot (A) Although they receive none of the recognition heaped upon the nobility, it is footsoldiers that win wars. Whether through a stoic shield wall or a withering hail of arrows, it is peasant soldiers without expensive armor or horses that perform the majority of the killing as well as the dying in
the conflicts of Westeros. It is the Master of Foot’s job to see that they do so in the manner that best serves the realm. Master of Horse (A) While far fewer in number than their unmounted colleagues, the mounted units of the King’s Army are far superior in terms of mobility and strength, to say nothing of breeding. The Master of Horse must ensure that these valuable units are adequately cared for and are employed to their full potential. The Master of Horse is also expected to serve as a liaison between the nobility that the knights belong to and the leaders for which they fight. Representative of House Rosby (B) Situated to the North of King’s Landing in the town of Rosby, the House of Rosby is one of the largest and most influential Houses in the Crownlands. House Rosby is tasked with providing much of the food necessary to sustain to the massive population of King's Landing, as well as much of the military might needed to police the city’s unruly mobs. It is expected by the Crown that House Rosby will work to ensure that the other families in the Crownlands obey the King’s commands. Representative of House Clegane (B) A relatively new family, House Clegane has risen quickly from the Lannister’s kennel keepers to a family of feared warriors. Headed by the fearsome Gregor Clegane, whose monstrous size has given him the moniker “the mountain that rides”, the Clegane's and their soldiers are superb raiders, who specialize in sowing fear, terror, and destruction amongst enemy populations. Though their brutality may be off putting, their results are undoubtedly effective. The Lord Commander of the Kingsguard (A) Leader of the King’s bodyguard, the Lord Commander is tasked with ensuring that the King and his family remain protected at all costs. Although the Lord Commander may at times disagree with the King, the Lord Commander is expected to fulfill the King’s commands without question and is vested with the authority to act on the King’s behalf. In addition to these powers, the Lord Commander is also placed in control of the Gold Cloaks, which operate as the city watch and garrison for the city of King’s Landing. Robb of the House Stark Master of Coin (A) An advisory position, the Master of Coin is charged with the care of the King’s finances. In this capacity, the Master of Coin is responsible for finding the gold necessary to conduct all of his or her faction’s operations. Whether they borrow, earn, or steal the gold is ultimately immaterial, only that it is found. Master of Ships (A) Responsible for the construction, crewing, maintenance and operation of the King’s armadas,
the Master of Ships is an indispensable part of any Small Council. Subject to the whims of not only the seas, but also feckless merchants, bungling administrators, and bloodthirsty corsairs, the Master of Ships must ensure that the sea lanes remain under the King’s control. Grand Maester (A) Part healer, part scientist, part advisor, the Grand Maester is considered one of the most learned individuals in all the Seven Kingdoms. The Maester is expected to provide both the King and his Hand the wise and oftentimes unpopular counsel on which decisions depend. Master of Whisperers (A) The Master of Whisperers is a merchant in what might be the most important trade of all: information. Through their legion of spies, paid informants, and researchers, the Master of Whisperers weaves a delicate web of intrigue and deception. Responsible for not only conducting espionage abroad, but also prevent it at home, the Master of Whisperers must tread carefully in the service of the King. Master of the Faith (A) The forces of Robb Stark and his allies are as diverse in their religions as they are in their origin. The Master of Faith must work to balance the interests of the Stark’s Old Gods with those of the more prevalent Faith of the Seven. The Master of Faith is above all tasked with ensuring that religion does not divide House Stark’s forces and must therefore advance ideas of toleration, and respectful disagreement. Master of Foot (A) Although they receive none of the recognition heaped upon the nobility, it is footsoldiers that win wars. Whether through a stoic shield wall or a withering hail of arrows, it is peasant soldiers without expensive armor or horses that perform the majority of the killing as well as the dying in the conflicts of Westeros. It is the Master of Foot’s job to see that they do so in the manner that best serves the realm. Master of Horse (A) While far fewer in number than their unmounted colleagues, the mounted units of the King’s Army are far superior in terms of mobility and strength, to say nothing of breeding. While the Starks largely eschew the notions of knighthood associated with other Great Houses, they nonetheless employ significant numbers of heavy cavalry which fulfill comparable roles. The Master of Horse must ensure that these valuable units are adequately cared for and are employed to their full potential. Representative of House Tully (B) Family, Duty, Honor. These are the words of House Tully, one of the Great Houses of the Seven Kingdoms and traditional ally of House Stark. Ruling over the riparian Riverlands, House Tully is a family of middling power, a family blessed by great abundance but cursed by poor geography. As a representative of this House, you are tasked with serving your King as well as
