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We’ve all been there. The shiny new promise of yet another Game of Thrones roleplay sim on Second Life: a fresh start, a better system, or that one magical formula that’s supposed to fix everything that went wrong before. We’ve all hoped it would be different this time. Most of us have even tried to help make it so, patching the cracks, rewriting the rules, and spending hours trying to salvage something solid from the same recycled premise.

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​​We get it. We’ve been in your shoes.

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Whether you’ve adminned a sim, built storylines, or just been a frustrated player on the ground, you’ve probably seen how it goes. There are numerous ways people have attempted to revitalize the genre, and after years in the community, we’ve come to a hard conclusion:

 

Canon-based Game of Thrones roleplay set in Westeros does not work in the long term.​

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Before anyone sharpens a pitchfork, take some time and hear us out, and let us show you what we hope to introduce into Game of Thrones RP:

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A New Setting: 

  • THE CITY OF OROS: A grounded, coherent setting outside of the recycled canon of established houses and storylines. A place where players aren't inserting themselves into a pivotal point in the history of Westros, where modifications to the overall theme of the world are forced to fit in canon-breaking ways. Our setting is a new, hand-crafted idea that will support both those who wish to engage in vibrant local roleplay and those who wish to sink their teeth into the geopolitical factions of the wider world of Essos, regardless of their character's gender or social ranking. â€‹

    • New cities are presented with rich lore, some an expansion and re-crafting of places known, others a complete imagining of life for the survivors of the Doom of Valyria. These expansions take locations with little or no known canon information and use their settings to enrich the world's environment. 

    • Players who wish for a more casual or individualized experience may choose from the many factions, guilds, and political or noble powers set within Oros; each with its own culture, values, strengths, weaknesses, and rivalries.

    • This setting will likely equate to about 90-95% original content by the time the website is complete. The basic framework of canon locations, factions, people, and events used within this work has been expanded to facilitate the production of a unique storytelling environment, a product of massive world-building and expansion by the authors.

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  • FACTIONS: Players may align their characters with local or regional Noble houses and their vassal powers, as well as City factions, guilds, or institutions:

    • With IC effort, players can work toward becoming commanders, envoys, or even Council representatives.

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  • GEOGRAPHIC BASES (so in-game events feel grounded and in place): Each faction represented within the Oros will have its own corresponding city or territory within the League it can call home.

    • Markets, festivals, and Oros itself should be open to everyone, perfect for interaction without constant conflict.​

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A Clear Lore 'Bible' And Timeline: 

  • SINGLE INFORMATION SOURCE: Players will access only one source for all foundational (canon) lore for role-play purposes, which will contain all cities, institutions, NPCs, events, maps, etc. No more scattered lore or digging through different websites, with wildly different fan sources and outcomes.​

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  • TIMELINE ANCHORS: Anchors will be provided with ​“Current Year” record, plus past decades, to tie character backstories to known events.

    • Our world concepts expand the foundation of the Proto-Valyrian people as an established culture and society before the introduction of dragons, and give plausible but grounded foundations as to the rapid rise from pastoral sheepherders to the most advanced magical civilization in the known world. 

    • Concepts are presented to the players to facilitate the ability to include as little or as much of the deep social and cultural influence of both the Valyrian Freehold and the lands of the Long Summer.

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The Balance of the World:​

  • TRAVEL & TRADE REALITY: Movement between cities takes time; danger zones exist for a reason.​

    • Trade is the lifeline of the League; players may engage in the aspects of economic power with a variety of HUD-based interactions: from nobility resource gathering and management, the expansion of territories, military agreements and troop management, local trade and craft production, as well as larger trade agreements with the wider Essosian continent. â€‹â€‹â€‹

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  • MAGIC BOUNDARIES: â€‹ Magic has limits and is often wild or erratic.

    • Costs always bite: Reagents, exhaustion, scars, social/legal oversight. 

    • Players must respect the mage/dragonrider divide. A scarcity ratio will be set in place for both Mages/Dragonriders = ~TBD value of the population.

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  • POWER BALANCE: No faction should be “unbeatable"; each has strengths and exploitable weaknesses.

    • Dragons born into the world are affected by the Doom; those born prior suffer extreme magical backlash.​​

    • Magic school type ceilings (soft caps across the realm): Elemental/warding/healing lines, robust but reagent-limited.

    • Mind-work, necromancy, summoning: explicitly licensed & quota-bound. No hard mind-control: Illusion equates to senses-only; no sovereign will override.​

    • Consequences: Reputation and Faction systems will be set into place where players' choices matter; crime can lead to arrest, betrayal can alter alliances, and wars have fallout.​ The character's behavior and decisions while within the confines of the city of Oros can have lasting and real consequences through the further reaches of society, affecting their standing within their home territories. 

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​​​​Conflict And Event Cycles:

  • Seasonal Calendar Hooks: Use of the festival calendar as a rhythm for public events.​

  • Faction Quests: Each season, GMs introduce one political, economic, or military challenge for each major faction.​

  • Random World Events: Pirate attacks, escaped Mantarys beasts, wild magic anomalies, disputed elections, events that keep the world feeling alive beyond player actions.​

  • Tracking The World State:

    • Faction Influence Map: Updated every month to reflect wars, alliances, or shifts in trade if any change has occurred.

    • ​​Council of the Flame Records: Keep a log of past votes and major laws passed.

    • ​​Casualty & Loss Tracking: If a potent mage or old dragon dies, or a wild magic zone expands, it’s recorded in canon, including large-scale battles or skirmishes.​

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​Player Creativity Within Established Boundaries:

  • ​​Potential: Allow players to invent minor houses, villages, and NPCs, as long as they fit the established tone and geography. Use a “Proposal → Approval → Canon” system for anything that affects the setting permanently.​

  • Potential: Let myths and rumors be flexible so that players can spread their own legends, which may or may not be true.

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​We hope that by the time you have reviewed our presentation, you will be as convinced as we are. â€‹

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Please keep in mind, while you explore this site, that the concepts presented are still very much a work in progress. The ideas may require modifications, deletions, and adjustments as systems are crafted and set in place; they are disclosed as conceptual work. 

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THANK YOU

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From the Authors:

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​Please know that we are very aware that these are not all of the challenges currently facing Game of Thrones. No one has all of the answers to 'fix' the genre, including us. We hope that you'll consider the points we've raised and keep them in mind as you share our vision. 

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Thank you for taking the time to look at our project. We appreciate your curiosity and willingness to explore something different as you dig into the website. â€‹Once our world-building is complete, and if there is sufficient interest, we will attempt to crowdsource further support. Please check back often as we continue to update the site. 

 

We look forward to building this world alongside you.

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​Warmly,
Kat and Kris​

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A note on dating conventions: For the purposes of this project, the Doom of Valyria is treated as the singular turning point in historical chronology. All historical references will follow the standardized dating system of Before Doom (B.D.) and After Doom (A.D.), which reflects the immense cultural, magical, and geopolitical rupture caused by that cataclysmic event. 

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For reference, all canon lore cited is pulled directly from A Wiki of Ice and Fire and other published works by G.R.R.Martin.

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