menu_start_game_options|You go for a stroll in the streets of your hometown, when you hear that King Robert has been gored to death by a large boar. The fish monger that you're speaking with tells you that Eddard Stark, the Hand of the King, tried to usurp the throne! But the valiant King Joffreys advisers managed to foil his plot, and peace has surely been restored. However, a few days later, a weary traveller arrives with more news. Following the imprisonment of Lord Stark, the northern lords marched south, to defeat the Lannisters and free their liege. They ambushed the army of the Kingslayer, routed his forces and captured Ser Jaime, after which they broke the siege of Riverrun. All of a sudden, the odds seems to be turning against Joffrey, and his name is no longer shouted in the streets. Making a quick decision, you decide to strike out, hurriedly selling off your meagre positions to a fat innkeeper, and packing only the most essential. You finally feel like you control your own destiny, and that whatever course you take, great deeds await you.
mno_choose_options|Continue...
mno_start_mod|Quick Character (for mod testing)
mno_go_back|Go back
mno_continue|Continue...
menu_start_game_3|Choose your scenario:
menu_tutorial|You approach a field where the locals are training with weapons. You can practice here to improve your combat skills.
mno_go_back_dot|Go back.
menu_reports|Character Renown: {reg5}^Honor Rating: {reg6}^Force Morale: {reg8}^Force Size Limit: {reg7}^^{reg9?Next wage:^{s1}:}
mno_view_party_reports|View Personal Reports
mno_dplmc_show_economic_report|View prosperity report.
mno_resume_travelling|Resume travelling.
menu_reference_reports|Reference Material
mno_action_view_upgrade_trees|View Upgrade Trees
mno_action_view_all_items|View All Items
mno_action_view_trade_ledger|View Your Trade Ledger.
mno_action_view_trade_ledger_denied|Assess Items to start your Trade Ledger.
mno_return|Return
menu_kingdom_reports|Kingdom Reports
mno_view_faction_relations_report|View Faction Relations
mno_lord_relations|View Known Lords by Relation
menu_personal_reports|Personal Reports
mno_view_character_report|View Character Report
mno_view_affiliated_family_report|View Affiliated Family Report
mno_view_weekly_budget_report|View Weekly Budget
menu_cheat_reports|Cheat Menu Reports
menu_party_reports|Party Reports
mno_view_party_size_report|View force size report.
mno_view_morale_report|View force morale report.
mno_Companions_overview|View companions overview.
mno_view_npc_mission_report|View companion mission report.
menu_custom_battle_scene|(NO TRANS)
menu_custom_battle_end|The battle is over. {s1} Your side killed {reg5} enemies and lost {reg6} troops over the battle. You personally slew {reg7} men in the fighting.
menu_start_game_0|Welcome, adventurer, to A Clash of Kings, a modification based on the 'A Song of Ice and Fire' series by George R. R. Martin for Mount and Blade: Warband version 1.143. Before beginning the game you must create your character. Remember that in the traditional medieval society depicted in this world, war and politics are usually dominated by male members of the nobility. That does not, however, mean that you should not choose to play a female character, or one who is not of noble birth. Male nobles may have a somewhat easier start, but women and commoners can attain all of the same goals -- and in fact may have a much more interesting, if more challenging, early game.
menu_start_game_1|Select your character's gender.
mno_start_male|Male
mno_start_female|Female
menu_start_character_1|You were born years ago. Your father was...
mno_start_noble|An impoverished noble.
mno_start_merchant|A travelling merchant.
mno_start_guard|A veteran warrior.
mno_start_forester|A hunter.
mno_start_nomad|JON STEWART.
mno_start_thief|A thief.
menu_start_character_2|{s10}^^ You started to learn about the world almost as soon as you could walk and talk. You spent your early life as...
mno_page|A page at a nobleman's court.
mno_apprentice|A craftsman's apprentice.
mno_stockboy|A shop assistant.
mno_urchin|A street urchin.
mno_nomad|A dothraki child.
menu_start_character_3|{s11}^^ Then, as a young adult, life changed as it always does. You became...
mno_squire|A squire.
mno_lady|A lady-in-waiting.
mno_troubadour|A singer.
mno_student|A citadel student.
mno_peddler|A goods peddler.
mno_craftsman|A smith.
mno_poacher|A game poacher.
menu_start_character_4|{s12}^^But soon everything changed and you decided to strike out on your own as an adventurer. What made you take this decision was...
mno_revenge|Personal revenge.
mno_death|The loss of a loved one.
mno_wanderlust|Wanderlust.
mno_disown|Being forced out of your home.
mno_greed|Lust for money and power.
menu_choose_skill|{s13}
mno_begin_adventuring|Become an adventurer and ride to your destiny.
menu_past_life_explanation|{s3}
mno_view_next|{s5}
menu_morale_report|{s1}
menu_courtship_relations|{s1}
menu_lord_relations|{s1}
menu_companion_report|{s7}{s1}
menu_character_report|{s9}
menu_party_size_report|{s1}
menu_faction_relations_report|{s1}
menu_camp|You find a suitable place to camp.^{s15}
mno_camp_recruit_prisoners|Recruit some of your prisoners to your company.
mno_camp_manage_inventory|Manage your companions' inventory.
mno_camp_action|Take an action.
mno_action_prebattle_custom_divisions|Manage Split Troop Assignments.
mno_camp_wait_here|Wait here for some time.
mno_camp_inspect|Inspect your camp.
mno_camp_entrench|{s1}
mno_camp_mod_opition|Mod Options.
mno_camp_cheat|CHEAT MENU!
menu_camp_cheat|Select a cheat:
mno_camp_cheat_find_item|Find an item...
menu_camp_action|Choose an action:
mno_action_read_book|Select a book to read.
mno_action_change_party_name|Change your party's name.
mno_action_rename_kingdom|Rename your sovereignty.
mno_jump_to_scene|debug: test scene menu
mno_action_modify_banner|Modify your noble banner.
mno_action_modify_factions_color|Re-dye the factions.
mno_action_export_import|Export or import character history.
mno_action_retire|Retire from adventuring.
mno_camp_action_4|Back to camp menu.
menu_export_import_npcs|Please choose a character, then press the C key to view and export or import the chosen character history.^^You choose {reg0?{s0}:none}.
mno_export_import_back|Go back
mno_export_import_npc1|{s0}
mno_export_import_npc2|{s0}
mno_export_import_npc3|{s0}
mno_export_import_npc4|{s0}
mno_export_import_npc5|{s0}
mno_export_import_npc6|{s0}
mno_export_import_npc7|{s0}
mno_export_import_npc8|{s0}
mno_export_import_npc9|{s0}
mno_export_import_npc10|{s0}
mno_export_import_npc11|{s0}
mno_export_import_npc12|{s0}
mno_export_import_next|Next page
menu_export_import_npcs_2|Please choose a character, then press the C key to view and export or import the chosen character history.^^You choose {reg0?{s0}:none}.
mno_export_import_prev|Previous page
mno_export_import_npc13|{s0}
mno_export_import_npc14|{s0}
mno_export_import_npc15|{s0}
mno_export_import_npc16|{s0}
mno_export_import_npc17|{s0}
mno_export_import_npc18|{s0}
mno_export_import_npc19|{s0}
mno_export_import_npc20|{s0}
mno_export_import_npc21|{s0}
mno_export_import_npc22|{s0}
mno_export_import_npc23|{s0}
mno_export_import_npc24|{s0}
menu_export_import_npcs_3|Please choose a character, then press the C key to view and export or import the chosen character history.^^You choose {reg0?{s0}:none}.
mno_export_import_npc25|{s0}
mno_export_import_npc26|{s0}
mno_export_import_npc27|{s0}
mno_export_import_npc28|{s0}
mno_export_import_npc29|{s0}
menu_camp_recruit_prisoners|You offer your prisoners freedom if they agree to join you as soldiers. {s18}
mno_camp_recruit_prisoners_accept|Take them.
mno_camp_recruit_prisoners_reject|Reject them.
menu_camp_no_prisoners|You have no prisoners to recruit from.
menu_camp_action_read_book|Choose a book to read:
mno_action_read_book_1|{s1}.
mno_action_read_book_2|{s1}.
mno_action_read_book_3|{s1}.
mno_action_read_book_4|{s1}.
mno_action_read_book_5|{s1}.
mno_action_read_book_6|{s1}.
mno_action_read_book_7|{s1}.
mno_action_read_book_8|{s1}.
mno_action_read_book_9|{s1}.
mno_action_read_book_10|{s1}.
mno_action_read_book_11|{s1}.
mno_action_read_book_12|{s1}.
mno_action_read_book_13|{s1}.
menu_camp_action_read_book_start|{s1}
menu_retirement_verify|You are at day {reg0}. Your current luck is {reg1}. Are you sure you want to retire?
mno_retire_yes|Yes.
mno_retire_no|No.
menu_end_game|The decision is made, and you resolve to give up your adventurer's life and settle down. You sell off your weapons and armour, gather up all your money, and ride off into the sunset....
mno_end_game_bye|Farewell.
menu_cattle_herd|You encounter a herd of cattle.
mno_cattle_drive_away|Drive the cattle onward.
mno_cattle_stop|Bring the herd to a stop.
mno_cattle_kill|Slaughter some of the animals.
mno_leave|Leave.
menu_cattle_herd_kill|How many animals do you want to slaughter?
mno_cattle_kill_1|One.
mno_cattle_kill_2|Two.
mno_cattle_kill_3|Three.
mno_cattle_kill_4|Four.
mno_cattle_kill_5|Five.
menu_arena_duel_fight|You and your opponent prepare to duel.
menu_simple_encounter|{s2} You have {reg10} troops fit for battle against their {reg11}. {s4}^{s15}
mno_deployment|Choose who will join you in battle.
mno_orders|Plan your battle with the enemy.
mno_do_orders|Enough planning. To battle!
mno_clear_orders|Re-assess the situation.
mno_hold|Take the field.
mno_follow|Lead your troops.
mno_encounter_attack|Charge the enemy.
mno_encounter_order_attack|Order your troops to attack without you.
mno_encounter_leave|Leave.
mno_encounter_retreat|Pull back, leaving some soldiers behind to cover your retreat.
mno_encounter_surrender|Surrender.
menu_encounter_retreat_confirm|As the most tactically skilled avatar of your company, ({reg2}), {reg3?you devise:{s3} devises} a plan that will allow you and your men to escape with your lives, but you'll have to leave {reg4} soldiers behind to stop the enemy from giving chase.
mno_leave_behind|Go on. The sacrifice of these men will save the rest.
mno_dont_leave_behind|No. We leave no one behind.
menu_encounter_retreat|You tell {reg4} of your troops to hold the enemy while you retreat with the rest of your force.
menu_order_attack_begin|Your soldiers prepare to attack the enemy.
mno_order_attack_begin|Order the attack to begin.
mno_call_back|Call them back.
menu_order_attack_2|{s4}^^Your casualties: {s8}^^Enemy casualties: {s9}
mno_order_attack_continue|Order your soldiers to continue the attack.
mno_order_retreat|Call your soldiers back.
menu_battle_debrief|{s11}^^Your Casualties:{s8}{s10}^^Enemy Casualties:{s9}^^Kill count:{s12}
menu_total_victory|You shouldn't be reading this... {s9}
menu_enemy_slipped_away|{s17}
menu_permanent_damage|{s0}
mno_s0|{s0}
menu_pre_join|You come across a battle between {s2} and {s1}. You decide to...
mno_pre_join_help_attackers|Move in to help the {s2}. ({s21})
mno_pre_join_help_defenders|Rush to the aid of the {s1}. ({s21})
mno_pre_join_leave|Don't get involved.
menu_join_battle|You are helping {s2} against {s1}. You have {reg10} troops fit for battle against the enemy's {reg11}. {s4}
mno_join_attack|Charge the enemy.
mno_join_order_attack|Order your troops to attack with your allies while you stay back.
mno_join_wounded|You are too wounded to fight.
mno_join_leave|Leave.
menu_join_order_attack|{s4}^^Your casualties: {s8}^^Allies' casualties: {s9}^^Enemy casualties: {s10}
menu_odin_cave|You arrive at an outlaw lair. Sheltered amongst the Hills of Norvos, the lair is situated at the perfect spot for hiding, with a small river providing shelter from prying eyes and the cliffs and rocks hiding most signs of men.
mno_enter|Attack the outlaws.
menu_odin_cave_victory|You are victorious.
menu_odin_cave_defeat|You have been defeated, but your remaining men come to the rescue and turn the tide.
menu_aegon_bloodborn|You arrive at an old cave. Sheltered amongst the rivers, creeks and bogs of the Neck, the cave is well-hidden.
menu_aegon_bloodborn_victory|You are victorious.
menu_aegon_bloodborn_defeat|You have been defeated, but your remaining men come to the rescue and turn the tide.
menu_stone_cave|You arrive at an old cave. Sheltered amongst the cliffs, rocks and pines of the Mountains of the Moon, the cave is well-hidden.
menu_stone_cave_victory|You are victorious.
menu_stone_cave_defeat|You have been defeated, but your remaining men come to the rescue and turn the tide.
menu_raidable_sept_1|You arrive at a remote septry. The place is tranquil, with a small sept and a cloister with rooms for the Silent Brothers, and large tracts of land cultivated for the produce of food.^^{s13}
mno_enter1|Visit the septry.
mno_donate_septry|Make a donation to the septry. (500 coins)
mno_enter2|Attack the septry.
mno_camp_wait_heremo|Wait here for some time.
menu_raidable_sept_1_looted|This septry has been looted.
menu_raidable_sept_1_victory|With the brothers dead, there is no one standing in your way. Your men descend upon the sept, plundering at will.^^Soon, smoke rises from the surroundings and your men take one last cursory glance through the septry before moving on, heavily laden with loot.^
mno_raidable_sept_1_back|Leave the septry.
menu_raidable_sept_1_defeat|You have been defeated, but manage to escape the pursuing brothers.
menu_raidable_sept_2|You arrive at a remote septry. The place is tranquil, with a small sept and a cloister with rooms for the Silent Brothers, and large tracts of land cultivated for the produce of food.^^{s13}
menu_raidable_sept_2_looted|This septry has been looted.
menu_raidable_sept_2_victory|With the brothers dead, there is no one standing in your way. Your men descend upon the sept, plundering at will.^^Soon, smoke rises from the surroundings and your men take one last cursory glance through the septry before moving on, heavily laden with loot.^
mno_raidable_sept_2_back|Leave the septry.
menu_raidable_sept_2_defeat|You have been defeated, but manage to escape the pursuing brothers.
menu_raidable_sept_3|You arrive at a remote septry. The place is tranquil, with a small sept and a cloister with rooms for the Silent Brothers, and large tracts of land cultivated for the produce of food.^^{s13}
menu_raidable_sept_3_looted|This septry has been looted.
menu_raidable_sept_3_victory|With the brothers dead, there is no one standing in your way. Your men descend upon the sept, plundering at will.^^Soon, smoke rises from the surroundings and your men take one last cursory glance through the septry before moving on, heavily laden with loot.^
mno_raidable_sept_3_back|Leave the septry.
menu_raidable_sept_3_defeat|You have been defeated, but manage to escape the pursuing brothers.
menu_raidable_farm_1|You arrive at a farmstead. Farmsteads are the source of produce and foodstuffs, so those things are often available for sale here.^^{s13}
menu_raidable_farm_1_looted|This farmstead has been looted.
menu_raidable_farm_1_victory|With the men dead, the women and children flee into the hills. Your men descend upon the houses, murdering and plundering at will.^^Soon, smoke rises from the huts and your men take one last cursory glance through the farmstead before moving on, heavily laden with loot.^
mno_raidable_farm_1_back|Leave the farmstead.
menu_raidable_farm_1_defeat|You have been defeated, but manage to escape the pursuing farmers.
menu_raidable_farm_2|You arrive at a farmstead. Farmsteads are the source of produce and foodstuffs, so those things are often available for sale here.^^{s13}
menu_raidable_farm_2_looted|This farmstead has been looted.
