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World of A Song of Ice and Fire
World of A Song of Ice and Fire
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The Known World
A Song of Ice and Fire location
First appearance
Created byGeorge R. R. Martin
GenreNovel/Television
In-universe information
TypeFantasy world
Locations

The fictional world in which the A Song of Ice and Fire novels by George R. R. Martin take place is divided into several continents, known collectively as The Known World.

Most of the story takes place on the continent of Westeros and in a large political entity known as the Seven Kingdoms. Those kingdoms are spread across nine regions: the North, the Iron Islands, the Riverlands, the Vale, the Westerlands, the Stormlands, the Reach, the Crownlands, and Dorne.[S 1][1][2] A massive wall of ice and old magic separates the Seven Kingdoms from the largely unmapped area to the north. The vast continent of Essos is located east of Westeros, across the Narrow Sea. The closest foreign nations to Westeros are the Free Cities, a collection of nine independent city-states along the western edge of Essos. The lands along the southern coastline of Essos are called the Lands of the Summer Sea and include Slaver's Bay and the ruins of Valyria. The latter is the former home of the ancestors of House Targaryen. To the south of Essos are the continents of Sothoryos and Ulthos, which in the narrative are largely unexplored.

The planet experiences erratic seasons of unpredictable duration that can last for many years.[S 2] At the beginning of A Song of Ice and Fire, Westeros has enjoyed a decade-long summer, and many fear that an even longer and harsher winter will follow.

George R. R. Martin set the Ice and Fire story in an alternative world to Earth, a "secondary world".[S 3] Martin has also suggested that the world may be larger than the real world planet Earth.[S 4] The Ice and Fire narrative is set in a post-magic world where people no longer believe in supernatural things such as the Others.[S 5] Although the characters understand the natural aspects of their world, they do not know or understand its magical elements.[S 6] Religion, though, has a significant role in the lives of people, and the characters practice many different religions.

Maps

[edit]
Map Game Clash Storm Feast Dance (Lands)
The North of Westeros Yes Yes Yes Yes YesUS Yes
The South of Westeros Yes Yes Yes Yes YesUS Yes
King's Landing city map Yes Yes
Beyond the Wall Yes Yes Yes
Slaver's Bay, Valyria, and Sothoryos Yes Yes Yes
The Iron Islands Yes
The Free Cities Yes Yes

A Game of Thrones, the first installment of the A Song of Ice and Fire series, has two maps of Westeros. Each new book has added one or two maps so that, as of A Dance with Dragons, seven maps of the fictional world are available in the books. Martin said in 2003 that complete world maps were not made available so that readers may better identify with people of the real Middle Ages who were uneducated about distant places.[S 7] He also did not "subscribe to the theory put forth in The Tough Guide To Fantasyland ... that eventually the characters must visit every place shown on The Map."[S 8] He conceded, however, that readers may be able to piece together a world map by the end of the series.[S 7] He was intentionally vague about the size of the Ice and Fire world, omitting a scale on the maps to discourage prediction of travel lengths based on measured distances.[S 9] A new map artist was used in A Dance with Dragons so that the maps are available in two versions by James Sinclair and Jeffrey L. Ward, depending on the book. The old maps were redone to match the style of the new ones.[S 10]

A set of foldout maps was published on October 30, 2012, as The Lands of Ice and Fire (ISBN 978-0345538543). The illustrator and cartographer Jonathan Roberts drew the maps, based on drafts by Martin. The twelve maps in the set are entitled "The Known World", "The West", "Central Essos", "The East", "Westeros", "Beyond The Wall", "The Free Cities", "Slaver's Bay", "The Dothraki Sea", "King's Landing", "Braavos", and "Journeys". The latter tracks the paths taken by the novels' characters.

Westeros

[edit]
Westeros
A Song of Ice and Fire location
A map of the Westeros continent
First appearanceA Game of Thrones
Created byGeorge R. R. Martin
GenreHigh fantasy
In-universe information
TypeContinent
LocationsKing's Landing, Seven Kingdoms
CharactersTyrion Lannister, Jon Snow, Daenerys Targaryen, Eddard Stark, Catelyn Stark, Sansa Stark, Arya Stark, Bran Stark, Cersei Lannister, Jaime Lannister, Theon Greyjoy

The story takes place primarily on an elongated continent called Westeros, which is roughly the size of South America. The continent is home to the Seven Kingdoms, located to the south side of the Wall, a massive man-made ice wall (allegedly fused with magic) 700 feet in height and spanning east–west for 300 miles from coast to coast. The Seven Kingdoms are further divided into the so-called "North" and "South" by a swamp-rich isthmus called the Neck. The land north of the Wall still makes up a large chunk of Westeros (being roughly the size of Canada), but remains largely unmapped and unexplored, especially the ice field region north and west of a massive mountain range called the Frostfangs, which marks the farthest geographic limit of human settlements.[S 11][S 12] The northern extent of the continent is therefore unknown, although thought to be continuous with a polar ice cap north of the Shivering Sea known as the White Waste.

At the novel's beginning, the majority of Westeros is united under the rule of a single king, whose seat is the "Iron Throne" in the city of King's Landing. The king has a large number of minor direct vassals in area known as the Crownlands, surrounding King's Landing; while each of the other regions is functionally controlled by a different major noble house, who all wield significant power in their own lands, while owing fealty to the Iron Throne. Martin here drew inspiration from medieval European history,[S 13][S 7] in particular the Hundred Years' War, the Crusades, the Albigensian Crusade, and the Wars of the Roses.[S 13][S 14]

The first inhabitants of the continent were the Children of the Forest, a nature-worshipping Stone Age anthropoid species who carved the faces of their gods in weirwood trees. Some time later, Bronze Age human settlers, known as the First Men, migrated from Essos via a land bridge at the southeastern end of the continent and gradually spread to the entire continent. The First Men's attempts to chop down forests and cultivate the land led to a millennia-long war with the Children of the Forest, that eventually was settled by an agreement known as "The Pact". This was the beginning of the Age of Heroes, during which the First Men adopted the religion of the Children of the Forest. Those gods later became known in Westeros as the Old Gods.[3]

Eight thousand years before the events of the novels,[4] an enigmatic arctic humanoid species called the Others emerged from the Land of Always Winter, the northernmost part of Westeros, during the decades-long winter known as "The Long Night".[5] The Children of the Forest and the First Men allied to repel the Others, and then built the Wall barring passage from the far north. The region north of the Wall was since collectively known as the land "Beyond the Wall", and settled by tribal descendants of the First Men known as the Wildlings or Free Folk.

Sometime later, the Iron Age humans from Essos called the Andals invaded Westeros, bringing along the Faith of the Seven. One by one, kingdoms of the First Men south of the Neck fell to the Andals, and only the North remained unconquered. The Children of the Forest were slaughtered and disappeared from Andal lands. Over time, seven relatively stable feudal kingdoms were forged across Westeros, although their territories fluctuated over the next few thousand years through constant warfare, and no kingdom remained dominant for long:

Three hundred years before the novels begin, the Targaryen dragonlord Aegon the Conqueror and his two sister-wives Visenya and Rhaenys, whose ancestors migrated from Valyria to Dragonstone[6] a century prior, invaded the Westerosi mainland and landed his army at the mouth of the Blackwater Rush.[7] The three assembled a temporary bastion called "Aegonfort", which later grew into the massive capital city known as King's Landing.[7] Aided by their three formidable fire-breathing dragons, the Targaryen armies subdued six of the Seven Kingdoms through conquest or treaty, wiping out three of the seven ruling houses that refused to bend their knees, replacing house Durrandon with house Baratheon, house Gardener with house Tyrell, and house Hoare with houses Tully (in the Riverlands) and Greyjoy (on the Iron Islands). Only the defiant Dorne remained independent for almost another two hundred years through asymmetric guerrilla resistance, until it was finally absorbed under the Iron Throne through a marriage-alliance by King Daeron II in 187 AC.[2] The Targaryens built the Iron Throne, forged from the swords of their defeated enemies by dragonfire. They also annexed the land regions of the riverlands and stormlands around the Blackwater Bay as the Crownlands. House Targaryen remained the ruling house of the Seven Kingdoms for almost three centuries until they were overthrown by a rebellion led by Robert Baratheon in 283 AC, who then became the first king of the Seven Kingdoms not of House Targaryen.

Martin took the name Westeros from the Scottish region Wester Ross.[8][9]

The southern half of Westeros is based on an inverted map of Ireland.[10][11][12]

The North

[edit]

The North consists of the northern half of the Seven Kingdoms[13] and is ruled by House Stark from their castle at Winterfell.[14] The North is sparsely populated, but nearly as big as the other six southern kingdoms combined.[15] Martin compared the North to Scotland.[S 15] The climate is cold overall, with hard winters and mild snows common regardless of the season. Beyond the wall in the far north, the climate is polar with heavy snow while further south, it is milder with more rain.[15] The region's northern border is the Gift, a stretch of land 50 leagues wide given to the possession of the Night's Watch.[16] However, due to Wildling raids it is filled with abandoned towns and farms.

An isthmus called The Neck separates the North from the South.[13][17] It is dominated by swamplands and is home to short, marsh-dwelling crannogmen ruled by House Reed of Greywater Watch, loyal bannermen of House Stark.[17][18] The Neck's difficult wetland terrain is infested by predatory lizard-lions, restricting the only dryland passage to a causeway commanded by the almost impenetrable stronghold of Moat Cailin, which protected the North from land invasion from the south for thousands of years.[19] The city of White Harbor, located at the mouth of the White Knife river, is a thriving port and the fifth largest settlement in the Seven Kingdoms.[20]

Illegitimate children born of a noble parent and acknowledged by said parent in the North are given the surname Snow.[21]

Winterfell

[edit]

Winterfell is the ancestral castle of House Stark and the political capital of the North. Located at the geographical center of the North, it has a cold, subarctic climate with snowy winters and cool summers. The castle was built over a natural hot spring, whose scalding water runs inside the castle walls and warms its halls and rooms as well as the glass garden at its northwestern corner. There are several open pools where heated water collects within the godswood. The hot spring also prevents the ground from freezing.[22] The castle has deep catacombs called "the crypt", where bodies of deceased Starks are entombed behind statues in their likeness with a direwolf at their feet and their swords in their hands.[23] The tombs have been used since the old kings of the North, known as the Kings of Winter, were in power. They ruled since before the arrival of the Andals.[23]

To depict Winterfell, both the pilot and season 1 of the television adaptation used the 16th century clock tower and ancient courtyard of Castle Ward in County Down, Northern Ireland.[S 16] Doune Castle in Stirling, Scotland, which was previously featured as Castle Anthrax in the film Monty Python and the Holy Grail, was also used for exterior scenes.[S 17] Saintfield Estates stood in as Winterfell's godswood, an enclosed wooded area where characters can worship the old gods beside trees with faces carved in their bark.[S 16] A car park stood in for Winterfell's courtyard, and a wine cellar was used to depict the Stark family crypt.[S 18] Tollymore Forest featured prominently in the prologue of the pilot episode and in the pivotal scene where the Starks first find the direwolves. Cairncastle, meanwhile, served as the location where Ned Stark beheads the deserter Will.[S 16] The interior of Winterfell, such as the Tower of the First Keep, the Great Hall, and Catelyn's bedchamber, were filmed at The Paint Hall studio.[S 19] Set designer Gemma Jackson said, "Winterfell was based on a Scottish castle."[S 20]

The Wall

[edit]
The Wall in the Ice and Fire series was inspired by Hadrian's Wall in the North of England.

The Wall is a huge structure of stone, ice, and magic[24] on the northern border of the Seven Kingdoms.[25] It is home to the Night's Watch, a brotherhood sworn to protect the realms of men from the threats beyond the Wall.[26]

The Wall was inspired by Martin's visit to Hadrian's Wall, in the North of England close to the border with Scotland. Looking out over the hills, Martin wondered what a Roman centurion from the Mediterranean would feel, not knowing what threats might come from the north.[S 21] This experience was so profound that a decade later, in 1991, he wanted to "write a story about the people guarding the end of the world",[S 22] and ultimately "the things that come out of the [fictional] north are a good deal more terrifying than Scotsmen or Picts".[S 23]

Martin adjusted the size, length, and magical nature of the Wall for genre demands;[S 21] Jon Snow's chapters describe it as approximately 300 miles (480 km) long[27] and 700 feet (210 m) high in general, rising up to a perceived 900 feet (270 m) in spots due to huge foundation blocks.[28] The top is wide enough for a dozen mounted knights to ride abreast (approximately 30 ft or 10 m),[29] while the base is so thick that the Wall's gates are more like tunnels through the ice.[30]

The novels' legends claim that the First Men,[31] or more specifically Brandon the Builder with the possible help of children of the forest and giants,[5][32] constructed the Wall some 8,000 years before the events of the series.[33]

The Wall has since been maintained by the Night's Watch to guard the realms of men against threats from beyond, originally the Others, and later against wildling raids.[4][26]

A strip of land known as "the Gift", now stretching 50 leagues (about 150 miles (240 km)) south of the wall, was given to them in perpetuity thousands of years earlier for cultivation.[16][34] In A Game of Thrones, of the nineteen castles built along the wall, only three are still manned:[29] Castle Black with 600 men, and the Shadow Tower and Eastwatch-by-the-Sea with 200 men each.[35] Parts of Castle Black have fallen into ruin.[29]

The TV series' Castle Black and the Wall were filmed in the abandoned Magheramorne Quarry near Belfast, Northern Ireland,[S 16] whereas the scenes shot atop the wall were filmed inside Paint Hall Studios.[S 16] The composite set (with both exteriors and interiors) consisted of a large section of Castle Black including the courtyard, the ravenry, the mess hall, and the barracks, and used the stone wall of the quarry as the basis for the ice wall that protects Westeros from the dangers that dwell beyond. They also made a functional elevator to lift the rangers to the top of the Wall.[S 24] A castle with real rooms and a working elevator were built near a cliff 400 feet (120 m) high.[S 25][S 22] "Working construction lifts were discovered at a nearby work site and rise 18 feet; CGI fills in the rest to make the wall appear 700 feet high."[S 20] The area around the elevator was painted white to make it look like ice. Martin was surprised by the height and thought: "Oh I may have made the wall too big!"[S 22] Martin observed: "It's a pretty spectacular, yet miserable location. It is wet and rainy, and the mud is thick....[it] really gets the actors in the mood of being at the end of the world in all of this cold and damp and chill."[S 25]

Beyond the Wall

[edit]
Season 2 of the TV adaptation featured scenes set north of the Wall that were filmed on the Vatnajökull glacier in Iceland.

A Clash of Kings takes the story to the lands Beyond the Wall, although the first five books do not explore "what lies really north ... but we will in the last two books". The TV adaptation used Iceland as filming location for the lands Beyond the Wall. Martin, who has never been to Iceland, said Beyond the Wall was "considerably larger than Iceland and the area closest to my Wall is densely forested, so in that sense it's more like Canada – Hudson Bay or the Canadian forests just north of Michigan. And then as you get further and further north, it changes. You get into tundra and ice fields and it becomes more of an arctic environment. You have plains on one side and a very high range of mountains on the other. Of course, once again this is fantasy, so my mountains are more like the Himalayas." In an HBO featurette, Martin stated the lands beyond the wall make up a big part of Westeros, being roughly the size of Canada.[S 23] The Valley of Thenn is one such location beyond the Wall, and north of that is the Lands of Always Winter, where the Others come from.

During the first season, the HBO team used places that they could decorate with artificial snow for the north of the Wall, but a bigger landscape was chosen for Season 2. "Primary filming for these scenes, which encompass both the Frostfangs and the Fist of the First Men, occurred at the Svínafellsjökull calving glacier in Skaftafell, Iceland, followed by shooting near Smyrlabjörg and Vík í Mýrdal on Höfðabrekkuheiði. Benioff said, "We always knew we wanted something shatteringly beautiful and barren and brutal for this part of Jon's journey, because he's in the true North now. It's all real. It's all in camera. We're not doing anything in postproduction to add mountains or snow or anything."[S 16]

The Iron Islands

[edit]

The Iron Islands are a group of seven islands to the west of Westeros – Pyke, Great Wyk, Old Wyk, Harlaw, Saltcliffe, Blacktyde, and Orkmont – in Ironman's Bay off the west coast of the continent.[36] Ruled by House Greyjoy of Pyke,[37] the isles are described as bare and barren, with the local weather being "windy and cold, and damp".[38] The members of this seafaring nation are known in the rest of Westeros as Ironmen,[37] and to themselves as Ironborn.[39] Illegitimate children born in the Iron Islands are given the surname Pyke.[40][41]

For fierce raids, the Ironmen are titled the "terror of the seas".[37] They worship the Drowned God, who "had made them to reave and rape, to carve out kingdoms and write their names in fire and blood and song".[42] The appendix of A Game of Thrones summarizes that the Ironmen once ruled over the Riverlands and much of the western coast of Westeros. When Aegon the Conqueror extinguished Harren the Black's line, he chose House Greyjoy as the new rulers of the Ironmen.[37]

Pyke

[edit]
For the TV adaptation, the harbour of Ballintoy in Northern Ireland was redressed as the port of Pyke.

Pyke is the seat of House Greyjoy.[37] The television adaptation filmed the scenes of Pyke's port at Lordsport Harbour in Ballintoy Harbour, in Northern Ireland's County Antrim.[S 16][S 26] The sea has worn away much of the rock on which Pyke originally stood, so the castle now consists mostly of a main keep on the main island and smaller towers perched on rocks surrounded by sea.[38]

Old Wyk

[edit]

Old Wyk is the smallest and holiest island in the Iron Islands. It is where Kingsmoots are held, and where the Grey King slew Nagga, a sea dragon, and made a court of his bones.

The Riverlands

[edit]

The Riverlands are the populous and fertile[S 27] areas surrounding the forks of the river Trident on Westeros. While they form one of the nine regions of Westeros, the Riverlands' central location and geographic features made the region an inter-kingdom battle zone that changed hands rather than becoming its own 'eighth' kingdom of the Seven Kingdoms.[S 28] Centrally located between the Westerlands, the Crownlands, the Vale, and the North[S 29] and lacking the natural defenses of other regions,[S 30] they have seen frequent warfare.[S 28] The first ruler to unite the Riverlands was Benedict Justman, but the Justman dynasty died out three centuries later. The Durrandons conquered the Riverlands, but lost rule of it to Harwyn "Hardhand" Hoare, King of the Iron Islands. At the time of Aegon's conquest, the Riverlands were ruled by Harwyn's grandson, Harren the Black, king of the Iron Islands, and the Tullys were local nobles who rebelled against him by joining Aegon the Conqueror.[S 31] As with Westerosi customs to give bastards a surname showing their origins,[21] illegitimate children born in the Riverlands are given the surname Rivers.[43]

Harrenhal

[edit]

Harrenhal is an enormous ruined castle and is the site of many important events in the novels. Harrenhal was built by Harren the Black,[S 32] after his conquest of the Riverlands, intending to make it the largest fortification ever built in Westeros. The castle has been described as so large that an entire army was needed to garrison it. The Great Hall had 35 hearths and seated thousands. Shortly after the castle was completed, Aegon the Conqueror's dragon slew Harren, his sons, and his entire army by setting the castle alight.

Since then, the ruins of the castle have been occupied by a variety of houses, all of which eventually became extinct. As a result, the people of Westeros believe the castle is cursed.[S 32] The logistical and economic difficulties inherent in keeping such an enormous castle maintained and garrisoned has made it something of a white elephant. At the start of the War of the Five Kings, the castle is in ruin, with only a fraction of it habitable, and held by Lady Shella Whent, the last of her House, who is stripped of Harrenhal when the Lannisters seize her castle. The castle changes hands repeatedly over the course of the novels, many of those holding it meeting unpleasant ends.

Riverrun

[edit]

Riverrun is the ancestral stronghold of House Tully. The castle is located along one of the "forks" of the Trident and controls access to the interior of Westeros. The castle is bordered on two sides by the Tumblestone River and the Red Fork. The third side fronts on a massive manmade ditch. It was built by Ser Axel Tully on land he received from the Andal King Armistead Vance.

The castle is the location of Robb Stark's great victory over House Lannister and the site of his crowning. By the end of A Feast for Crows, Brynden Tully surrenders the castle to Jaime Lannister to spare further bloodshed. Riverrun then passed into the hands of Emmon Frey, an ally of House Lannister.

The Twins

[edit]

The Twins is a large double castle straddling the Green Fork river; the two halves of the castle are connected by a bridge that is the only crossing of the river for hundreds of miles. The Twins is the seat of House Frey, which has grown wealthy by charging a toll of all those who cross for the past six centuries. Because the Freys are both wealthy and numerous, theirs is one of the most powerful houses sworn to House Tully. The castle's strategic position gives House Frey enormous importance in times of war.

When Robb Stark goes to The Twins to repair his alliance with House Frey, the Freys massacre him, his mother, and his army (and in the TV adaptation, his wife): an event known as "The Red Wedding", which violates native customs of guest right and incurs enmity throughout the Seven Kingdoms, especially in the Riverlands and North.

The Vale of Arryn

[edit]
For the TV adaptation, images of the Greek rock formations of Meteora were used for the composite views of the Vale.

