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GAME OF THRONES LIVING WORLD

GAME OF THRONES LIVING WORLD

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by:@SimulatorArchive

Not a character chat.

Not a single storyline.

Not a typical RPG.

This is a living Game of Thrones world.
Choose who you are.

Become a king, a queen, a noble, a knight, a sworn sword, a sellsword, a ranger of the Night's Watch, a maester, a healer, a merchant, a sailor, a blacksmith, an innkeeper, a city guard, a court servant, a farmer, a craftsman, a Dothraki rider, a caravan guard, a ship captain, or something entirely different.————————————————————————————

A SONG OF ICE AND FIRE

The Seven Kingdoms are a realm of ancient bloodlines, powerful houses, shifting alliances and generations of conflict. From the frozen forests of the North to the scorching deserts of Dorne, every region possesses its own traditions, ambitions and struggles. The Iron Throne sits at the centre of royal authority, but the true power of the realm is scattered among noble families, their bannermen, wealthy merchants, military orders and influential institutions.

King Robert Baratheon rules from King's Landing, while the great houses maintain their lands, castles and hereditary claims. Winterfell remains the seat of House Stark, Casterly Rock belongs to the Lannisters, Highgarden commands the Reach, and Sunspear stands at the heart of Dorne. Beyond the Wall, the Night's Watch guards an ancient frontier, while across the Narrow Sea, the Free Cities pursue their own interests.

The realm is filled with political rivalries, forgotten grievances, dangerous roads, prosperous ports, religious traditions and countless personal ambitions. A lord may command thousands, but his lands depend upon the people who cultivate them, defend them, build for them and keep their households running.

In the Seven Kingdoms, even the smallest decision can carry consequences far beyond its point of origin.

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FAMILIAR FACES, DIFFERENT LIVES

Westeros and Essos are home to many familiar figures whose lives have already become part of the history of the realm.

House Stark is represented by Eddard Stark and Catelyn Stark, whose responsibilities at Winterfell place them at the centre of northern politics. House Lannister is represented by Tywin, Cersei, Jaime and Tyrion, while the Baratheon family includes Robert, Stannis and Renly.

The royal court brings together Varys, Petyr Baelish, Grand Maester Pycelle, Barristan Selmy and numerous other figures whose interests frequently intersect. Beyond the capital, the realm includes Brienne of Tarth, Sandor Clegane, Davos Seaworth, Melisandre, Beric Dondarrion, Thoros of Myr, Oberyn Martell, Ellaria Sand, Olenna Tyrell and many more.

Jon Snow is also part of Winterfell's household. At the Wall and beyond it, figures such as Benjen Stark, Jeor Mormont, Maester Aemon, Mance Rayder, Tormund Giantsbane and Ygritte shape the lives of the Night's Watch and the Free Folk.

Across the Narrow Sea, Daenerys Targaryen, Viserys Targaryen, Khal Drogo, Jorah Mormont, Daario Naharis, Grey Worm and other inhabitants of Essos pursue their own ambitions.

The Greyjoys, Tyrells, Martells, Freys, Boltons, Tullys and Arryns each have their own family histories, political obligations and internal disagreements.

Every familiar face belongs to a much larger world of personal loyalties, ambitions and unfinished business.

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A WORLD BEYOND THE IRON THRONE

There is more to the Seven Kingdoms than royal audiences and noble rivalries.

A blacksmith in Winter Town spends his days repairing tools, horseshoes and weapons. An innkeeper along the Kingsroad serves travellers, merchants and passing soldiers. A fisherman on the Stony Shore depends on the weather and the condition of his nets. In White Harbor, shipwrights, dockworkers and merchants keep the port operating.

King's Landing has its markets, taverns, workshops, warehouses, septs and crowded streets. Its merchants negotiate prices, Gold Cloaks patrol the districts, craftsmen maintain their businesses and servants carry out the countless duties of the royal household.

At the Wall, the Night's Watch depends on provisions, equipment, patrols and the work of its sworn brothers. In the Riverlands, ferrymen and caravan guards navigate dangerous crossings. In Oldtown, the Citadel preserves knowledge, while sailors and traders maintain connections between distant ports.

Daily existence also brings family obligations, debts, disagreements, illnesses, celebrations, religious observances and changes in fortune.

The lives of ordinary people are as much a part of the realm as the decisions made inside its castles.

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ACROSS THE SEVEN KINGDOMS AND ESSOS

Westeros stretches from the deserts and coastal settlements of Dorne to the frozen lands beyond the Wall.

The North is dominated by vast forests, remote settlements and ancient castles. The Riverlands contain fertile fields and important river crossings. The Vale is protected by the Mountains of the Moon, while the Westerlands draw wealth from their mines and ports. The Reach is known for its agricultural abundance, the Stormlands for their rugged coastline, and the Crownlands for their proximity to the royal capital.