menu_raidable_farm_2_victory|With the men dead, the women and children flee into the hills. Your men descend upon the houses, murdering and plundering at will.^^Soon, smoke rises from the huts and your men take one last cursory glance through the farmstead before moving on, heavily laden with loot.^
mno_raidable_farm_2_back|Leave the farmstead.
menu_raidable_farm_2_defeat|You have been defeated, but manage to escape the pursuing farmers.
menu_raidable_farm_3|You arrive at a farmstead. Farmsteads are the source of produce and foodstuffs, so those things are often available for sale here.^^{s13}
menu_raidable_farm_3_looted|This farmstead has been looted.
menu_raidable_farm_3_victory|With the men dead, the women and children flee into the hills. Your men descend upon the houses, murdering and plundering at will.^^Soon, smoke rises from the huts and your men take one last cursory glance through the farmstead before moving on, heavily laden with loot.^
mno_raidable_farm_3_back|Leave the farmstead.
menu_raidable_farm_3_defeat|You have been defeated, but manage to escape the pursuing farmers.
menu_raidable_caravan_market_1|You arrive at a slave market. Merchants from all over the world arrive here, both to sell slaves to the Free Cities, and to buy from the dothraki hordes travelling in the area. Fortifited behind stout walls, the market is bustling with activity, and the merchants look prosperous.^^{s13}
menu_raidable_caravan_market_1_looted|This market has been looted.
menu_raidable_caravan_market_1_victory|With the guards dead, the few merchants remaining scatter to the countryside, closely followed by their slaves. Your men descend upon the market, plundering at will.^^Soon, smoke rises from the stalls and your men take one last cursory glance through the goods before moving on, heavily laden with loot.^
mno_raidable_caravan_market_1_back|Leave the market.
menu_raidable_caravan_market_1_defeat|You have been defeated, but manage to escape the pursuing enemy.
menu_raidable_ironborn_raiders_attack|Skirting the surroundings, you see smoke coming from the cove. Looking over the horizon, a lonely ship appears. As you skim the water, more and more appear, until the entire fleet is within sight. As the reapers land on the beach and start wading arround the shallows, you give the sign to attack.
menu_raidable_ironborn_raiders|You arrive at an old cove.
menu_raidable_ironborn_raiders_victory|With the invaders dead, you and your men descend upon their ships, searching through their belongings.^^The pickings are plenty, mostly supplies and equipment, but with the odd trinket stashed away.^
mno_raidable_ironborn_raiders_back|Leave.
menu_raidable_ironborn_raiders_defeat|You have been defeated, but manage to escape the pursuing enemy.
menu_raidable_galleon_1_attack|Skirting the island, you see smoke coming off the wreck. Moving closer, you see what appears to be a gathering of slavers, outlaws and pirates.
menu_raidable_galleon_1|You spot a ship in the distance, wrecked on a small outcrop of rocks.
menu_raidable_galleon_1_victory|With the outlaws dead, you and your men descend upon their camp, searching through their belongings.^^The pickings are meager, mostly old supplies and worn equipment, but with a few treasures hidden away.^
mno_raidable_galleon_1_back|Leave.
menu_raidable_galleon_1_defeat|You have been defeated, but manage to escape the pursuing enemy.
menu_raidable_abandoned_holdfast_2_attack|Skirting the surroundings, you see smoke coming from within the old courtyard of the holdfast. Looking through the ferns surrounding the old walls, you can see a gathering of outlaws and looters who have taken shelter in the ruins.
menu_raidable_abandoned_holdfast_2|You arrive at the ruins of Ol Har. Located on the eastern side of the Rhoyne, the ruins still bear the marks of looting and raiding by dothraki raiders.
menu_raidable_abandoned_holdfast_2_victory|With the outlaws dead, you and your men descend upon the ruins, searching through their belongings.^^The pickings are meager, mostly old supplies and worn equipment.^
mno_raidable_abandoned_holdfast_2_back|Leave.
menu_raidable_abandoned_holdfast_2_defeat|You have been defeated, but manage to escape the pursuing enemy.
menu_raidable_abandoned_holdfast_1_attack|Skirting the surroundings, you see smoke coming from within the old courtyard of the holdfast. Looking through the foliage surrounding the castle walls, you can see a gathering of outlaws and looters who have taken shelter in the ruins.
menu_raidable_abandoned_holdfast_1|You arrive at the ruins of the old castle of Essen. Located at the outskirts of the Kingswood, the abandoned holdfasts scattered throughout the region will often be a safe haven for outlaws or passing caravans.
menu_raidable_abandoned_holdfast_1_victory|With the outlaws dead, you and your men descend upon the ruins, searching through their belongings.^^The pickings are meager, mostly old supplies and worn equipment.^
mno_raidable_abandoned_holdfast_1_back|Leave.
menu_raidable_abandoned_holdfast_1_defeat|You have been defeated, but manage to escape the pursuing enemy.
menu_raidable_dothraki_1|You arrive at a Dothraki camp. The camp is spread out before you, huts and tents of hide and woven grass serving as temporary homes for the men and women. Off to the side is a small market, set up by industrious merchants looking to take advantage of the treasures brought in by the Dothraki.^^{s13}
menu_raidable_dothraki_1_looted|This camp has been looted.
menu_raidable_dothraki_1_victory|With the warriors dead, the women and children flee into the hills. Your men descend upon the camp, murdering and plundering at will.^^Soon, smoke rises from the tents and your men take one last cursory glance through the camp before moving on, heavily laden with loot.^
mno_raidable_dothraki_1_back|Leave the camp.
menu_raidable_dothraki_1_defeat|You have been defeated, but manage to escape the pursuing enemy.
menu_raidable_dothraki_2|You arrive at a Dothraki camp. The camp is spread out before you, huts and tents of hide and woven grass serving as temporary homes for the men and women. Off to the side is a small market, set up by industrious merchants looking to take advantage of the treasures brought in by the Dothraki.^^{s13}
menu_raidable_dothraki_2_looted|This camp has been looted.
menu_raidable_dothraki_2_victory|With the warriors dead, the women and children flee into the hills. Your men descend upon the camp, murdering and plundering at will.^^Soon, smoke rises from the tents and your men take one last cursory glance through the camp before moving on, heavily laden with loot.^
mno_raidable_dothraki_2_back|Leave the camp.
menu_raidable_dothraki_2_defeat|You have been defeated, but manage to escape the pursuing enemy.
menu_raidable_dothraki_3|You arrive at a Dothraki camp. The camp is spread out before you, huts and tents of hide and woven grass serving as temporary homes for the men and women. Off to the side is a small market, set up by industrious merchants looking to take advantage of the treasures brought in by the Dothraki.^^{s13}
menu_raidable_dothraki_3_looted|This camp has been looted.
menu_raidable_dothraki_3_victory|With the warriors dead, the women and children flee into the hills. Your men descend upon the camp, murdering and plundering at will.^^Soon, smoke rises from the tents and your men take one last cursory glance through the camp before moving on, heavily laden with loot.^
mno_raidable_dothraki_3_back|Leave the camp.
menu_raidable_dothraki_3_defeat|You have been defeated, but manage to escape the pursuing enemy.
menu_ramsay_bolton|The North is an old land, and abandoned villages, holdfasts and castles lie strewn across the land, with many of them located in the old borderlands between the Stark and Bolton lands, desolated by the wars the Kings of Winter and the Red Kings fought for supremacy.
menu_ramsay_bolton_victory|You are victorious.
menu_ramsay_bolton_defeat|You have been defeated, but your remaining men come to the rescue and turn the tide.
menu_amory_lorch|Small villages are scattered throughout Westeros, often holding no more than a few families and consisting of a few hovels. The life is hard, and a long winter will leave many of them deserted come spring.
menu_amory_lorch_attack|As your raiding party approaches the village, you're met by a storm of arrows. Suddenly, men spring from behind rocks and trees, bearing down on your forces.
menu_amory_victory|You are victorious.
menu_amory_defeat|You have been defeated, but your remaining men come to the rescue and turn the tide.
menu_horror_cave|You arrive at the old barrow. The forest here is old, and devoid of human civilization. The trees are gnarled and ancient, and the rocks are overgrown with moss and lichen.
menu_citadel_barrow_victory|You are victorious.
menu_citadel_barrow_defeat|You have been defeated, but your remaining men come to the rescue and turn the tide.
menu_brookwater_keep|You arrive at Brookwater Keep, the seat of House Darke. The keep is old, and the land is overgrown. One small village, to the side of the keep, is clinging to the outskirts of the forest.
menu_brookwater_keep_victory|You are victorious.
menu_brookwater_keep_defeat|You have been defeated, but your remaining men come to the rescue and turn the tide.
menu_haldon_bath|You arrive at a ruined public bath. The air is filled with fog and steam rises from fissures in the ground. Scattered ruins are everywhere, the walls decorated with dragons, wyverns and sphinxes.
menu_haldon_bath_victory|You are victorious.
menu_dragonstone_village|You arrive at the village close to Dragonstone. Populated by farmers and fishermen, it is a poor place. The air is heavy with the fog and smoke eminating from the Dragonmont, and the smell of the sea is pungent.
menu_dragonstone_village_victory|You are victorious.
menu_mole_town|Mole Town is a village close to Castle Black. Three-quarters of the village lies beneath ground in deep damp warm cellars connected by a warren of tunnels.
menu_mole_town_victory|You are victorious.
menu_mole_town_defeat|You have been defeated, but your remaining men come to the rescue and turn the tide.
menu_bridge_of_skulls|You arrive at the Bridge of Skulls. It is a bridge which traverses the Gorge, located west of the Wall in northern Westeros. It is a dangerous route named for the bones in the Gorge below.
menu_bridge_of_skulls_victory|You are victorious.
menu_bridge_of_skulls_defeat|You have been defeated, but your remaining men come to the rescue and turn the tide.
menu_wall_tunnel|You arrive at the tunnels. There are a series of tunnels underneath Castle Black called wormwalks or wormways, which connect the various keeps and towers. These tunnels are mostly used during the winter, when the cold and snow, sometimes forty or fifty feet deep, make it impossible to travel above ground.
menu_wall_tunnel_victory|You are victorious.
menu_wall_tunnel_defeat|You have been defeated, but your remaining men come to the rescue and turn the tide.
menu_wight_battle|The man is clearly mad, but as you turn around to leave, you notice a low moan. In the distance, you can hear the sounds of swords being drawn - whether from your own men or foes is hard to tell. Suddenly, a party of your men come bursting out of the trees and warn you that your forces have been attacked by corpses. Just then, a wight comes stumbling out of the trees.
menu_sorrows|You arrive at the ruins of Chroyane. It is a dark and desolate place, ruled by mists and nothing but a faint echo of its former glory.
menu_sar_mell|You arrive at the ruins of Sar Mell. The walls bear the faint etchings of flowers and plants, but the entire ruin is sinking into the soft marshland and the fog rolling in from the Rhoyne shrouds the place.
menu_sarhoy|You arrive at the ruins of Sarhoy. The ruins bear faint marks of having been burned, with a few of the columns looking like they've melted in some unimagineable heat.
menu_deep_ones|You arrive at the fishing village. Huddled amongst a few pines, it can hardly be called a village and is mostly comprised of a few huts and a single solitary boat.
menu_disappeared|You arrive at the abandoned village. Deep in the forest, it's not much more than a few huts squashed together in an old clearing.
menu_whispers|You arrive at the ruins of The Whispers. The downtrodden castle sits on the edge of a cliff and is overgrown with forest from its godswood, which contains soldier pines and a young weirwood.
menu_ny_sar|You arrive at the ruins of Ny Sar. Shrouded in mist and with the ruins having almost disappeared in the mud, much of what remains is a huge domed palace.
menu_ar_noy|You arrive at the ruins of Ar Noy. Almost all of the structures have sunk into the mud seeping in from the nearby river, with a few columns still standing.
menu_ghoyan_drohe|You arrive at the ruins of Ghoyan Drohe. The place is filled with canals, though all of them have been choked with reeds and muds, and the stagnant water is giving birth to swarms of flies.
menu_vultures_roost|You arrive at the ruins of Vulture's Roost. An old and desolate castle, the outer wall has been torn down and the ruin is now only used for travelling caravans and merchants.
menu_derring_downs|You arrive at the caves of Derring Downs. In the distance, you can hear the sound of axes at work, and the landscape bears testament to the logging taking place.
menu_harroway|You arrive at Lord Harroway's Town. The river has overflown its banks and flooded the town, and it seems that most of the inhabitants have fleed to one of the nearby villages.
menu_tumbledown_tower|You arrive at the ruins of Tumbledown Tower. The tower is cracked and has been abandoned for a long time, its sides overgrown with moss and lichen.
menu_wendish_town|You arrive at Wendish Town. The town has been burned and looted recently, smoke still in the air and bodies rotting in the fields.
menu_pendrick_hills|You arrive at Pendrick Hills. The hills are pockmarked with abandoned caves and old mineshafts.
menu_old_stone_bridge|You arrive at Old Stone Bridge Inn. The inn appears to be closed down, but the manure pile out front is still fairly fresh.
menu_howling_hill|You arrive at the Howling Hill. The forest around the hill is old and gnarled. It looks like no one has been here in hundreds of years.
menu_barrow|You arrive at an old barrow. The land around you is arid and dry, and everywhere are barrows and old graves.
menu_weirwood|You arrive at the site of an old weirwood.
menu_tarbeck_hall|You arrive at the ruins of Tarbeck Hall. The main tower has collapsed and the curtain wall is crumbling. The rest of the castle has been pulled down, and the forest close by is retaking the area bit by bit.
menu_castamere|You arrive at the ruins of Castamere. There is evidence of fertile farmlands around the entrance, but it is clear that it has been many years since a crop was last sown here.
menu_haunted_tower|You arrive at the ruins of the Blind Lord's Haunted Tower. Standing atop a small hill, the tower has collapsed some time ago.
menu_queenscrown|You arrive at the ruins of Queenscrown. Standing in a small lake, the ruined tower has a faint glimmer of gold at its top, but the rest of the structure is completely overgrown.
menu_morne|You arrive at the ruins of Morne. The ruins are almost non-existing, with only a very few remnants of crumbled masonry standing amidst the hills.
menu_hellgate_hall|You arrive at the ruins of Hellgate Hall. The water running close to the ruins is putrid, and a sulphorous smell is in the air.
menu_nightfort|You arrive at the ruins of the Nightfort. Cold and abandoned, the outer structure is almost completely covered in snow.
menu_shandystone|You arrive at the ruins of Shandystone. In the middle of the small and abandoned village is a dried out lake and off to the side some few tumbles of grass has managed to etch out a living in the shade of the ruins.
menu_maze|You arrive at the ruins of the Great Maze. Stretching as far as you can see, and covered in mists, the maze spreads before you.
menu_inn_crossroads|You arrive at the Crossroads Inn. Burned and blackened, it seems that the inn has recently been attacked by an unknown force.
menu_inn_kneeling_man|You arrive at the Inn of the Kneeling Man. Burned and blackened, it seems that the inn has recently been attacked by an unknown force.
menu_cairn_hall|You arrive at Cairnhall. The small village is located next to an old forest, the trees gnarled and many of them rotten.
menu_oldstones|You arrive at the ruins of Oldstones. Old and crumbling, the ruins still show the layout of an impressively big castle with an adjacent village.
menu_riverrun_mill|The old mill overlooks a hill, offering a commanding view of Riverrun.
mno_fire|Set fire to the mill.
menu_harrentown|You arrive at the ruins of Harrentown. Until recently a thriving town, nothing is left now but blackened stones.
menu_port_1|King's Landing is extremely populous, but rather unsightly and dirty compared to other cities, especially due to the poorer smallfolks tendency to build shanty settlements outside the city. The harbor itself is very large, and sellswords, thieves and deserters can often be found on the docks.
mno_choice_1_2|Leave.
menu_port_2|Duskendale lies off the coast of Blackwater Bay. Before the Conquest, it was, along with Maidenpool, the principal port on the eastern side of Westeros, but King's Landing has long since replaced it. South of the town is a rocky headland that shelters the harbor from the storms of the narrow sea and north of it rise chalk cliffs. A road runs beside the shore between the grey-green sea and low limestone hills. Fishing villages dot the road for miles.