The Vale is the area surrounded almost completely by the Mountains of the Moon in the east of Westeros. The Vale is under the rulership of House Arryn, one of the oldest lines of Andal nobility and formerly Kings of Mountain and Vale. Their seat, the Eyrie, is a castle high in the mountains, small but considered unassailable. The only way to reach the Vale is by a mountain road teeming with animals called 'shadowcats', rock slides, and dangerous mountain clans. The mountain road ends at the Vale's sole entrance, the Bloody Gate: a pair of twin watchtowers, connected by a covered bridge, on the rocky mountain slopes over a very narrow path. The protection of the surrounding mountains gives the Vale itself a temperate climate, fertile meadows, and woods. The snowmelt from the mountains and a constant waterfall that never freezes, named Alyssa's Tears, provide plentiful water. The Vale has rich black soil, wide slow-moving rivers, and hundreds of small lakes. Illegitimate children born in the Vale are given the surname Stone.[21]

The Eyrie

[edit]
The German castle of Neuschwanstein, on which the Eyrie is based

Based on the German castle of Neuschwanstein,[S 33] the Eyrie is the seat of House Arryn. It is situated on the Giant's Lance and reachable only by a narrow mule trail, guarded by the Gates of the Moon and three small castles, titled Stone, Snow, and Sky. Travelers must enter the Gates of the Moon and its upper bailey before reaching the narrow path up the mountain. The steps up the Giant's Lance starts directly behind the Gates of the Moon. The Eyrie clings to the mountain and is six hundred feet above Sky. The last part of the climb to the Eyrie is something of a cross between a chimney and a stone ladder, which leads to the Eyrie's cellar entrance.

The Eyrie is the smallest of the great castles in the story, consisting of seven slim towers bunched tightly together. It has no stables, kennels, or smithies, but the towers can house 500 men, and the granary can sustain a small household for a year or more. The Eyrie does not keep livestock on hand; all dairy produce, meats, fruits, vegetables, etc., must be brought from the Vale below. Its cellars hold six great winches with long iron chains to draw supplies and occasionally guests from below. Oxen are used to raise and lower them. Winter snows can make supplying the fortress impossible. The Eyrie's dungeons, known as "sky cells", are left open to the sky on one side and have sloping floors that put prisoners in danger of slipping or rolling off the edge. Executions in the Eyrie are carried out via the Moon Door, which opens from the high hall onto a 600-foot drop.

The Eyrie is made of pale stone and primarily decorated with the blue and white colors of House Arryn. Elegant details provide warmth and comfort through plentiful fireplaces, carpets, and luxurious fabrics. Many of the chambers have been described to be warm and comfortable, with magnificent views of the Vale, the Mountains of the Moon, or the waterfall. The Maiden's Tower is the easternmost of the seven slender towers, so all the Vale can be seen from its windows and balconies. The apartments of the Lady of the Eyrie open over a small garden planted with blue flowers and ringed by white towers, containing grass and scattered statuary, with the central statue of a weeping woman believed to be Alyssa Arryn, around low, flowering shrubs. The lord's chambers have doors of solid oak, and plush velvet curtains covering windows of small rhomboid panes of glass. The High Hall has a blue silk carpet leading to the carved weirwood thrones of the Lord and Lady Arryn. The floors and walls are of milk-white marble veined with blue. Daylight enters down through high narrow arched windows along the eastern wall, and there are some fifty high iron sconces where torches may be lit.[citation needed]

The Eyrie was held by Lord Jon Arryn, who fostered Ned Stark and Robert Baratheon prior to Robert's Rebellion (also known as the War of the Usurper). After the war, Lord Arryn served as King Robert I Baratheon's Hand of the King (prime minister). After Lord Arryn was assassinated, his wife, Lady Lysa Arryn, took her sickly child, Robert, and fled to the Eyrie. Lysa refused to align herself with any of the claimants during the War of the Five Kings, but eventually pretends to a possible alliance with House Lannister after Lord Petyr Baelish agrees to marry her. Later Baelish kills Lysa after she attempts to murder her niece, Sansa Stark. As of Feast for Crows, Baelish rules in the Eyrie as the Lord Protector and Regent for the sickly, epileptic Lord Robert "Robin" Arryn, and plans for Sansa to marry Harold Harding, who will become heir to the Eyrie and the Vale in the event of young Robin Arryn's death.[44]

For the CGI compositions of the Vale of Arryn in the TV series, as seen in the establishing shot of the Eyrie and from the sky cells, the visual effects team used images and textures from the Greek rock formations of Meteora. Initially they had been considering the Zhangjiajie Mountains in China, but because the landscape base plates were shot in Northern Ireland, using Meteora resulted in a better option.[S 34] Set designer Gemma Jackson said, "A lot of the mosaics in the Eyrie were based on a beautiful chapel I visited in Rome."[S 20] The interior of the High Hall of the Arryns was filmed at The Paint Hall, occupying one of the four soundstages there. Martin acknowledged that the set differed significantly from its presentation in the books: "In the books, the room is long and rectangular. But [The Paint Hall soundstage] had essentially a square space, which they chose to put a round hall in, with a staircase curving up to a throne that was high above."[S 35]

The Westerlands

[edit]

The Westerlands are the Westerosi lands to the west of the Riverlands and north of the Reach. They are ruled by House Lannister of Casterly Rock, formerly Kings of the Rock. People of this region are often called "Westermen." Lannisport, lying hard by Casterly Rock, is the chief town of the region and one of the great ports and cities of Westeros. The Westerlands are rich in precious metals, mostly gold, which is the source of their wealth.[45] Keeping with Westerosi customs to give bastards a surname showing their origins,[21] illegitimate children born in the Westerlands are given the surname Hill.[46]

Casterly Rock

[edit]
Casterly Rock was inspired by the Rock of Gibraltar (pictured).

A stronghold carved from a mountain overlooking the harbor city of Lannisport and the sea beyond, Casterly Rock is the ancestral seat of House Lannister. According to popular legend, the hero known as Lann the Clever tricked the Casterlys into giving up the Rock, and took it for himself. The Rock is renowned as the wealthiest region due to its abundance of gold deposits, and it is one of the strongest castles of the Seven Kingdoms as it's a completely hollowed out mountain taller than even the Wall. It has never been taken in battle, despite attacks by the Iron Islanders and the plans of Robb Stark in the War of the Five Kings. It was held by Lord Tywin Lannister before the War of the Five Kings, but after his death, Queen Regent Cersei Lannister made one of her cousins castellan of the castle. As of A Dance with Dragons, the narrative has not actually taken place in Casterly Rock, yet descriptions of it have been offered by the Lannisters in the POV chapters.

West of Casterly Rock is the coastal city of Lannisport. A busy port under the governance of the Lannisters of Casterly Rock, Lannisport thrives as a protected and wealthy city. The city is also home to many lesser Lannisters and other distant cousins with similar surnames, such as Lannys.

George R. R. Martin stated on his blog that he drew inspiration for Casterly Rock from the Rock of Gibraltar.[S 36]

The Reach

[edit]
The Castle of Almodóvar del Río in Córdoba, Spain, which represented Highgarden in Game of Thrones

The Reach is the southwestern region of Westeros along the valleys of the Mander (the largest river in Westeros) and the Honeywine. It is the second-largest of the kingdoms in terms of geographical area (behind only the North) and is the most fertile and heavily populated region of Westeros. The wealth and power of the Reach comes from its warm, sunny climate, which grants bountiful harvests of farm foods and the most sought-after wines. During times of war, the expansive lands of the Reach and its abundance of foods protects their inhabitants from initial famine and sickness. The Reach is considered the home of chivalry in Westeros, and is the place where knighthood is looked upon with the greatest reverence, and where the rules for tourneys are the most stringent and managed. The most prominent population center in the Reach is Oldtown, Westeros's oldest and second largest city and port as well as the home to the Maesters' Citadel and the former religious seat of the Faith of the Seven, situated at the mouth of the Honeywine estuary.[citation needed]

The Reach was historically known as the Green Realm, ruled by King of the Reach from House Gardener in Highgarden. During Aegon's conquest, the last Gardener King, Mern IX, was killed along with all his heirs and kins on the Field of Fire. House Tyrell, the stewards to House Gardener, surrendered Highgarden to Aegon and were rewarded with both the castle and the position of overlords of the Reach. Illegitimate children born in the Reach are given the surname Flowers.[21]

During the reign of House Baratheon as the ruler of Westeros, the Reach is the second wealthiest region in the Seven Kingdom, behind only the mine-rich Westerlands. During the War of the Five Kings, in a significant political maneuver during the civil war, House Tyrell provides the starving populace of King's Landing with hundreds of carts of food, ensuring the positive image of House Tyrell foremost, and the alliance for the Iron Throne with House Baratheon as secondary. However, the Tyrells were responsible for the starvation in the first place, as part of their plan to help the pretender Renly Baratheon contend for the Iron Throne.

Oldtown

[edit]
The Hightower of Oldtown bears similarities to the Lighthouse of Alexandria (3D reconstruction pictured)

Oldtown is one of the largest cities in Westeros and is by far the oldest, built by the First Men before the Andal Invasion. It survived the invasion by welcoming the Andals rather than resisting them. The city is located in the southwestern part of Westeros, at the mouth of the River Honeywine, where it opens onto Whispering Sound and the Sunset Sea beyond.

Oldtown is primarily known as the location of the Citadel, home of the order of Maesters who serve as councillors, doctors, scientists, and postmasters for the Seven Kingdoms. The city's Starry Sept was the seat of the Faith of the Seven until the construction of the Great Sept of Baelor in King's Landing. Aegon the Conqueror's reign is dated from his entrance into the city of Oldtown and his acknowledgment as king by the High Septon.

Oldtown is the second most important port in the Seven Kingdoms after King's Landing: trading ships from the Summer Islands, the Free Cities, the eastern cities, and the rest of Westeros constantly crowd into its harbors. The city itself is described as stunningly beautiful with a warm climate. Many rivers and canals crisscross its cobbled streets, and breathtaking stone mansions are common. The city lacks the squalor of King's Landing, which usurped its position as the preeminent city of Westeros.

The largest structure in the city, and the tallest structure in Westeros, is the Hightower, a massive stepped lighthouse which extends some 800 feet (240 m) into the sky and is topped by a huge beacon which can be seen for many miles out to sea. Oldtown is ruled from the Hightower by House Hightower. Originally kings in their own right, they later swore fealty to the Gardeners of Highgarden, and became vassals of the Tyrells after the Conquest. The Hightowers are known for their loyalty and stalwartness. The current ruler of the city is Lord Leyton Hightower.

Oldtown remained aloof from the War of the Five Kings, but late in the war the Ironborn under King Euron Greyjoy launched a massive raid along the coast, conquering the Shield Islands and parts of the Arbor before trying to blockade the mouth of the Honeywine. An attempt to attack the city harbor was repulsed by the city's defenders. Oldtown remains under threat from the Ironborn.

The Stormlands

[edit]

The Stormlands are the large cape between the Blackwater Bay and the Sea of Dorne and the cape's associated western hinterlands, named for the severe weathers in the coastal areas. The region is bordered in the east by the Narrow Sea, especially a large semi-enclosed bay known as the Shipbreaker Bay behind the island of Tarth; from King's Landing and the Crownlands in the north by a large forest known as the Kingswood; from the Reach in the west by the headwaters of the Mander River; and Dorne in the south by the expansive Red Mountains. The southwestern Stormlands are a borderland area historically contested among the Stormlands, the Reach and Dorne, known as the Dornish Marches.[S 37]

Before Aegon's conquest, the Stormlands were ruled by the Storm Kings of House Durrandon founded by the legendary Durran Godsgrief. When Aegon the Conqueror invaded Westeros, his bastard half-brother Orys Baratheon slew the last Storm King in a duel and married the latter's daughter to establish House Baratheon, which has ruled the Stormlands as lord paramount afterwards. Highborn illegitimate children born in the Stormlands are given the surname Storm.[47]

Storm's End

[edit]

Storm's End is the seat of House Baratheon and, before them, the ancestral seat of the Storm Kings extending back many thousands of years. According to legend, the first Storm King in the age of the First Men was Durran, who married Elenei, the daughter of the sea god and the goddess of the wind. In a rage her parents sent vast storms to shatter his keep and kill his wedding guests and family; whereupon Durran declared war against the gods and raised several castles over Shipbreaker Bay, each larger and more formidable than the last. Finally, the seventh castle stayed in place and resisted the storms. Some believe the Children of the Forest took a hand in its construction; others suggest that Brandon Stark, the builder of the Wall, advised Durran on its construction. The truth of the matter is unknown.

Storm's End has never fallen to either siege or storm. Its outer defenses consist of a huge curtain wall, 100 feet (30 m) tall and 40 feet (12 m) thick on its thinnest side, nearly 80 feet (24 m) thick on its seaward side. The wall consists of a double course of stones with an inner core of sand and rubble. The wall is smooth and curving, the stones so well placed that the wind cannot enter. On the seaward side, there is a 150-foot (46 m) drop below the wall into the sea.

The castle itself consists of one huge drum tower crowned with formidable battlements, and so large that it can comfortably contain stables, barracks, armory and lord's chambers in the same structure. Although never taken in battle, Storm's End has endured several sieges and battles in recent history. The last Storm King, Argilac the Arrogant, abandoned his impressive defenses to meet the Targaryen commander, Orys Baratheon, in open battle during Aegon Targaryen's War of Conquest, and lost. This led to Orys Baratheon marrying Argilac's daughter and becoming Lord of Storm's End.

During the War of the Usurper, Storm's End was besieged for a year by the host of Lord Mace Tyrell, who commanded the landward forces, while Paxter Redwyne's fleet of the Arbor kept the castle cut off by sea. Stannis Baratheon, commanding the defense, refused to yield and his men were reduced to eating rats. A smuggler named Davos ran the blockade to resupply the castle and Stannis rewarded him by knighting him and giving him lands, thus founding House Seaworth, but he also cut off the fingertips of his left hand as punishment for all his previous smuggling. After the war, Stannis was furious when his brother Robert, now king, gave the castle to their younger brother Renly and placed Stannis in command of Dragonstone. This led to many years of bitterness on Stannis' part.

During the War of the Five Kings, Storm's End supported Renly when he attempted to usurp the crown, and was besieged by Stannis. When the castellan, Cortnay Penrose, refused to yield even after Renly's death, he was killed by Stannis' ally, the priestess Melisandre, and the castle surrendered. Later, the castle was besieged by a strong army under Mace Tyrell, but he abandoned the siege after a few weeks to return to King's Landing after the arrest of his daughter Margaery by the High Septon. As of A Dance with Dragons, the castle remains in the hands of Stannis Baratheon.

At the end of A Dance with Dragons an army lands in the Stormlands led by Jon Connington and a young man claiming to be Aegon Targaryen, the son of Rhaegar Targaryen and Elia Martell and heir to the Iron Throne. To attract support, Aegon plans to conquer Storm's End and raise the banner of House Targaryen above the battlements.

In the TV adaptation, scenes in the Stormlands were filmed in Larrybane, Northern Ireland. The scene where Stannis' red priestess Melisandre gave birth to a shadow creature was filmed in the Cushendun Caves, also in Northern Ireland.[S 26]

The Crownlands

[edit]

The Crownlands are the lands in Westeros surrounding King's Landing, ruled directly by the crown of the Iron Throne. The Targaryen kings consolidated this as one of the nine regions of Westeros, after their conquest of the Seven Kingdoms, from sparsely populated pieces of the Riverlands and Stormlands. The Crownlands form the entire coastline of Blackwater Bay, and include the original Targaryen homeland on the island of Dragonstone, at the Narrow Sea entrance to Blackwater Bay. Besides King's Landing, which is the largest city in Westeros, the Crownlands include many towns and castles. The illegitimate children born in the Crownlands are given the surname Waters.

Dragonstone

[edit]
Downhill Strand, County Londonderry was used to represent a beach of the island of Dragonstone (left) and Gaztelugatxe in the Basque Country, Spain (right) stood in for Dragonstone in Season 7.

Dragonstone was once the westernmost outpost of the ancient Freehold of Valyria. A century before the Doom, the Targaryen family moved to Dragonstone. When the Doom came upon Valyria, House Targaryen survived along with the last of the Valyrian dragons. Another century later, Aegon Targaryen and his sisters Rhaenys and Visenya launched a massive campaign of conquest from the island and eventually conquered all of Westeros except for Dorne, and North of the Wall. Aegon's progeny reigned as kings of the Seven Kingdoms for centuries, Dragonstone being the seat of the heir apparent to the Iron Throne.

Dragonstone is a massive, forbidding fortress, taking up a large portion of the island of the same name. The castle is unique in that the builders and sorcerers of Valyria carved its towers and keeps into the shapes of dragons and made ferocious gargoyles to cover its walls using both magic and masonry. The castle's lower levels are warmed by residual volcanic activity deep below the keep. There is a small port and town outside of the castle. Additionally, in a cave at the beachfront of the castle, huge deposits of Dragonglass can be found.

During the War of the Usurper, before the sack of King's Landing, the Targaryen Queen Rhaella, who was pregnant, and her son Viserys were sent to Dragonstone along with part of the Targaryen fleet and a garrison of loyal soldiers. But after King's Landing fell, Robert Baratheon dispatched his brother Stannis to take the island stronghold. After a storm destroyed the royalist fleet, the Targaryen garrison tried to betray Viserys and his newborn sister, Daenerys, to Stannis (the queen had died in childbirth). But Targaryen loyalists led by Ser Willem Darry took the children away. Stannis conquered Dragonstone easily, and King Robert granted him ownership of the castle. Stannis felt slighted because his younger brother Renly then inherited Storm's End, the ancient seat of House Baratheon. Ser Axell Florent, one of the uncles of Stannis' wife Selyse Florent, acted as castellan.

Upon Robert's death, Stannis declared himself king of the Seven Kingdoms and condemned the queen's children as bastards born of incest, as he had discovered with Jon Arryn. Dragonstone became his main seat. He returned there after the disastrous Battle of the Blackwater. His councilor, the red priestess Melisandre of Asshai, tried to convince him to let her raise the "stone dragon" of the castle through blood magic, but Lord Davos Seaworth convinced Stannis to go north to the Wall to help the Night's Watch instead. After Stannis abandoned Dragonstone, leaving the Bastard of Nightsong Rolland Storm as castellan, Queen Regent Cersei Lannister dispatched a fleet to barricade it. However, Ser Loras Tyrell, impatient to free the fleet to protect his home castle of Highgarden, attacked Dragonstone directly. He took the castle but lost a thousand men and was himself reportedly gravely wounded. As of A Dance with Dragons, Dragonstone is now controlled by troops loyal to House Tyrell, and theoretically, once again under the control of the Iron Throne.

One scene set at Dragonstone, in which Stannis burns wooden sculptures of the Seven gods, was filmed at the beach of Downhill Strand.[S 38] In Season 7 of the show, filming for Dragonstone took place at several locations in the Basque region of Spain: the islet of Gaztelugatxe in Bermeo, Itzurun Beach in Zumaia, and Muriola Beach in Barrika.[S 39]

King's Landing

[edit]
Mdina in Malta (top) and Dubrovnik in Croatia (bottom) stood in for King's Landing in the TV adaptation

King's Landing is the royal capital of Westeros and the Seven Kingdoms. King's Landing has an estimated population of half a million people, making it the most populous city in Westeros.[48] It is situated on the Blackwater river on the spot where Aegon the Conqueror landed in Westeros to begin his conquest. The main city is surrounded by a wall, which is manned by the City Watch of King's Landing, which is nicknamed the gold cloaks, after the cloaks they wear. Within the walls, the city's natural landscape is dominated by three hills, named after Aegon and his two sister-wives Rhaenys and Visenya. Poorer smallfolk (commoners) build shanty settlements outside the city. King's Landing is described as extremely populous but unsightly and dirty. The stench of the city's waste can be smelled far beyond its walls and there is a vast divide between the city's poor and the wealthy elite.

The royal castle, called the Red Keep, sits on Aegon's Hill. It is the seat of the royal court. The Keep holds the Iron Throne. Aegon commissioned the throne's construction from the swords of his defeated enemies. According to legend, he kept the blades sharp because he believed that no ruler should ever sit comfortably. Centuries later, kings still cut themselves on the throne. It is a common belief that one who cuts himself on the throne has been "rejected" by the throne and is therefore not fit to rule.

The city also holds the Great Sept of Baelor, where the Most Devout convene with the High Septon. It is the holiest sept of the Seven. Since the city was built in a rush, most of it is made of slums called Flea Bottom, where residents are so poor they regularly subsist on "bowls of brown", a mystery stew that can include the meat of puppies and murder victims. King's Landing has a temperate, mediterranean climate with long, warm, sunny summers and mild winters although snow does occasionally occur.