ensuring the continued survival of House Tully. Representative of House Frey (B) Built across one of the few crossings of the river Trident, the castle at the Twins is one of the most important structures in all of Westeros and is under the complete control of House Frey. Second only in Riverrun to House Tully, to which they are sworn to follow, House Frey’s true power is far greater than their relatively low status might otherwise indicate. Representative of House Manderly (B) Home to the Stark’s greatest port at White Harbor, the Manderly’s preside over the greatest part of the King’s navy, and are charged with the security of the North’s eastern seaboard. House Manderly is unique amongst the nonRiverrun bannermen in that they follow the Faith of the Seven despite living in the North. Renly of the House Baratheon Master of Coin (A) An advisory position, the Master of Coin is charged with the care of the King’s finances. In this capacity, the Master of Coin is responsible for finding the gold necessary to conduct all of his or her faction’s operations. Whether they borrow, earn, or steal the gold is ultimately immaterial, only that it is found. Master of Ships (A) Responsible for the construction, crewing, maintenance and operation of the King’s armadas, the Master of Ships is an indispensable part of any Small Council. Subject to the whims of not only the seas, but also feckless merchants, bungling administrators, and bloodthirsty corsairs, the Master of Ships must ensure that the sea lanes remain under the King’s control. Grand Maester (A) Part healer, part scientist, part advisor, the Grand Maester is considered one of the most learned individuals in all the Seven Kingdoms. The Maester is expected to provide both the King and his Hand the wise and oftentimes unpopular counsel on which decisions depend. Master of Whisperers (A) The Master of Whisperers is a merchant in what might be the most important trade of all: information. Through their legion of spies, paid informants, and researchers, the Master of Whisperers weaves a delicate web of intrigue and deception. Responsible for not only conducting espionage abroad, but also prevent it at home, the Master of Whisperers must tread carefully in the service of the King. High Priest of R’hllor (A) Sent to Westeros to convert Renly to the Red God, the High Priest has succeeded in his original mission and must now work to aid in the conversion of the realm as a whole. The High Priest
must work to advance the interests of R’hllor while not running afoul of the other parties serving his patron, parties that at times find themselves in violent opposition to the Red God’s plans. Master of Foot (A) Although they receive none of the recognition heaped upon the nobility, it is footsoldiers that win wars. Whether through a stoic shield wall or a withering hail of arrows, it is peasant soldiers without expensive armor or horses that perform the majority of the killing as well as the dying in the conflicts of Westeros. It is the Master of Foot’s job to see that they do so in the manner that best serves the realm. Master of Horse (A) While far fewer in number than their unmounted colleagues, the mounted units of the King’s Army are far superior in terms of mobility and strength, to say nothing of breeding. With the Reach home to a higher than average number of knights, the Master of Horse is tasked with ensuring that this critical part of Renly’s military is not wasted. The Master of Horse must ensure that these valuable units are adequately cared for and are employed to their full potential. Representative of House Hightower (B) Arguably the second most powerful family in the Reach after the Tyrells, House Hightower is famed throughout the land for their loyal and stalwart nature. The Hightower’s control the city of Oldtown, which itself is home to not only the largest port in Westeros but also the Citadel, the heart of academia and education in Westeros. Representative of House Redwyne (B) Situated on the Arbor, a large island off the southern coast of the Reach, the Redwynes are one of the most powerful Houses in the Reach, and maintain close ties with their liege lords the Tyrells. Although known in noble circles for the quality of their wine, their infamy in military circles comes from their considerable naval strength, which boasts some of the largest and most powerful ships in all of Westeros. Representative of House Penrose (B) One of the most important of the Storm Lords, house Penrose currently controls Storm’s End, one of the strongest fortifications in all of the Seven Kingdoms. Sworn to the Baratheon family, the soldiers and leaders of House Penrose are well versed in the ways of war and siegecraft, having helped hold Storm’s End against royalist forces during Robert’s Rebellion.