Beyond the Narrow Sea lie the Free Cities and the distant territories of Essos. Braavos is a centre of maritime trade and banking. Pentos, Myr, Tyrosh, Lys, Norvos and Lorath maintain their own commercial traditions. Volantis stands among the oldest and wealthiest cities of the east.

Further east, Astapor, Yunkai and Meereen form the great cities of Slaver's Bay. The Dothraki Sea stretches across immense grasslands, while Vaes Dothrak serves as a sacred gathering place for the khalasars. Qarth controls important connections to distant eastern trade routes.

Every region offers different opportunities, dangers, resources and customs. Travel requires provisions, reliable transport and knowledge of the roads, while sea voyages depend on ships, crews, weather and favourable passage.

From Winterfell to the distant ports of Essos, the known world is vast and full of places beyond the reach of any single ruler.

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HOUSES, FACTIONS AND ORDERS

The political landscape of Westeros is built upon noble houses and their networks of sworn allegiance.

House Stark, House Lannister, House Baratheon, House Targaryen, House Tully, House Arryn, House Tyrell, House Martell and House Greyjoy stand among the most prominent bloodlines. Alongside them are Houses Bolton, Frey, Mormont, Karstark, Manderly, Umber, Reed, Glover, Royce, Tarly, Tarth and many others.

Beyond the noble families, numerous institutions and organisations maintain their own influence.

The Night's Watch guards the Wall. The Kingsguard protects the monarch. The City Watch maintains order in King's Landing. The Faith of the Seven oversees religious life across much of the south, while the Old Gods remain deeply rooted in the North. The Maesters serve the great houses through knowledge, healing and communication.

Essos contains organisations with entirely different traditions and ambitions, including the Faceless Men, the Unsullied, the Golden Company, the Second Sons, the Dothraki khalasars and the Great Masters of Meereen. The Iron Bank of Braavos extends its financial influence far beyond the Free Cities.

Every house, institution and faction has interests of its own, and their ambitions do not always align.

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THE WORLD

270 Unique NPCs including 100 established canon characters such as Eddard Stark, Catelyn Stark, Jon Snow, Daenerys Targaryen, Tyrion Lannister, Jaime Lannister, Cersei Lannister, Robert Baratheon, Tywin Lannister, Stannis Baratheon, Renly Baratheon, Varys, Petyr Baelish, Brienne of Tarth, Sandor Clegane, Davos Seaworth, Jorah Mormont, Khal Drogo, Viserys Targaryen, Melisandre, Jeor Mormont, Maester Aemon, Oberyn Martell, Olenna Tyrell, Mance Rayder, Tormund Giantsbane, Ygritte, Beric Dondarrion, Thoros of Myr, Theon Greyjoy, Euron Greyjoy, Margaery Tyrell, Daario Naharis, Grey Worm, and many more.

43 factions, houses and organisations including House Stark, House Lannister, House Targaryen, House Baratheon, House Tully, House Arryn, House Tyrell, House Martell, House Greyjoy, House Bolton, House Frey, House Mormont, House Manderly, the Night's Watch, the Free Folk, the Kingsguard, the City Watch, the Faith of the Seven, the Faith Militant, the Maesters, the Brotherhood Without Banners, the Faceless Men, the Unsullied, the Golden Company, the Second Sons, and many more.

74 locations and regions across Westeros and Essos including Winterfell, King's Landing, the Red Keep, Dragonstone, Casterly Rock, Riverrun, the Twins, Highgarden, Oldtown, Castle Black, Harrenhal, Pyke, the Dreadfort, Moat Cailin, the Eyrie, the Wall, Eastwatch-by-the-Sea, Hardhome, Mole's Town, Sunspear, the Water Gardens, Braavos, Volantis, Pentos, Qarth, Astapor, Yunkai, Meereen, Vaes Dothrak, Tyrosh, Myr, Lys, Norvos, Lorath, and many more.

298 AC — the beginning of the main Westerosi timeline, shortly before King Robert Baratheon's royal party reaches Winterfell.

Noble houses protect their lands and inheritances.

The Crown maintains its court and royal authority.

The Night's Watch guards the northern frontier.

Merchants negotiate contracts and transport valuable goods.

Sailors carry passengers and cargo across distant waters.

Maesters preserve records and deliver messages.

Blacksmiths forge weapons and repair equipment.

Healers treat wounds and illness.

Farmers cultivate fields and prepare for the changing seasons.

Smallfolk work, trade, travel and raise their households.

The realm is made up of thousands of individual lives, each connected to the world around them.

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YOUR LIFE IS NOT PREWRITTEN

You are not forced into the affairs of the Iron Throne.

You are not required to serve a great house.

You are not required to become a knight or join an army.

You are not required to take part in a war.

You could work in a tavern.

Manage a merchant's warehouse.

Serve as a household steward.

Travel between the Free Cities.

Join the Night's Watch.

Become a sworn sword.

Learn the craft of a blacksmith.

Operate a trading vessel.

Serve a maester.

Work as a healer.

Establish a caravan business.

Become a sellsword.

Protect a remote settlement.

Build connections with a noble household.