menu_port_3|The natural harbor close to Rook's Rest is grey cliffs, many of them scorched and blackened, a testimony to the dragonfire that scoured the area when the dragons Sunfyre and Meleys fought in the skies above Rook's Rest during the Dance of the Dragons.
menu_port_4|Close to the Whispers lie an old and forgotten smuggler's cove, which nonetheless provides excellent anchorage. The cove lies beneath a jutting rock formation, containing the ancient ruins of a castle, and beneath the cliffs lie a beacon tower that has fallen off the protruding rocks.
menu_port_5|Claw Isle is the northernmost of the isles that are scattered around Blackwater Bay. An old valyrian colony, the island is smaller than Dragonstone and Driftmark, and there is no volcanic activity, though vents of steam often erupt from the caves and coves scattered around the island, startling travellers new to the island. The populace consists mostly of smallfolk who make their living fishing the Narrow Sea, though some sell their services as sellswords, many of whom favor the bow.
menu_port_71|Sweetport Sound is the southernmost of the isles that are scattered around Blackwater Bay. An old valyrian colony, the island is smaller than Dragonstone and Driftmark, and there is no volcanic activity, though vents of steam often erupt from the caves and coves scattered around the island, startling travellers new to the island. The populace consists mostly of smallfolk who make their living fishing the Narrow Sea, though some sell their services as sellswords, many of whom favor the bow.
menu_port_6|The volcanic isle of Dragonstone contains many coves and natural harbors, perfect for anchoring galleons and smaller vessels. However, the island is often hit by summer storms raging from across the Narrow Sea, crashing the ships anchored there against the cliffs and rocks of the volcanic mountainside, as happened to the Targaryen fleet during Robert's Rebellion.
menu_port_7|The port of Driftmark is the principal harbor for the ships anchoring at the island of Driftmark. During the reign of Lord Corlys Velaryon, the Sea Snake, the many ports of the island became the central shipping point for all commerce on the eastern shore of Westeros, eclipsing even King's Landing for a time.
menu_port_8|Sharp Point is where many Andal invaders landed and the chief amongst them was Togarion Bar Emmon, known as Togarion the Terrible, who crowned his brother-in-law as King of Massey's Hook and went to war against the Storm King.
menu_port_9|The island of Tarth is said to be very beautiful, with its mountains and waterfalls, its high meadows and shadowed vales. It is called the Sapphire Isle, for the striking blue seas in which it sits, and was once ruled by the Evenstar kings, who held dominion over the seas. The men and women of Tarth tell stories of the True Knight, Ser Galladon of Morne, and chivalry is held in high regard on the island.
menu_port_10|The castle of Griffin's Roost lies surrounded by red stone cliffs on three sides, which descend into the stormy waters of Shipbreaker Bay. The land-facing approach is a long natural ridge called the Griffin's Throat, which descend unto a beach that provides excellent anchorage.
menu_port_11|Greenstone is a small island to the east of the Rainwood. The Estermonts have a long tradition of sailing the seas, and the island was not conquered until Erich Durrandon, known as the Sailmaker, built a fleet to contest their dominion of the waves. The island contains no port, but there are plenty of coves.
menu_port_12|As with the other islands making up the Stepstones, Bloodstone contains many hidden coves and beaches sheltered from the storms that blow across the Narrow Seas.
menu_port_13|As with the other islands making up the Stepstones, Torturer's Deep contains many hidden coves and beaches sheltered from the storms that blow across the Narrow Seas.
menu_port_14|As with the other islands making up the Stepstones, Redstone contains many hidden coves and beaches sheltered from the storms that blow across the Narrow Seas.
menu_port_15|Tyrosh is far larger than the market towns of Westeros, being described by many travellers as boisterous and loud. At the mouth of its harbor lies the Bleeding Tower, where sellswords, thieves, slavers and corsairs congregate.
menu_port_16|As with the other islands making up the Stepstones, Last Refuge contains many hidden coves and beaches sheltered from the storms that blow across the Narrow Seas.
menu_port_17|The island of the Lovely Crag lies to the west of Lys, and is where many of the girls destined for the pleasure houses of Tyrosh and Myr are shipped out. The locals are more than willing to tell travellers how the island have gotten it's name, though anyone clever enough should be able to figure it out.
menu_port_18|The port of Lys lies in a bay, surrounded by high cliffs where palms gently sway in the breeze. Reckoned the most beautiful city in the world, as well as the one with the most pleasant climate, the city was originally founded by valyrian dragonlords who wished for a retreat from the fires of the Freehold. The dragonlords oft slept with their concubines on the island, which has led to a strong valyrian streak in the native population.
menu_port_19|The island of Wreckstone lies to the west of Lys, and like many islands in the area contain a plethora of caves and coves, excellent for ships to anchor in safely. First, however, they have to brave the many reefs and rocks that form a ring around the island. Many ships do not make it, giving the island its name.
menu_port_20|The island of The Skulls is surrounded by many reefs that break up the waves and makes navigating difficult. Many ships have floundered trying to navigate the shallows, giving the island its name.
menu_port_21|Braavos is served by two main harbors. The Purple Harbor, in the north, is used by locals only, while the Ragman's Harbor in the west is where foreign ships are moored. All ships have to submit to inspection by the Sealord's customs officers at the Chequy Port. Scattered throughout the city are small wharves and landings for the fishermen and ferries.
menu_port_22|The port of Lorath, also known as the Port of Mazes, lies in Lorath Bay, a place of tranquil but cold waters. The lorathi ply the Shivering Sea, trading with their colony of Morosh and the island of Ibben.
menu_port_23|The origins of Myr are murky and shrouded in legend, but none can dispute that the city contain an excellent harbor. In it, travellers can buy everything their hearts desire.
menu_port_24|Like all the islands making up the chain of islands known as the Three Sisters, Littlesister contains many coves and natural harbors, perfect for pirates and smugglers looking for a place to hide.
menu_port_25|Like all the islands making up the chain of islands known as the Three Sisters, Sweetsister contains many coves and natural harbors, perfect for pirates and smugglers looking for a place to hide.
menu_port_26|Like all the islands making up the chain of islands known as the Three Sisters, Longsister contains many coves and natural harbors, perfect for pirates and smugglers looking for a place to hide.
menu_port_28|Like all the islands that make up the home of the ironborn, Blacktyde contains many natural harbors, coves and inlets, making for excellent anchorage.
menu_port_29|Like all the islands that make up the home of the ironborn, Orkmont contains many natural harbors, coves and inlets, making for excellent anchorage.
menu_port_30|Like all the islands that make up the home of the ironborn, Harlaw contains many natural harbors, coves and inlets, making for excellent anchorage.
menu_port_31|Lordsport provides safe anchor for those who wish to reach the castle of Pyke. The town still bears the mark the army of Robert Baratheon left on it, when his army landed on the island of Pyke years earlier and razed the town to the ground.
menu_port_32|Like all the islands that make up the home of the ironborn, Saltcliffe contains many natural harbors, coves and inlets, making for excellent anchorage.
menu_port_33|Like all the islands that make up the home of the ironborn, Old Wyk contains many natural harbors, coves and inlets, making for excellent anchorage.
menu_port_34|Like all the islands that make up the home of the ironborn, Great Wyk contains many natural harbors, coves and inlets, making for excellent anchorage.
menu_port_36|The island of Fair Isle used to be the seat of of power of the Farman Kings. The lords of the island has always been the first defense against ironborn looking to raid the Westerlands, and the isle contains many natural harbors and coves where longships aplenty are anchored.
menu_port_37|The Shield Islands where given to their current inhabitans by the greatest of the Gardener kings, Garth the Goldenhand, after he drove the ironborn back into the sea. The islands provide excellent coverage from storms, and the men of the islands are adept at fighting in longships against reavers and pirates.
menu_port_72|The Shield Islands where given to their current inhabitans by the greatest of the Gardener kings, Garth the Goldenhand, after he drove the ironborn back into the sea. The islands provide excellent coverage from storms, and the men of the islands are adept at fighting in longships against reavers and pirates.
menu_castle_black_gate|As you leave the Haunted Forest, you see the Wall looming ahead of you.
menu_crasters_keep|You arrive at Craster's Keep. Situated in the haunted forest atop a low hill with an earthen dike around it, it looms over the surrounding forest. There is at least one gate on the southwest side of the compound and a stream runs around the north end of the hill. The gate is decorated with the skulls of a bear and a ram. Inside the dike, there is also a midden heap, a pigsty and a sheepfold.
menu_whitetree|You arrive at Whitetree, a small free folk village located northwest of Castle Black. To the north lies water, possibly a lake, and to the west some small hills. The village consists of four tumbledown one-room houses, which surround a sheepfold and a well. The houses are constructed of unmortared stone and are roofed with sod. Above the village towers an enormous old weirwood tree. Its trunk is nearly eight feet wide and its branches shade the village.
menu_fist_of_the_first_men|You arrive at the Fist of the First Men, an old ringfort, built during the Dawn Age. A crown of stone is all that remains of the ringwall that once guarded the inhabitants against dangers. Surrounded by the Haunted Forest, the Fist is abandoned and quiet.
menu_ruddy_hall|You come across a large hall, abandoned recently.
menu_lorns_circle|You come across an old, gnarled, weirwood, surrounded by a circle of stones.
menu_storrolds_grove|You come across a small village, abandoned recently.
menu_hardhome|Hardhome sits on a sheltered bay with a natural harbour big enough for even the largest ship. The waters teem with fish, and colonies of seals and sea cows. Above the abandoned settlement, a great cliff looms, pocked with cave mouths.
menu_port_38|The port town of Ryamsport is located on the Arbor, in close vicinity to the castle. The harbor is busy, with ships from all over the world plying their trade in the waters around the island, looking to buy the famed Arbor wines.
menu_port_39|Gulltown is one of the principal ports of the Seven Kingdoms, and was the first town conquered by the Andal invaders.
menu_port_40|Old Anchor is located east of Ironoaks, where the river flows into the Narrow Sea. During the Andal invasions, thousands of would-be conquerors landed at what would one day become Old Anchor, giving the location its name.
menu_port_41|The Fingers are narrow peninsulas of the northeastern Vale of Arryn which extend out into the Narrow Sea and the Shivering Sea. Gull Point is windswept, treeless, bare and stony, but it is also where the first Andal invaders landed, and there are thousands of beaches and coves that provide excellent coverage from the storms ravaging the Narrow Sea.
menu_port_42|The Fingers are narrow peninsulas of the northeastern Vale of Arryn which extend out into the Narrow Sea and the Shivering Sea. Upcliff, an old castle by the sea, is where the reputed sorceress Ursula Upcliff held her husbands as thralls and declared herself bride of the Merling King. The area around Upcliff is perfect for longships seeking a safe place to weather the storms of the sea, and a major route for travellers out of White Harbor.
menu_port_43|The port city of White Harbor contains many sights. Seal Rock is a massive stone dominating the approaches to the Outer Harbor. It is crowned with a ringfort of weathered stones of the First Men that stood desolate and abandoned for centuries. The stone looms fifty feet above the waters, grey-green in color and seals often rest on it. The harbor itself is divided into the inner and outer harbors. The outer harbor is larger, but the inner harbor offers better anchorage and shelter by the city wall on one side and the looming mass of the Wolf's Den on another.
menu_port_44|The wolfswood is a great forest that extends far and wide. In ancient days, the ironborn would often reave along the coast, despite the rocky cliffs wrecking many ships. The men of the Wolfswood learned to arm themselves, and in time threw the invaders back into the sea. The tradition still exists, and many younger sons sell their sword to the highest bidder, that they may keep their blade sharp and bloody in the absence of the men they derisively call 'squids'.
menu_port_45|The Stony Shore is an area along the western edge of the North. It is sparsely populated with only a few fishing villages, but the coastline is dotted with coves and natural harbors. The ironborn have often made use of these anchorages to land and raid the villages.
menu_port_46|Cape Kraken is an area along the western edge of the North. It is sparsely populated with only a few fishing villages, but the coastline is dotted with coves and natural harbors. The ironborn have often made use of these anchorages to land and raid the villages, carrying off and raping the women. This had lead to some maesters speculating that the people of Cape Kraken are closer kin to the ironborn than the northmen.
menu_port_47|The coastline close by Seagard is known for its tranquil seas and white beaches, making it a perfect place to land longships. The ironborn have taken great advantage of this for centuries, landing their forces and raiding the Riverlands. Seagard itself was built to warn the surrounding area of approaching invaders, and contain a large keep called the Booming Tower, where a great bronze bell is rung to warn the smallfolk when reavers are sighted.
menu_port_48|Lannisport is the third largest port in the Seven Kingdoms. Located where the Ocean Road and the River Road meet, the city is renowned for its goldsmiths and jewelry, and ships from all over the world call at the golden city of the Westerlands to exchange their goods for gold.
menu_port_49|The Sunset Harbor is a small harbor placed at the mouth of the Mander, the large river that runs through the Reach. First built by Garland the Bridegroom, it was supposed to guard the Mander against ironborn invaders, but turned out to be inadequate for that purpose, and was soon replaced by the Shield Islands.
menu_port_50|Oldtown is the grandest city in the Seven Kingdoms, though the inhabitans of King's Landing contest this fact. The town is by far the oldest, having been built by the First Men. Trading ships from all over Westeros, as well as the Summer Islands, the Free Cities and other places across the Narrow Sea, constantly crowd into its harbors, looking to share in the bounty of the Reach.
menu_port_51|While no more than a town by the standards of the Free Cities, Sunspear is the closest the dornish have to a city, and the principal port of the region. Ships from Lys, Tyrosh, Volantis and the Summer Isles ply their trade here, buying lemons, spices, pottery and peppers in the many stalls spread across the docks.
menu_port_52|The city of Volantis sits on a very deep harbor. The volantenes claim that the hundred isles of Braavos could be dropped into the harbor and disappear. Volantis spreads across the mouth of the Rhoyne and across the hills and marshes on both sides of the river, and it is the principal port in the south of Essos. Thousands of ships pass through each year, and many sellswords, whores, thieves and sorcerers sell their services at the docks.
menu_port_53|The Disputed Lands contain many coves, natural harbors and long tranquil beaches, perfect for all kinds of ships looking to anchor in order to trade, invade, or simply rest.
menu_port_54|The Sea of Myrth is a large sea that is situated along the western coast of Essos. To the north lies the Flatlands, to the south the Disputed Lands and to the west, the Narrow Sea. The area is well-known for its white beaches and blue waters, perfect for anchorage.
menu_port_55|The port of Pentos lies on the Bay of Pentos off the Narrow Sea, with the Flatlands plains and Velvet Hills to the east. Spicelords dominate the city, and ships ply the waters around the city fishing for mackerel and tuna.
menu_port_56|Braavos sprawls across a hundred islands in a vast lagoon, and the nearby mainland is mostly marshland, that nonetheless provide an opportunity for ships to transport travellers to and from the city, while making it impossible for an army to lay siege to the city.
menu_port_57|The Shivering Sea is a frigid sea that begins beyond the Wall and extends east along the northern coast of Essos. The coastline is filled with jutting cliffs and protruding rocks, making it difficult to land and make anchorage, though there are also many excellent natural harbors.
menu_port_58|The Disputed Lands contain many coves, natural harbors and long tranquil beaches, perfect for all kinds of ships looking to anchor in order to trade, invade, or simply rest.
menu_port_59|The Sea of Myrth is a large sea that is situated along the western coast of Essos. To the north lies the Flatlands, to the south the Disputed Lands and to the west, the Narrow Sea. The area is well-known for its white beaches and blue waters, perfect for anchorage.
menu_port_60|Lorassyon is located on the opposite side of the largest of three islands surrounded by storm seas. The island is insignificant, except for the many fishing and whaling vessels that call there from time to time.
menu_port_61|Along the western coast of the Seven Kingdoms lie the Sunset Sea. Villages dot the coastline, many of them having sprouted up around coves and natural harbors that provide shelter from storms.