Martin compared King's Landing to medieval Paris or London.[S 15] It was inspired by the view of Staten Island from his childhood home in Bayonne, New Jersey.[S 40]

The first season of the TV adaptation used Malta's former capital Mdina to represent King's Landing.[S 16] "Like King's Landing, Mdina is a walled medieval city built upon a hill, but unlike King's Landing, Mdina is an inland city – so the production was limited to interior shots such as side streets and the town gate, which can be seen when Ned Stark arrives. Nearby Fort Manoel doubled as the great Sept of Baelor,"[S 16] which can be seen when Ned Stark is executed. Various other locations around Malta represent the Red Keep, "including the real-life residence of the president of Malta, San Anton Palace. The gates of Fort Ricasoli doubled as the Red Keep's gates; Fort St. Angelo was used for the scenes of Arya Stark chasing cats; and St. Dominic monastery stood in for the scene where Ned Stark confronts Cersei Lannister in the godswood."[S 16]

"In season two, filming for King's Landing and the Red Keep shifted from Malta to the historic parts of Dubrovnik and the Minčeta, Bokar, and Lovrijenac fortresses in Croatia, which allowed for more exterior shots of an authentic walled medieval city."[S 16] Parts of Season three were filmed there, too, as well as in nearby Trsteno.[S 41] "Known as the Pearl of the Adriatic, the city proved to share many characteristics with the fictional capital: it had a well-preserved medieval look, with high walls and the sea at its side. According to David Benioff, executive producer of the show, "King's Landing might be the single most important location in the entire show, and it has to look right",[S 16] and "The minute we started walking around the city walls we knew that was it. You read the descriptions in the book and you come to Dubrovnik and that's what the actual city is. It has the sparkling sea, sun and beautiful architecture."[S 42] Co-Executive Producer D.B. Weiss added "To find a full-on, immaculately preserved medieval walled city that actually looks uncannily like King's Landing where the bulk of our show is set, that was in and of itself such an amazing find".[S 16] The Tourney of the Hand in season 1 was filmed in Shane's Castle, Northern Ireland.[S 43]

The Red Keep interior are filmed at Belfast's studio The Paint Hall.[S 44] Set designer Gemma Jackson said, "When I was thinking about King's Landing, the whole red aspect of it, that immediately made me think of Rajasthan. The floor [at King's Landing] was from the Pantheon in Rome."[S 20] Martin said that "Our throne room is a spectacular throne room – we actually redressed a throne room built for [another] film. And again, it occupied a quarter of the Paint Hall, so it's very big, but in my mind [in the books], it's Westminster Abbey, it's St. Paul's Cathedral."[S 35]

Dorne

[edit]
The Castle of Zafra in Guadalajara, Spain, which portrayed the Tower of Joy in Dorne in Game of Thrones

Dorne is the southernmost and least populated land of Westeros.[49] The capital, Sunspear, is the seat of the ruling House Martell. As of the first five books, Doran Nymeros Martell is the Prince of Dorne and Lord of Sunspear. Doran's sister, Princess Elia, was married in a political alliance to Prince Rhaegar Targaryen, the Prince of Dragonstone and heir to the Iron Throne. They had two children, a daughter, Rhaenys, and a son, Aegon. During the Sack of King's Landing at the end of Robert's Rebellion, Princess Elia was raped and murdered by Gregor Clegane, a House Lannister bannerman (vassal). Her children were also killed in front of her. Prince Doran and his wife, Princess Mellaria, have three children, Arianne, Quentyn and Trystane. During the War of the Five Kings, Tyrion Lannister, as Hand of the King, turns the historical enmity of House Martell and Lannister into an alliance by sending King Joffrey's middle sibling and sister, Myrcella Baratheon, as the betrothed future bride to Trystane, the youngest child of Prince Doran, who is about her own age. The eldest child of Prince Doran, Arianne, is heir to House Martell, Sunspear and the rule of Dorne. The wealth of Dorne comes from their famous Sand Steeds, purebred horses of endurance, speed, and grace, and from spices, wines, fishing, fabrics, and textiles.

Dorne is bordered by the Sea of Dorne to the north, the islands known as the Stepstones to the east, and stretches from the high mountains of the Dornish marches, the Red Mountains, separating Dorne from the remainder of the Seven Kingdoms by land. The two major passes through the Red Mountains that connect Dorne with the rest of the continent are the Stone Way Pass and the Prince's Pass. The Prince's Pass leads to the Reach, while the Stone Way exits the mountains near Summerhall. The southern coast of the continent is bordered by the Summer Sea. Described as tropical in climate by George R. R. Martin,[S 15] Dorne has the highest temperatures of any kingdom in Westeros, and is arid, with a rocky, mountainous, terrain that includes the only desert on the continent. Its rivers provide some fertile lands and during a long summer there is enough rain and other supplies of water to keep Dorne habitable. Inland water is almost as valuable as gold, and wells are jealously guarded. Notable locations of Dorne are Starfall, the seat of House Dayne, and Yronwood, the seat of House Yronwood, the most powerful of the Martell bannermen. Planky Town is a trade port town at the mouth of the River Greenblood.

Dornishmen have a reputation for hot-bloodedness. They differ both culturally and ethnically from other Westerosi due to the historical mass immigration of Rhoynish people. They have adopted many Rhoynish customs as well, including equal primogeniture. Dorne was the only kingdom in Westeros to successfully resist Aegon's conquest, even killing one of his dragons during the war. It was conquered by Daeron I over a century after the Targaryen invasion, but rose against him leading to his death. Finally under Daeron's cousin Daeron II they joined through marriage. This accomplishment has allowed Dorne to retain a measure of independence. Lords of the ruling House Martell still style themselves "Prince" and "Princess" in the Rhoynish fashion. Unlike most of the rest of Westeros, illegitimate children born in Dorne are treated nearly the same as legal offspring[50] and given the surname Sand,[51] as with Westerosi customs to give bastards a surname showing their origins.[21]

According to A Storm of Swords, "There were three sorts of Dornishmen [...]. There were the salty Dornishmen who lived along the coasts, the sandy Dornishmen of the deserts and long river valleys, and the stony Dornishmen who made their fastnesses in the passes and heights of the Red Mountains. The salty Dornishmen had the most Rhoynish blood, the stony Dornishmen the least. All three sorts seemed well represented in Doran’s retinue. The salty Dornishmen were lithe and dark, with smooth olive skin and long black hair streaming in the wind. The sandy Dornishmen were even darker, their faces burned brown by the hot Dornish sun. They wound long bright scarfs around their helms to ward off sunstroke. The stony Dornishmen were biggest and fairest, sons of the Andals and the First Men, brownhaired or blond, with faces that freckled or burned in the sun instead of browning."[51]

In the show, Dornish scenes were filmed in the Alcázar of Seville, Seville, Spain.

Summer Sea

[edit]

Basilisk Isles

[edit]

East of Naath, the Basilisk Isles have been a festering sore of the Summer Sea, and a safe haven for pirates, slavers, sellswords, and outlaws. Ruins have been found on the Isle of Tears, the Isle of Toads, and Ax Island. The Isle of Tears is the largest island, with steep valleys and black bogs. It was conquered by the Ghiscari and it was called Gorgai for two centuries, until the dragonlords of Valyria captured it and renamed it Gorgossos. It was used as a prison by the Freehold, a place where they sent their most despicable criminals.

Naath

[edit]

Naath, also known as the Isle of Butterflies, is an island off the north-west coast of Sothoryos that lies west of the Basilisk Isles. The Naathi people have dark skin and golden eyes. They practice extreme pacifism, making music instead of war and refusing to eat meat, only fruit. This makes them especially vulnerable to slavers from Essos. Daenerys' interpreter Missandei is from Naath.

Summer Islands

[edit]

As indicated on a map in A Storm of Swords, the Summer Islands are a group of tropical islands situated to the south of Westeros,[25] with a local fauna of talking birds,[52] apes,[53] and monkeys.[54] The novels describe the island natives as dark-skinned people who speak their own language.[55] They wear colored feathery clothes[56][57] and live on fruit and fish.[58] From their port city named Tall Trees Town,[59] the Summer Isles export rare goods to Westeros such as wine,[60] spices,[61] feathers,[62] but also a special kind of wood from which bows are made that have a longer range than most others.[63][64] People of the Seven Kingdoms call the Summer Islanders' great vessels swan ships, "for their billowing white sails and for their figureheads, most of which depicted birds".[65] Samwell Tarly, who spends two chapters in A Feast for Crows aboard a swan ship, describes the Summer Islander women as wanton, and their gods as strange; they "revered the elderly and celebrated their dead" through sexual intercourse.[59] As a prostitute explains to Tyrion in A Clash of Kings, the Summer Islanders regard their sexuality as the gods' gift to worship them through mating, and hence many of their highborn youths and maidens serve in pleasure houses for a few years to honor the gods.[66]

Essos

[edit]

Part of the narrative in A Song of Ice and Fire lies across the Narrow Sea from Westeros, an area comprising the large eastern continent named Essos. Being roughly the size of Eurasia,[S 45] Essos has geography and climate that vary greatly. The western coastline is characterized by green rolling hills, the massive Forest of Qohor, and extensive island chains such as Braavos and Lys. The middle of the continent is covered by the flat grasslands of the Dothraki Sea and the arid lands known as the Red Waste to the east. Beyond the Red Waste lies the city of Qarth. The south is dominated by dry rolling hills and has a Mediterranean climate, with a coastline along the Summer Sea and Slaver's Bay. The north coast of the mainland is separated from the polar cap by the Shivering Sea. To the south, across the Summer Sea, lies the uncharted jungle continent of Sothoryos.[S 29] Much of the fictional history of Essos relates to Valyria, a city located on a peninsula in southern Essos and the origin of House Targaryen before the destruction of the Valyrian Empire in an unspecified cataclysm.[25][6] After the destruction of Valyria, the cities of Astapor, Yunkai, and Meereen regained independence and ruled their respective areas as city-states. The area is known in the books as Slaver's Bay.

Free Cities and vicinity

[edit]

Across the Narrow sea on the western side of Essos lie the nine Free Cities, independent city-states that are mostly on islands or along the coast. They are Lys, Myr, Pentos, Braavos, Lorath, Norvos, Qohor, Volantis and Tyrosh. Although most Free Cities are named early in the first novel,[67] the books only provide a map of this region in A Dance with Dragons. Mountains to the east separate the coast from the plains of the Dothraki Sea, though gaps in the mountain range provide the Dothraki people some access to the Free Cities. The Free Cities were colonies built by the ancient Valyrian Freehold, and later declared independence after the Doom of Valyria. An exception to this is Braavos, which was founded by refugees fleeing Valyrian expansion, escaped slaves and other rabble.[57] The languages of the Free Cities are derivatives of High Valyrian.[68]

The Free Cities span an area characterized by the river Rhoyne, which the local character Yandry describes as "the greatest river in the world".[69] Its banks are the homeland of the Rhoynar, who worship the river as "Mother Rhoyne".[70] As mapped in A Dance with Dragons, the Rhoyne originates from the conjunction of two of its tributaries, the Upper Rhoyne and the Little Rhoyne, southeast of the ruins of Ghoyan Drohe. The headwaters of the Upper Rhoyne lie in Andalos, the homeland of the Andals between Braavos and Pentos.[71] The Rhoyne's course runs southeast to turn due south after Dagger Lake, where river pirates hide on and around the many lake islands.[72] The Rhoyne gains in width considerably as it gets fed by more tributaries, until it opens into the Summer Sea in a delta near the Free City of Volantis.[71]

Braavos

[edit]

Unique among the Free Cities, Braavos was not a Valyrian colony, but a secret refuge from Valyrian expansion.[57] It is a city spread over hundreds of tiny islands in a lagoon on the northwestern end of Essos, where the Narrow Sea and Shivering Sea meet.[73][71] Braavos is home to the 'Iron Bank', one of the wealthiest banks in the known world.[74] Braavos is also known for its swordsmen known as 'bravos',[75] and its mysterious assassins, the Faceless Men. It is also famed for the Titan of Braavos, both a fortress and a statue. The ruler of Braavos is known as the Sealord and it is from the sea that the city's power and wealth flows. The hulls of Braavosi ships are painted purple[76] and their merchant ships sail to many distant lands and bring their trade and wealth back home.[77] Braavos has many moneylenders and the Iron Bank of Braavos lends money to foreign nations, especially The Crown, which has borrowed millions.

Braavosi dress in flashy colors while the very rich and powerful dress in black and in blues that are almost black. Officials of Braavos, called keyholders and justiciars, wear drab coats of brown or grey. The city is also renowned worldwide for its courtesans. Every courtesan has her own barge and servants to work them. The beauty of famed courtesans has inspired many a song. They are showered with gifts from goldsmiths and craftsmen beg for their custom. Nobility and rich merchants pay the courtesans large amounts of money to appear alongside them at events, and bravos are known to kill each other in their names. The character Syrio Forel, former first sword of the Sealord of Braavos, introduces Arya Stark to a unique form of Braavosi sword fighting, called Water Dancing.[77] The style is a refined form of fencing in which the practitioner stands sideways and wields a slender blade. Pugnacious bravos fill the city, frequently dueling to display their skill.

Braavos was inspired by Venice, Italy.[S 46] It was filmed in Croatian towns of Šibenik, and Kaštel Gomilica In the TV series, locations used as Braavos included the Croatian town of Šibenik and the Spanish town of Girona.[S 26]

Pentos

[edit]
The TV series filmed Illyrio's mansion in Pentos at Verdala Palace in Malta.

Pentos is a major trading port on a bay of the western coast. Dominated by an architecture of square brick towers, it is headed by a Prince who is chosen by the de facto rulers of the city, known as Magisters. Khalasars occasionally make their way this far from the Dothraki Sea, but the Pentoshi are spared much of the raiding and invasions by paying tribute to their khals. Men from Pentos wear dyed and forked beards. Unlike in most other Free Cities, slavery is outlawed and Pentos is forbidden from participating in the slave trade due to terms set by the victorious Braavosi in a past war. However, Pentos only heeds these terms on a surface level: servants of the wealthy and powerful are still treated as slaves, collared in bronze and branded without the financial means of refusing their masters, and influential Pentoshi figures such as Magister Illyrio Mopatis still deal covertly in the slave trade.

In the television adaptation, Daenerys's scenes in the pilot episode were filmed in Morocco.[S 20] The production redressed and repainted the Jerusalem sets of Kingdom of Heaven near Ouarzazate, Morocco, to serve as the courtyard of Illyrio's mansion where Daenerys first meets Khal Drogo.[S 47] When the pilot was delivered, HBO scrapped all of the footage shot in Morocco, and the Pentos scenes were re-shot in Malta.[S 48] The exterior scenes at Illyrio's mansion in Pentos were shot at Verdala Palace, the 16th century summer palace of the president of Malta.[S 18] The Azure Window, on the island of Gozo in Malta, was used for the location of Daenerys's wedding to Khal Drogo.[S 16]

When Pentos reappeared in Season 5, it was filmed in Croatia.[citation needed]

Volantis

[edit]

Volantis is a port on the southern coast of Essos, and is the oldest and proudest of the Free Cities. A fortification known as the Black Wall protects the oldest parts of the city.[78] The Black Wall is inhabited entirely by the wealthiest citizens who can claim unbroken descent from Old Valyria. The city is ruled by three triarchs, who are elected every year by free landholders of Volantis, and defended by slave soldiers called the "Tiger cloaks". Volantis is incredibly important to the slave market, and in the city there are five slaves to every free man.[78] All Volantene slaves have facial tattoos denoting their profession: for instance, sex slaves have tears tattooed on their faces, and the tiger cloaks have tiger stripes. The worship of R'hllor is the most influential religion of Volantis, especially among slaves.

The TV adaptation used locations in Córdoba, Spain.

Other Free Cities

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  • Lorath is a port city on a group of northern islands.[71] It is the most isolated and financially the weakest. The character Jaqen H'ghar poses as a Lorathi in A Clash of Kings, wearing long hair dyed red on one side and white on the other.[53]
  • Lys sits astride a series of southern islands.[71] Unlike most inhabitants of the Free Cities the Lysene are homogenously Valyrian and thus have fair skin, hair, and eyes similar to the Targaryens. Lys is well known for its pleasure houses, training slaves in the arts of love and selling them as concubines and bed-slaves. Lys also frequently fights over control of the Stepstones and the Disputed Lands. There appears to be a love goddess whose worship is peculiar to Lys.[citation needed] Dany's handmaiden Doreah and the pirate Salladhor Saan are Lysene.
  • Myr is a coastal city renowned for their master lenscrafters, intricate lace, and fine carpets. Similar to the Dornish the Myrmen are descended from Rhoynar and possess dark eyes and olive skin. Myrmen are also similar to Norvosi and Pentoshi in that they are ruled by magisters that are known to pay tribute to passing Dothraki khalasars. Myr is a hub of trade in both slaves and their signature green nectar wines. Myr frequently fights over control of the Disputed Lands.
  • Norvos sits on the main continent in two parts, one atop a high hill and the other beside a low river. The city has three large bells, each with its own name and distinctive voice, that are rung frequently. The surrounding area is a land of rolling hills, terraced farms, and white-stucco villages. The climate is fairly mild. Norvosi can be recognized by their dyed and upswept mustaches. The city is run by a council of magisters that are known to pay tribute to passing Dothraki khalasars. It is also home to a group of bearded priests that train elite guardsmen. These guardsmen swear oaths of duty and consider themselves wedded to their distinctive long axes.
  • Qohor is situated on the main continent, in the vast Forest of Qohor. It is known for its fine tapestries and its smiths, who have the rare ability to reforge Valyrian steel, even directly infusing the metal with a variety of different colors. The Black Goat is a prominent god in the city. Qohor's city guard has been composed solely of Unsullied eunuch slave soldiers ever since the Battle of the Three Thousand, when 3,000 Unsullied soldiers successfully defended the city against over 25,000 Dothraki horsemen. Guardsmen tie braids of human hair to their spears to commemorate the Dothraki cutting their braids in salute to Qohor's defenders.
  • Tyrosh, a coastal city-state ruled by an Archon, is infamous for its avarice. Traders deal extensively in slaves, Tyroshi pear brandy and dyes of many colors. The city features an abundance of pleasure houses, but they are not as highly regarded as those in Lys. Tyroshi master armorsmiths make intricate armor in fantastic shapes. Tyrosh is a popular center for the hiring of sellswords. The city is often drawn into the ongoing conflicts over the Disputed Lands and the Stepstones. The Tyroshi often wear forked beards and pointed mustaches dyed in bright colors. The character Daario Naharis is from Tyrosh.

Central Essos

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This section covers the Essos locations east of the Free Cities that Daenerys Targaryen passes through on her travels in A Game of Thrones and A Clash of Kings before moving on to Slaver's Bay.

Valyria

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Valyria is a peninsula in South-Central Essos, west of Slaver's Bay. Before the Doom of Valyria, it was the seat of the Valyrian Freehold, a massive empire thousands of years old. The Valyrians are characterized by their silver hair and violet eyes. Valyria was called the Freehold because every man who owned land was allowed to vote for their leaders. The Valyrians also used slaves to mine the Fourteen Flames, a series of volcanoes rich with ore. They subjugated the Ghiscari and the Rhoynar and established all of the Free Cities, save Braavos. They did this through their knowledge of dragonlore. Twoscore noble dynasties, known as dragonlords, rode and controlled dragons. Eventually, an event known as the Doom of Valyria, apparently involving a violent eruption of the Fourteen Flames, destroyed the Freehold and made Valyria an archipelago in the newly-formed Smoking Sea. The Targaryens are descendants of Old Valyria who escaped after Daenys the Dreamer's dream foretold of the eruption. The other noble families of Valyria mocked them, believing Daenys to be mad. Her father, Aenar Targaryen, believed her and successfully relocated the family to Dragonstone, an island on the east coast of Westeros, making them the only surviving dragonlords after the Doom.

Dothraki Sea

[edit]

The Dothraki Sea is a vast, flat grassland on Essos. It is inhabited by the Dothraki people, a copper-skinned race of warlike nomads with their own language and unique culture. The Dothraki live in hordes called khalasars, each led by a chief called a khal. Khalasars are broken into groups, called khas, which are each led by one of the khal's captains, called kos. Each khal and his khalasar owe fealty to a ruling council of royal priestesses, called the dosh khaleen, whose members are each a former khal's consort, called a khaleesi during the reign of her husband, one who became part of the dosh khaleen following his death.

Dothraki are expert riders and their horses are of prime importance in their culture, used for food, transportation, raw materials, warfare, and establishing social standing. They regularly raid other peoples.

George R. R. Martin said "The Dothraki were actually fashioned as an amalgam of a number of steppe and plains cultures ... Mongols and Huns, certainly, but also Alans, Sioux, Cheyenne, and various other Amerindian tribes ... seasoned with a dash of pure fantasy. So any resemblance to Arabs or Turks is coincidental. Well, except to the extent that the [historic] Turks were also originally horsemen of the steppes, not unlike the Alans, Huns, and the rest."[S 49] He also noted that "In general, though, while I do draw inspiration from history, I try to avoid direct one-for-one transplants, [so] it would not be correct to say that the Dothraki are Mongols."[S 49] There are several similarities with another group of fearsome, nomadic warriors – the Scythians.[79]

The Dothraki have only one permanent city, called Vaes Dothrak, which serves as their capital. The Dosh Khaleen hold the city as their seat. It is filled with statues stolen from other cities the Dothraki conquered or raided. There is a law that no Dothraki may shed blood within the boundaries of Vaes Dothrak and that those who do are cursed. Two gigantic bronze stallions, whose hooves meet midair, form an arch above the entryway to the city.[S 16] For the first season of the TV adaptation, Sandy Brae in the Mourne Mountains of Northern Ireland was chosen to stand in for Vaes Dothrak. The bronze stallions making up the Horse Gate as the main entrance of Vaes Dothrak, were later added using CGI on two pedestals erected on location.[S 50]

Lhazar

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Lhazar is an area of the semi-arid lands south of the Dothraki Sea. A region of pastures and hills, it is inhabited by the Lhazareen, a peaceful people with bronze skin, flat faces, and almond eyes. They are predominantly shepherds, called the Lamb Men by the Dothraki, who frequently prey on them. They worship a god called the Great Shepherd and believe that all of humanity is part of a single flock.[80] The scenes at the village of the Lamb Men that is sacked by the Dothraki were filmed in Malta, at the farming town of Manikata.[S 51]

Slaver's Bay

[edit]

Slaver's Bay is a marginal sea of the Summer Sea,[25] lying to the south of the Dothraki Sea, to the west of Lhazar and thousands of leagues to the east of the Free Cities.[81] The climate is very hot.[82] After a first mention in A Game of Thrones in relation to slavery,[83] Daenerys Targaryen conquers the three great Slaver's Bay port city-states Astapor, Yunkai, and Meereen in A Storm of Swords. She stays in Meereen throughout most of A Dance with Dragons.

