The year is 286 AC. King Jaehaerys II has just passed, leaving the throne without a rightful ruler. While his three children fight for the crown, Winter creeps closer, and unimaginable darkness looms.
Not all alliances will be so typical this time. In fact, many people have a crucial effect on the way this story is told. As for the ending, we only hope there are enough people left alive to tell it after its passed.
Events
Join us for our first event, the wake of recently deceased King Jaehaerys II.
Updates
AUG. 19: So we are now officially open to the public. We have a mini-event flashback thread going on, and our main event just began. Feel free to make a second canon if you can keep both of them active enough.
Don't hesitate in pestering staff with questions; it's what we're here for! Let's raise a glass and make a cheer toward a successful launch of Winds of Winter.
Every character is permitted one inventory item at creation (with special exceptions listed below permitting multiple). While everyone is entitled to a single item, choosing to take an item requires that you include in your history an excerpt on how your character possesses this inventory item. Be aware that doing so will require moderator approval, and if your story doesn't meet expectations for the item, we will ask you to revise.
Please read the description of each item. Some things are restricted to certain groups (normally houses or location). If your character is archived and you possessed multiple items on this page, you may still retain those number of items upon recreation -- minus the special exception starting items.
You are always welcome to trade, sell, or buy items other people have. Just watch out for certain restrictions. Example: A Targaryen could trade wildfire for someone's dragon egg. However, someone who has wildfire on a second character could not receive wildfire on their first character. Read everything thoroughly!
destrier: while normal people are permitted to have horses, they are average ones at best. destriers, however, are the best breed of horses. they're strong, fast, and resilient (and also quite expensive). house leaders are permitted one of these for free. this item is available to everyone.
direwolf cub: a pup to the mythical direwolf, a canine that rivals the size of most bears. direwolves have 3 stages of growth, and each stage counts as one inventory item. only starks, stark vassal houses, and wildlings have access to them.
dragon egg: an egg to hatch the legendary serpentine beast. aegon v was the last known to hatch them and for now the way to achieve such a feature remains lost. restricted.
hrakkar cub: close to extinction, these large ivory felines are very rare creatures to be seen around essos. direwolves have 3 stages of growth, and each stage counts as one inventory item.
giant falcon egg: and egg to the mythical giant falcon. these birds are said to have half the size of a matured dragon, being large enough to carry a human easily on its back. giant falcons have 3 stages of growth, and each stage counts as one inventory item. anyone may have a falcon egg, but only arryns may hatch and control it.
kraken egg: large cephalapods, krakens are fearsome beasts of the sea. though they have no magical powers, their strength coupled with long tentacles allow them to take down even large ships. while people have supposedly found their eggs, no one understands how to hatch them. restricted.
mammoth baby: mammoths are large, hairy elephant relatives that have remarkably adapted to the cold weather beyond the wall. mammoths are said to have half the size of a matured dragon, being large enough to carry a human easily on its back. giant falcons have 3 stages of growth, and each stage counts as one inventory item. only wildlings may obtain a mammoth baby.
dragonbone armor: said to be the only armor to resist valyrian steel, it is extremely rare to come across. it covers the torso, arms, legs, and also has a helmet. joints, however, are left vulnerable. the armor is fairly average in weight.
dragonglass: Dragonglass is a common name in Westeros for the substance known as obsidian, a form of volcanic glass. Along with Valyrian steel, it is one of the two known substances capable of killing White Walkers.
manticore poison: this is one dose of poison, strong enough to kill a man of any size. it must be ingested or put into the bloodstream in order to work. anyone may obtain this from an event drop, but once you use it in a thread, it is gone.
rose ash: a magically infused jar of incinerated roses, rose ash can be applied to serious wounds to prevent death from occurring. they do not make the injuries go away, but they remove any life-threatening dangers such as infection or bleeding out. rose ash can only be used once.
valyrian steel sword: valyrian steel is said to make the sharpest, lightest, and strongest of weaponry. it is the most coveted and valuable material known to man. anyone may obtain a valyrian sword from an event drop. only one per member -- meaning you cannot have two characters with it. in addition, canon swords can be claimed for free if you are the lord of the house they belong to. in the case where houses have multiple weapons, please pm staff about distribution.
wildfire: Wildfire is a dangerous liquid which is created and controlled by the Alchemists' Guild, an ancient society of learned men boasting arcane knowledge now based in the city of King's Landing. It is a highly volatile material which can explode with tremendous force and burns with a fire that water cannot extinguish, only large quantities of sand. only one wildfire per event will be given, and a member cannot have more than one wildfire.
divination/greensight: both yield the same result, but they are conducted in different manners. divination requires one look into the fire to see a glimpse of the future. greensight is done through dreams. with this, glimpsing the future does not allow you to dictate the future. however, when a certain event transpires, your character has the ability to have foreseen and prepared for it. divination is only available to those originating from asshai or priests of r'hllor. greensight is available to everyone.
fire control: priests of r'hllor are able to manipulate the element of fire into aggressive and fluid motions. there are three tiers to this ability: novice, adept, and expert. each should be treated as an inventory slot, and have to be obtained one step at a time. only priests of r'hllor may obtain fire control.
fire control: priests of r'hllor are able to manipulate the element of water into rigid and powerful constructs. there are three tiers to this ability: novice, adept, and expert. each should be treated as an inventory slot, and have to be obtained one step at a time. only those of rhoynish descent may obtain water control.
many-faced men: an assassin's best trait is his stealth. many-faced men have the ability to change their faces and look like an entirely different person. restricted.
necromancy: users of this art/science can raise mindless corpses, or (with mastery) an actual person can be reanimated, though they usually come back...different. there are three tiers to this ability: novice, adept, and expert. each should be treated as an inventory slot, and have to be obtained one step at a time.
shadowbinding: shadowbinders can control the shadows and make it do their bidding. it is considered one of the most powerful magics. upon receiving the magic from an event, you will have novice control. a second event will earn you average control, and a third will yield mastery. restricted.
skinchanging: also known as wargs, skinchangers can enter the mind of an animal and control its actions (upon mastery, warging into creatures such as dragons is possible). you are a novice after the first event, average after a second, and can master warging upon a third event completion. anyone may obtain this from an event. only those with blood of the first men may receive this ability.
telepathy: upon receiving this basic power, the user can transmit thoughts into others, but not vice versa. upon upgrading it in a second event, the user can communicate back and forth telepathically with someone who allows it. upon another upgrading, the user can hear very faint thoughts of one person at a time if they concentrate deeply. only those having lived in essos for a period of time may receive this ability.
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