menu_port_62|The Weeping Town is no true city nor much of a town, but it is the closest the Stormlands have to a port town. Ships seldom land there, but some few fishing vessels can be found, mostly docking to sell their catch of cod and shrimp.
menu_port_63|The Kingswood is a large forest that lies across the Blackwater Rush from King's Landing, and although a few smallfolk live in the forest, it is mostly used as the kings private hunting ground. The shores are filled with steep cliffs and ships often wreck themselves when they try to land. A few natural harbors do exist however.
menu_port_64|Saltpans has never been an important trading port but ships do call there from time to time, and the salt shipped out is widely sought after by merchants from Essos.
menu_port_65|Maidenpool was once one of the principal ports on the eastern side of Westeros, only surpassed by Duskendale. However, it has been steadily declining through the years, with King's Landing and Gulltown having long ago eclipsed the port in importance.
menu_port_66|The port of Aquos Dhaen lies in the Borderlands, the region fought over by Volantis and Lys for hundreds of years. Never one of the self-governed cities of Essos, Aquos Dhaen was ruled by a governor appointed by the Freehold of Valyria before the Doom.
menu_port_67|As with the other islands making up the Stepstones, Grey Gallows contains many hidden coves and beaches sheltered from the storms that blow across the Narrow Seas.
menu_port_68|Bear Island is a remote island within the Bay of Ice, south of the Frozen Shore. The island contains old gnarled oaks, tall pines and plenty of bears. Aside from a few crofters, the inhabitants of the island live along the coasts and fish the seas.
menu_port_69|Pebble is an island in the Bite, north of the Fingers. The island is rocky and barren.
menu_port_70|The Paps is an island to the northeast of the Fingers in the narrow sea. Named after two large, stony hills on the island, the island is rocky and barren.
menu_nunns_deep|You arrive at Nunn's Deep.
menu_summerhall|You arrive at the ruins of Summerhall.
menu_naggas_hill|You arrive at Nagga's Hill.
menu_tower_of_joy|You arrive at the ruins of the Tower of Joy.
menu_bloodstone|You arrive at Bloodstone, the former stronghold of the long forgotten Kingdom of the Stepstones and the Narrow Sea.
menu_illyrios_manse|You arrive at the manse of Illyrio Mopatis.
menu_water_gardens|You arrive at the Water Gardens.
menu_black_cells_1|The dungeon of the Red Keep has four levels. On the upper level are cells with high narrow windows where common criminals are confined together. The second level has smaller, personal cells without windows for highborn captives. Torches in the halls cast light through the bars. The third level cells, the 'black cells', are smaller still, and have doors of wood so that no light enters them. These are reserved for the most vile and dangerous prisoners. The lowest level is used for torture. It is supposedly safer to go through the fourth level of the dungeons in darkness, because there are things one would not wish to see.
menu_black_cells_2|The dungeon of the Red Keep has four levels. On the upper level are cells with high narrow windows where common criminals are confined together. The second level has smaller, personal cells without windows for highborn captives. Torches in the halls cast light through the bars. The third level cells, the 'black cells', are smaller still, and have doors of wood so that no light enters them. These are reserved for the most vile and dangerous prisoners. The lowest level is used for torture. It is supposedly safer to go through the fourth level of the dungeons in darkness, because there are things one would not wish to see.
menu_thirsty_goat|The Thirsty Goat is an unsavory winesink, located in the outskirts of Sunspear in the area known as the Shadow City. The place is dark, damp and smells like rotten meat, vinegar and vomit, and is almost completely deserted.
menu_special_room_dragon_dungeon|The dark cellars of the Red Keep in King's Landing is used for storage. Originally built by Maegor the Cruel, the cellars have been used for storage of treasures, wine and food for hundreds of years. With the ascension of Robert Baratheon, the cellars also came to contain the remains of the Targaryen dragons.
menu_special_room_iron_bank|Though all the Free Cities have their own banks, the Iron Bank is richer and more powerful than all the others combined and has a fearsome reputation. Located close to the Sealord's Palace, the bank is built of marble and granite. The doors are huge, made of bronze, and flanked by valyrian sphinxes.
menu_special_room_coppersmiths_wynd|Coppersmith's Wynd is a street going through one of the moderately wealthy parts of King's Landing. The street originally housed the Guild of Coppersmiths, but they have long ago disappeared and visitors can now find a plethora of bookshops, spice dealers, scribes, goldsmiths and minor noble houses on the street.
menu_special_room_umber_kitchen|The kitchens of Last Hearth are located at the base of one of the great towers. The front is dirty, and a large hog is rutting around in the dirt for scraps.
menu_special_room_qohor_blacksmith|Elos Mott's shop is a large building located close to the center of the city. The double doors leading into the store are made of bronze and ironwood, and decorated with a scene depicting the Doom of Valyria. The doors are flanked by two identical obsidian statues of a man with the head of a goat.
mno_enter3|Enter the shop.
menu_nights_watch_quest_wight_fight|Suddenly, the sound of a horn is heard, announcing rangers returning. Then a second one, warning of an attack. Then a third one, not heard in thousands of years. The dead have arrived.
menu_nights_watch_quest_wight_fight_defeat|Falling beneath the tide of wights, you lie unconscious in the snow.^^Your casualties from the battle:{s8}
mno_choice_10_1|Continue.
menu_battle_beyond_the_wall_3|Suddenly, a lone warhorn is heard in the distance. You turn towards the tree line where you see a mass of men, clad in black, drawing arrows. Soon, wildlings around you are striken down by a rain of black-fletched broadheads. Running for cover, you hear distant shouting. As it gets closer, you start to hear the hofbeats of horses. Suddenly, a large force of mounted knights can be seen charging over the hills, bearing red and yellow banners embroidered with a flaming heart.
menu_jump_to_wall_1|As you enter the tunnels beneath Castle Black, the corridors lit by old and rusty sconces, you feel the massive weight of the Wall pressing down on you.
menu_jump_to_westeros_1|As you approach the Wall, a single blast of a sentry's horn can be heard, signaling your return.
menu_special_room_the_wall_1|The Wall is a massive barrier of mostly ice stretching across the northern border of the Seven Kingdoms, separating it from the wild lands beyond. According to myth, there are old spells woven into it, to strengthen it and keep creatures of a magical nature such as the Others from passing it. Looking up, you can barely make out tiny lights at the top, showing where the rangers are guarding the Wall.
menu_nights_watch_quest_whitetree|You arrive at Whitetree, a small free folk village located northwest of Castle Black. To the north lies water, possibly a lake, and to the west some small hills. The village consists of four tumbledown one-room houses, which surround a sheepfold and a well. The houses are constructed of unmortared stone and are roofed with sod. Above the village towers an enormous old weirwood tree. Its trunk is nearly eight feet wide and its branches shade the village.
menu_battle_beyond_continued|As the air clears, you look over the field of battle. The dead are everywhere, the rest fled through the forest. While it's too cold to catch fire properly, the arrows of the attackers have set fire to small parts of the camp, and the stench of burned leather is everywhere.
menu_battle_beyond_continued_2|Through the smoke, another wedge of armored riders appear, on barded horses. Floating above them are two large banners, royal standards as big as sheets. A yellow one with long pointed tongues showing a flaming heart, and another like beaten gold, with a black stag prancing and rippling in the wind.
menu_battle_beyond_continued_3|As the riders charge past you, you start to walk back to the Wall.
menu_battle_beyond_the_wall_1|Trudging through the tunnels of Castle Black, you and Jon enter the frosty lands Beyond the Wall once again. The air is cold and a slight fog lies over the treeline, visible in the distance.
menu_battle_beyond_the_wall_2|Following a small trek, you reach the outskirts of the wildling encampment. Cooking fires emit a greasy fog, and everywhere are signs of a people on the move. This isn't merely an encampment for an army. As you get closer to the camp, you are met by two thenns, who take Jon to see Mance Rayder, while you are left to your own devices.
menu_nights_watch_quest_wight_fight_pre|As the day goes on, the temperature drops steadily. One of the men complains of a 'cold' smell, whatever that means.
menu_battle_beyond_the_wall_3_3|You are in the middle of Mance Rayders camp.
menu_nights_watch_quest_crasters_keep|You arrive at Craster's Keep. Situated in the haunted forest atop a low hill with an earthen dike around it, it looms over the surrounding forest. There is at least one gate on the southwest side of the compound and a stream runs around the north end of the hill. The gate is decorated with the skulls of a bear and a ram. Inside the dike, there is also a midden heap, a pigsty and a sheepfold.
menu_flee_to_the_wall_12|Entering the yard, you see a few men of the Night's Watch training, but Castle Black seems almost abandoned. As you walk by one of the young recruits, you hear them talking in hushed voices. 'The young wolf is dead' you hear one tell the other.
menu_special_room_fist_of_the_first_men|With the Fist fortified and scouting parties sent out, all that's left to do is wait.
menu_special_room_riverrun|The guest quarters at Harrenhal are located in the Kingspyre Tower. The top of the tower still bear the marks of the dragon Balerions attack.
menu_special_room_tower_of_the_hand|The Tower of the Hand is part of the Red Keep in King's Landing. Finished by Maegor the Cruel, the first occupant was Lord Edwell Celtigar, and the tower has since been the seat of the King's Hand. When Maegor finished the construction of the castle, he put every mason, who had worked on the castle, to death and there are still rumours that the secret passageways he tried to protect even lead into the Tower of the Hand.^^{s13}
mno_enter4|Enter the tower.
menu_special_room_dawn_room|The Tower of the Palestone Sword houses the ancestral sword of House Dayne, Dawn, when it is not bestowed upon a member of the House.
menu_special_room_citadel|The Citadel is where the maesters convene, study, and train new members, and it is also the residence of the archmaesters. The Seneschal's Court is a great hall with stone floors and high, arched, windows. It's where the maesters convene with laymen, where acolytes gather and where the Gatekeeper controls access to the Seneschal, who is tasked with the government of the Citadel. The Archives, another section of the Citadel, contains the greatest collection of books, scrolls and ledgers in the known world, and is where many maesters spend decades of their life writing and compiling new works of knowledge.
mno_enter_citadel_1|Visit the Seneschal's Court.
mno_enter_citadel_2|Visit the Archives.
mno_enter_citadel_3|Visit the Alchemist's Bend.
menu_special_room_lannisport_bookstore|The Illuminated Lioness is a large building located close to the center of Lannisport, adjacent to a small fountain decorated with leaping fish, sporting the manes of a lion. The air around the shop is thick with the smell of ink, leather and paper, and outside, scribes are busy copying testaments and documents for the wealthier citizens.
mno_enter_1|Enter the store.
menu_ninestars_1|The tourney stands have been set up between a shallow hill and the walls of the castle. Already, merchants and entertainers have set up shop in anticipation of the influx of knights, squires and ladies-in-waiting coming to attend the tourney. The area surrounding the castle of Ninestars is very fertile, great shaggy sheep grazing the fields and farmhands being busy bringing in the harvest. To the north of the castle is a forest that spans many leagues and to the south is fertile valleys filled with fruit orchards and grazing fields for cows.
menu_nights_watch_quest_1|Before you descend the Wall, you take a long look across the forest that extends northwards. 'The Haunted Forest', the wildlings call it, it's a thick and heavy wood, the trees tangled and old.
menu_nights_watch_quest_2|The men of the Night's Watch are gathered in the castle yard. Young and old, some of them missing fingers or ears, while others look fresh and untouched by snow and cold. Mounted on sturdy garrons, most of them clothed in thick furs, and carrying battle-axes, swords and spears, they look a frightsome lot. At the back of the castle yard is the supply train, bags of grain, cheese, pork, barrels of wine and ale, and a few dozen cages for ravens.
menu_flee_to_the_wall_1|You awake with a sudden start, tied to the back of a horse. Groaning, you try to lift your head, struggling to make sense of everything.
menu_flee_to_the_wall_2|One of your men carried you to the line of horses, and as the Lord Commander made a break with everyone left standing, you came with them, albeit tied to the back of an old garron. Regaining your senses, you can see a line of men, in front of you, moving slowly through a densely wooded area.
menu_flee_to_the_wall_3|As the horses become more tired and the weather worsens, the Lord Commander organizes the injured to be put on horseback and sets the able men walking with torches to guard the flanks and rear. Dark shapes can be seen amongst the trees, but the dead men keep their distance.
menu_flee_to_the_wall_4|After what feels like days of walking, you finally arrive at Craster's Keep, and the remainder of the ranging huddle inside his hall. Craster's wives are banished to his outhouse, while he himself sits at the end of his hall, a mug of ale in hand and a mean stare in his eyes.
menu_flee_to_the_wall_5|Huddling outside the keep, you take counsel with your remaining men, and you decide to start out for the Wall immediatly.
menu_flee_to_the_wall_6|Following the dirt track from Craster's Keep, you make slow time. The remaining garrons are tired, and two of them quickly succumb to the cold. Pressing onwards, some of your men also start to feel the cold, and it's not long before some of them lie down to sleep, never to awake again.^^Your casualties from the cold:{s8}
menu_flee_to_the_wall_7|Walking on, you and your remaining men finally see the shape of the Wall in the distance. Hurrying along, you notice that the forest around you has gone completely quiet...
menu_flee_to_the_wall_8|Feeling a cold wind rising, you finally reach the gate leading into the tunnel, and three stewards meet you inside. Shaking, you're handed a mug of mulled wine, while your men almost collapse around you.
menu_flee_to_the_wall_11|Being ushered inside by two rangers, you head down the tunnel and finally you see the doorway leading into Castle Black.
menu_flee_to_the_wall_13|Ascending the stairs to the Rookery, you see a raven leaving the tower, flying east.
menu_new_lord_commander|As you leave the common room, you see the men of the Night's Watch arguing in the yard, a group of men gathered around Janos Slynt shouting loudly.
menu_new_lord_commander_2|Soon, the shouting turns to violence as one of Janos Slynts toadies reaches for his sword. The violence is short-lived, however, as a burly man in a big fur cloak quickly knocks the man out.
menu_flee_to_the_wall_14|With you and your men rested, you head out.
menu_flee_to_the_wall_15|Breathing deeply, you turn around to see Maester Aemon leaving the Common Hall.
menu_flee_to_the_wall_16|Still feeling the wounds you sustained on the ranging, you retire to your bed to rest once again.
menu_nights_watch_quest_new_commander|Finally, the Lord Commander appears and the column of men start moving. At the front rides Mormont himself, followed by Thoren Smallwood, Ser Mallador Locke and Jon Snow, his squire. The back of the column is made up of the supplies and spare horses, watched over by two grim rangers on black-coated garrons. Striking directly northwards, the first target is an old village a few days from the wall.
menu_nights_watch_quest_3|Finally, the Lord Commander appears and the column of men start moving. At the front rides Mormont himself, followed by Thoren Smallwood, Ser Mallador Locke and Jon Snow, his squire. The back of the column is made up of the supplies and spare horses, watched over by two grim rangers on black-coated garrons. Striking directly northwards, the first target is an old village a few days from the wall.
menu_nights_watch_quest_5|The first thing you come across is an old weirwood, about half a league from the Wall. Old and gnarled, the face is carved into an evil grin, and the eyes are dripping with red sap.
menu_nights_watch_quest_6|Moving on, the column of men arrives at a small village. As the men edge closer, it turns out to be completely abandoned, with the three small hovels looted and empty. Dywen, one of the rangers, reports that he met the inhabitants not half a year ago, and that they must have left recently.
menu_nights_watch_quest_4|Making your way northwards, the men of the Night's Watch grow ever more vigilant. Every village you come across is deserted, and the only sounds to be heard are the hoots of owls and the occasional howl from a wolf.
menu_nights_watch_quest_final_stage_1|Setting out from Craster's Keep, the train of men and horses moves slowly through the woods. Muttering under their breath, the men of the Night's Watch remain vigilant, but some of them have started to feel the cold.