Attitude and Formality Model Westeros is first and foremost intended to be a fun evening of entertainment, collaboration, and competition. Players are encouraged to get into their positions, rally for their houses and use every aspect of their role to it’s fullest extent and achieve their goals. That being said, costumes and traditional roleplay elements are being downplayed for this event. You will also notice some noncanon material, added or removed for the sake of playability and cohesiveness. This is not because we as organizers are miserly and “funhating” in any essence of the phrase, these measures to keep in line with our approach, which is twofold: 1. We want to include as many people as possible, both literally and figuratively. Costumes can be a great way to build immersion and get you into your character for a traditional roleplaying experience, but the level of quality and comfort level for those around you these costumes bring to games like these varies so much that it would be unrealistic to expect every member to do so, and we want to make sure everyone involved feels accepted into their roles by their merits and dedication to the part. We want you to get into it, and not worry about what you look like, since this game is taking place in a 1980’s board room with a projected map on a whiteboard. 2. An important distinction between what we’re doing here, and what it looks like we’re doing here. These aren’t characters, per se, they’re roles. Each player has a set of goals both to their faction, and to themselves, and it’s up to them to use their powers as they see fit to achieve them. However, we want each person to be making their own decisions. You don’t have to be Tywin Lannister, Ned Stark, or any other character from the books/show, because Westeros is yours to shape. As a member of your factions cabinet, you aren’t playing a character, you’re part of a team. Compete, collaborate, or anything in between in order to achieve your goals. You can’t be assassinated, because it’s assumed that should a person in your role be killed, someone would fill it’s place. Remember, you are your position, not a character directly. If you ever feel confused or are unsure about how to proceed or what you can do as your role, or just need a clarification on whether or not something is a good idea, we will always be available to answer those questions as well. Just put “META” in the subject line of your message for these sorts of questions so we can answer them faster. All that being said, the chief goal here is to have fun. Hopefully you will be able to exercise your mind, your social skills and everything in between to leverage yourself and your team for what you think is the good of the realm. We’re not reenacting the books, we’re reenvisioning them. “I serve the Realm my lord. Someone must.” Varys the Spider
How It Works: Step 1: Players receive information. Just as information is the lifeblood of leaders and empires, so too is intelligence the foundation on which the simulation thrives. Participants may receive information three ways; 1) Privately via staff member, handwritten note, or email, 2) SemiPublicly via an announcement to your assigned Small Council or 3) Publicly via a post to the conference blog. Information sent privately will be viewed only by yourself, although you may share the information as you see fit. Information sent semipublicly will be disseminated amongst only your confederates on your Small Council. Information sent publicly will be viewed by all participants regardless of faction affiliation. Step 2: Players reflect. Players are should think critically about the received information, how it impacts Westeros as a whole, how it affects their faction, and what implications it holds for them as an individual. Participants are encouraged to question, discuss, and debate the information they receive, with a critical eye towards its relevance, validity and implications. Step 3: Players react. Players are expected to formulate responses to those pieces of information they deign worthy. Players can affect the simulation two different ways: 1) Personal Directive. Personal directives do not require the consent of the Hand of the King or the Small Council (although some restrictions do apply) and may be issued at any time. Participants are not required to disclose to their fellows on the Small Council that they are issuing a Personal Directive, though they may do so if they so choose. The exact kinds of Personal Directives that a player may issue are dependent upon their position within the small council, although examples include arranging marriages, ransoming individuals, mustering soldiers, converting to a different religion and requesting to defect. If a player