The cities were built from the rubble of Old Ghis, an ancient rival of Valyria that was crushed by Valyria thousands of years before the series' events.[84][85] The economies of the cities are largely based on slave labor and the slave trade.[84] Treatment of slaves is often harsh,[84] while citizens live in relative luxury. Professional soldiers of all three cities wear outlandish costumes and hairstyles that limit their usefulness in battle. The cities' militaries are highly dependent on additional slave and mercenary armies for the actual fighting.

Present inhabitants of the bay are a mixed race that no longer speak the old Ghiscari tongue but variations of High Valyrian with a characteristic growl.[84] The ancient folk of Ghis, who name themselves the harpy's sons in Astapor, are said to have bristly red-black hair.[84] The Good Masters of Astapor all appear alike to Daenerys as "thick fleshy men with amber skin, broad noses, dark eyes. Their wiry hair was black or a dark red, or that queer mixture of red and black that was peculiar to Ghiscari".[86] Only the freeborn men of Astapor are permitted to wear garments called tokars, whose fringes display their status.[86] Many Astapori women veil their face for the dust.[82] The Astapori are drenched in sweet perfumes.[86]

Astapor

[edit]

The oldest city in Slaver's Bay. Astapor lies on the banks of the Worm River, a wide, slow, and crooked stream with wooded islands.[87] Entering Astapor at the beginning of A Storm of Swords, Daenerys experiences it as an ancient and dilapidated city that has long passed its glory days.[82] The city is dominated by its red brick architecture, and Arstan Whitebeard explains to Daenerys that the saying "Brick and blood built Astapor, ... and brick and blood her people" refers to the slaves who make the bricks.[82] Astapor's stepped pyramids, its fighting pits, streets, the surrounding walls and the Plaza of Pride are all made of red bricks.[82] The so-called Plaza of Punishment at Astapor's main gates is even larger than the Plaza of Pride.[87]

The Plaza of Pride, which has a red-brick fountain and a huge bronze harpy statue in its center, serves as an open air slave market and a marshaling area for the Unsullied, elite eunuch spearmen known for discipline and effectiveness.[84] Astapor is the only city to sell Unsullied,[88] but also sells bed slaves, fieldhands, scribes, craftsmen, and tutors.[86] The Unsullied require a huge investment in both time and money by the Astapori who raise and train them,[84] but they earn the most profitable of returns for the Good Masters of Astapor. The Unsullied wear spiked bronze hats,[88] and they obey at all costs, even if it demands their death.[85] They are given new slave names each day to be reminded of their worthlessness.[84] In times of attack, unsold Unsullied are deployed to the massive, crumbling red-brick walls that the Astapori no longer man.[81]

Daenerys decides to buy all of Astapor's trained and untrained Unsullied, over 8600 in number,[86] and tells them to kill all adult Astapori slavers and soldiers when she leaves the city.[89] She gives the power over Astapor to a council of former slaves led by a healer, a scholar and a priest, and tens of thousands of former slaves join her on her travels to Yunkai.[90] A former butcher named Cleon fends off a scheme to have the Good Masters re-established, and was crowned as the King of Astapor in reward.[91]

The TV show used the coastal town of Essaouira, Morocco to film scenes in Astapor.[S 26]

Yunkai

[edit]

The smallest of the three cities, Yunkai, like Meereen, does not trade in Unsullied but is known for its fighting pits and its pleasure houses, both of which turn out slaves at a brisk pace. The city is similar to Astapor in architecture except for its smaller size and its use of yellow brick in its buildings instead of red. The slavers of Yunkai are known as the Wise Masters. Because of the city's lack of Unsullied, it relies on a mixed professional and slave army of approximately 4,000 with at least 1,000 mercenaries. Typical for Ghiscari, Yunkai soldiers wear impractical armor and oiled hair teased into enormous shapes, limiting their effectiveness.

Yunkish scenes were filmed in Aït Benhaddou, Morocco in the TV show.[S 26]

Meereen

[edit]

The largest of the three slaver cities, Meereen has a population equaling that of Astapor and Yunkai combined. The city is also the wealthiest, as besides slaves it produces wine, with a metallic taste, the lands surrounding it have massive deposits of copper, and it grows olives, before the slavers burned the trees to starve out Daenerys's army. The city has architecture similar to that of its neighbors, but it is made of bricks of many colors. Its landscape is dominated by a massive pyramid, named the Great Pyramid, and the Temple of Graces, which is capped by a golden dome. Meereen is unique among the Ghiscari cities in that it is filled with many temples and pyramids. The slavers of Meereen are known as the Great Masters. It is built on the banks of the river Skahadhazan. After Daenerys conquers the city she continues to rule it as its queen to learn how to rule. The city eventually becomes under siege by an alliance of various city-states led by Yunkai, while a resistance known as the Sons of the Harpy rise up within.

For the HBO television series, many of the scenes in Meereen were filmed in Split and the Fortress of Klis, Croatia. In Season 5, Daznak's Pit in the city was shot in the Plaza de Toros in Osuna, Spain.[S 26]

Eastern Essos

[edit]

Red Waste

[edit]

The Red Waste is a great desert-like area in the eastern part of Essos. Not much is known about it, since it was only briefly seen in A Clash of Kings when Daenerys Targaryen and her khalasar crossed it. The only known settlement in the region, Vaes Tolorro, is in ruins.

Qarth

[edit]

First mentioned in A Game of Thrones,[92] the city of Qarth has not yet appeared on any maps in the books. However, the HBO Viewer's Guide world map and the opening titles of the TV series' second season show Qarth located at a strait between the Summer Sea and the Jade Sea in the south-east of Essos.[S 29] Upon Daenerys' first visit to Qarth in A Clash of Kings, the warlock Pyat Pree describes his city as the center of the world and as a gateway of commerce and culture between the east and west, and the north and south. The reader learns through Daenerys's eyes that the city is surrounded by three graded walls of thirty to fifty feet in height, respectively engraved with portraits of animals, war, and lovemaking. The city's buildings are of many colors, including rose, violet, and umber. Slender towers rise throughout the city, fountains adorn every square, and thousands of colored birds, blooming trees and flowers fill the city.[93] The TV adaptation filmed Qarth on the island of Lokrum near Dubrovnik and constructed a set at the Dubac quarry in Croatia to double for the gates of Qarth.[S 16]

The Qartheen are described as "tall pale folk in linen and samite and tiger fur", with the women wearing gowns that leave one breast bare, while the men sport beaded silk skirts.[93] Daenerys perceives them as "nothing if not polite".[94] Slaves serve their needs.[93] The Pureborn, descendants of the city's ancient kings and queens, govern Qarth and also command the city's defenses.[94] Three principal merchant groups battle amongst themselves and against the Pureborn for dominance of the city: the Thirteen, the Ancient Guild of Spicers, and the Tourmaline Brotherhood.[94] Qarth's warlocks, whose lips are turned blue from a potion called "the shade of the evening", are said to brood over these factions; they are still feared although their power and prestige have waned over the years.[93][94] Qarth is also home to the Sorrowful Men, a guild of assassins named so for whispering "I am so sorry," before killing their victims.[94] Daenerys leaves Qarth again at the end of A Clash of Kings.[95]

Unvisited lands

[edit]

Asshai and the Shadow Lands

[edit]

Asshai and the Shadow Lands are mysterious locations in the Ice and Fire world. They are first mentioned in A Game of Thrones[68] and were first mapped in The Lands of Ice and Fire, lying on the far east of the known world. Martin is unsure if the books will ever take the readers to Asshai, but said that readers may learn more through the POV character Melisandre (who originates from Asshai[61]) or through the memories and mentions of other characters.[S 10] Jorah Mormont describes Asshai as a port city far to the south of the Dothraki Sea, at the end of the known world.[96] Asshai exports such goods as black amethysts,[97] amber, and dragonglass.[94] At another time, Jorah Mormont tells Daenerys of great kingdoms to the east of the Red Waste, and lists Asshai by the Shadow as one of the cities full of wonders there.[98] According to Martin, all ship travels between Westeros and Asshai go via the Summer Sea and the Jade Sea through the straits at Qarth, and that the common folk still believe the world to be flat.[S 52] However, according to Martin, "Asshai is not nearly important to trade as Yi Ti, and the rich port cities of Yi Ti (and Leng) and more easily reached via Qarth."[S 53] Quaithe of the Shadow prophesies Daenerys in Qarth that "To go north, you must journey south. To reach the west, you must go east [...] and to touch the light you must pass beneath the shadow." When Daenerys interprets this to mean she must go to Asshai, Quaithe says she would find the truth there.[99]

There are many tales about the Shadow Lands, though how much truth they hold is unclear. The Dothraki believe that ghost grass covers the Shadow Lands, with stalks that glow in the dark and grow taller than a man on horseback.[100] Daenerys heard that "spellsingers, warlocks, and aeromancers practiced their arts openly in Asshai, while shadowbinders and bloodmages worked terrible sorceries in the black of night".[92] There are also Westerosi maesters in Asshai.[101] The mages of Asshai teach others their healing powers,[101] but also their spells requiring blood sacrifice.[96] Ancient books of Asshai record the Azor Ahai prophecy followed by members of the R'hllor faith.[102] Daenerys heard that dragons themselves originated from the Shadow Lands beyond Asshai and the islands of the Jade Sea, and they possibly still live there.[92] Bran dreams of flying Dragons in Asshai.[103] The petrified dragon eggs Illyrio gives to Daenerys are said to come from the Shadow Lands.[104] The "dour and frightening" Shadow Men cover their bodies in tattoos and wear lacquered wooden masks,[105] and the appearance of the Asshai'i is described as dark and solemn.[105] The Dothraki believe the Asshai'i to be the spawn of shadows.[99] The Asshai'i have a language of their own.[102]

Ibben

[edit]

Ibben is a collection of islands north of Essos in the Bay of Whales. The largest of these islands is Ib, which contains the cities Port of Ibben and Ib Nor. Until the Doom of Valyria, Ibben was ruled by a God-King. Now power is held by the Shadow Council, which is made up of nobles, priests, and wealthy guildsmen. Ibben is first mentioned in A Game of Thrones, where Tyrion talks of rumors that mammoths "roam the cold wastes beyond the Port of Ibben".[106] In 2002, Martin said the narrative would "probably not" take readers to Ibben, which he described as a "cold, mountainous, Iceland-sized island" (i.e. 103,000 km2, 40,000 sq mi) in the Shivering Sea, with the Port of Ibben as the major city; some Ibbenese also live on smaller islands nearby or in colonies on Essos.[S 54] Ibben is unmapped in the books as of A Dance with Dragons, but similar to Martin's descriptions,[S 54] the HBO Viewer's Guide world map gives the island's location as to the north-east of Essos.[S 29] Martin said that due to a large whale population in the Shivering sea, many of the Ibbenses were whalers.[S 54] The Ibbenses are known to chew whale blubber in order to maintain their metabolism in the cold climate. Several characters see Ibbenese whalers and cogs at the ports of King's Landing,[107] Braavos,[57] Maidenpool,[108] Eastwatch-by-the-Sea,[109] White Harbour, and the Iron Islands.[62] The novels describe the people of Ibben as squat and hairy; Arya even meets an Ibbenese woman with a mustache.[57] It is implied the people may be Neanderthals. Tyrion and Varys meet foul-smelling Ibbenese,[110][111] who "were as fond of axes as they were of each other".[111] Arya sees "a dark brutal axeman from Ib" in her dreams.[112] The Ibbenese are said to speak with low, raspy voices and to have their own language.[55][57]

Yi Ti

[edit]

The novels repeatedly describe Yi Ti as an empire with cities full of wonder, lying in the far east.[113][98] As of A Dance with Dragons, Yi Ti has not appeared on any maps in the books, but Martin specified that "Yi Ti is to the south east of Qarth, generally, across the Jade Sea."[S 55] The empire is first mentioned in A Game of Thrones, talking of rumors that "basilisks infested the jungles of Yi Ti".[92] Sailor stories presented in A Feast for Crows mention that a grey plague has hit Yi Ti.[114] The god of the people of Yi Ti is called the Lion of Night.[57] Daenerys sees people of Yi Ti as bright-eyed men in monkey-tail hats in the markets of Vaes Dothrak.[105] Yi Ti has more cities than any other land in the known world, and according to Lomas Longstrider they are much larger and more splendid than cities in the west. According to Colloquo Votar there are three older cities buried beneath every YiTish city. The capital of the Golden Empire of Yi Ti is Yin, along the Jade Sea. Martin is unsure "to what extent those peoples [like of Yi Ti] will ever enter this present story, however... their lands are very far away."[S 49]

Plains of Jogos Nhai

[edit]

North of Yi Ti, the Plains of Jogos Nhai are windswept, with rolling hills. They are dominated by a race of mounted warriors called the Jogos Nhai. The Jogos Nhai live in yurts and tents, and are a nomadic people. They are short, squat, and have large heads and small faces. Men and women both have pointed skulls, a result of their custom of binding the heads of newborns. They also ride zorses, a striped mount that can withstand much more than the average horse. The Jogos Nhai do not fight among themselves and live in small clans bound by blood. They live in a state of perpetual war with outsiders and had been raiding many YiTish cities and have reduced around a hundred towns to ruin. Each tribe is commanded by a jhat, or war chief, and a moonsinger, who is a priestess, healer, and judge. Moonsingers are generally female, and jhats are mostly male. (Paraphrased from The World of Ice and Fire)

Sothoryos

[edit]

To the south of Essos is the continent of Sothoryos[25][115] (mistakenly spelled Sothoros in early novels).[116][117] Sothoryos is the third continent of the known world, and is vast, plague-ridden, covered in jungles, and largely unexplored. It is reported to be as large as Essos and described as a "land without end" by Jaenara Belaerys, a Valyrian dragonlord from before the Doom of Valyria.

The continent is first named on a map in A Storm of Swords (2000), showing the cities of Yeen and Zamettar on it.[25] The narrative itself first refers to the continent in A Feast for Crows (2005).[116] Martin had described Sothoryos in 2002 as "the southern continent, roughly equivalent to Africa, jungly, plague-ridden, and largely unexplored."[S 56] The novels provide little other information. The swampy nature of Sothoryos is briefly referenced by Victarion in A Dance with Dragons,[115] and teak from Sothoryos is said to be used to build ships.[117] A corsair's road runs along the continent's northern coast.[115] A Dance with Dragons refers to the diseases on Sothoryos in regards to the wealthy but sick Yunkai slave trader Yezzan zo Qaggaz.[118][119] Victarion describes some people as "squat and hairy as the apes of Sothoros",[116] and some people fighting in Daznak's Pit for Daenerys's entertainment in A Dance with Dragons are described as "brindle-skinned half-men from the jungles of Sothoros".[120] Martin said that, unlike other peoples in the novels, the brindled men of Sothoryos were pure fantasy constructs.[S 49]

Ulthos

[edit]

The map collection The Lands of Ice and Fire also shows the north tip of a landmass named "Ulthos" to the south of Essos and east of Sothoryos. Asked whether this was another continent, Martin replied, "Well, it's a large landmass. I am a little unclear on the formal definition of 'continent' as opposed to 'big island.' Also on the size of Ulthos, which after all sits at the edge of the known world. Terra incognita and all that."[S 57]

References

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from Grokipedia
The world of A Song of Ice and Fire is a richly detailed created by American author for his epic fantasy series of the same name, comprising multiple continents and islands in a medieval-inspired setting marked by political intrigue, feudal societies, ancient prophecies, and supernatural phenomena such as dragons, direwolves, and irregular seasons that can last years. The narrative primarily unfolds on the continent of Westeros, a vast landmass approximately the size of , divided into the Seven Kingdoms ruled from the Iron Throne in King's Landing, with diverse regions ranging from the frozen North guarded by the immense to the arid deserts of Dorne in the south. Beyond Westeros lies the even larger continent of Essos to the east, separated by the Narrow Sea, featuring sprawling steppes inhabited by nomadic Dothraki horselords, the independent Free Cities along its western coast, and eastern realms like the slave-trading cities of Slaver's Bay and the ruined empire of Valyria. Westeros's geography profoundly shapes its history and conflicts, with the North—home to the Stark family and ancient weirwood trees—dominated by harsh winters and wildlings beyond the 700-foot-high of ice built millennia ago to defend against supernatural threats from the far North. The central Riverlands and Vale provide fertile grounds and mountainous strongholds, while the Westerlands' gold-rich hills fuel the Lannister family's power, and the Stormlands endure frequent tempests along their rugged coasts. The continent's ancient timeline begins with the Dawn Age, followed by the arrival of the First Men, the invasions, and the Targaryen using dragons, culminating in the fragile unity under the Baratheon dynasty at the series' outset. Essos, by contrast, evokes a broader tapestry of cultures and dangers, with its western Free Cities—such as Braavos, a watery metropolis built on reclaimed land, and Pentos, a hub of trade—contrasting the brutal nomadic Dothraki khalasars that roam the vast grasslands known as the Dothraki Sea. Further east, the Valyrian Freehold's cataclysmic Doom left behind smoking ruins and a shattered , while Slaver's Bay's ancient cities like Meereen and Yunkai perpetuate a grim economy of bondage, and the shadowed lands of Asshai and Yi Ti hint at deeper mysteries and forbidden magics. South of these lie the jungled continent of Sothoryos and the enigmatic Ulthos, sparsely explored and rife with disease and unknown perils, underscoring the world's uncharted expanses. Martin's universe draws inspiration from historical events like the Wars of the Roses and the ' geography—Westeros loosely modeled on an inverted —but expands into a self-contained cosmos where low magic coexists with gritty realism, emphasizing the human cost of ambition amid encroaching otherworldly threats like the from . The companion volume , co-authored with Elio M. García Jr. and Linda Antonsson, provides an in-universe historical account compiled from maesters' records, illuminating the deep lore that enriches the series' themes of power, betrayal, and survival.

Overview

The Known World

The world of A Song of Ice and Fire is depicted as a round planet, potentially larger than , dominated by a single vast landmass fractured into major continents and surrounded by expansive oceans. This landmass includes the western continent of Westeros, the eastern continent of Essos, the southern jungle continent of Sothoryos, and the enigmatic easternmost landmass of Ulthos, along with numerous smaller islands and archipelagos. Geological features such as the Broken Arm of Dorne—a shattered in southern Westeros—and the Stepstones—a chain of rocky isles in the Narrow Sea—are remnants of ancient cataclysms that reshaped the landscape, possibly linked to volcanic or tectonic events in . The "known world" refers specifically to the portions explored and documented by human civilizations, primarily centered on Westeros and Essos, where most of the series' events unfold. Knowledge of more distant regions, such as the southern reaches of Sothoryos or the beyond the Mountains in Essos, remains fragmentary and derived from sailors' tales, fragmented ancient texts, and occasional exploratory voyages. Boundaries of this knowledge are marked by formidable barriers, such as the in northern Westeros or the shadowed city of Asshai at the edge of Essos, beyond which lie myths and uncharted territories. These continents are separated by significant bodies of water, including the Narrow Sea between Westeros and Essos, the Summer Sea to the south linking trade routes to Sothoryos, and the vast Sunset Sea to the west of Westeros, whose depths remain largely unplumbed. Other seas, such as the Shivering Sea to the north and the Jade Sea in the far east, further define the divisions, facilitating commerce and conflict while isolating remote areas. Ulthos, the least understood, lies southeast of Essos, south of the Shadow Lands across the Saffron Straits and east of Sothoryos. Exploration of this world has been historically constrained by catastrophic events and the perils of long sea voyages. The Doom of Valyria, a massive volcanic eruption around four hundred years before the main series, devastated the Valyrian Freehold in Essos and shattered trade networks, leading to a loss of geographical knowledge and halting ambitious expeditions eastward and southward. Subsequent attempts, such as those by explorers like Corlys Velaryon, have pushed the edges of but failed to achieve full circumnavigation or detailed mapping, with dangers from storms, diseases, and unknown lands discouraging further ventures. The inhabitants possess no advanced astronomy, relying on basic stellar observations for navigation rather than any concept of other planets or cosmic scale.

Climate and Environment

The known world of A Song of Ice and Fire is defined by its irregular seasons, which endure for years rather than the months typical of , with individual summers or winters lasting anywhere from two to ten years or longer in extreme cases. This cyclical pattern profoundly shapes societal structures, agriculture, and conflict, as populations must stockpile resources during bountiful periods to survive extended hardships. has emphasized that these seasons carry symbolic weight, evoking personal and collective struggles, where summer represents abundance and growth while winter symbolizes deprivation and endurance. He has explicitly attributed their unpredictable nature to magical forces within the fantasy setting, rejecting scientific explanations like or multiple suns. Climatic zones vary dramatically across the continents, creating diverse environmental conditions. The far north, encompassing the Lands of Always Winter beyond , remains locked in eternal ice, with unrelenting cold and snow persisting even through so-called summers. Temperate zones dominate central Westeros and the western reaches of Essos, supporting moderate temperatures suitable for varied agriculture. In contrast, tropical climates prevail in the south, including the arid deserts of Dorne, the warm waters of the Summer Sea, the coastal regions of Slaver's Bay, and the humid Basilisk Isles, where snow is a rarity even during the longest winters. The shadowed east, particularly around Asshai-by-the-Shadow, features an enigmatic, perpetually dim atmosphere that defies typical zonal patterns. These climatic extremes give rise to significant environmental hazards that threaten inhabitants. Prolonged winters in the north exacerbate risks, as stored grain may last only three years before depletion forces migrations southward or mass starvation, compounded by the supernatural peril of emerging during the Long Night—a historical epoch of endless darkness. In the equatorial south, Sothoryos harbors deadly diseases and venomous fauna amid its dense jungles. The Smoking Sea surrounding the Doom of Valyria churns with volcanic eruptions and poisonous vapors, rendering the area uninhabitable. Meanwhile, the Red Waste of central Essos endures brutal sandstorms and desiccation, isolating nomadic groups and hindering overland travel. The interplay of seasons and zones supports a rich array of and , many adapted to regional extremes though specifics vary by locale. In , direwolves roam vast forests, their packs enduring multi-year winters through communal hunting. Mountainous temperate areas host shadowcats, elusive predators suited to rugged terrains. Tropical southern isles teem with basilisks, aggressive reptiles thriving in humid, disease-ridden environments. These examples illustrate how environmental pressures foster unique , influencing human interactions with the natural world across the hemisphere.