menu_nights_watch_quest_final_stage_2|After a hard march, you arrive at the Fist of the First Men. Located next to the Milkwater, the hill offers commanding views, with the slopes at a dangerous angle to the north and west, and only slightly less dangerous to east. There is a ringwall of chest-high grey stone that crowns the top of the steep, stony hill, making it hard for any enemy to approach the top.
menu_nights_watch_quest_final_stage_3|While Lord Commander Mormont sends out scouting parties, the rest of the men start reinforcing the hill, repairing the ringwall as best as they can, gathering supplies and sharpening their swords.
menu_oldtown_1|The tourney is still days off, but while you wait to see the master of the tourney, you notice that the tourney field is being well-prepared for the fighting that is to take place. Servants are busy with setting up the stands, and vendors have set up in the winding streets of Oldtown. The local townsfolk are busy selling their wares, and harlots are busy selling their services.^^{s13}
menu_oldtown_2|As you wait for the tourney to begin, you notice servants scurrying back and forth between the tents, and two knights facing off in the training arena. As the knights hammer away at each other with sword and mace, their attendants hang the shields of their masters outside, to display their heraldry and colors. The two knights have shields in green, one bearing a rose and another a vine of grapes. You decide to...
menu_oldtown_3|In the stands surrounding the tourney grounds, knights, nobles, ladies and all their families and retainers are gathered. The smallfolk of Oldtown are gathered under the rafters to the right, and a herald has taken the stand in the middle. True to his word, Ser Baelor has decreed that this tourney should be a test of arms, and thus all the combatans are fighting a melee on horseback. As you enter the tourney grounds, you see your opposite in the lists on the far side of the tourney field. Ser Desmond Redwyne is bedecked in finery on a grand destrier, but he seems nervous and keeps fidgeting with his sword pommel. You tighten the grib on your weapon, and...
menu_oldtown_4|With Ser Desmond Redwyne defeated, you retire to clean the mud off your gear. Soon, however, the heralds call your name, and you get ready for another fight. This time, your opponent is Ser Gunthor Hightower. A lithe man, he has a mean look to him, and wields an even meaner looking mace. He nods towards you, and you...
menu_oldtown_5|The crowd cheers your name as Ser Gunthor is lifted off the field, his helmet askew. Your throat is parched, and you drain a goblet of wine, but soon the heralds call your name again. This time, your opponent is Ser Owen Inchfield, a knight of some renown. Having decided on a regular arming sword, he wields it lithely, cutting the air in front of him. You grip your own weapon and...
menu_oldtown_6|Ser Owen gets to his feet, a bit unsteady, but appears to have suffered no more injuries than those to his dignity. He laughs it off, and an attendant immediatly comes running with a large goblet of wine. Giving you a smirk, he leaves the field, and the crowd cheers your name. As the next round is about to begin, a young man on a fine looking destrier enters the field. Ser Rycherd Crane is a young man, with but a few wisps of hair in place of a beard. He grips his weapon steadily though, and readies his horse for the charge...
menu_oldtown_7|The neckguard of Ser Rycherds helmet was knocked around when he fell to the ground, and he lies unconscious on the field. A maester comes running and soon, calls of help are shouted. A stretcher is brought forth, and the insensible Ser Rycherd is carried off. As you leave the field, the master of the tourney announces a short break to give the competitors a chance to refresh themselves. As you order a large jug of ale, you notice the remaining competitors doing the same. All that remains is Ser Willam Wythers, Ser Leo Tyrell and Ser Jon Cupps. Soon, the heralds blow the trumpet signalling the time for another round. When you enter the field, you see Ser Willam Wythers opposite you. A mild looking man, his armor looks superbly crafted, and he grips his weapon comfortably...
menu_oldtown_8|Ser Willam quickly regains his feet, and walks towards you to congratulate you on your victory. The crowd cheers your name, and a young maiden, overcome with the atmosphere of the crowd, blows you a kiss. The next tilt is Ser Leo and Ser Jon, but the fight is almost over as soon as it begins, as Ser Leo knocks his opponent off his horse in the very first meeting between the two. Ser Jon is carried off the field, and Ser Leo turns his horse to look at you. Soon, the heralds blow the trumpets, and the last tilt of the day begins. Ser Leo is mounted upon a splendid destrier, massive mace in hand and shield at his side. You grip your own weapon and...
menu_oldtown_victory_1|As Ser Leo is carried off the field, the stands erupt in thunderous applause and cheers, though a group of nobles wearing green and yellow look sulky. Carried off by a crowd of spectators, you hardly have time to notice what is going on around you. Soon, you're presented as the champion of the tourney to Ser Baelor and his wife, the lady Rhonda. Looking at Baelor, it quickly becomes apparent why he is nicknamed 'Brightsmile'. Along with the prize, you are invited to join the banquet in the High Tower, and you decide to...
menu_oldtown_victory_2|Presented with the champions purse, you soon find yourself surrounded by the mob once again. However, the feast is at hand, and you excuse yourself while you call for a servant to help you out of your armor and into something more suitable. At the feast, you decide to...
menu_oldtown_victory_drunk|During the feast, you drank copious amounts of fine wine. The rest of the night is a blur, and when you wake up, your head is about to split. However, after a heavy breakfast, you almost feel yourself again.
menu_oldtown_victory_drunk_2|As you leave the High Tower, you're cheered by the peasants gathered outside. With your head pounding, you hurry along.
menu_oldtown_victory_restrained|During the feast, you restrained yourself and had long talks with Ser Baelor. Both of you enjoyed the evening, and when you woke up the next day, your desk contained an invitation to visit again.
menu_oldtown_victory_restrained_2|As you leave the castle, you're cheered by the peasants gathered outside. Feeling refreshed, you return their waves and their smiles, before you hurry along.
menu_oldtown_defeat|You have been eliminated from the tourney.
menu_winged_1|The tourney is still days off, but while you wait to see the master of the tourney, you notice that the courtyard is being well-prepared for the fighting that is to take place. Servants are busy with setting up the stands, and vendors have made their place in the small field outside the castle. The local peasants are busy selling their wares, and harlots are busy selling their services.^^{s13}
menu_winged_2|As you wait for the tourney stands to be set up, you notice more and more knights arrive. Amongst them are young men in finely crafted armor, showing sigils of houses old and proud. The knights are boisterous and their attendants loud and aggressive, and amongst the names represtented are Waynwood, Belmore, Hardyng, Tollett and Corbray. You decide to...
menu_bored_defeat|You have been eliminated from the melee.
menu_jaime_riverrun_1|After a long search, you finally find the quarters.
menu_winged_3|In the stands surrounding the tourney grounds, knights, nobles, ladies and all their families and retainers have taken their seats. Sixty-four challengers have gathered, and the eight best will be awarded the silver spurs and winged helmets of the Brotherhood of the Winged Knight, whilst the champion will receive a purse of ten thousand coins. Your first opponent is Ser Andrew Tollett, the younger son of a distant relative to Lord Tollett, who has made a reputation for himself as a fine knight. As he enters the field, the crowd cheers, and a young maiden throws him her favor. A herald blows a trumpet, the signal to fight, and you tighten the grip on your weapon...
menu_winged_4|With Ser Andrew Tollett defeated, you retire to clean the mud off your gear. Soon, however, the heralds call your name, and you get ready for another joust. This time, your opponent is Ser Targon the Halfwild. A large man with a bushy beard, he's mounted atop a big destrier, and carrying a large mace. He nods towards you, smiling, and you...
menu_winged_5|The crowd cheers your name as Ser Targon is lifted off the field, his nose bloodied and one of his arms broken. Your throat is parched, but soon the heralds call your name again. This time it's not your name the crowd cheers, but that of Ser Roland Waynwood, the handsome grandson of Lady Waynwood. With a bright smile, he throws a crown of flowers to the closest maiden, and then immediatly readies his weapon...
menu_winged_6|Ser Roland gets to his feet, a bit unsteady, but appears to have suffered no more injuries than those to his dignity. Throwing your a withering glance, he saunters off the field, whilst a young man wearing the same colours, and clearly a relative, laughs and laughs. While stretching your legs, you see that many of the combatants have been eliminated, amongst them Ser Mychel Redfort and Ser Lymond Lynderly. Lyn Corbray is still in the field, however, and seems almost bored. Soon, your name is called again, and this time it's none other than Ser Harrold Hardyng, the heir of young Robert Arryn. The crowd cheers his name, making the welcome they gave Ser Roland seem paltry in comparison. A big man, he still retains a boyish face. He grips his weapon steadily though, and readies his horse for the charge...
menu_winged_7|The neckguard of Ser Harrolds helmet was knocked around when he fell to the ground, and he can't get it off. Fumbling with the straps, the crowds cheers turns to jeers as he tries to get the helmet off. As you leave the field, the master of the tourney announces a short break to give the competitors a chance to refresh themselves. As you order a large jug of ale, you notice the remaining competitors doing the same. All that remains is Ser Owen Breakstone, Ser Wallace Waynwood and Ser Lyn Corbray. When the heralds blows the trumpets, you see Ser Lyn grab the hilt of his fabled sword, Lady Forlorn, and tenderly caress the pommel. When you enter the field, you see Ser Owen Breakstone opposite you. A mild looking man, his armor looks superbly crafted, and he grips his weapon comfortably...
menu_winged_8|Ser Owen quickly regains his feet, and walks towards you to congratulate you on your victory. The crowd cheers your name, and the noble lords seem to see you for the first time. The next tilt is Ser Lyn and Ser Wallace, but the fight is almost over as soon as it begins, as Ser Lyn knocks his opponent off his horse in the very first meeting between the two. Ser Wallace is carried off the field, and Ser Lyn turns his horse to look at you. Soon, the heralds blow the trumpets, and the last tilt of the day begins. Ser Lyn is mounted upon a splendid destrier, lance in hand and valyrian sword at his side. You grip your own weapon and...
menu_winged_victory_1|As Ser Lyn is carried off the field, the stands erupt in thunderous applause and cheers. Carried off by a crowd of spectators, you hardly have time to notice what is going on around you. Before you know it, you're standing in front of Lady Lysa Arryn and the High Steward, Nestor Royce, both of whom congratulate you on your victory, though Lady Lysa looks like she'd rather be anywhere else. The High Steward formally asks you to join the Brotherhood of Winged Knights, and you decide to...
mno_choice_10_2|Decline.
menu_winged_victory_2|Presented with the champions purse, you soon find yourself surrounded by the mob once again. However, the feast is at hand, and you excuse yourself while you call for a servant to help you out of your armor and into something more suitable. At the feast, you decide to...
menu_winged_victory_drunk|During the feast, you drank copious amounts of fine wine. The rest of the night is a blur, and when you wake up, your head is about to split. However, after a heavy breakfast, you almost feel yourself again.
menu_winged_victory_drunk_2|As you leave the castle, you're cheered by the peasants gathered outside. With your head pounding, you hurry along.
menu_winged_victory_restrained|During the feast, you restrained yourself and had long talks with Ser Nestor. Both of you enjoyed the evening, and when you woke up the next day, your desk contained an invitation to visit again.
menu_winged_victory_restrained_2|As you leave the castle, you're cheered by the peasants gathered outside. Feeling refreshed, you return their waves and their smiles, before you hurry along the path leading down into the Vale.
menu_winged_victory_declined|Not a sound is heard as your reply is spread through the crowd. The joy of the moment turns to shouting and raised fists, whilst the nobles on the dais look at each other, perplexed. Soon, a knight of the household guard is summoned to escort you off the grounds, and you're sent packing without the champions purse and with orders from Lady Lysa not to return.
menu_winged_defeat|You have been eliminated from the tourney.
menu_ninestars_2|You notice a great spectacle down by one of the pavilions. A man-at-arms, a young squire and a knight, with a surcoat showing seven black stripes and nine stars, are beating a young man, while a young woman looks on, a horrified look on her face. Moving nearer, she runs to your side, asking for your help. It seems the knight fondled her, and the young man, her betrothed, protested. That is when the knight hit him in the face with a steel gauntlet, and the man-at-arms started kicking him. Suddenly, the squire turns around and yank the woman away, taking hold of her hand, and breaking her wrist. You decide to...
menu_ninestars_sights|As you head towards the tents and pavilions of the merchants, you notice the smell of roasted boar, onions in gravy, pecan nuts in honey, carrots boiled with beans and thyme and all other sorts of delicious treats. The armorers, mummers and jugglers are not out yet, but you decide to treat yourself to a little something before continuing on your way. You decide to...
mno_choice_10_3|Order a a jumble of carrots, beans and thyme.
mno_choice_10_4|Order a thick, spicy, sausage.
menu_ninestars_trial_woods_failed|Ser Emrick and Ser Arreck smelled strongly of wine and ale, and must have been more than a little drunk. When you fell to the ground, they seem to have taken you for dead, as you've just woken up in the bushes beside the road. With a head that's like to split, you make your way down the road, only to find yourself close to Ninestars! You must have gone the wrong way!
menu_bloodstone_haunt_failed|The pirates knocked you out, but your men prevail and slay them all.
menu_ninestars_trial_woods_success|You hide the bodies of Ser Emrick and Ser Arreck in the woods, hoping that they weren't followed by anyone from the castle, but not before looting their bodies. Then you turn back towards Ninestars, to mask your tracks in case men are sent after you.
menu_bloodstone_haunt_success|The pirates lie dead at your feet. As you loot their camp, you find nothing of interest, except for a few coins.
menu_wight_battle_victory|You are victorious.
menu_wight_battle_defeat|You have been defeated, but your remaining men come to the rescue and turn the tide.
menu_battle_beyond_3_victory|You are victorious.
menu_battle_beyond_3_defeat|You have been defeated, but the battle continues around you.
menu_battle_beyond_3_victory_2|Staring through the smoke, you can make out the shapes of a few wildlings still fighting, off in the distance, but slowly the sound of clashing arms disappear.
menu_ninestars_3|As you start brawling with the men, guardsmen from the castle come running over, to break up the fight. Before they arrive, you manage to take a swing at the knight, and hit him right on the nose. Blood spurts forth, but in the meantime, the man-at-arms has managed to get his club ready, and hits you in the head, causing you to fall unconscious.
menu_ninestars_4|As you wake up, you notice a dim light, and a moldy smell. Opening your eyes, you realise you're in some sort of dungeon. It feels like your head is being invaded by an army of aurochs, and your body is blue and yellow, covered in bruises. As you get to your feet, you hear voices outside the locked door and, trying to stand upright, you wait for the man outside to enter...
menu_ninestars_5|As soon as Ser Alyn leaves the cell, you fall into a dreamless sleep. You're woken by the call of a rooster, and soon enough, the guards come to fetch you for the trial.
menu_ninestars_6|As the guards escort you to the great hall of Ninestars, you notice a mass of noble lords and ladies. The knights attending the tourney, their wives and companions, their squires and attendants, all have turned out to watch the trial. You can hear whispers, snickers and quiet conversation, but have no way of knowing whether they're directed at you, or at Ser Raymun who has already arrived, wearing a doublet of yellow and black, and sporting a red, swollen, nose. As you make your way towards the dais where the three judges are seated, you see Ser Alyn smiling at you, but the two other judges scowl as if a nasty smell has followed you into the room. Ser Emrick and Ser Arreck Templeton, twins by the look of them, both have the look of warriors, broad shoulders, thick necks and flat bellies.
menu_ninestars_7|As the trial begins, the judges ask if you have anything to say. You decide to...
menu_ninestars_8|As Ser Raymun lays his case before the judges, he starts to smirk. As he tells his tale of how you attacked him with no provocation, his eyes meet yours, and his smile grows wider. His tale contains a bit of truth, and with the two judges being his older brothers, you chances seem slim. Soon, the judges retreat to discuss the evidence laid before them, and all you can do is wait.
menu_ninestars_9|As the judges return, you wait with baited breath. Ser Alyn, as the most senior of the judges, rises and pronounces the sentence. You won't lose a hand, he declares, but you'll receive fifty lashes for striking a relative of the local liege. The sentence is to be carried out immediatly, and the guards quickly surround you and drag you to the castle courtyard, where a big farmer stands ready with a whip. As the first lash strikes your back, you decide not to make a sound, but once the fifth strikes you, you forget all about your decision and the rest of the lashes fall to the sound of your screams.