You can earn coin, acquire property, establish a reputation, form friendships, develop rivalries, pursue relationships, accept obligations or refuse them.

You can become involved in the affairs of powerful families, or spend your days far from their conflicts.

Your place in the realm is determined by the life you build and the choices you make.

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THE HISTORY AND LIFE OF THE REALM

The Seven Kingdoms existed long before Robert Baratheon claimed the Iron Throne.

The First Men settled Westeros in ancient times. The coming of the Andals transformed much of the southern continent. The Age of Heroes left behind stories of ancient kings, legendary figures and forgotten conflicts.

The arrival of Aegon the Conqueror and his dragons united six of the seven kingdoms beneath the Targaryen dynasty. For nearly three centuries, the Targaryens ruled from the Iron Throne before Robert's Rebellion brought their reign to an end.

The rebellion changed the balance of power throughout the realm.

Old alliances collapsed, noble houses suffered losses, and Viserys and Daenerys Targaryen, the surviving children of the deposed dynasty, spent their exile across the Narrow Sea.

The North remembers its ancient kings.

The Iron Islands preserve the traditions of the Old Way. Dorne retains the customs that distinguish it from the rest of the kingdoms. Beyond the Wall, the Free Folk maintain their independence, while the Night's Watch continues an oath older than the current royal dynasty.

The history of Essos stretches even further, from the ruins of Valyria to the trading powers of the Free Cities.

Yet the history of the realm is not written only through conquests, royal successions and great political struggles. It is also reflected in the lives of those who inhabit its castles, villages, towns and distant settlements.

A village may face a shortage of grain before winter.

A travelling healer may be called to a distant settlement.

A ship may arrive in port with damaged cargo, missing goods or an unexpected passenger.

A household may struggle with rising expenses.

A blacksmith may receive an unusual commission.

An innkeeper may have to settle an argument between guests.

A local lord may face complaints from tenants, disagreements among his servants or disputes over farmland.

Markets open and close.

Caravans travel between settlements.

Ships wait for favourable winds.

Harvests determine the fortunes of farming communities, while changing seasons affect roads, trade and the availability of supplies.

Ancient ruins, abandoned fortresses, family secrets, inherited debts and forgotten promises remain scattered across the known world.

Some conflicts are remembered for generations, while others begin with something as ordinary as a broken agreement or an unpaid debt.

Some problems are resolved quietly.

Others grow into lasting disagreements, financial difficulties or rivalries between neighbouring communities.

A seemingly minor incident can have consequences for people far beyond its original location.

The history of the realm belongs to generations past, but its future is shaped by everyone who lives within it.

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YOUR LIVING GAME OF THRONES WORLD

Westeros and Essos are filled with competing ambitions, changing circumstances and countless lives unfolding across the known world.

You can encounter the established characters and become involved in their affairs, witness political developments, travel between distant regions or build an entirely different life within the Seven Kingdoms.

Your decisions can influence relationships, alliances, conflicts and the fortunes of the people around you.

The Iron Throne remains a centre of royal authority, but its reach has limits.

Beyond the capital, powerful families, regional lords, religious institutions, military orders, merchants and independent communities pursue their own ambitions.

The history of the realm is not finished, and its future remains unwritten.

————————————————————————————

THIS IS A SIMULATION

This is not a retelling of Game of Thrones.

It is a living world set within the universe of A Song of Ice and Fire, where the kingdoms, their inhabitants and their surrounding territories continue to exist beyond any individual life.

Kings pursue power, protect their crowns and attempt to secure their dynasties.

Noble houses defend their lands, negotiate marriages, settle rivalries and compete for influence.

Lords administer their territories, collect taxes, maintain armies and answer the demands of their liege lords.

Factions act according to their own interests.

The Lannisters protect their wealth and political position.

The Starks uphold their obligations to the North.

The Greyjoys maintain their ambitions across the Iron Islands.

The Tyrells pursue influence through wealth, alliances and their position in the Reach.

No house is guaranteed victory.

No alliance is guaranteed to last.

No ruler is beyond opposition.

No individual is guaranteed safety or success.

Winter is coming, and the world will not wait for anyone.

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MY RECOMMENDATION

If you're looking for another world to explore, I recommend checking out my CYBERPUNK EDGERUNNERS LIVING WORLD.

The world also features 100 events: 78 based on the anime and 22 original events created specifically for this living world.

And if you'd like to discover more, feel free to visit my SIMULATORARCHIVE profile and follow to stay updated on new worlds, characters, and projects.

THE WORLDS ARE ALREADY ALIVE. EXPLORE THE ARCHIVE.

Created 3 days ago

Updated about 19 hours ago

Published 2 days ago

  • Limitless
  • 👨 Male
  • 👩‍🦰 Female
  • 📚 Fictional
  • 👑 Royalty
  • 🔮 Magical
  • 👭 Multiple
  • 🪢 Scenario
  • 🎲 RPG
  • 👤 AnyPOV
  • #gameofthrones
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