Westeros

The North

The North is the largest and most sparsely populated of the Seven Kingdoms in Westeros, a vast expanse of rugged terrain stretching from the swampy in the south to the ancient in the north. Characterized by its long, harsh winters and forbidding landscapes, the region includes dense ancient forests like the Wolfswood, the open Barrowlands dotted with burial mounds, towering mountain ranges, and jagged coastal bays battered by the Shivering Sea. Ruled by House Stark from their ancestral seat at Winterfell, the North maintains a sense of isolation and self-reliance, its people enduring the cold with a resilience forged by millennia of survival against nature's extremes. Winterfell stands as the ancient heart of the North, a massive castle complex built thousands of years ago by Brandon the Builder, legendary founder of House Stark. Encircled by two granite walls and warmed by natural hot springs beneath its foundations, Winterfell serves as both fortress and refuge, housing a godswood sacred to the old gods and crypts where the Kings of Winter are interred with stone direwolf guardians. The castle's glass gardens allow for the cultivation of food even in the deepest winter, underscoring the North's adaptive ingenuity. Beyond Winterfell, defines the region's northern frontier—a colossal structure of ice rising hundreds of feet, constructed in the Age of Heroes to guard against incursions from the frozen wilds. Manned by the Night's Watch from outposts such as Castle Black, the Wall spans the continent from the Frostfangs to the Bay of Seals, its ancient spells and sheer scale a testament to the builders' foresight. Beyond the Wall lies a perilous, unmapped wilderness of perpetual cold, home to free folk known as wildlings who live in scattered clans amid the Haunted Forest's shadowed trees and the jagged peaks of the Frostfangs. The North also features several remote islands, the largest being Skagos in the Bay of Seals, a mountainous and forbidding island with rough terrain, said to be inhabited by fierce cannibals and home to unicorns according to northern tales. Smaller but significant is Bear Island in the Bay of Ice, forested and home to House Mormont. The smaller, uninhabited Skane lies near Skagos. These islands add to the region's aura of mystery and danger. The North's people, primarily descendants of the First Men, preserve the ancient worship of the nameless old gods through heart trees in godswoods, fostering a culture of , honor, and to kin and . Clans in the mountains and hills maintain semi-independent traditions, while the overall ethos emphasizes endurance and justice, embodied by House Stark's direwolf sigil and words, "." The North has no explicit canonical population figure. A semi-canonical source from 2005 states that the North can raise approximately 45,000 soldiers, though gathering them from such a large and sparsely populated region takes considerable time. Fan estimates, often based on historical medieval army-to-population ratios (e.g., 1% levy rate), typically place the North's population around 3-5 million, though figures vary widely from about 2 million to higher due to the region's vast size and low density. Their economy relies on timber from endless woods, fish from icy waters, and iron from scattered mines, supporting a hardy populace less inclined to southern luxuries. Historically, the North existed as the independent Kingdom of Winter for eight thousand years, ruled by Stark kings who bore the title King in the North and defended against threats like wildling raids and the supernatural Others from the far north. This sovereignty ended during Aegon's Conquest approximately three hundred years ago, when King Torrhen Stark knelt to the Targaryen invader rather than face dragonfire, securing the North's autonomy as a kingdom within the realm while bending to the Iron Throne. The Starks thereafter served as Wardens of the North, upholding their ancient duties against northern perils, a role that has defined their legacy amid cycles of rebellion and loyalty.

The Iron Islands

The Iron Islands form a rugged situated in Ironman's Bay, off the western coast of Westeros, consisting of thirty-one islands in total, with seven principal ones: Great Wyk, Old Wyk, Pyke, Harlaw, Saltcliffe, Orkmont, and Blacktyde. These islands are characterized by rocky, barren terrain, sparse vegetation, and limited natural resources, making nearly impossible and rendering the inhabitants heavily dependent on the . Frequent storms and treacherous waters surround the , contributing to its isolation and shaping a harsh environment where safe harbors are scarce. Among the key locations, Pyke stands as the seat of House Greyjoy, the paramount lords of the Iron Islands, featuring a foreboding castle built atop sea stacks connected by swaying rope bridges and towers that rise defiantly from the crashing waves. Old Wyk holds sacred significance as the site of the ancient kingsmoot gatherings, including Nagga's Hill—believed to be the rib bones of a massive sea dragon slain by the legendary —and the Flint Cliffs, where the Seastone Chair, a weathered throne of mysterious origin, symbolizes the authority of ironborn rulers. Harlaw, the largest and most fertile of the islands, contrasts somewhat with its neighbors by supporting modest farming and hosting Ten Towers, the stronghold of House Harlaw, whose maintains a renowned collection of books that bucks the typical ironborn disdain for scholarly pursuits. The people of the Iron Islands, known as the ironborn, trace their heritage to the First Men and embody a seafaring culture deeply intertwined with the worship of the , a deity who commands the seas and drowns the unworthy only to resurrect them stronger. Their identity revolves around the , emphasizing reaving and raiding to "pay the iron price" for goods and thralls—captives used for labor—while scorning farming or as weak, often referring to mainlanders as "greenlanders." Social structures include rock wives for legitimate heirs and salt wives taken as concubines from raids, with noble bastards bearing the surname Pyke; this warrior ethos fosters traditions like the finger dance, a perilous game of knife-throwing. Historically, the Iron Islands were a patchwork of petty kingdoms ruled by fierce monarchs, culminating in the legendary reign of , who legendarily wed a and ruled for a thousand years after slaying Nagga the sea dragon. Subsequent dynasties like House Greyiron and House Hoare centralized power, with the latter building grand holds like Harrenhal on the mainland before the Targaryen conquest. Aegon the Conqueror subdued the islands during his campaign, burning the ironborn fleet and forcing submission, though House Greyjoy was elevated as wardens of the west; rebellions persisted, driven by a restless desire for independence and the sea. Economically, the islands rely on iron, tin, and lead from their hills, alongside exceptional traditions that produce swift longships for raiding, though their poverty perpetuates a cycle of maritime plunder over sustainable trade.

The Riverlands

The Riverlands form the fertile heart of Westeros, encompassing vast lowlands, rolling hills, dense forests, and a intricate network of rivers that define its landscape and economy. Bounded by the swampy to the north, the mountainous Vale of Arryn to the northeast, the rugged Westerlands to the west, the lush Reach to the south, and the Crownlands to the southeast, this central region touches nearly every other kingdom except Dorne and the Iron Islands, rendering it a perpetual crossroads for trade, migration, and conflict. The dominates the geography as the realm's namesake waterway, a mighty river formed by the confluence of its three principal forks—the swift Red Fork flowing from the Westerlands, the meandering Green Fork originating near the Neck's bogs, and the winding Blue Fork rising in the hill country near the Vale—with its broad waters facilitating commerce in grain, timber, and fish while also exposing the land to seasonal flooding. Notable natural features include the Whispering Wood, a sprawling oak-and-pine forest along the Red Fork's western banks, and the expansive lake, whose shores host ancient weirwood groves tied to the region's First Men heritage. This riverine terrain supports abundant agriculture, with fertile floodplains yielding bountiful harvests of wheat, barley, and vegetables, but its flat openness leaves the Riverlands strategically vulnerable, often serving as the anvil upon which neighboring powers clash. Key strongholds underscore the Riverlands' defensive and economic roles. Riverrun, the ancient seat of House Tully, rises as a triangular fortress on a rocky island at the juncture of the Tumblestone River and the Red Fork, its three colossal towers—named for the Tully words "Family, Duty, Honor"—overlooking the waters, while ingenious gates in the curtain walls can be opened to flood the surrounding moat and meadows, transforming the approach into an impassable lake during sieges. Harrenhal, the largest castle by far in all Westeros, sprawls across five massive, asymmetrical towers on the northern shore of the , constructed by Harren the Black in defiance of the old gods and dragons alike, only to be melted into grotesque, weeping shapes by Balerion's fire during Aegon's ; long reputed as cursed, it has seen every ruling house from the Towers to the meet ruin through , madness, or unnatural demise, earning its grim epithet as a haven for kingslayers and outcasts. The Twins anchor the northern Riverlands as the paired castles of House Frey, squat stone keeps flanking a fortified bridge spanning the Green Fork, exacting tolls on all traffic along and wielding control over vital crossings that have made the Freys indispensable—and resented—gatekeepers of regional movement. These sites, alongside lesser holds like Seagard on the western coast and Stone Hedge amid the southern hills, highlight the Riverlands' reliance on water for both prosperity and protection. The people of the Riverlands blend the bloodlines of the Andals and the First Men, fostering a culture marked by resilience amid frequent upheaval, with smallfolk comprising the majority—farmers, millers, and rivermen whose labors sustain the realm's wealth through crop cultivation and barge-borne trade along the 's tributaries. This agrarian focus yields a diverse populace scattered across modest villages and thorps, where septs outnumber godswoods but faiths linger in isolated vales, and accents vary from the clipped tones near the Vale to broader drawls in the western hills. Paramount House Tully of Riverrun governs as of the , sworn to the Iron , while powerful vassals like House Frey of the Twins command the northern crossings with their vast progeny, House Mallister of Seagard guards the ironborn-threatened Bay of Crabs with seafaring prowess, and ancient rivals House Blackwood of Raventree Hall and House Bracken of Stone Hedge perpetuate a millennia-old over land and weirwood rights that exemplifies the region's fractious . Economically vibrant yet socially stratified, the Riverlands thrive on commerce linking the inland heart to coastal ports, but their smallfolk-heavy demographics and lack of natural barriers have historically made them a prize for conquerors, breeding a collective wariness and adaptability among the commons. Historically, the Riverlands endured as an independent kingdom under the River Kings for thousands of years, ruled by dynasties like the mud-and-reed-crowned Fisher Kings and the bronze-armored Mudds from Oldstones, whose realm stretched from the hills of Norvos to the shores of the Summer Sea until subjugation by the Storm Kings of the distant Andal invasion. Harren the Black of House Hoare later seized control from the Iron Islands, imposing brutal rule that ended with his fiery demise at Harrenhal, paving the way for Aegon Targaryen's unification, after which Edmyn Tully bent the knee and was raised as in reward for aiding the . The region proved pivotal in Robert's , when Lord Hoster Tully secured alliances by wedding his daughters Catelyn to Eddard Stark and Lysa to Arryn, rallying river lords to the rebel cause and contributing decisively to Robert Baratheon's slaying of Rhaegar Targaryen at the Battle of the , where the forks ran red with blood and sealed the fall of House Targaryen. More recently, the War of the Five Kings ravaged the land as a primary theater, with Robb Stark's northern host clashing against Tywin Lannister's westerners in battles like the Whispering Wood and Oxcross, only for House Frey's betrayal at the to shatter the Stark-Tully alliance, unleashing waves of retribution from outlaws like the Brotherhood Without Banners and leaving fields fallow, villages burned, and smallfolk starving amid the enduring scars of occupation and famine.

The Vale of Arryn

The Vale of Arryn is a region in the eastern part of Westeros, encompassing a large bordered by the Narrow to the east, the Bite to the north, the Mountains of the Moon to the west—which it shares briefly with the Westerlands—and the Dornish to the south. This terrain features the fertile Vale proper, a broad valley of rivers and lakes surrounded by steep, largely impassable mountains, as well as the rugged Fingers extending northward into the sea. Harsh winters blanket the region in deep snows, rendering narrow mountain passes treacherous and emphasizing the area's natural isolation. Key locations within the Vale include the Eyrie, the ancient seat of House Arryn perched high on the shoulder of the Giant's Lance, the tallest peak in the Mountains of the Moon, accessible only by a mule path through waycastles and featuring the infamous Moon Door for executions. During winter, the Arryn household relocates to the more defensible Gates of the Moon at the base of the mountains. The Bloody Gate serves as the primary guardian of the high road into the Vale, a narrow fortified pass where few armies have ever breached, earning its name from centuries of bloody conflicts. Gulltown, the bustling port at the northern end of the Bay of Crabs, stands as the Vale's largest city and primary gateway for maritime trade. The people of the Vale are predominantly of descent, forming a stronghold of chivalric culture with a strong emphasis on knightly honor and tourneys, though their mountainous isolation fosters a somewhat insular mindset. Prominent noble houses include House Arryn of the Eyrie, the regional rulers; House Royce of , known for their ancient bronze armor and First Men traditions blended with Andal customs; and House Corbray of Heart's Home, famed for wielding the Valyrian steel sword Lady Forlorn. The economy relies on the fertile valley's agriculture, including grains and fruits, alongside hill sheep herding for wool and meat, mountain mining for stone and metals, and overseas commerce through Gulltown, which handles imports from the Free Cities and exports like timber and furs. Wild tribal clans, remnants of First Men, inhabit the remote Mountains of the Moon, often raiding lowland settlements. Historically, the Vale was an independent kingdom known as the Kingdom of Mountain and Vale, ruled by House Arryn for nearly six thousand years from their founding by the legendary Artys Arryn, the Winged Knight. It served as the primary landing point for the invasion around six thousand years ago, where the invaders established their first foothold in Westeros before spreading southward, with the Arryns adopting Andal customs while subjugating the native First Men. The region maintained its sovereignty until Aegon's Conquest, when the Arryns bent the knee to House Targaryen, becoming one of the Seven Kingdoms.

The Westerlands

The Westerlands, one of the nine constituent regions of the Seven Kingdoms, occupies the western coast of Westeros, bounded by the Sunset Sea to the west, the hills of the Vale and Riverlands to the east and north, and to the south. This strategic position facilitates extensive maritime while its interior terrain—comprising rolling hills, misty dales, fertile plains, broadleaf forests, and the headwaters of rivers such as the Red Fork—supports agriculture and resource extraction. The region is pierced by the Goldroad, a vital artery linking the prosperous of Lannisport to the rest of the continent, and features craggy shorelines and labyrinthine cave networks that conceal vast mineral wealth. Renowned for its opulence, the Westerlands derive much of their prosperity from abundant gold and silver mines, which have fueled a robust economy centered on , , and seafaring. Lannisport, the second-largest city in Westeros, thrives as a bustling hub for merchants, shipbuilders, and traders, its harbors accommodating vessels from across the Narrow Sea. The society's merchant class flourishes alongside a warrior nobility, reflecting a blend of influences overlaid on ancient First Men traditions, where martial honor and economic acumen are prized virtues. House Lannister, the paramount house, embodies this ethos with its crimson-and-gold of a rampant and "Hear Me Roar," symbolizing unyielding pride and power. At the heart of the region stands Casterly Rock, the ancient seat of House Lannister, a colossal fortress hewn directly from a sheer cliff face rising approximately 2100 feet above the sea—a former gold mine transformed into an impregnable stronghold with halls, armories, and labyrinthine tunnels spanning miles beneath the earth. Other significant sites include The Crag, a rugged coastal hold of House Westerling overlooking the Ironman's Bay, and the Golden Tooth, a fortified pass guarding the eastern border against incursions from the Riverlands. These locations underscore the Westerlands' defensive geography, shielded by encircling hills that have historically deterred large-scale invasions. The cultural fabric of the Westerlands weaves together the legacies of its earliest inhabitants—the First Men, who warred with giants and children of the forest during the Dawn Age—with later settlers who introduced feudal structures and ironworking. Noble houses such as Crakehall, Lefford, and Brax maintain traditions of chivalry and vendetta, while Lannisport's urban populace engages in guilds and markets that rival those of the Free Cities. This duality fosters a society where gold buys loyalty, yet old feuds, like the infamous Reyne-Tarbeck rebellion crushed by in 261 AC, remind of the perils of challenging Lannister dominance. Historically, the Westerlands trace their origins to the Age of Heroes, when Lann the Clever legendarily supplanted House Casterly—original miners of the Rock—through cunning rather than conquest, establishing the Lannister dynasty around 6,000 years before Aegon's Conquest. The Lannisters ruled as kings for millennia, repelling Ironborn reavers and integrating invaders to forge a realm of unparalleled wealth. This independence ended with the Targaryen Conquest, as King Loren I knelt to Aegon the Conqueror after the Field of Fire in 2 BC, bending the knee to preserve his house's riches. The region later proved instrumental in Robert's Rebellion (282–283 AC), where the Lannisters' timely intervention at the Battle of the Trident secured victory for the rebels against the Targaryens.

The Reach

is the second-wealthiest and most populous region of the Seven Kingdoms, renowned for its fertile landscapes and chivalric traditions. Situated in the temperate southwest of Westeros, it serves as the economic heartland, producing the majority of the realm's foodstuffs and fine wines. Under the rule of House Tyrell from Highgarden, the Reach embodies the ideals of Andalese knighthood, with a culture centered on tourneys, lavish feasts, and courtly romance. Its strategic position along major trade routes and rivers has historically made it a prize in wars, yet its abundance fosters a sense of prosperity and refinement unmatched elsewhere in Westeros. Geographically, the Reach lies south of the Westerlands and the Crownlands, encompassing expansive plains, gentle hills, and lush river valleys that support intensive agriculture. The region is dominated by the Mander, Westeros's longest river, which originates in the hills near the Goldroad and flows southward for nearly eight hundred miles before emptying into the Whispering Sound near Oldtown. Off the southern coast lies the Arbor, a verdant island famed for its vineyards and orchards, while the northeastern of the Red Mountains mark its boundary with Dorne. This varied terrain, blessed with mild weather and rich soils, yields bountiful harvests of grains, fruits, and vegetables, with vineyards producing renowned Arbor gold and Arbor red wines. Key locations in the Reach include Highgarden, the ancestral seat of House Tyrell, described as the most beautiful castle in the Seven Kingdoms, surrounded by vast gardens, marble colonnades, and fields of golden roses. Oldtown, the realm's oldest and second-largest city, stands at the Mander's mouth as a bustling port, housing —a sprawling complex where maesters forge their chains through rigorous study—the towering Hightower that guides ships with its beacon, and the ancient Starry Sept, seat of the Faith's origins. Other notable sites are Bitterbridge, a vital crossing on the Mander and host to grand tourneys, and Longtable, home of House Fossoway and site of historic councils. The people of the Reach, known as Reachmen, form the largest population in Westeros, with a culture deeply rooted in Andal traditions of chivalry and courtesy. They revere knighthood above all, hosting extravagant tourneys like the Field of Roses at Bitterbridge, and their society emphasizes poetry, music, and generous hospitality. House Tyrell, wardens of the south, leads alongside powerful vassals such as House Hightower of Oldtown, masters of trade and scholarship, and House Redwyne of the Arbor, whose fleet dominates the seas with swift warships and merchant cogs. The economy thrives on agricultural exports—wheat, barley, apples, lemons, and peaches—bolstered by the Arbor's wines and Oldtown's shipyards, making the Reach indispensable to the Iron Throne's coffers. Bastards in the region bear the surname "Flowers," reflecting the floral motifs in local heraldry. Historically, the Reach was an independent kingdom ruled by House Gardener from Highgarden for thousands of years, tracing descent from the legendary Garth Greenhand, who legend claims planted the region's first gardens. The Gardeners fostered a golden age of prosperity, building Oldtown as a center of learning and faith, but their reign ended during Aegon's Conquest. In the decisive , Aegon Targaryen unleashed his dragons Balerion, Vhagar, and on the combined armies of and Westerlands, slaying King Mern IX Gardener and four thousand knights in a blaze that scorched the plains north of the Mander. Harlen Tyrell, the Gardener steward, promptly surrendered Highgarden, earning the title of of and overlordship of its bannermen from the new Targaryen king.