menu_ninestars_10|Once all the lashes have fallen, the local maester rushes to your side, taking you to his tower and giving you milk of the poppy. You quickly lose conscience, and when you wake up, hours have gone by. The maester tells you he's done all he can, and that you'll probably live, but that you lost a lot of blood and will likely feel the effect of the lashes for the rest of your life.
menu_ninestars_10_1|Once all the lashes have fallen, the local maester rushes to your side, taking you to his tower and giving you milk of the poppy. You quickly lose conscience, and when you wake up, hours have gone by. The maester tells you he's done all he can, and that you'll probably live, but that you lost a lot of blood and will likely feel the effect of the lashes for the rest of your life. He also informs you that you've been banned from the castle, and is to leave as soon as you can walk. As the victor of the fight, Ser Raymun would usually be the new owner of your arms and armor, but as you loaned it from Ser Alyn, he'll receive nothing. The equipment was damaged and dented during the fight though, and Ser Alyn has taken some coin out of your belongings to pay for the repairs.
menu_ninestars_11|The hall immediatly erupts into chaos, with knights and squires shouting, ladies gasping, servants clapping, Ser Raymun and his two brothers seething and Ser Alyn favoring you with a big grin. The guards look confused, unsure of what to do, until Ser Alyn calls for quiet. He declares a request for trial by combat within your rights, and that the gods will surely look upon the righteous with favor. When Ser Raymun asks if you will still lose a hand, when he defeats you and if decides to accept your yield, Ser Alyn decrees that the loser will receives fifty lashes. When the guards gather around you to escort you back to your cell, Ser Alyn tells them to stop, and instead bring you to his chambers.
menu_ninestars_12|As the guards escort you to the castellans chambers, you notice some knights nodding their approval of your actions. It would seem Ser Raymun is not well liked.
menu_ninestars_13|As you lie down to sleep, you ponder how to defeat Ser Raymun. Soon, however, sleep overwhelms you, and suddenly dawn has arrived. Once again, the rooster wakens you, and Ser Alyn arrives with a servant carrying a plate with two sausages, three fried ducks eggs, a piece of new bread, fresh from the oven and a large piece of blood pudding. When you finish, the servants presents you with the armor provided by Ser Alyn, and helps you don it. He explains that Ser Raymun has asked for the trial to be fought on horseback, both of you starting with lances, and fighting on foot should either of you be struck from the saddle. Too soon, the servant tells you that the time has come, and you both descend the stairs of the keep, and begin walking towards the tourney ground.
menu_ninestars_14|As you reach the tourney ground, smallfolk surrounds you. Grizzled old farmers shake your hand, and young peasant girls kiss your cheek. Young men pat your back, and a septon pushes through the crowd to bless you. You climb over the fence separating the tourney grounds and the surrounding fields. On the opposite end of the field, Ser Raymun is standing ready, holding his weapon.
menu_ninestars_trial_failed|As you regain your senses, you can see Ser Raymun standing over you. You notice his lips moving, but can't make out the words. He leans forward, and shouting into your face, asks if you yield. You manage to get a 'yes' through your bloody teeth, and Ser Raymun smirks at you, obviously pleased with himself. Rolling unto your side, you see the crowds sulking, obviously displeased with the result, and your performance. Some of the smallfolk have already started making their way away from the grounds, and a pair of noble ladies are giggling and pointing at you.
menu_citadel_barrow_failed|You soon regain you senses, but see that the cultist has left the area. Your quest ends here.
menu_bored_1|The grounds of the Red Keep has been fitted to accomodate a small melee.^^{s13}
menu_bored_2|At last, the king arrives. Joffrey and his younger siblings, Myrcella and Tommen, take a seat, accompanied by the Queen Regent, Cersei Lannister. The court, amongst them the lords of the Small Council, take their seats. Despite the exalted company, the participants are a paltry lot, though a few fine knights are amongst them, including the knights of the Kingsguard. You decide to...
menu_bored_3|Your first opponent is Morros Slynt, the son of the former commander of the Gold Cloaks. A fat youth, newly given the position of squire, he holds his sword as if it's the first time he's been given a weapon. Joffrey nods, and a herald blows a trumpet, the signal to fight, and you tighten the grip on your weapon...
menu_bored_4|With Morros Slynt defeated, you retire to refresh yourself. Soon, however, the heralds call your name, and you get ready for another fight. This time, your opponent is Ser Balon Swann, fresh from his fight against Ser Hobber Redwyne. A large man with a broad chest, and arms thick with muscle, he's carrying a large mace. He nods towards you, smiling, and you...
menu_bored_5|The crowd cheers your name as Ser Balon is lifted off the ground, his nose bloodied but otherwise unfazed. Your throat is parched, but soon the heralds call your name again. This time it's not your name the crowd cheers, but that of Ser Horas Redwyne, the handsome son of Lord Paxter Redwyne. With a bright smile, he throws a crown of flowers to the closest maiden, and then immediatly charges you...
menu_bored_6|Ser Horas gets to his feet, a bit unsteady, but appears to have suffered no more injuries than those to his dignity. Throwing your a withering glance, he saunters off the field. While stretching your legs, you watch the next fight, between Sandor Clegane, the Hound, and a knight wearing silver griffins on a blue field. The Hound makes quick work of his opponent, and soon the heralds call your name again. This time, your opponent is a freerider in the service of Lord Baelish, by the name of Lothor Brune. He tightens the grip on his sword and...
menu_bored_7|With Lothor Brune unconscious, you retire to the serving table. As you chug a large jug of ale, you notice the remaining competitors doing the same. All that remains is Ser Harrold of the Silver Griffins, Ser Mandon Moore and Sandor Clegane. When you enter the field, you see Ser Harrold opposite you. A bored looking man, he grips his sword comfortably...
menu_bored_8|Ser Harrold quickly regains his feet, and leaves the grounds. The next fight is Sandor Clegane and Mandon Moore. A hard fought and brutal fight, in the end the Hound prevails. Soon, the heralds blow the trumpets, and the last fight of the day begins. The Hound is sweating but still fresh, and looks confident. You grip your own weapon and...
menu_bored_victory_1|The Hound quickly regains his feet, and with a shrug goes for the serving table and pours himself a jug of wine. You find yourself standing in front of the king and his mother, both of whom congratulate you on your victory, though the queen looks like she'd rather be anywhere else. The king and his court soon retires, and you decide to...
menu_bored_victory_2|Presented with the champions purse, you soon find yourself surrounded by courtiers. However, the feast is at hand, and you excuse yourself while you call for a servant to help you out of your armor and into something more suitable. At the feast, you decide to...
menu_bored_victory_drunk|During the feast, you drank copious amounts of fine wine. The rest of the night is a blur, and when you wake up, your head is about to split. However, after a heavy breakfast, you almost feel yourself again.
menu_bored_victory_drunk_2|As you leave the castle, you're cheered by the peasants gathered outside. With your head pounding, you hurry along.
menu_bored_victory_restrained|During the feast, you restrained yourself and had long talks with Ser Balon Swann. Both of you enjoyed the evening.
menu_bored_victory_restrained_2|As you leave the castle, you're cheered by the peasants gathered outside. Feeling refreshed, you return their waves and their smiles, before you hurry along the path leading out of the castle
menu_citadel_barrow_success|The crazed cultist lies slain at your feet. You search the area for clues to what maester Cadwyn saw or found when he was in the area, but find nothing. The dead tree at the top of the hill is interesting though. On the stone in front of it is written the name 'YGG' in what can only be blood, and you can almost hear a faint whisper coming from somewhere. It's almost like it's coming from the tree.
menu_ninestars_trial_failed_1|Soon, guards come to drag you to your cell, where they inform you that you'll receieve your punishment the next day. Despondent and tired, you fall asleep, and all too soon, the sun rises once again. The door to the cell is opened, and guards quickly surround you and drag you to the castle courtyard, where a big farmer stands ready with a whip. As the first lash strikes your back, you decide not to make a sound, but once the fifth strikes you, you forget all about your decision and the rest of the lashes fall to the sound of your screams.
menu_ninestars_trial_success|As Ser Raymun falls to the ground, the stands erupt in cheers, and the smallfolk surrounding the tourney grounds shout your name. Blood leaking through his armor, Ser Raymun gives a final sigh, and then breathes his final breath. Exhausted yourself, you motion for a servant to help you get out of your armor and back into some comfortable clothes.
menu_ninestars_trial_success_1|Suddenly, Ser Alyn appears at your side, taking hold of your arm and dragging you off towards the the woods. Still groggy from the fight, you can't make sense of what he's shouting, but then he points towards the castle gates. There, Ser Emrick and Ser Arreck are mounting their horses, and grabbing swords, obviously intending to revenge their little brother. Ser Alyn leads you towards the road leading towards Snakewood, and tells you to make haste, before the brothers can catch up to you. As a final gesture, with a broad smile on his face, he hands you a small bag, filled with clinking coins. 'I bet a good amount on you defeating Ser Raymun, and figured it was only just you should have your share' he says.
menu_ninestars_trial_success_2|Setting out, you make good speed towards the safety of Snakewood, but the brothers are mounted on fine horses, and they know the woods much better than you do. Soon, you can hear them coming up behind you, and you turn your horse around, ready to face them.
menu_bloodstone_haunt|Nearing the camp of the pirates, you can soon see the shapes of tents huddling around the abandoned ruins of a long-destroyed castle. You notice that the earth around you is oddly barren, almost as if it's been scorched by fire hot enough to eradicate all signs of life and melt the uppermost layer to a hard crust.
menu_bloodstone_haunt_victory|You are victorious.
menu_bloodstone_haunt_defeat|You have been defeated, but your remaining men come to the rescue and turn the tide.
menu_barrow_quest_victory|You are victorious.
menu_barrow_quest_defeat|You have been defeated, but your remaining men come to the rescue and turn the tide.
menu_haldon_bath_defeat|You have been defeated, but your remaining men come to the rescue and turn the tide.
menu_dragonseed_quest_victory|You are victorious.
menu_dragonseed_quest_defeat|You have been defeated, but your remaining men come to the rescue and turn the tide.
menu_ninestars_15|In the stands surrounding the tourney grounds, knights, nobles, ladies, farmers and merchants are gathered. A septon is summoned to deplore the Father above to give strenght to the righteous and judge the men about to fight justly. A herald blows a trumpet, the signal to fight, and you tighten the grip on your weapon...
menu_castle_black|You arrive at Castle Black, the main stronghold of the Night's Watch. It is not a true castle, as it has no walls to defend it to the west, east, or south. Only the Wall stands to the north. It consists of several stone towers and timber keeps.
mno_enter5|Enter the courtyard.
menu_citadel_septry|You arrive at a lonely septry, in the most remote part of the Vale, where the waters of the Neck dissipate. The countryside is barren and windswept, and only a few poor peasants make their home here, close to the mountains.
menu_citadel_holdings|You arrive at an old holdfast. The structure is ancient, perched on the top of a looming hill, overlooking a minor village. The villagers eye you sullenly as you pass by, many of them looking oddly alike, until you realise that many of them are probably related. The air is somehow thick, and in the distance you can almost make out an old forest, the trees tall and gnarled, reaching for the sky.
menu_citadel_barrow|Your journey to the barrow was harrowing. The ground in the area is squishy, watery and smells rotten. Vapors seep from the trees, many of them fallen over or moulding, and wildlife is almost non-existant, except for a few rats scurrying across your path. The barrow rises ahead of you, a cluster of stones on top of a hill, though much of the area is submerged in water. The air is putrid, filled with miasmas and all kinds of foul smells, and thick, somehow thick.
menu_castle_black2|You arrive at Castle Black.
menu_castle_black3|You arrive at Castle Black.
menu_castle_black4|You arrive at Castle Black.
menu_castle_black5|You arrive at Castle Black.
menu_shadow_tower|You arrive at the Shadow Tower. It is located next to mountains at the far end of the Wall. The main objective of the castle is to guard the wall and the Bridge of Skulls, the only passage across the Gorge leading from Westeros into the Lands of Always Winter.
menu_shadow_tower2|You arrive at the Shadow Tower.
menu_eastwatch|You arrive at Eastwatch-by-the-Sea. It is the easternmost castle along the Wall, located on a grey, windswept shore by the Bay of Seals. Near Eastwatch live some fisherfolk and to the west lies Greenguard, an abandoned castle formerly used to garrison the Wall.
menu_abandoned_holdfast|You arrive at an abandoned holdfast. The ruins seem to be ancient, the terrain around them dotted with burial mounds.
menu_nightfort_rat_cook|Soon after eating the paste, you sense your vision blurring. The weirwood branches extruding from the walls seem to close in on you, and you loose all sense of time and space. When you wake up, you're still in the Nightfort, but it is as if something is not quite the same. The walls are no longer covered in dust and cobwebs, and fires burn in the alcoves.
menu_nightfort_mad_axe|Finishing your talk with the mad cook, you feel time shifting, and everything grows dark. As you regain your sense of being, you find yourself still in the Nightfort, but the sun has set, and it's the dead of night. As you try to gain a sense of direction, you hear soft footsteps echoing from down the hall, and an odd dripping sound...
menu_nightfort_nights_king|As you once again plunge into darkness, you can't help but notice how cold you feel. As you regain your senses, you feel the cold like tiny needles in your bones, and notice how your breath is visible in the frosty air...
menu_yunkai_ship_1|You board the ship heading for Yunkai, in Slaver's Bay. The crew is a ragged and filthy bunch, foul-mouthed and lice-ridden. Upon boarding, you catch a glimpse of the slaves manning the oars. Naked to the waist, they're chained together by the ankles. The oarmaster is a big fat lyseni, with a pale belly, who wield a large whip. When you hear the whip crack for the first time, the oars begin going up and down, and soon the Spicy Maiden is on her way.
menu_yunkai_ship_2|As the ship sails on, you notice how the northern horizon becomes increasingly red and bright, almost like a sunset. You notice the crew muttering about demons, brimstone, and the cursed ruins of Valyria. Soon, the ship is engulfed in an unatural fog, and a sharp smell penetrates the air.
menu_yunkai_ship_3|Sailing onwards, the ship soon leaves the Smoking Sea behind, and the mood of the crew lightens. As the ship passes the Isle of Cedars, a monkey somehow manages to climb onboard, and the crew takes this as an omen. Apparently, a monkey aboard signals the favor of R'hllor. The effect of their cheering startles the monkey, and the morale of the crew is raised even further when it throws its excrement at the captain.
menu_yunkai|As the ship sails into the harbor of Yunkai, you notice a strong smell wafting off the city. It carries the usual smells of a great many people living together, sweat, smoke and shit, but with the additional scent of spices mixed in. As you step off the ship, you're quickly carried to the town square by the throng of people heading that same way.
menu_yunkai_town_square|Having seen Yunkai, you ponder what to do next.
menu_way_to_meereen|Heading onwards through the scorched canyons and flat hills that make up the greater part of Slaver's Bay, you finally see Meereen in the distance, the Great Pyramid towering above the city.
menu_meereen_town_square|Having seen Meereen, you ponder what to do next.
menu_meereen_throne_room|You ponder what to do next.
menu_volantis_town|You've returned to Volantis.
menu_hillhall|You arrive at Hillhall. The small village is located next to the Bay of Seals, the land around sustaining very few mouths.
menu_relic_septry|You arrive at a septry.
menu_zendar|You enter the town of Zendar.
mno_zendar_enter|
mno_zendar_enter_door|Door to the town center.
mno_zendar_tavern|
mno_zendar_tavern_door|Door to the tavern.
mno_zendar_merchant|
mno_zendar_merchant_door|Door to the merchant.
mno_zendar_arena|
mno_zendar_arena_door|Door to the arena.
mno_town_1_leave|
menu_salt_mine|You enter the salt mine.
menu_four_ways_inn|You arrive at the Four Ways Inn.
menu_test_scene|You enter the test scene.
mno_jump|Jump to scene
menu_dhorak_keep|You enter the Dhorak Keep
menu_join_siege_outside|{s1} has come under siege by {s2}.