wishes to conduct a Personal Directive that is not included in the list that they receive, they may petition a staff member to do so. 2) Council Proclamation. Council Proclamations generally carry greater weight and are farther reaching than Personal Directives. Council Proclamations do, however, require that a majority of the Small Council members vote in favor of the issuance of the proclamation, with the Hand of the King casting the deciding vote in case of a tie. Carrying greater weight than Personal Directives, Council Proclamations include the ability to declare war, to declare peace, to form alliances, and to order assassinations. After deciding upon an action to undertake, whether by Personal Directive or Council Proclamation, a written request is sent via note or email to the Hand of the King. If requested by a participant, the Hand of the King will not share the request with any individual on the Small
Council, and will continue to interact with the participant as if they had not seen the contents of the request. In essence, should a participant decide to undertake an option that amounts to treason, the Hand of the King will pretend that he or she is not aware of the pending betrayal. Step 4: Participants receive response. After the Hand of the King has received a request for a Personal Directive or a Council Proclamation the request is forwarded the Simulations Staff who determine whether or not to accept the request, based upon its clarity, feasibility, and nature. Should the Simulations Staff choose to accept the request the individual or group that submitted the request will be informed that it is “pending”. If the request is refused by the Simulations Staff, the requesting party will be informed of its failure and why it was rejected. The Simulations Staff will move to implement the pending actions as quickly as possible. Step 5: Repeat. After the simulation is altered by those decisions made by players and the simulations staff, players are informed (albeit asymmetrically) of the aftermath. Players are then expected to receive this new information, reflect upon it, and react accordingly via the process outlined previously. Conflict and Combat If conflict occurs and cannot be resolved diplomatically, combat can be engaged in. The outcome of combat is determined by a variety of factors, including but not limited to force size, geography, fortification, force makeup (cavalry, navy and infantry), and simple luck. Victory Conditions Each faction will have a unique condition under which they can achieve victory. The victory conditions of each team are not mutually exclusive, though some players will play them as such. Staff Policy As a holistic experience Western Westeros must balance the considerations of playerled decision making and independence against the structure necessary in any simulation. As a policy most of the actions within the simulation are to be playerled, and participants are encouraged to be creative, novel, and detailed in their proposals. Staff involvement will be felt in three different ways. First, staff exist to implement the actions decided upon by participants. Staff, both seen and unseen, are responsible for interpreting player commands, deciding their feasibility and determining the consequences of player actions. Second, staff exist to facilitate the simulation. Although strong leadership is encouraged, staff positions such as the Hands of the Kings will moderate debate if needed, and provide opportunities for interactions for more reticent participants. Finally, staff exist to add detail to the simulation and help immerse participants in the activity. Staff will not only be on hand to offer questions, but will also help to drive the “story” of the simulation by introducing new events to participants.
People Azor Ahai = A messianic figure in the religion of R’hollr, sent to vanquish “the Darkness”. Believed to be reincarnated for a coming war that will decide the fate of the world. Craven = A coward. Sellsword = A mercenary, they fight (usually) for the highest bidder. Places Westeros = The westernmost continent on which most of A Song of Ice and Fire occurs Essos = The easternmost continent, it is home to a diverse assortment of kingdoms, khalasars and empires. Religions R’hllor = Also known as the Red God, R’hllor is a God worshipped by most in Essos, as well as many in Renly Baratheon’s faction. The Old Gods = The gods of the first men, pagan influenced. Gods of Stone, Earth and Tree. The Laws of Hospitality are most important to followers of the Old Gods. The Seven = A collective of seven godly personalities worshiped by the majority across Westeros, they preside over life of their followers from birth till death, covering all aspects of life.