The Stormlands

The Stormlands form the southeastern region of Westeros, situated east of and north of Dorne, with the Crownlands to the north and the Narrow Sea forming its eastern boundary. This area is characterized by its rugged terrain, including harsh mountains, stony shores, and dense forests such as the Rainwood and the northern fringes of the Kingswood, which contribute to its isolation and defensibility. Constant storms batter the coastline, giving the region its name and shaping its harsh environment, while Shipbreaker Bay—a treacherous between and the Red Mountains' foothills—poses a perpetual hazard to shipping. The climate is predominantly rainy and temperate, supporting lush woodlands but limiting large-scale agriculture in favor of more resilient pursuits. Central to the Stormlands is Storm's End, the ancient seat of House Baratheon, perched atop a promontory overlooking Shipbreaker Bay. Legend holds that the castle was constructed by Durran Godsgrief, the first Storm King, who defied the sea gods to wed their daughter; its massive walls, impervious to even the fiercest gales, are attributed to either masterful masonry or ancient magic wrought by Brandon the Builder or the Children's storm god. Other notable strongholds include Griffon's Roost, the coastal fortress of House Connington, known for its griffin-shaped architecture, and the isle of Tarth—dubbed the Sapphire Isle for its clear waters—home to Evenfall Hall and House Tarth. These sites underscore the region's storm-battered yet resilient character, with fortifications designed to withstand both nature's fury and human conflict. The people of the Stormlands, often called Stormlords, are renowned for their fierce independence and martial prowess, blending the bloodlines of the First Men and the Andals who invaded millennia ago. House Baratheon, founded by Orys Baratheon—legendary bastard brother to the Conqueror—traces its origins to the Storm Kings through Orys's marriage to Argella Durrandon, the last of that line, solidifying their rule after the . Culturally, the Stormlanders exhibit a proud, tempestuous demeanor, valuing loyalty and combat skill, as reflected in their mottos like "Ours is the Fury." Their economy relies on timber harvesting from the extensive Rainwood forests, fishing along the stormy coasts, and modest mining operations in the hilly interiors, sustaining a population that remains largely rural and self-sufficient. Historically, the Stormlands were the Kingdom of the Storm, ruled by the Durrandon dynasty from Durran Godsgrief's founding around the Dawn Age until Aegon I's Conquest in , when Orys Baratheon ended their independence. The region played pivotal roles in subsequent conflicts, including the First Blackfyre Rebellion and Robert's Rebellion, where , Lord of Storm's End, raised his banners against the Targaryens in 282 AC, ultimately claiming the Iron Throne. This legacy of defiance and warfare has cemented the Stormlands' reputation as a cradle of rebellion, with its proximity to King's Landing often drawing it into the capital's political tempests.

The Crownlands

The Crownlands form the royal demesne of the Seven Kingdoms, encompassing the lands directly controlled by the Iron Throne and centered on Blackwater Bay along the eastern coast of Westeros. This region includes the mainland areas east of the Kingswood and north of the Stormlands, as well as offshore islands such as Dragonstone and , and the rugged peninsula of Crackclaw Point; its terrain features a mix of dense forests like the Kingswood, rolling hills, fertile river valleys, and sheltered bays that facilitate maritime trade. The Crownlands' strategic position around the bay has made it the political and economic hub of Westeros, with its ports serving as gateways for commerce from across the Narrow Sea and its proximity to the capital ensuring tight royal oversight. King's Landing, the sprawling capital city founded by the Conqueror, dominates the Crownlands as the largest and most populous urban center in Westeros, housing over half a million inhabitants in a chaotic blend of grand structures and squalid slums. Key landmarks include the Red Keep, the fortified royal palace atop High Hill; the Great Sept of , a massive faith edifice on Visenya's Hill; and the Mud Gate, one of seven entrances marking the city's divisions into distinct hills and districts prone to overcrowding and unrest. Dragonstone, the ancient volcanic seat of House Targaryen on its namesake island southeast of the bay, features the imposing Dragonmont volcano and stone halls carved in the shape of dragons, serving as a fortified outpost and symbolic heart of Valyrian heritage. Duskendale, a historic port town on the bay's northern shore, supports fishing and trade with its sheltered harbor and stone walls, while smaller holdings like Rosby and Stokeworth dot the inland areas. The people of the Crownlands reflect a diverse populace shaped by its central role, with urban smallfolk in King's Landing enduring poverty, disease, and the intrigues of court life amid a of accents and trades from across the . Noble houses such as Velaryon of , renowned for their seafaring prowess and Valyrian blood, and Celtigar of Claw Isle, keepers of ancient dragonlore, hold significant influence through naval power and loyalty to the throne. The economy revolves around the capital's voracious demand for goods, sustained by tolls on Blackwater Bay shipping, royal taxes on surrounding lands, and artisanal crafts, though much wealth flows directly to the crown rather than local lords. Historically, the Crownlands were carved from the crowns of conquered kings following Aegon's Conquest in 2 BC, unifying disparate territories like the riverlands' eastern fringes and the storm kings' domain into a direct royal holding without a of its own. This region has been the epicenter of pivotal conflicts, including the Battle of the Blackwater in 299 AC, where and siege warfare repelled invaders in the bay, and countless plots within the Red Keep that have toppled dynasties. Its creation solidified the Targaryen grip on power, transforming a contested coastal zone into the unassailable core of the realm.

Dorne

Dorne is the southernmost region of Westeros, a vast peninsula characterized by its arid deserts, rocky terrain, and scorching climate, setting it apart from the more temperate kingdoms to the north. Bordered by to the northwest and the Stormlands to the northeast, it is shielded by the imposing Red Mountains and the of the Dornish Marches, which have long served as a natural defense against invasions. The landscape features expansive sandy wastes punctuated by oases, deep canyons, and the vital Greenblood River in the southeast, which supports settlements and in an otherwise harsh environment; Planky Town, a sprawling riverside market built on rafts and planks, thrives as a key trading hub at the river's mouth. The region's principal city is Sunspear, the ancient seat of House Nymeros Martell, encompassing the fortified Old Palace and the lush Water Gardens, a serene estate of pools and fountains reserved for the nobility's children. Other significant strongholds include Starfall, home to House Dayne and site of the legendary Tower of Joy overlooking the Torrentine River, and Hellholt, the fiery seat of House Uller in the arid . These locations reflect Dorne's dispersed population and reliance on fortified oases amid the unforgiving terrain. Dornish culture bears the indelible mark of the Rhoynar, a river-based people who fled persecution in Essos under the warrior-queen Nymeria around a thousand years before Aegon's Conquest, merging with the local Andals and First Men to forge a distinctive society. This heritage manifests in greater gender equality, where women inherit titles and bear arms on par with men, and in the custom of paramours—lifelong companions not bound by formal marriage vows. Dornish cuisine favors bold, spicy flavors, often incorporating peppers and wines from their vineyards, while their alchemists and assassins have a notorious reputation for mastery of poisons. House Martell, ruling from Sunspear, embodies this unyielding spirit with their words: "Unbowed, Unbent, Unbroken," a motto symbolizing defiance against subjugation. The economy centers on hardy crops like olives, robust wines from arid slopes, and the breeding of swift sand steeds adapted to the dunes. Historically, Dorne maintained its independence longer than any other Westerosi kingdom, resisting Targaryen conquest through cunning guerrilla warfare rather than pitched battles, as seen in the First and Second Dornish Wars where scorched-earth tactics and ambushes frustrated dragon-backed armies. It joined the Seven Kingdoms peacefully in 187 AC via the marriage of King Daeron II Targaryen to the Dornish princess Myriah Martell, followed by the formal union under Daeron's son with a Martell bride, preserving Dornish autonomy under the title of Prince or Princess of Dorne. This legacy of resilience continues to shape the principality's identity within the realm.

Summer Sea

The Summer Sea is a vast body of warm, deep blue water lying south of the continents of Westeros and Essos, separating them from the southern landmass of Sothoryos to the southwest and connecting to the in the east. Known for its tropical climate and role in trade routes, the sea is dotted with archipelagos and islands that influence and in .

Basilisk Isles

The Basilisk Isles form a scattered of approximately thirty islands in the Summer Sea, positioned off the northwestern coast of the continent of Sothoryos and roughly due south of the Free Cities. These tropical isles are characterized by dense jungles, treacherous bogs, jagged cliffs, and sweltering heat, making them notoriously inhospitable to outsiders. The islands derive their name from the basilisks—massive, venomous lizards with deadly bites—that once roamed them in abundance, though these creatures have since dwindled. Endemic diseases such as fevers, flux, and bloodlust further plague the region, claiming the lives of many who linger too long. Among the isles, the Isle of Toads stands as the largest, featuring overgrown ruins and a massive idol of greasy black stone depicting an ancient toad god, which some scholars link to forgotten rituals. Other notable locations include the Isle of Flies at the western end, infested with swarms of biting insects; Ax Isle, known for its sharp, axe-like rock formations; and the , a desolate spire rising from a barren rock where carrion birds feast on the dead. The Isle of Skulls and the Ghost Isle harbor ancient Valyrian outposts now reduced to crumbling stone, haunted by legends of vanished expeditions. No permanent settlements endure due to the perils, though temporary camps spring up as pirate strongholds, such as those established by Ironborn reavers like the Red Kraken during his raids. The inhabitants of the Basilisk Isles are a motley assemblage of outlaws, exiles, slavers, and sellswords from across , drawn by the lack of authority and opportunities for plunder. Multilingual crews of corsairs dominate, hailing from backgrounds as diverse as the , the Free Cities, and even Westeros, united only by their lawless pursuits. Their economy revolves around piracy—ambushing merchant vessels along trade routes—and smuggling slaves to markets in Lys or Volantis, with occasional ventures into dark trades like harvesting venom or practicing forbidden sorcery on captives. Alliances form and fracture swiftly among these rovers, fostering a culture of betrayal, duels, and fleeting revels amid the ruins. Historically, the Basilisk Isles served as colonial outposts for the Valyrian Freehold during its imperial expansion, where dragonlords established fortified waystations to support voyages to Sothoryos. Following the Doom of Valyria some four centuries ago, these settlements were abandoned, their dragonpit-like structures left to decay under vine and jungle. The ensuing transformed the isles into a , attracting renegades who evaded the naval patrols of the Free Cities and the Iron Fleet alike. Civilized mariners now steer clear, viewing the Basilisk Isles as a cursed realm best avoided, in stark contrast to the serene isolation of nearby Naath.

Naath

Naath is a large, curving island located in the Summer Sea, positioned off the northwestern coast of Sothoryos and east of the Basilisk Isles. Known anciently as the Isle of Butterflies due to its abundance of colorful butterfly species, the island features lush jungles, fertile soil, numerous streams and lakes, and expansive beaches, creating a warm, humid climate ideal for fruits and flowers. These natural protections include butterflies and other insects that carry diseases fatal to outsiders who linger too long, deterring conquest but not coastal raids. The Naathi people, also called the Peaceful People, are short and slender, with skin the color of dark honey and striking . They inhabit open-air villages constructed from woven branches and living wood, nestled amid butterfly groves and under the canopy of ancient trees, eschewing permanent structures or fortifications. Their society revolves around music, laughter, and , with no tolerance for , weapons, or ; they possess no metals and live as vegetarians, draped in diaphanous silks or going nude. Governed by a of elders rather than kings or lords, the Naathi worship the Lord of Harmony, a attended by butterfly-winged maidens, and they mate freely without regard to gender distinctions. , a from Naath, exemplifies this culture, noting the island's butterflies in contrast to flies elsewhere. Despite their idyllic existence and natural defenses, Naath's history is marked by frequent slave raids from the Basilisk Isles and beyond, as slavers capture coastal inhabitants without landing to avoid the deadly fever and other maladies. Many would-be conquerors, from Valyrians to Volantenes, have attempted invasion only to succumb to these diseases, leaving the island unconquered yet depopulated through abductions. Contact with outsiders remains minimal, limited mostly to occasional trade with Summer Islanders who bring goods in exchange for Naathi spices and woods.

Summer Islands

The Summer Islands form a vast in the southern reaches of the Summer Sea, comprising hundreds of islands stretching from the northernmost isle of uMotho to the largest, Walano, with others including Jhahar, Gorosh, and the Isle of Women. This tropical chain lies far south of the Free Cities and Slaver's Bay, west of the continent of Sothoryos, and features lush jungles teeming with exotic wildlife such as colorful parrots, monkeys, panthers, and massive apes. The islands' warm, unending summer climate supports dense rainforests and coastal settlements, with no central capital but major ports like Tall Trees Town on Walano serving as hubs for trade and governance. The inhabitants, known to outsiders as dark-skinned "swallowers of the shade" due to their tall, ebony-complexioned stature and preference for shaded jungle dwellings, possess a rich seafaring tradition exemplified by their iconic swan ships—swift vessels with carved swan prows and sails dyed in vibrant hues. Society is organized into semi-independent prince-ships ruled by princes, though matriarchal elements prevail, with women holding significant influence in households and as skilled archers using bows crafted from goldenheart wood. Expert sailors and navigators, they have mapped much of and maintain a strong against , viewing it as an abomination; their emphasizes sexual openness, communal celebrations, and worship of a pantheon of sky gods and nature spirits, including deities of love, fertility, and the sea. An ancient civilization, the Summer Islanders trace their history to the Dawn Age, developing advanced and techniques that enabled them to trade spices, gems, rare woods like greenseer and oilskin, and exotic animals with distant powers such as Valyria and Yi Ti long before the Doom. They endured the "Years of Shame," a period of brutal slave raids by Ghiscari and Valyrian forces, which ended when Xanda Qo united the islands and repelled invaders using innovative swan ships and longbows. Subsequent conflicts, including the Slavers' War led by Chatana Qo—the legendary "Arrow of Jhahar"—solidified their independence, transforming them into a naval power that occasionally ventures to ports like Oldtown for commerce while fiercely resisting external domination.

Essos

Free Cities and Vicinity

The Free Cities comprise nine independent city-states located along the western coast of Essos, bordering the Narrow Sea and extending from the Flatlands in the vicinity of Pentos southward to the Disputed Lands near Myr, Lys, and Tyrosh. This coastal region features a varied , including sheltered lagoons, river estuaries, and marshy plains that facilitate maritime access and trade, with notable landmarks such as the massive Titan statue standing sentinel over Braavos's inland waterways. These cities trace their origins to outposts established by the Valyrian Freehold centuries before the , a volcanic cataclysm that obliterated the heart of the Valyrian empire around 102 BC. In the aftermath, the colonies severed ties with the ruined Freehold, evolving into autonomous powers during the ensuing Century of Blood—a period of widespread warfare and instability across Essos. Their societies blend Valyrian cultural and linguistic influences with migrations from the Rhoynar (particularly in Volantis and Lys), Andals, and other groups, fostering diverse traditions while retaining echoes of dragonlord architecture and customs. Governance in the Free Cities typically takes the form of oligarchies ruled by wealthy magisters or merchant councils, though variations exist, such as Volantis's triarchy. Their economies revolve around global sea trade, usury and banking (most prominently the Iron Bank of Braavos), and the trafficking of slaves—a practice integral to most cities but outlawed in Braavos following a foundational slave revolt that also birthed the enigmatic Faceless Men assassin guild. This economic interdependence, coupled with shared Valyrian roots, underpins their collective prosperity, drawing wealth from commerce with Westeros, the northernmost Free City of Lorath, and eastern realms like Yi Ti. Rivalries among the Free Cities have long fueled conflict, most notably the endemic wars between Tyrosh, Lys, and Myr over the resource-rich Disputed Lands, a contested territory marked by ongoing skirmishes and shifting alliances. These disputes, emblematic of broader inter-city tensions post-Doom, have involved armies and naval blockades, yet they coexist with cooperative trade ventures that sustain the region's overall opulence and influence across .

Braavos

Braavos is the northernmost of the Free Cities, located at the northwestern edge of Essos in a vast lagoon where the Shivering Sea meets the mainland. The city sprawls across more than a hundred islands interconnected by a network of canals and stone bridges, forming a labyrinthine urban landscape that emphasizes waterborne travel over land routes. Its harbor is guarded by the colossal Titan of Braavos, a massive and bronze statue depicting a that serves as both a fortress and , its broken sword raised in defiance against approaching threats. Beyond the Titan lies the Sea of Drowned Sorrows, a treacherous dotted with sunken from ancient conflicts. The Iron Bank of Braavos stands as the city's most prominent institution and the wealthiest financial entity in , originating in the city's formative years when Braavos remained hidden from the wider world. Founded by pooling resources from early inhabitants, its vaults were secured in an abandoned iron mine, sealed with heavy gates and guarded collectively, lending the institution its enduring name and reputation for unyielding repayment demands. The , a somber temple dedicated to the Many-Faced God, occupies a central position on one of the lagoon's islands, its black-and-white marble facade symbolizing the duality of life and death; it serves as the headquarters for the enigmatic Faceless Men, assassins who revere death as a gift. The Palace of the Sea Lord, residence of Braavos's elected ruler, exemplifies the city's opulent architecture, while the Seal Queen's Palace highlights the influence of its famed courtesans. Founded by escaped slaves fleeing the Valyrian Freehold, Braavos embodies a staunch opposition to , enshrined in its foundational laws that prohibit the practice and extend protections to freed individuals from across Essos. This heritage fosters a diverse populace of mixed ancestries, where citizens often conceal their identities with masks and disguises during festivals and daily life, reflecting a culture of secrecy and reinvention. Bravos, water-dancers skilled in the swift, elegant style of swordplay unique to Braavos, patrol the streets and canals as self-appointed guardians, their colorful attire and dueling codes adding vibrancy to the city's social fabric. Courtesans hold elevated status, renowned for their beauty, wit, and independence, often amassing wealth and influence that rivals ; they compose , inspire , and command personal entourages of bravos. The economy thrives on finance through the Iron Bank, in the vast Arsenale, and performing arts, with mummers' troupes and actors drawing crowds to theaters along the waterways. Historically, Braavos concealed its existence for centuries after its founding by slave rowers who seized Valyrian galleys and fled northward, establishing the city in secrecy to evade recapture. It emerged publicly only in recent centuries, during the reign of the Sea Lord Uthero Zalyne, whose unmasking revealed Braavos's power and prompted alliances and conflicts with slaver cities like those in Slaver's Bay. The city's naval prowess and financial leverage have positioned it as a key opponent to , funding wars and blockades against Volantis and other proponents, while maintaining tense trade relations with rivals like Pentos.

Pentos

Pentos is a prominent Free City in western Essos, located on the coastal flatlands along the northern shore of the Narrow Sea. The city is characterized by its expansive farmlands, which extend across the surrounding plains and are cultivated for wine, , and particularly cheese, contributing significantly to its wealth through agricultural exports. These farmlands are primarily worked by slaves bound in "free bond" contracts, a practice that circumvents the city's nominal ban on . The urban center is enclosed by towering walls of red brick, up to thirty feet high in places, protecting a bustling port and markets filled with exotic goods from across . Key landmarks within Pentos include the Palace of the Prince, a lavish residence situated at the heart of the city that serves as the official seat of its nominal ruler. The Temple of the Moonsingers stands as another prominent structure, a vast edifice of white marble dedicated to the faith originating from the of the east, reflecting the city's diverse religious influences. Beyond the walls, the estates of the magisters—vast properties known for their opulence and pleasure houses—dot the flatlands, offering exotic entertainments and underscoring Pentos's reputation for luxury and indulgence. The governance of Pentos is dominated by a council of magisters, wealthy merchant families who hold true power, while the of Pentos functions as a ceremonial elected for life from varying noble lines. These magisters, often derisively called "cheesemongers" by outsiders due to the city's cheese , control the centered on maritime commerce, slave trafficking (disguised as bonded servitude), and agricultural products like wine and cheese. The population includes a mix of Valyrian descendants, Andals, and slaves from distant regions, fostering a culture of ostentatious wealth, exotic pleasures, and tense social hierarchies maintained through heavy reliance on servitude. Historically, Pentos has navigated precarious relations with the neighboring Dothraki hordes of the grasslands by paying regular tribute in the form of gold, slaves, and provisions to any khalasar approaching the city, ensuring a fragile peace that prevents raids on its vulnerable flatlands. This stems from repeated sackings in the past, highlighting the city's strategic vulnerability despite its wealth. Additionally, Pentos has endured six wars with Braavos over the issue of , ultimately defeated and compelled to abolish the institution formally through treaties that also restrict its navy to no more than twenty warships and prohibit hires, though these measures are often evaded in practice. As a northern neighbor, Pentos occasionally falls under the indirect influence of Volantis but maintains its distinct focus on trade and Dothraki appeasement.

Volantis

Volantis is the southernmost and largest of the Nine Free Cities, situated at the mouth of the Rhoyne River where it empties into the Summer Sea in southeastern Essos. The city sprawls across hills and marshes on both banks of the river, connected by the ancient Long Bridge, a massive stone structure adorned with statues of past triarchs and wide enough for two wagons to pass abreast. Its climate is hot and humid year-round, carrying an earthy scent from the surrounding delta, while the urban extent stretches upriver toward the smoking ruins of Old Valyria. Encircled in its eastern half by the towering Black Walls—fused black dragonstone rising two hundred feet high—Volantis evokes the imperial grandeur of its Valyrian forebears, with pleasure gardens and terraced vineyards dotting the landscape beyond the fortified core. Key landmarks define the city's layout and power centers. The Black Walls enclose the oldest and most prestigious quarter, home exclusively to the nobility of the Old Blood, who bear the pale skin, violet eyes, and silver-gold hair of ancient Valyria. Within this enclave lie the opulent palaces of the triarchs, the ruling elected annually by freeborn landowners. The Long Bridge serves as the city's vital artery, lined with shops, brothels, and taverns, bustling with traffic day and night. Dominating the religious landscape is the Temple of R'hllor, the , the largest red temple in , its flames eternally burning and drawing fervent worshippers from across Essos. Nearby, the slave markets of Fishermonger's Square and the Merchant's House underscore Volantis's economic pulse, where auctions of human chattel occur amid the clamor of river trade. The society of Volantis is rigidly stratified, with a massive of slaves vastly outnumbering free citizens by a ratio of five to one. Slaves are marked by tattoos on their faces indicating ownership and role—such as soldiers, scribes, or bed slaves—and form the backbone of the city's labor, from rowing the great war galleys to tending the stables that symbolize wealth and status. The Old Blood monopolizes political power through the triarchy, divided into rival factions: the tigers, favoring expansion and supported by noble houses, and , representing merchants and moneylenders who prioritize commerce. The common tongue is a bastard Valyrian dialect, reflecting the city's origins, while the economy thrives on Rhoyne-borne trade in spices, slaves, and exotic beasts, extending southward to ports like those in Slaver's Bay. This slave-driven prosperity fosters a culture of opulence for the elite, contrasted by the drudgery and occasional unrest among the bonded population. Historically, Volantis was the first daughter of Valyria, founded as its premier colony over five thousand years ago, long before the Doom. As the closest Free City to the shattered heart of the Freehold, it has repeatedly attempted to reclaim the smoking peninsula, launching futile expeditions that drained its resources but burnished its imperial ambitions. The city played a pivotal role in the Rhoynish Wars, conquering the riverlands and driving the Rhoynar westward under Nymeria, and later clashed with other Free Cities during the Century of Blood, briefly rivaling Braavos in naval might. In recent centuries, religious fervor has intensified, with the cult of R'hllor gaining dominance and inspiring prophecies of a savior from the east, amid ongoing tensions between the triarchs' expansionist zeal and the merchants' trade-focused restraint. Despite wars and plagues that halved its population in antiquity, Volantis remains the most populous Free City, a sprawling metropolis of half a million souls.