mno_approach_besiegers|Approach the siege camp.
mno_pass_through_siege|Pass through the siege lines and enter {s1}.
menu_cut_siege_without_fight|The besiegers let you approach the gates without challenge.
menu_besiegers_camp_with_allies|{s1} remains under siege. The banners of {s2} fly above the camp of the besiegers, where you and your men are welcomed. {s4}
mno_talk_to_siege_commander|Request a meeting with the commander.
mno_join_siege_with_allies|Join the next assault.
mno_join_siege_stay_back|Order your soldiers to join the next assault without you.
menu_castle_outside|You are outside {s2}.{s11} {s3} {s4}
mno_approach_gates|Approach the gates and hail the guard.
mno_town_sneak|Disguise yourself and try to sneak into the {s7}
mno_dplmc_riot_start_siege|Besiege the {reg6?town:castle} to counter the insurgency.
mno_dplmc_riot_negotiate|Begin negotiations.
mno_castle_start_siege|Besiege the {reg6?town:castle}.
mno_castle_leave|Leave.
menu_castle_guard|You approach the gate. The men on the walls watch you closely.
mno_request_shelter|Request entry to the castle.
mno_request_meeting_commander|Request a meeting with someone.
mno_guard_leave|Leave.
menu_castle_entry_granted|After a brief wait, the guards open the gates for you and allow your party inside.
menu_castle_entry_denied|The lord of this castle has forbidden you from coming inside these walls, and the guard sergeant informs you that his men will fire if you attempt to come any closer.
menu_castle_meeting|With whom do you want to meet?
mno_guard_meet_s5|{s5}.
mno_forget_it|Forget it.
menu_castle_meeting_selected|Your request for a meeting is relayed inside, and finally {s6} appears in the courtyard to speak with you.
menu_castle_besiege|You are laying siege to {s1}. {s2} {s3} {s4} ^{s15}
mno_siege_request_meeting|Call for a meeting with the castle commander.
mno_wait_24_hours|Wait until tomorrow.
mno_castle_lead_attack|Lead your soldiers in an assault.
mno_attack_stay_back|Order your soldiers to attack while you stay back...
mno_build_ladders|Prepare ladders to attack the walls.
mno_build_siege_tower|Build a siege tower.
mno_lift_siege|Abandon the siege.
menu_siege_attack_meets_sally|The defenders sally out to meet your assault.
menu_castle_besiege_inner_battle|{s1}
menu_construct_ladders|As the most architecturally learned avatar of your company, ({reg2}), {reg3?you estimate:{s3} estimates} that it will take {reg4} hours to build enough scaling ladders for the assault.
mno_build_ladders_cont|Do it.
menu_construct_siege_tower|As the most architecturally learned avatar of your company, ({reg2}), {reg3?you estimate:{s3} estimates} that building a siege tower will take {reg4} hours.
mno_build_siege_tower_cont|Start building.
menu_castle_attack_walls_simulate|{s4}^^Your casualties:{s8}^^Enemy casualties were: {s9}
menu_castle_attack_walls_with_allies_simulate|{s4}^^Your casualties: {s8}^^Allies' casualties: {s9}^^Enemy casualties: {s10}
menu_castle_taken_by_friends|Nothing to see here.
menu_castle_taken|{s3} has fallen to your troops, and you now have full control of the {reg2?town:castle}. You can plunder spoils of war worth {reg3} coins.{reg1? You may station troops here to defend it against enemies who may try to recapture it. Also, you should select now whether you will hold the {reg2?town:castle} yourself or give it to a faithful vassal...:}
mno_dplmc_spoils_yourself|Plunder it and keep the spoils all for yourself.
mno_dplmc_spoils_accompanying_vassals|Plunder it and share the spoils between the vassals accompanying you and yourself.
mno_dplmc_spoils_all_vassals|Plunder it and share the spoils equally between your vassals and yourself.
menu_castle_taken_2|{s3} has fallen to your troops, and you now have full control of the castle. It is time to send word to {s9} about your victory. {s5}
mno_castle_taken_claim|Request that {s3} be awarded to you.
mno_castle_taken_claim_2|Request that {s3} be awarded to your {wife/husband}.
mno_castle_taken_no_claim|Ask no rewards.
menu_requested_castle_granted_to_player|You receive a message from your liege, {s3}.^^ {reg4?She:He} has decided to grant {s2}{reg3? and the nearby village of {s4}:} to you, with all due incomes and titles, to hold in {reg4?her:his} name for as long as you maintain your oath of homage.
menu_targaryen_invasion_stormlands_greenstone|Word has reached you that invaders have landed in the Stormlands and have taken the castle of Greenstone. According to a man standing close by, who recounts one of the numerous rumors spreading across the land, they're half man, half beast. The man is shaking with fright as he describes their evil eyes, their black and golden armor, their helmets adorned with dragons, griffins and skulls. Supposively, they're the remnants of the men who have gone into exile in Essos over the years, twisted by greed, lust, loss and madness into wild beasts intent on setting the world afire.^^In truth, it is the sellsword company known as the Golden Company that has invaded, to claim the throne for the son of Prince Rhaegar. A man nearby claims the son, named Aegon, was killed as an infant, but the Prince of Dorne, Doran Martell, has vowed to support his nephew, and the dornish are on the march to fight alongside the pretender.
menu_targaryen_invasion_stormlands_rain_house|Word has reached you that invaders have landed in the Stormlands and have taken the castle of Rain House. According to a man standing close by, who recounts one of the numerous rumors spreading across the land, they're half man, half beast. The man is shaking with fright as he describes their evil eyes, their black and golden armor, their helmets adorned with dragons, griffins and skulls. Supposively, they're the remnants of the men who have gone into exile in Essos over the years, twisted by greed, lust, loss and madness into wild beasts intent on setting the world afire.^^In truth, it is the sellsword company known as the Golden Company that has invaded, to claim the throne for the son of Prince Rhaegar. A man nearby claims the son, named Aegon, was killed as an infant, but the Prince of Dorne, Doran Martell, has vowed to support his nephew, and the dornish are on the march to fight alongside the pretender.
menu_targaryen_invasion_stormlands_griffins_roost|Word has reached you that invaders have landed in the Stormlands and have taken the castle of Griffin's Roost. According to a man standing close by, who recounts one of the numerous rumors spreading across the land, they're half man, half beast. The man is shaking with fright as he describes their evil eyes, their black and golden armor, their helmets adorned with dragons, griffins and skulls. Supposively, they're the remnants of the men who have gone into exile in Essos over the years, twisted by greed, lust, loss and madness into wild beasts intent on setting the world afire.^^In truth, it is the sellsword company known as the Golden Company that has invaded, to claim the throne for the son of Prince Rhaegar. A man nearby claims the son, named Aegon, was killed as an infant, but the Prince of Dorne, Doran Martell, has vowed to support his nephew, and the dornish are on the march to fight alongside the pretender.
menu_targaryen_invasion_reach_the_arbor|Word has reached you that invaders have landed in the Reach and have taken the town of The Arbor. According to a man standing close by, who recounts one of the numerous rumors spreading across the land, they're half man, half beast. The man is shaking with fright as he describes their evil eyes, their black and golden armor, their helmets adorned with dragons, griffins and skulls. Supposively, they're the remnants of the men who have gone into exile in Essos over the years, twisted by greed, lust, loss and madness into wild beasts intent on setting the world afire.^^In truth, it is the sellsword company known as the Golden Company that has invaded, to claim the throne for the son of Prince Rhaegar. A man nearby claims the son, named Aegon, was killed as an infant, but the Prince of Dorne, Doran Martell, has vowed to support his nephew, and the dornish are on the march to fight alongside the pretender.
menu_targaryen_invasion_reach_oakenshield|Word has reached you that invaders have landed in the Reach and have taken the castle of Oakenshield. According to a man standing close by, who recounts one of the numerous rumors spreading across the land, they're half man, half beast. The man is shaking with fright as he describes their evil eyes, their black and golden armor, their helmets adorned with dragons, griffins and skulls. Supposively, they're the remnants of the men who have gone into exile in Essos over the years, twisted by greed, lust, loss and madness into wild beasts intent on setting the world afire.^^In truth, it is the sellsword company known as the Golden Company that has invaded, to claim the throne for the son of Prince Rhaegar. A man nearby claims the son, named Aegon, was killed as an infant, but the Prince of Dorne, Doran Martell, has vowed to support his nephew, and the dornish are on the march to fight alongside the pretender.
menu_targaryen_invasion_vale_old_anchor|Word has reached you that invaders have landed in the Vale and have taken the castle of Old Anchor. According to a man standing close by, who recounts one of the numerous rumors spreading across the land, they're half man, half beast. The man is shaking with fright as he describes their evil eyes, their black and golden armor, their helmets adorned with dragons, griffins and skulls. Supposively, they're the remnants of the men who have gone into exile in Essos over the years, twisted by greed, lust, loss and madness into wild beasts intent on setting the world afire.^^In truth, it is the sellsword company known as the Golden Company that has invaded, to claim the throne for the son of Prince Rhaegar. A man nearby claims the son, named Aegon, was killed as an infant, but the Prince of Dorne, Doran Martell, has vowed to support his nephew, and the dornish are on the march to fight alongside the pretender.
menu_targaryen_invasion_vale_snakewood|Word has reached you that invaders have landed in the Vale and have taken the castle of Snakewood. According to a man standing close by, who recounts one of the numerous rumors spreading across the land, they're half man, half beast. The man is shaking with fright as he describes their evil eyes, their black and golden armor, their helmets adorned with dragons, griffins and skulls. Supposively, they're the remnants of the men who have gone into exile in Essos over the years, twisted by greed, lust, loss and madness into wild beasts intent on setting the world afire.
menu_dothraki_invasion_norvos|Word has reached you that an invading dothraki horde has appeared, close to Norvos. According to a stranger standing close by, it is the khalasar of Khal Pono, who styles himself ruler of the Qevir. Noticing your look of bewilderment, the man explains that Qevir means 'Forest' in dothraki and that the dothraki hordes who have made their territory east of Norvos have often claimed rulership of the plains surrounding the Forest of Qohor.
menu_dothraki_invasion_qohor|Word has reached you that an invading dothraki horde has appeared, close to Qohor. According to a stranger standing close by, it is the khalasar of Khal Pono, who styles himself ruler of the Qevir. Noticing your look of bewilderment, the man explains that Qevir means 'Forest' in dothraki and that the dothraki hordes who have made their territory south of Qohor have often claimed rulership of the plains surrounding the Forest of Qohor.
menu_dothraki_invasion_volantis|Word has reached you that an invading dothraki horde has appeared, close to Volantis. According to a stranger standing close by, it is the khalasar of Khal Pono, who styles himself ruler of the Qevir. Noticing your look of bewilderment, the man explains that Qevir means 'Forest' in dothraki and that the dothraki hordes who have made their territory east of Volantis have often claimed rulership of the plains surrounding the sparse forest growing in the vicinity of the the river Volaena.
menu_wildling_invasion|'Dire news!', shouts an old man standing a few feet from you. 'The Wall has fallen, and savages roam free!' The man is clearly frightened and walks away muttering curses and something about giants and grumpkins.
menu_conquest_kings_landing_dragonstone|The forces of Stannis Baratheon have taken the capital city of King's Landing. Stannis now sits the Iron Throne, and the bastards Joffrey, Tommen and Myrcella have all been executed, as traitors and usurpers, along with their mother, Cersei Lannister. With the royal bastards dead, Tywin Lannister have quickly made peace with the northmen and proclaimed himself king, intending to restore the might of the long gone Kingdom of the Rock.
menu_conquest_wyk_hall_by_player|Your forces have taken Wyk Hall, the former seat of House Drumm. Within the walls, deep in the cellars, is a locked door, behind which is kept the ancestral valyrian sword of House Drumm. The sword came into the possession of Hilmar Drumm when he outwitted an armored knight of the Westerlands with nothing but his wits and a wooden cudgel. He was thereafter known as Hilmar the Cunning. You decide to...
mno_take_sword|Take the sword.
mno_leave_sword|Leave the sword.
menu_conquest_oldtown_by_player|Your forces have taken Oldtown, the former seat of House Hightower. Within the deep cellars of the tower from which the Hightowers take their name, is a door. Forged from the same mysterious substance as the rest of the foundations of the Hightower, it's black and smooth. Behind it is kept the valyrian sword, Vigilance. You decide to...
menu_conquest_tumbleton_by_player|Your forces have taken Tumbleton. The site of a brutal battle during the Dance of the Dragons, where the town was completely ruined, the inhabitants are poor compared to the rest of the Reach. But one treasure in the keep at the center of the town is beyond compare. The ancestral valyrian sword of the now extinct House Roxton is kept deep within the chambers of the former lord. Wielded by 'Bold' Jon Roxton during the Dance, he used it to cut down the pretender Hugh Hammer, before himself falling before Hughs angry retainers. You decide to...
menu_conquest_lys_by_player|Your forces have taken Lys, one of the Free Cities. As your men start to plunder the city, you come across the open doors of the Rogare Bank. During the Lyseni Spring, the Rogare Bank rivaled the Iron Bank of Braavos, but following the fall of Lysaro Rogare, the family lost much of their influence. Lysaros son, Moredo, led an army against Lys and wielded the valyrian sword, Truth, during his campaign. Deep within the vaults of the bank, the sword is still kept for the members of the family who embark on campaign. You decide to...
menu_conquest_starfall_by_player|Your forces have taken Starfall, the former seat of House Dayne. Within the walls, in the Tower of the Palestone Sword, lies the ancestral great sword, Dawn. Forged from a fallen star, the sword has only been bestowed upon those members of House Dayne that where deemed worthy, and who where given the moniker 'The Sword of the Morning'. You decide to...
menu_conquest_casterly_rock_by_player|Your forces have taken Casterly Rock, the former seat of House Lannister. Within the walls, in the vaults deep beneath the Rock, lies a fortune in gold, though not as much as you expected. The Lannisters have clearly seen fit to hide the greater part of their fortune. You decide to...
mno_take_gold|Take the gold for yourself.
mno_leave_gold|Distribute the gold between your men.
menu_conquest_lannisport_by_player|Your forces have taken Lannisport, the greatest city in the Westerlands. The merchants, and especially the goldsmiths, are renowned far and wide for their wealth. It seems a great many of them escaped by ship during the siege, but the houses of the city still contain a fortune in coin and gold. You decide to...
menu_conquest_riverrun_westerlands|The forces of the Westerlands have taken the castle of Riverrun. The conquest of the castle has caused disunity amongst the riverlords, with the Freys of the Crossing having renounced their allegiance to Robb Stark, turning their cloaks and joining Tywin Lannister.
menu_conquest_kings_landing_stormlands|The forces of Renly Baratheon have taken the capital city of King's Landing. Renly now sits the Iron Throne, and the bastards Joffrey, Tommen and Myrcella have all been executed, as traitors and usurpers, along with their mother, Cersei Lannister. With the royal bastards dead, Tywin Lannister have quickly made peace with the northmen and proclaimed himself king, intending to restore the might of the long gone Kingdom of the Rock.
menu_renly_dead|Renly is dead, and all his dreams with him. A small faction of stormlanders still hold out against Stannis Baratheon, but most have seen the error of their ways and pledged their sword to the King in the Narrow Sea.
menu_conquest_kings_landing_reach|The forces of the Reach have taken the capital city of King's Landing. Renly Baratheon now sits the Iron Throne, and the bastards Joffrey, Tommen and Myrcella have all been executed, as traitors and usurpers, along with their mother, Cersei Lannister. With the royal bastards dead, Tywin Lannister have quickly made peace with the northmen and proclaimed himself king, intending to restore the might of the long gone Kingdom of the Rock.
menu_conquest_kings_landing_north|The forces of the North have taken the capital city of King's Landing. Robb Stark now sits the Iron Throne, and the bastards Joffrey, Tommen and Myrcella have all been executed, as traitors and usurpers, along with their mother, Cersei Lannister. With the royal bastards dead, Tywin Lannister have quickly made peace with the southerners.