Other Free Cities

Lorath, the northernmost of the Nine Free Cities save for Braavos, lies at the mouth of Lorath Bay amid a of islands and ancient stone mazes built by the enigmatic mazemakers of a bygone age. Its inhabitants, known as the labyrinthine people, revere the bull as a sacred symbol, reflecting their rugged, insular culture shaped by the cold waters of the Shivering Sea. The city's economy centers on fishing and the trade in sealskins, supporting a modest population that maintains its independence through isolation rather than military might. Norvos, perched on terraced hills along the Rhoyne's upper reaches, is a dominated by its bearded , who forbid or hair-cutting and select the council of magisters. The city's three colossal bells—each with a distinct tone—dictate the rhythm of daily life, tolling for work, prayer, and rest, while its axe-wielding spearmen guard against Dothraki incursions from the east. Slave labor fuels Norvos's industries of mining iron and crafting fine bells, alongside weapons and tools, making it a key supplier in the Free Cities' trade networks. Qohor, nestled in the vast northern forest that bears its name, stands as a bastion against the Dothraki Sea, its woodsmen and artisans renowned for reworking Valyrian steel despite a deep-seated for the old dragonlords who razed their early settlers. The Black Goat, the city's dark deity, demands nightly blood sacrifices from every inhabitant over the age of eight, a tied to its fame for sorcery and secretive guilds of smiths and . Though smaller than its southern sisters, Qohor's thrives on timber, gold from nearby hills, and the export of enchanted arms, bolstered by sacrifices that purportedly ensure prosperity. The southern trio—Myr, Lys, and Tyrosh—form the so-called "quarrelsome daughters" of Old Valyria, their coastal positions fostering vibrant trade but perpetual conflict. Myr excels in the production of intricate , flawless glassware including famed lenses, and subtle poisons crafted by hidden alchemists, with its magisters often embroiled in . Lys, a sun-drenched island haven of pleasure, breeds fair-haired slaves for its renowned bedchambers and exports potent toxins alongside vivid dyes and wines, its people worshiping a of love whose cult permeates every aspect of hedonistic society. Tyrosh, with its towering walls and bustling harbors, is synonymous with flamboyantly dyed hair and beards, fielding powerful companies like the Brave Companions while dominating coastal commerce in spices, slaves, and pear brandy. These cities share intense rivalries, most notably the endless wars over the Disputed Lands between Myr, Lys, and Tyrosh, a scarred steppe where free companies clash for control of vital trade routes and fertile valleys. All trace their foundations to Valyrian colonists, inheriting a legacy of slavery, magisterial rule, and cultural splendor that binds them in uneasy commerce amid mutual suspicions.

Central Essos

Central Essos forms the expansive interior of the continent, stretching from the Rhoyne River in the west to the fringes of Slaver's Bay in the east, and encompassing a diverse landscape of ancient hills, open grasslands, and the shattered remnants of the Valyrian heartlands. The region is dominated by the post-Doom geography, where the Smoking Sea—a vast, toxic body of water formed by the cataclysm that destroyed Old Valyria—fills much of the central expanse with boiling, ash-choked waves and hazardous stony shores lined with petrified forests and crumbling spires. These features render much of the area nearly impassable, with jagged cliffs, venomous fumes, and unpredictable currents deterring navigation. The population of Central Essos remains exceedingly sparse following the Doom of Valyria approximately four hundred years ago, which fractured the once-mighty Freehold and left behind a landscape of haunted ruins and forsaken roads overgrown with thorny scrub. Trade routes that once crisscrossed this prosperous core now bypass the interior entirely, as merchants and explorers alike avoid the perils including colonies of stone men afflicted with greyscale who haunt the riverbanks and shores, as well as reports of winged demons and other eldritch threats emerging from the demon road and deeper ruins. In the safer hill country and peripheral grasslands, small communities of hardy sheepherders and nomadic herders eke out a living, tending flocks amid the shadows of toppled dragon statues and eroded freehold outposts. Historically, Central Essos served as the thriving nucleus of the Valyrian Freehold, a dragonlord empire that dominated the continent for five thousand years through conquest, sorcery, and unparalleled engineering feats like the daemon roads and firewyrm channels. The Doom—a sudden volcanic —obliterated this civilization, scattering its enslaved peoples and reducing its grand cities to ash and rubble, with the ensuing chaos preventing any meaningful resettlement or reclamation. Exploration remains limited to the bold or desperate, as the region's cursed reputation has persisted through maester accounts and traveler tales, underscoring its role as a forbidden frontier even among the nomadic Dothraki who skirt its edges. Culturally, the few inhabitants of Central Essos bear traces of their Valyrian forebears, with some families exhibiting the distinctive silver-gold hair and violet eyes of ancient dragonlords, preserved through intermarriage in isolated vales. Superstitions abound regarding the land's lingering magic, including whispers of unresting sorcerers and the inexorable spread of ghost grass—a pale, invasive weed originating from the east that strangles native flora and turns fields into desolate white expanses, symbolizing the region's slow decay. These elements contribute to a pervasive aura of desolation, where the echoes of Valyria's glory serve more as cautionary relics than inspirational heritage.

Valyria

Valyria, once the heart of the mighty Valyrian Freehold, is a shattered in southern Essos, situated between the Free Cities to the northwest and Slaver's Bay to the east. The region is now a chain of broken islands amid the treacherous Smoking Sea, formed when the Doom cataclysmically fractured the land approximately 100 years before Aegon's Conquest. The Smoking Sea, with its boiling waters and swirling toxic fumes, is shunned by sailors due to its demon-haunted reputation and the peril of sudden whirlpools and poisonous mists. At the peninsula's core lies the Fourteen Flames, a chain of active volcanoes whose eruptions fueled Valyria's ancient sorceries but ultimately contributed to its destruction. Key locations within the ruins include the sunken remnants of Valyria itself, the former capital city now partially submerged on the largest surviving island, surrounded by jagged black cliffs and accessible only by treacherous paths like the ancient dragonroads—vast highways of fused stone that once linked the empire's outposts. Outlying towns such as Velos and Tolos, once prosperous Valyrian colonies, now stand as ghostly shells amid the volcanic wastes. of Ghosts, a fog-shrouded landmass nearby, is whispered to harbor spectral remnants of the old empire, further deterring exploration. These sites, once hubs of imperial power, are today perilous, with no safe harbors or navigable routes remaining. In its pre-Doom era, Valyria was a pinnacle of civilization, ruled by 40 ancient dragonlord families who commanded thousands of dragons tamed from the Fourteen Flames using and sorcery. Society revolved around these noble houses, marked by their silver-gold hair and violet eyes, who practiced advanced arts like forging Valyrian steel and maintained a vast slave economy to support their conquests across Essos. The Freehold's influence extended to founding or shaping the Free Cities, such as Volantis and Lys, through colonization and governance. Following the Doom—a apocalyptic event of fire, ash, and flooding that engulfed the city in a single night—the peninsula became uninhabitable, its ruins plagued by greyscale-afflicted stone men and mythical demons. No permanent settlements exist today, and ventures into the area invariably end in madness or death, leaving Valyria as a forbidden wasteland echoing its lost glory.

Dothraki Sea

The Dothraki Sea is an enormous of grasslands occupying central Essos, extending approximately 2,500 miles eastward from the vicinity of the Free Cities to the fringes of the Red Waste. This expansive plain, often likened to an due to its boundless horizon of undulating grass, supports a nomadic centered on horse husbandry and lacks permanent settlements beyond transient camps. The region is traversed by rivers such as the Skahazadhan, which flows southwestward from the grasslands, providing seasonal water sources amid the otherwise arid terrain. Encroaching from the east, ghost grass—a pale, invasive vegetation said to glow faintly at night—poses a prophetic threat in Dothraki lore, believed to one day overrun the entire world and extinguish all life. The sole fixed location within the Dothraki Sea is Vaes Dothrak, the sacred city of the Dothraki, situated in the northeast near the towering Mother of Mountains and the reflective Womb of the World lake. This sprawling encampment, forbidden to permanent structures or the shedding of blood, serves as a neutral gathering place for khals and their followers, featuring an open-air temple where the dosh khaleen—widows of deceased khals—reside and dispense prophecies. Vaes Dothrak embodies the Dothraki aversion to walled cities, consisting instead of vast markets and idol displays from conquered lands, where riders dismount as a mark of respect. The Mother of Mountains looms as a holy site, visible from the city and invoked in oaths, symbolizing the spiritual heart of Dothraki identity. The Dothraki people, fierce horse-mounted warriors, inhabit the sea in mobile hordes called khalasars, each led by a khal whose derives from prowess and the size of his following. These nomads revere horses above all, viewing them as sacred extensions of the self and burying khals astride their favorite stallions; they disdain those who walk, associating it with lameness or weakness. Society is patriarchal and hierarchical, with khaleesis (khal's wives) holding influence through their children and the dosh khaleen, while captured outsiders often become slaves, marked by bells in their hair to signify status. The Dothraki shun ironworking and urban life, forging their curved arakhs from traded , and maintain a cultural against bearing inside Vaes Dothrak. Economically, the Dothraki thrive on raiding settled civilizations along the sea's edges, herding captives southward for sale and extracting tribute from fearful cities to avert attacks; this predatory system sustains their warrior culture without or beyond plunder. In , the Dothraki rose prominently after the Doom of Valyria around 100 years before Aegon's Conquest, emerging from the east to overrun the Tall Men of Sarnor during the Century of Blood, reducing their kingdom to haunted ruins like the corpse city of Sathar. Their expansion posed existential threats to the Free Cities, prompting desperate defenses like Qohor's goat sacrifice rituals, though the dosh khaleen in Vaes Dothrak enforce internal peace by prohibiting intra-Dothraki warfare within sight of the Mother of Mountains. This post-Valyrian ascendancy solidified the Dothraki Sea as a domain of untamed mobility, bordering the peaceful sheep paths of Lhazar to the south.

Lhazar

Lhazar is a region in Essos, situated south of the Dothraki Sea and northeast of Slaver's Bay, encompassing low, wooded hills interspersed with fertile pastures and scattered lakes that facilitate sheep herding and small-scale . The landscape features winding sheep trails through the gentle terrain and clusters of modest villages built from , wattle, and thatch, often centered around simple wooden temples dedicated to local deities. This semi-arid area lacks major urban centers, relying instead on dispersed settlements that reflect the Lhazareen's nomadic yet rooted lifestyle of tending flocks across the hillsides. The people of Lhazar, known as the Lhazareen and derisively called the Lamb Men by the Dothraki, are a copper-skinned folk with almond-shaped eyes and straight black hair, renowned for their peaceful, non-martial nature and devotion to shepherding. They worship the Great Shepherd, a benevolent who teaches that all humanity forms a single flock under divine care, and their spiritual leaders—godswives—serve as healers using herbal remedies and rituals to mend the wounded, regardless of origin. Women like the godswife Mirri Maz Duur embody this tradition, combining roles as spiritual guides and medical practitioners within their communities, often learned from maternal lineages in village temples. The Lhazareen's emphasis on healing and communal harmony underscores their aversion to warfare, making them ill-equipped for defense against external threats. Historically, the Lhazareen have maintained minimal political organization, with no standing armies or fortified strongholds, leaving their hill villages perpetually vulnerable to incursions from neighboring powers. Dothraki khalasars frequently raid Lhazar for slaves, exploiting the inhabitants' docility and pastoral skills to bolster their own herds and trade captives in Slaver's Bay markets. A prominent example occurred when Khal Drogo's khalasar overran a Lhazareen settlement amid a clash with rival Khal Ogo, resulting in widespread enslavement and the destruction of the village's temple to the Great Shepherd. These repeated assaults have perpetuated the Lhazareen's subjugation, with many taken as thralls yet preserving fragments of their culture through resilient spiritual practices.

Slaver's Bay

Slaver's Bay is a prominent geographical and cultural region in central Essos, consisting of a large inlet along the southern coast known as the Gulf of Grief, which indents the Summer Sea and provides sheltered harbors for maritime trade. The bay stretches from the of Astapor in the west to Meereen in the east, encompassing hilly terrain dotted with ancient stepped pyramids and notorious fighting pits where slaves are forced to battle for entertainment. Positioned near the toxic ruins of Old Valyria to the northwest and the isles of Elyria and Yaros to the southwest, the region serves as a vital hub connecting the Dothraki Sea to the south with the Free Cities across the Narrow Sea. The societies of Slaver's Bay trace their origins to the ancient Old Empire of Ghis, a once-mighty civilization that dominated the region over five thousand years ago through military prowess and cultural influence, only to be utterly destroyed by the expanding Valyrian Freehold in a series of dragon-fueled wars. After the cataclysmic Doom of Valyria approximately four hundred years ago, the surviving Ghiscari rebuilt Astapor, Yunkai, and Meereen as independent city-states, each governed by hereditary slave-trading elites—the Good Masters of Astapor, the Wise Masters of Yunkai, and the Great Masters of Meereen—who maintain a tripartite rivalry while cooperating in the lucrative slave trade. These cities feature prominent auction blocks for selling human chattel, with Astapor particularly renowned for the brutal training grounds where Unsullied soldiers are produced through systematic and conditioning. The economy revolves around slavery as its cornerstone, supplemented by the production of olives, wine (often of inferior quality), and copper, with slaves sourced from Dothraki raids and supplied to buyers across Essos and beyond. Culturally, the inhabitants of Slaver's Bay proudly identify as descendants of the Ghiscari, preserving customs such as the wearing of tokars—loose, draped garments fastened with clasps—and the use of the as a sacred , symbolizing their ancient empire's emblem of a woman with wings and scorpion tail. They speak a of High Valyrian infused with Ghiscari elements and inscribe records using square Ghiscari glyphs, while their religious practices center on the as a protective deity and a grim shepherd god associated with death and flaying. The region's harsh environment and dense populations foster periodic outbreaks of plague, such as the lethal flux, which ravage the unsanitary auction blocks and slave pens. Each city's central pyramid serves as the seat of its ruling masters, towering over the brick-walled urban sprawls. In recent history, Slaver's Bay has faced challenges to its entrenched institutions through Daenerys Targaryen's conquests, which led to the abolition of slavery in Astapor, Yunkai, and Meereen, sparking ongoing conflicts including sieges and uprisings as traditional powers seek to restore the slave economy.

Astapor

Astapor is the easternmost of the three major cities in Slaver's Bay, located on the southern coast of central Essos, and is renowned for its role in training and selling the elite Unsullied eunuch soldiers. Built primarily of red brick, the city earns its nickname as the Red City, with "brick and blood built Astapor, and brick and blood her people." Its skyline is dominated by stepped pyramids constructed from red brick and green stone, many adorned with hanging gardens of trees, vines, and flowers on their terraces. The city walls, also of red brick, enclose key locations such as the Unsullied barracks and the residences of the Good Masters, including the pyramid of the slaver Kraznys mo Nakloz. The Plaza of Pride forms the heart of Astapor's slave trade, an open market where the Good Masters auction their human merchandise, including the Unsullied, under the watchful eyes of demon-horned guards. At its center stands a red brick fountain depicting the of Ghis, the city's ancient symbol, with waters that carry the scent of brimstone and a heavy chain dangling from her talons representing bondage. Slave auctions here emphasize the discipline and obedience of the Unsullied, who stand motionless in spiked helmets shaped like and lobster, their faces impassive. Astapor's society is rigidly hierarchical, governed by the Good Masters, wealthy slavers who reside in opulent pyramids and enforce an economy wholly dependent on the breeding, , and of slaves, particularly the Unsullied warriors sold to buyers across Essos. Slavery permeates every aspect of life, with extreme practices such as the of young boys—beginning at age five—to produce eunuchs devoid of fear, family, or personal will. These boys undergo brutal conditioning, including daily drills, floggings for any sign of weakness, and a final rite where each must kill a newborn in the Plaza of to prove their loyalty. The Good Masters prohibit the Unsullied from bearing names, referring to them only as numbers or "it," reinforcing their status as property. Trade occasionally extends to neighboring Yunkai's wise masters for complementary slave specialties. Historically, Astapor traces its origins to the ancient Ghiscari Empire of Old Ghis, whose lockstep legions of eunuch soldiers inspired the modern Unsullied tradition. The original city was sacked and razed during the Valyrian Freehold's conquest of Old Ghis approximately five thousand years ago, after which survivors rebuilt Astapor as one of the successor states to the fallen empire, preserving Ghiscari customs like the iconography and architecture. Reconstructed on the ruins of its predecessor, Astapor has maintained its focus on military as a core cultural and economic pillar, echoing the disciplined that once challenged Valyria.

Yunkai

Yunkai, known as the Yellow , is one of the three great Ghiscari city-states in Slaver's Bay, located in central Essos and renowned for its specialization in the slave trade, particularly the training of pleasure slaves or bed slaves. The city is governed by an oligarchy of wealthy slave traders called the Wise Masters, who reside in opulent villas atop yellow brick pyramids and maintain a decadent economy centered on vice, including the export of highly trained slaves to markets across Essos. Its culture emphasizes luxury and sensuality, with residents favoring tokars—flowing garments of silk and linen—as traditional attire, and a notable fondness for cats, which roam freely among the nobility's households. Yunkai's Temple of the Graces serves as a central religious site, where priestesses known as Graces provide counsel and healing in the Ghiscari faith. Geographically, Yunkai occupies a coastal position amid hilly terrain, encircled by thick yellow-plastered walls that define its defensive perimeter and give the city its distinctive hue. Within these walls rise stepped pyramids of yellow , housing the elite, while the surrounding outskirts feature terraced groves that supply for and lamps, alongside open-air fighting pits used for training slaves in combat or spectacle. The city's layout reflects its Ghiscari heritage, with broad avenues leading to markets where slaves are auctioned, and the hills providing natural vantage points for villas overlooking the Skahazadhan River's bay. The people of Yunkai, referred to as Yunkai'i, are descendants of the ancient Ghiscari, who rebuilt their society after the Valyrian Freehold razed Old Ghis millennia ago, reviving traditions of slavery as the foundation of their economy. Yunkai's bed slaves undergo rigorous instruction in the "way of the seven sighs," a method of pleasuring masters through subtle arts, making these slaves a prized commodity that sustains the city's wealth and reputation for vice. When faced with threats to their slave-based order, such as Daenerys Targaryen's campaign for abolition, the Wise Masters fiercely resisted, allying with Astapor to preserve their institutions and launching military responses to reclaim lost assets. This Ghiscari revival underscores Yunkai's role as a bastion of ancient Essosi traditions amid broader continental upheavals. As the western neighbor to Meereen's grandeur, Yunkai's more subdued scale highlights its focus on suburban slave training rather than monumental urban displays.

Meereen

Meereen stands as the westernmost and grandest of the Slaver's Bay cities, renowned for its towering stepped pyramids that pierce the sky and a culture steeped in spectacle and subjugation. Positioned at the mouth of the bay, it serves as a vital hub for maritime trade, including access to distant Qarth via its expansive harbor. The city's architecture reflects its ancient Ghiscari roots, with multicolored brick walls enclosing a of grand structures built over millennia. Geographically, Meereen occupies bluffs on the south side of the Skahazadhan River, where the waterway empties into Slaver's Bay, providing both defensive elevation and a conduit for inland travel eastward. The surrounding hinterland stretches south and east through rugged sandstone mountains toward Lhazar, encompassing once-lush farms, estates, cedar groves, and olive orchards that have since diminished in fertility due to historical devastations. The city's formidable walls, studded with towers and bastions, encircle this terrain, maintained as a bulwark against potential invaders. At its heart rise countless stepped pyramids, the most prominent being the Great Pyramid, which soars to 800 feet and dominates the skyline as the seat of power. Key locations within Meereen underscore its societal priorities. The Great Pyramid, with its apex once topped by a golden , functions as the residence and throne for the ruling authority, offering panoramic views over the bay and city. The fighting pits, vast coliseums scattered throughout the urban sprawl, host brutal gladiatorial contests that form the core of public entertainment and social ritual. The Temple of the Graces, a sacred complex dedicated to the city's deities, serves as a center for worship and healing, tended by veiled priestesses. Prominent gates like the Yunkish Gate mark entry points, fortified against external threats and symbolizing Meereen's isolation amid regional rivalries. The culture of Meereen revolves around the institution of , governed by the Great Masters—ancient noble families who control the city's wealth through human trade and derive prestige from their pyramidal estates. Society venerates the , a mythical creature symbolizing Ghiscari heritage, with its image adorning flags, seals, and architecture as a of dominance and . Gladiatorial games in the pits not only entertain but also reinforce social hierarchies, pitting slaves in lethal displays for the amusement of the elite. The populace is diverse, comprising Ghiscari descendants alongside a vast array of enslaved peoples from across Essos and beyond, including individuals of Westerosi origin captured in distant raids. This multicultural fuels the economy but breeds underlying tensions. Historically, Meereen claims the distinction as the oldest city of the Ghiscari tradition, established in the shadow of the fallen empire of Old Ghis around five thousand years ago, its founders rebuilding amid the ruins of their ancestral homeland. It endured the Valyrian conquest that toppled Old Ghis, transitioning from monarchical rule to governance by appointed archons, and later reclaiming autonomy after the shattered the Freehold's power. To avert Dothraki incursions, Meereen has long paid tribute in slaves and gold, avoiding direct sack while maintaining its defensive wells dug during ancient sieges—no successful assault has breached its walls since the Valyrian era. In recent centuries, internal stability prevailed until 's arrival sparked revolution: her conquest in 300 AC toppled the Great Masters, abolished slavery, and installed her as queen, igniting ongoing unrest, uprisings, and a coalition siege by rival slaver cities that tested the fragile new order.