menu_conquest_kings_landing_riverlands|The forces of the Riverlands have taken the capital city of King's Landing. Robb Stark now sits the Iron Throne, and the bastards Joffrey, Tommen and Myrcella have all been executed, as traitors and usurpers, along with their mother, Cersei Lannister. With the royal bastards dead, Tywin Lannister have quickly made peace with the southerners.
menu_dk_stannis_start_warning|A nearby man is whispering to his wife. Edging closer, you overhear part of their conversation. From what you can make out, it appears Stannis Baratheon has laid claim to the throne. When you confront the peasant, he confirms your suspicions, declaring Stannis an ungodly man, working with demons from beyond the edge of the world and plotting to tear down the Sept of Baelor.
menu_dk_renly_start_warning2|You intercept a raven. A message is tied to its leg with golden thread, the paper fine and the ink exquisite. It urges all loyal lords to support Renly Baratheon as the only true king of the Seven Kingdoms by virtue of being the brother of the former king.
menu_dk_renly_start_warning3|You intercept another raven. They're everywhere! You unroll the message tied to its leg with green velvet. It is a proclamation from the Tyrells of Highgarden, urging all loyal and honorable lords to support Renly Baratheon as king of the Seven Kingdoms.
menu_ironborn_war_reach|A nearby man ask your permission to speak. Apparently, he heard a rumor about the ironmen. Supposively, they've begun raiding the southern coast, and Balon Greyjoy has crowned himself and once again sits the Seastone Chair as King of the Iron Islands and the Reach.
menu_ironborn_war_north_and_riverlands|A nearby man ask your permission to speak. Apparently, he heard a rumor about the ironmen. Supposively, they've begun raiding the northern coast, and Balon Greyjoy has crowned himself and once again sits the Seastone Chair as King of the Iron Islands and the North.
menu_ironborn_war_westerlands|A nearby man ask your permission to speak. Apparently, he heard a rumor about the ironmen. Supposively, they've begun raiding the western coast, and Balon Greyjoy has crowned himself and once again sits the Seastone Chair as King of the Iron Islands and the Westerlands.
menu_ironborn_war_vale|A nearby man ask your permission to speak. Apparently, he heard a rumor about the ironmen. Supposively, they've declared war against the Vale, and Balon Greyjoy has crowned himself and once again sits the Seastone Chair as King of the Iron Islands and the Vale.
menu_requested_castle_granted_to_player_husband|You receive a message from your liege, {s3}.^^ {reg4?She:He} has decided to grant {s2}{reg3? and the nearby village of {s4}:} to your husband, {s7}.
menu_requested_castle_granted_to_another|You receive a message from your monarch, {s3}.^^ 'I was most pleased to hear of your valiant efforts in the capture of {s2}. Your victory has gladdened all our hearts. You also requested me to give you ownership of the castle, but that is a favour which I fear I cannot grant, as you already hold significant estates in my realm. Instead I have sent you {reg6} coins to cover the expenses of your campaign, but {s2} I give to {s5}.'
mno_accept_decision|Accept the decision.
mno_leave_faction|You have been wronged! Renounce your oath to your liege!
menu_requested_castle_granted_to_another_female|You receive a message from your monarch, {s3}.^^ 'I was most pleased to hear of your valiant efforts in the capture of {s2}. Your victory has gladdened all our hearts. You also requested me to give ownership of the castle to your {wife/husband}, but that is a favour which I fear I cannot grant, as {she/he} already holds significant estates in my realm. Instead I have sent you {reg6} coins to cover the expenses of your campaign, but {s2} I give to {s5}.'
menu_leave_faction|Renouncing your oath is a grave act. Your liege may condemn you and confiscate your lands and holdings. However, if you return them of your own free will, he may let the betrayal go without a fight.
mno_leave_faction_give_back|Renounce your oath and give up your holdings.
mno_leave_faction_hold|Renounce your oath and rule your lands, including {s2}, in your own name.
mno_leave_faction_cancel|Remain loyal and accept the decision.
menu_give_center_to_player|Your lord offers to extend your fiefs! {s1} sends word that {reg4?she:he} is willing to grant {s2} to you in payment for your loyal service, adding it to your holdings. What is your answer?
mno_give_center_to_player_accept|Accept the offer.
mno_give_center_to_player_reject|Reject. You have no interest in holding {s2}.
menu_give_center_to_player_2|With a brief ceremony, you are officially confirmed as the new lord of {s2}{reg3? and its bound village {s4}:}. {reg3?They:It} will make a fine part of your fiefdom. You can now claim the rents and revenues from your personal estates there, draft soldiers from the populace, and manage the lands as you see fit. However, you are also expected to defend your fief and your people from harm, as well as maintaining the rule of law and order.
menu_oath_fulfilled|You had a contract with {s1} to serve {reg4?her:him} for a certain duration. Your contract has now expired. What will you do?
mno_renew_oath|Renew your contract with {s1} for another month.
mno_dont_renew_oath|Become free of your bond.
menu_siege_started_defender|{s1} is launching an assault against the walls of {s2}. You have {reg10} troops fit for battle against the enemy's {reg11}. Your force's current commander is {s5}. You decide to... {s4}
mno_dplmc_negotiate_with_besieger|Negotiate with the besieger.
mno_siege_defender_join_battle|Join the battle.
mno_siege_defender_troops_join_battle|Order your men to join the battle without you.
menu_siege_join_defense|{s4}^^Your casualties: {s8}^^Allies' casualties: {s9}^^Enemy casualties: {s10}
menu_enter_your_own_castle|{s10}
menu_village|{s10} {s12}^{s11}^{s6}{s7}
mno_village_manage|Manage this village.
mno_recruit_volunteers|Recruit soldiers.
mno_village_center|Go to the village center.
mno_village_center_door|Door to the village center.
mno_dplmc_village_elder_meeting|Meet the Village Elder.
mno_village_buy_food|Buy supplies from the peasants.
mno_village_attack_bandits|Attack the bandits.
mno_village_attack_wedding|Attack the wedding guests.
mno_village_wait|Wait here for some time.
mno_dplmc_village_counter_insurgency|Counter the insurgency.
mno_dplmc_village_negotiate|Begin negotiations.
mno_collect_taxes_qst|{reg5?Continue collecting taxes:Collect taxes} due to {s1}.
mno_train_peasants_against_bandits_qst|Train the peasants.
mno_village_hostile_action|Take a hostile action.
mno_village_leave|Leave...
menu_village_hostile_action|What action do you have in mind?
mno_village_take_food|Force the peasants to give you supplies.
mno_village_steal_cattle|Steal cattle.
mno_village_loot|Loot and burn this village.
mno_forced_recruits|Attempt to forcefully recruit some villagers.
menu_recruit_volunteers|{s18}
mno_continue_not_enough_gold|I don't have enough money...
mno_recruit_them|Recruit them. ({reg6} coins)
menu_village_hunt_down_fugitive_defeated|A heavy blow from the fugitive sends you to the ground, and your vision spins and goes dark. Time passes. When you open your eyes again you find yourself battered and bloody, but luckily none of the wounds appear to be lethal.
menu_village_infest_bandits_result|{s9}
menu_village_infestation_removed|In a battle worthy of song, you and your men drive the bandits out of the village, making it safe once more. The villagers have little left in the way of wealth after their ordeal, but they offer you all they can find.
mno_village_bandits_defeated_accept|Take it as your just due.
mno_village_bandits_defeated_cont|Refuse, stating that they need these items more than you do.
menu_village_wedding_result|{s9}
menu_village_wedding_suppressed|You trample the wedding guests underfoot and establish a semblance of order. As you pick through the corpses, you find the bridegroom has been slain but there is no sign of the bride. You will have to search the village.
menu_center_manage|{s19}^{reg6?^^You are currently building {s7}. The building will be completed after {reg8} day{reg9?s:}.:}
mno_castle_recruit_troops|Recruit some troops.
mno_castle_sort_troops|Sort the defenders.
mno_center_build_manor|Build a manor.
mno_center_build_fish_pond|Build a mill.
mno_center_build_watch_tower|Build a watch tower.
mno_center_build_school|Build a school.
mno_center_build_messenger_post|Build a messenger post.
mno_center_build_prisoner_tower|Build a prisoner tower.
mno_center_build_barracks|Build a training yard.
menu_center_improve|{s19} As the most architecturally learned avatar of your company, ({reg2}), {reg3?you reckon:{s3} reckons} that building the {s4} will cost you {reg5} coins and will take {reg6} days.
mno_dplmc_improve_cont|Go on. (Pay from treasury)
mno_improve_cont|Go on.
mno_improve_not_enough_gold|I don't have enough money for that.
menu_town_bandits_failed|{s4} {s5}
menu_town_bandits_succeeded|The bandits fall before you as wheat to a scythe! Soon you stand alone in the streets while most of your attackers lie unconscious, dead or dying. Searching the bodies, you find a purse which must have belonged to a previous victim of these brutes. Or perhaps, it was given to them by someone who wanted to arrange a suitable ending to your life.
menu_village_steal_cattle_confirm|As the most skilled pilferer of your company, ({reg2}), {reg3?you reckon:{s1} reckons} that you can steal as many as {reg4} heads of cattle.
mno_village_steal_cattle_confirm|Go on.
menu_village_steal_cattle|{s1}
menu_village_take_food_confirm|It will be difficult to force and threaten the peasants into giving their precious supplies. You think you will need at least one hour.
mno_village_take_food_confirm|Go ahead.
menu_village_take_food|The villagers grudgingly bring out what they have for you.
mno_take_supplies|Take the supplies.
mno_let_them_keep_it|Let them keep it.
menu_village_start_attack|Some of the angry villagers grab their tools and prepare to resist you. It looks like you'll have a fight on your hands if you continue.
mno_village_raid_attack|Charge them.
mno_village_raid_leave|Leave this village alone.
menu_village_loot_no_resist|The villagers here are few and frightened, and they quickly scatter and run before you. The village is at your mercy.
menu_village_loot_complete|On your orders your troops sack the village, pillaging everything of any value, and then put the buildings to the torch. From the coins and valuables that are found, you get your share of {reg1} coins.
menu_village_loot_defeat|Fighting with courage and determination, the villagers manage to hold together and drive off your forces.
menu_village_loot_continue|Do you wish to continue looting this village?
mno_disembark_yes|Yes.
mno_disembark_no|No.
menu_close|Nothing.
menu_town|{s10} {s14}^{s11}{s12}{s13}
mno_castle_castle|Go to the Lord's hall{s1}.
mno_castle_castle_door|Door to the castle.
mno_join_tournament|Join the melee.
mno_town_castle|Go to the castle{s1}.
mno_town_castle_door|Door to the castle.
mno_town_center|Take a walk around the streets.
mno_town_center_door|Door to the town center.
mno_town_tavern|Visit the tavern.
mno_town_tavern_door|Door to the tavern.
mno_town_merchant|Speak with the merchant.
mno_town_merchant_door|Door to the shop.
mno_town_arena|Enter the arena.
mno_town_arena_door|Door to the arena.
mno_town_dungeon|Never: Enter the prison.
mno_town_dungeon_door|Door to the dungeon.
mno_castle_inspect|Take a walk around the courtyard.
mno_castle_inspect_door|To the castle courtyard.
mno_town_enterprise|Visit your {s3}.
mno_town_enterprise_door|Door to your enterprise.
mno_visit_lady|Attempt to visit a lady
mno_visit_lady_door|Door to the garden.
mno_trade_with_merchants|Go to the marketplace.
mno_walled_center_manage|Manage this {reg0?town:castle}.
mno_walled_center_move_court|Move your court here.
mno_castle_station_troops|Manage the garrison {s10}
mno_dplmc_castle_give_troops|Give troops to the garrison (cannot remove)
mno_castle_wait|Wait here for some time{s1}.
mno_dplmc_guild_master_meeting|Meet the Guild Master.
mno_ninestars_quest|Visit the tourney grounds.
mno_winged_quest|Visit the tourney grounds.
mno_oldtown_quest|Visit the tourney grounds.
mno_bored_quest|Visit the melee grounds.
mno_special_room_dragon_dungeon|Visit the Cellars.
mno_special_room_iron_bank|Visit the Iron Bank.
mno_special_room_coppersmiths_wynd_1|Visit Coppersmiths Wynd.
mno_special_room_coppersmiths_wynd_2|Visit Coppersmiths Wynd.
mno_special_room_riverrun|Visit the guest quarters.
mno_special_room_wall|Visit the Wall.
mno_jump_to_wall|Travel beyond the Wall.
mno_special_room_tower_of_the_hand|Visit the Tower of the Hand.
mno_special_room_dawn_room|Visit the Tower of the Palestone Sword.
mno_special_room_qohor_blacksmith|Visit Elos Mott's shop.
mno_special_room_umber_kitchen|Visit the kitchens.
mno_special_room_citadel|Visit the Citadel.
mno_special_room_lannisport_bookstore|Visit the Illuminated Lioness.
mno_black_cells_1|Enter the Black Cells of the Red Keep.
mno_black_cells_2|Enter the Black Cells of the Red Keep.
mno_thirsty_goat|Visit the Thirsty Goat.
mno_town_leave|Leave...
mno_town_leave_door|Leave Area.
menu_cannot_enter_court|There is a feast in progress in the lord's hall, but you are not of sufficient status to be invited inside. Perhaps increasing your renown would win you admittance -- or you might also try distinguishing yourself at the melee while the feast is in progress...
menu_lady_visit|Whom do you wish to visit?
mno_visit_lady_1|Visit {s12}
mno_visit_lady_2|Visit {s12}
mno_visit_lady_3|Visit {s12}
mno_visit_lady_3_door|Door to the garden.
mno_visit_lady_4|Visit {s12}
mno_visit_lady_5|Visit {s12}
mno_visit_lady_6|Visit {s12}
mno_visit_lady_7|Visit {s12}
mno_visit_lady_8|Visit {s12}
menu_town_tournament_lost|You have been eliminated from the melee.{s8}
menu_town_tournament_won|{s13}In addition to honour, fame and glory, you also earn a prize of {reg9} coins. {s8}
menu_town_tournament_won_by_another|As the only warrior to remain undefeated this day, {s1} wins the love of the smallfolk and the glory of this melee.
menu_town_tournament|{s1}You are at tier {reg0} of the melee, with {reg1} participants remaining. In the next round, there will be {reg2} teams with {reg3} {reg4?fighters:fighter} each.
mno_tournament_view_participants|View participants.
mno_tournament_bet|Place a bet on yourself.
mno_tournament_join_next_fight|Fight in the next round.
mno_leave_tournament|Withdraw from the tournament.
menu_tournament_withdraw_verify|Are you sure you want to withdraw from the tournament?
mno_tournament_withdraw_yes|Yes. This is a pointless affectation.
mno_tournament_withdraw_no|No, not as long as there is a chance of victory!
menu_tournament_bet|The odds against you are {reg5} to {reg6}.{reg1? You have already bet {reg1} coins on yourself, and if you win, you will earn {reg2} coins.:} How much do you want to bet?
mno_bet_500_denars|500 coins.
mno_bet_250_denars|250 coins.
mno_bet_100_denars|100 coins.
mno_bet_50_denars|50 coins.
mno_bet_20_denars|20 coins.
mno_bet_10_denars|10 coins.
mno_bet_5_denars|5 coins.
menu_tournament_bet_confirm|If you bet {reg1} coins, you will earn {reg2} denars if you win the tournament. Is that all right?
mno_tournament_bet_accept|Go ahead.
mno_tournament_bet_cancel|Forget it.
menu_tournament_participants|You ask one of the criers for the names of the tournament participants. They are:^{s11}
menu_town_tournament_start_new|This town is hosting a melee, a contest designed to test the mettle of warriors in one-on-one battles.
mno_join_one_on_one|Join the melee.
menu_town_tournament_new|{s2}^Current rankings:^ {s1}
mno_end_tournament|Continue.
mno_bash_heads|Enter the melee.
mno_participents|View the combatants.
mno_bet|Place a bet on yourself.
最終更新:2020年03月20日 21:04