Eastern Essos

Eastern Essos comprises the arid trade corridors extending eastward from Slaver's Bay toward the Jade Sea, forming essential links between the Ghiscari heartlands and enigmatic eastern realms. This region is characterized by expansive semi-desert landscapes, with the northern fringes of the Bone Mountains providing a rugged boundary and southern approaches facilitating maritime connections to the Jade Sea. Well-established trade roads snake through these territories, supported by occasional oases that serve as vital rest points for long-distance caravans navigating the harsh environment. Sparse vegetation and infrequent water sources define the general features of these lands, making them inhospitable for large-scale nomadic herding and thus largely avoided by Dothraki khalasars in favor of richer grasslands elsewhere. Merchant caravans, often comprising hundreds of wagons guarded by sellswords and spice traders, dominate travel here, creating temporary hubs of activity amid the desolation. The cultural fabric blends Ghiscari administrative traditions from the west with Qartheen mercantile practices from the east, interspersed with Dothraki influences through occasional raids or tolls, resulting in a of multilingual bazaars and fortified waystations. These corridors trace their historical roots to ancient overland routes reminiscent of networks, which gained prominence following the Doom of Valyria as seafaring declined and terrestrial commerce reoriented eastward. Persistent dangers include blinding dust storms that can engulf entire trains and arcane threats from lurking in shadowed enclaves. Qarth's , in particular, are whispered to wield subtle sorceries that imperil unwary traders. Economically, the area thrives on the transit of spices harvested from distant eastern plateaus, silks woven in imperial workshops, and slaves funneled from Slaver's Bay auctions, with these commodities forming the backbone of intercontinental exchange at scattered outposts.

Red Waste

The Red Waste is a vast, barren desert in eastern Essos, stretching between the Dothraki Sea to the west and the Bone Mountains to the east, characterized by its crimson sands, parched red soil, and unrelenting aridity that renders it nearly impassable. The landscape features low hills, windswept plains, dry riverbeds, and scattered stone formations eroded into bizarre shapes by constant sandstorms, with vegetation limited to clumps of tough devilgrass and stunted, gnarled trees that offer little sustenance or shelter. Water sources are exceedingly rare, consisting only of shallow, stagnant pools of bitter liquid unfit for most travelers, while the air shimmers with heat and dust, exacerbating the peril of dehydration and exposure. This desolation is punctuated by ancient ruins, including the skeletal remains of four abandoned cities once settled by the Qaathi people: Vaes Tolorro (the City of Bones), Vaes Orvik, Vaes Shirosi, and Vaes Qosar, now haunted only by the bones of failed nomads and prowling wolves. No permanent settlements exist within the Red Waste due to its hostility, and it serves primarily as a formidable barrier to east-west travel across Essos, with the Sand Road providing the sole navigable route through its northern fringes toward distant Qarth. The few who attempt to cross, such as scattered Dothraki bands or desperate exiles, face inevitable attrition; as one account notes, "Death followed death. Weak children, wrinkled old women, the sick and the stupid and the heedless, the cruel land claimed them all," leaving behind sun-bleached skeletons as grim markers. Dothraki khalasars universally shun the region, deeming it a place where perish and captives cannot be driven without massive losses, with riders warning, "That way lies the red lands, khaleesi. A grim place and terrible." Even prepared expeditions, like Daenerys Targaryen's khalasar in the aftermath of her husband's death, suffer grievously, subsisting on meager rations and the scant devilgrass that barely sustains their mounts. Historically, the Red Waste was not always so inhospitable; it began as fertile grassland before the arrival of the nomadic Qaathi, who overgrazed and overfarmed the land, transforming it into a dust-choked wasteland during the height of the Valyrian Freehold's dominance in Essos. Following the Doom of Valyria around 102 BC, the ensuing Century of Blood brought further devastation when Dothraki hordes sacked the Qaathi cities, driving out their inhabitants and leaving the ruins to crumble amid the expanding desert. This cataclysmic shift solidified the Red Waste's reputation as a cursed expanse, avoided by all but the most resolute, with no revival of its lost greenery in the centuries since.

Qarth

Qarth is an ancient port city situated on the southern coast of Essos, at the mouth of the Skahazadhan River, positioned between the arid Red Waste to the north and the expansive Jade Sea to the south. It serves as the guardian of the Jade Gates, the vital straits linking the Summer Sea to the Jade Sea, facilitating trade routes that connect distant lands. The city's defining feature is its triple walls, which encircle the urban core in concentric rings: the outermost wall, gleaming white as bone and adorned with scenes of Qarth's history; the middle wall, pale yellow like sand and decorated with depictions of the city's conquests; and the innermost wall, black as night, symbolizing the city's enduring mysteries. These fortifications not only protect the inhabitants but also underscore Qarth's self-proclaimed status as the greatest city that ever was or will be, the center of the world bridging east and west, north and south. Within the walls lie key landmarks that define the city's grandeur, including the opulent palaces of the Pureborn, the hereditary aristocracy who claim descent from the city's ancient founders. The House of the Undying, a towering structure of the warlocks, stands as a central edifice where the blue-lipped mystics dwell and offer enigmatic visions to select visitors. The port bustles with ships from across , while beyond the outer walls sprawl vast camps housing merchants, traders, and nomads who flock to Qarth for its markets. These encampments form a sprawling extension of the city, alive with tents and stalls peddling exotic wares. Qartheen society is stratified among the Pureborn, who hold traditional authority; the Thirteen, a council of wealthy merchant princes; and the Ancient Guild of Spicers, controlling the . The warlocks, marked by their lips stained blue from consuming shade of the evening, form a secretive magical elite. Unlike many Essosi cities, Qarth prohibits slavery, relying instead on a diverse populace including the Milk Men, an elite guard of thirteen warriors known for their loyalty and ferocity. The economy thrives on in spices, precious stones, the shade of the evening, and arcane artifacts, with extending across the Jade Sea to distant Yi Ti. Founded by the Qaathi people millennia ago, Qarth is the last surviving city of their once-vast civilization, enduring through neutrality in cataclysmic events such as the Doom of Valyria. Its history is one of preserved opulence and isolationist grandeur, with the House of the Undying serving as a repository of prophetic insights, as evidenced by the visions granted to Daenerys Targaryen foretelling treasons, fires, and mounts.

Unvisited Lands

The Unvisited Lands encompass the remote eastern and northern extremities of Essos, regions shrouded in mystery and accessible only through sailors' tales, ancient maps, and sporadic historical records. These areas lie beyond the well-traveled routes of the Free Cities and Slaver's Bay, with exploration limited by vast distances, hazardous seas, and pervasive myths of peril. Knowledge of them derives primarily from fragmented accounts in The World of Ice & Fire, which compiles lore from maesters, explorers, and foreign chroniclers, emphasizing their status as frontiers even to the ancient Valyrians. To the east of Qarth, the Jade Sea forms a sprawling expanse punctuated by countless islands, many unnamed and uncharted on known maps. These isles, stretching toward the distant horizons, are said to harbor unique ecosystems and civilizations, though concrete details are scarce due to the rarity of return voyages. Valyrian records indicate vague awareness of trade routes skirting these waters during the height of the Freehold, but no expeditions penetrated deeply, leaving the islands' full geography a matter of conjecture. In the north, the Shivering Sea's icy currents lap against Essos's jagged coasts, including the notorious Cannibal Bay and the surrounding cannibal coasts, where ships vanish without trace amid legends of ravenous inhabitants. Further east along this northern fringe lie the , a dense inhabited by a peculiar people with green, scale-like skin, hairless bodies, and filed teeth, who practice ritual and dwell in thatched halls on stilted platforms. These northern waters are further mythologized with reports of eternal fogs concealing bizarre beasts, such as translucent ice dragons said to roam the White Waste's edges, far larger than fire-breathing kin and capable of freezing prey in an instant. Tales from these unvisited fringes abound with extraordinary creatures and peoples, including herds of roaming fog-bound plains and colossal giants haunting the frozen northern wilds. Yi Ti's imperial annals allude to intermittent contacts with eastern island-dwellers, describing them as enigmatic traders of rare spices and gems, though such records blend fact with embellishment. The proximity of some eastern territories to the Lands near Asshai amplifies the aura of foreboding, with shadows reportedly extending influence over the seas. No protagonists in the primary narratives of A Song of Ice and Fire have reached these lands, underscoring their inaccessibility and role as symbolic unknowns in the world's lore.

Asshai and the Shadow Lands

Asshai-by-the-Shadow is an ancient port city situated at the southeastern extremity of Essos, where the Ash River empties into the Jade Sea. The city lies at the edge of , built upon a that juts into the sea, with its structures constructed entirely from dark, oily black stone that appears to absorb light rather than reflect it. This stone gives the city a perpetually dim and foreboding appearance, as if shrouded in eternal twilight, compounded by the low-hanging sun filtered through the haze of the nearby Shadow Lands. Travelers report that the stone feels greasy to the touch, and the city's streets are navigated solely by the flickering light of oiled torches fueled by rare fish oils, since ordinary flames burn poorly in the heavy air. The Shadow Lands encompass the vast, desolate region immediately north and west of Asshai, extending toward the Mountains of the Morn and the dried-up upper reaches of the Rhoyne River. This barren expanse is characterized by toxic soil and waters that render it uninhabitable for most life forms, overgrown with pale ghost grass that chokes out all other vegetation and glows faintly under moonlight. The land is said to exude an unnatural pallor, with perpetual shadows cast by jagged peaks, creating an environment where the sun rarely rises high enough to dispel the gloom. Inhabitants of the Shadow Lands include nomadic tribes of stone men—victims of the advanced, petrifying stage of greyscale—who wander the wastes, their bodies hardened like statues, avoided by all outsiders. The Ash River itself, flowing from these lands into Asshai, carries a poisonous taint that prohibits fishing or bathing in its waters, forcing the city to import all sustenance from distant ports. The people of Asshai are enigmatic figures, often described as tall and gaunt, cloaked in heavy garments and wearing lacquered masks that conceal their faces, particularly among the women, who are rarely seen unveiled. Society revolves around sorcery and shadowbinding, with practitioners known as shadowbinders wielding arts of , illusion, and dark magic drawn from the very shadows that envelop the city. No children are observed within Asshai's walls, leading to rumors that births are forbidden or conducted in secrecy, and the population sustains itself through trade in exotic goods like spices, poisons, and arcane artifacts, though certain items—such as dragonglass or live birds—are notably absent from markets. Dragons are said to shun the region entirely, turning away from its skies as if repelled by an invisible force. The city's isolation fosters a culture steeped in ancient taboos, where alchemists and experiment with , yet it remains a hub for those seeking wisdom in the occult. Asshai's history predates the rise of Valyria by millennia, with legends claiming it as one of the oldest continually inhabited cities in the world, its origins lost to time but tied to the shadowy forces of the Dawn Age. It is reputed as the birthplace of glass candles—crystalline artifacts used for long-distance communication and —and a wellspring of prophecies that have influenced distant realms, including tales of heroes battling ancient darkness with flaming swords recorded in its annals. As the eastern neighbor to the fringes of Yi Ti, Asshai maintains tenuous trade links across the shadowed borders, though its influence remains confined to the arcane rather than the political.

Ibben

Ibben is a large island nation located in the Shivering Sea, northwest of the continent of Essos. Comparable in size to , it consists of the main island of Ib and several smaller surrounding isles, characterized by cold, mountainous terrain and icy waters teeming with marine life. If Westeros is positioned analogously to the , Ibben would lie offshore in a region akin to Finland's latitude, far removed from southern trade routes. The Ibbish maintain colonies along the rugged, Skagos-like coasts of the Essosi mainland to the south, facilitating resource extraction and defense against incursions. The principal settlement is the Port of Ibben, a hardscrabble harbor city dominated by whaling docks, shipyards, and stone longhalls built to withstand harsh northern gales. Fleets of stout, black-tarred whalers depart from here, venturing into the Shivering Sea's fog-shrouded bays. Other notable ports include Ib Nor on the northern coast, a hub for fur traders and ice fishermen, though the region remains sparsely populated due to its unforgiving climate. These coastal outposts serve as bases for shipwrights crafting vessels renowned for their durability in frozen waters. The people of Ibben, known as the Ibbish or Ibbenese, are depicted as squat and exceptionally hairy, with thick beards and adapted to the frigid environment. They are skilled mariners, primarily whalers who hunt the sea's abundant leviathans, processing for chewing and rendering oil to illuminate their ports with smoky lamps. Their economy revolves around these maritime pursuits, supplemented by trade in furs, amber, and bartered with northern Essosi ports. Ibbish crews are often encountered in distant harbors, from Braavos to the Jade Sea, plying routes avoided by southerners due to the perils of ice and storms. Rumors persist of their raiding tendencies along mainland coasts, though they pose little threat to distant Westeros. Ibben's history stretches back to ancient times, with evidence of trade ties to the Valyrian Freehold before its cataclysmic fall. Prior to the Doom, the island was governed by a God-King, a theocratic ruler whose authority extended to mainland colonies. Following the Doom around four centuries ago, power shifted to a Shadow Council, elected from an assembly of merchant-princes and captains known as the Thousand. The Ibbish have largely remained isolationist, their fleets focused on survival in the north rather than expansion southward, earning a reputation among southerners as reclusive and uncivilized.

Yi Ti

Yi Ti, often called the Golden Empire, is an immense and enigmatic realm in the far eastern reaches of Essos, renowned for its opulent cities, intricate bureaucracy, and legendary riches. Spanning thousands of miles, it claims to be the oldest continuous civilization in , predating even the Valyrian Freehold by millennia. The empire's influence extends through trade in silks, spices, and exotic goods, which reach distant shores like Westeros via arduous overland and sea routes, though direct contact remains rare due to its isolationist policies. Geographically, Yi Ti occupies a vast territory from the northern coasts of the Jade Sea southward to lush jungles, eastward toward the Lands, and northward across fertile plains and rivers. Its southern half features dense, hospitable jungles stretching over 1,400 miles along the Jade Sea, interspersed with navigable rivers that support dense populations and agriculture. Major urban centers cluster around these waterways, including the capital of Yin on a broad emptying into the Jade Sea, a of over one million inhabitants boasting golden halls and palaces guarded by stone lions. Other notable sites include the eastern city of Jinqi at the mouth of a river leading to shadowed fringes, the northern trade hub of Trader Town along ancient caravan routes, and the western gateway of Asabhad, approximately 500 miles from Qarth. The empire's northeastern frontier is defended by the Five Forts, an colossal barrier of five fused black stone bastions, each rising more than 1,000 feet and spanning 250 miles, built by unknown architects to ward off threats from the north. To the south lies the island of Leng, incorporated into Yi Ti's domain, with its own cities like Leng Yi and enigmatic inhabitants known as the cloud people who dwell in floating houses. Ports such as those on Great Moraq facilitate maritime trade across the Jade Sea, connecting to distant lands. The culture of Yi Ti revolves around a rigid imperial bureaucracy overseen by the God-Emperor, who resides in Yin's sprawling palace complex, said to dwarf the greatest structures of Westeros in scale and splendor. Society emphasizes scholarly pursuits, with mandarins and scribes administering the realm's diverse provinces through a vast administrative apparatus modeled on ancient hierarchies. Religious life centers on the worship of twin deities—the radiant Maiden-Made-of-Light and the shadowy Lion of Night—who are believed to have sired the God-on-Earth, the progenitor of the imperial line; emperors name their dynasties after colors, such as Azure, Scarlet, or Jade-Green, asserting divine continuity. The populace engages in colorful traditions like flying elaborate kites during festivals, while the empire's subjects encompass a wide array of peoples, from urban dwellers in silk-robed finery to jungle tribes and the semi-mythical toves, hairy forest folk tamed for labor. This diversity reflects Yi Ti's role as a , incorporating fringes of Leng's cloud people and even distant influences from the east. Historically, Yi Ti traces its origins to the mythic Great Empire of the Dawn, an antediluvian polity shattered during the Long Night around eight thousand years ago, from whose ruins the Golden Empire emerged as its direct successor. Once a rival to the dragonlords of Valyria in wealth and military might, it maintained a policy of , rarely venturing beyond its borders except through merchants bearing pearls, spices, and tiger pelts. Dynastic cycles of glory and decay have marked its timeline, with periods of unity under color-named emperors giving way to civil wars, as seen in the current era's "War of the Three Emperors," where claimants like the Azure Emperor Bu Gai of Yin and the self-proclaimed Orange Emperor Pol Qo vie for supremacy. Explorers like Corlys Velaryon reached its ports two centuries before the events of the main saga, returning with tales of its unparalleled opulence. Its eastern marches border the haunted Shadow Lands near Asshai, where the jungle thins into mist-shrouded wastes.

Plains of Jogos Nhai

The Plains of the Jogos Nhai form a vast expanse of windswept steppes and rolling hills in southeastern Essos, situated south of Yi Ti, east of the Lands, north of the Shrinking Sea, and west of N'Ghai and the Bleeding Sea. Bounded to the north by the Leviathan Sound and Shivering Sea, and to the east by the and Howling Hills, the region is drier and less fertile than the Dothraki Sea, supporting only sparse grass amid weeds and devilgrass. Zorses, hybrid horse-zebra mounts native to the area, graze on this tough vegetation, sustaining the nomadic lifestyle of its inhabitants. Lacking permanent settlements, the plains feature only temporary camps erected by wandering bands, such as those of the Jhogwin, a people defeated by the dominant inhabitants in ancient conflicts at the Howling Hills. These transient sites reflect the mobile nature of life across the grasslands, where no fixed cities or towns endure due to the harsh, open terrain. The Jogos Nhai, the primary people of the plains, are a proud and warlike nomadic race who dwell in small bands within yurts, tents, and saddles, valuing freedom above all else. Shorter and more squat than the Dothraki, they are bowlegged and swarthy with sallow skin, large heads, small faces, and artificially pointed skulls from binding infants' heads; men sport a central strip of hair down the scalp, while women remain bald. Led by jhats as war chiefs and moonsingers—who function as priestesses, healers, and judges—their society features flexible gender roles, including warriors and male moonsingers, with no internal warfare but ritual thefts between bands. Renowned as skilled horse archers, they ride zorses into battle and adhere to a faith centered on the moonsingers' teachings. For over two millennia, they have sustained fierce feuds with Yi Ti through raids and defensive wars, including the legendary victory of jhattar Zhea over Emperor Lo Bu's 300,000-strong army, which cost a million Jogos Nhai lives but ended with the emperor's gilded skull as a trophy cup. As one of Essos's most ancient steppe peoples, the Jogos Nhai have a history marked by resistance to external threats, including wars with the Patrimony of Hyrkoon before the Dry Times, during which they enslaved thousands of foes. They later raided N'Ghai, reducing it to the ruined city of Neferion, and repelled multiple Yi Ti invasions while maintaining isolation from distant realms. This minimal contact with outsiders has preserved their traditions amid the isolated southeastern grasslands.

Other Continents

Sothoryos

Sothoryos lies south of the Summer Sea, separated from the northern continents of Essos and Westeros by this vast body of water, making it the southernmost known landmass in the world. Its northern shores feature swampy, fever-ridden coasts, while the interior is dominated by impenetrable jungles known as the Green Hell, traversed by sluggish, crocodile-infested rivers such as the Zamoyos. The continent's size remains unknown, with scholars debating whether it rivals Essos in scale or consists of multiple landmasses amid jungle islands; no comprehensive exploration has penetrated far inland due to the perils of and . Point, a jagged on the northwestern coast, is notorious for its rocky isles teeming with basilisks—massive, venomous lizards that pose deadly threats to sailors. The continent hosts no known civilized states or permanent settlements beyond fleeting pirate holds and trade outposts along the northern edges, as explorers face near-certain death from fevers, greyscale, and other maladies that claim nine in ten visitors. Savage tribes, such as the Brindled Men—dark-skinned, striped peoples possibly descended from ancient inhabitants—roam the jungles, alongside great apes, tigers, venomous serpents, and colossal resembling dinosaurs from Summer Islander lore. Key locations include the ruins of Zamettar, an old Ghiscari outpost on the Zamoyos River that endured for generations before succumbing to plague and abandonment, and Yeen, a haunting city of oily black stone built by an unknown prehistoric civilization, where every attempt at resettlement has ended in mysterious horror. Further south, the of Gogossos, established by Valyria for horrific chimera experiments, now lies as a plague-ridden ruin infested with twisted beasts. Historically, Sothoryos was home to advanced civilizations predating even the Valyrian Freehold, evidenced by cyclopean ruins swallowed by the jungle, but these societies vanished long ago, their legacies lost to fevers and overgrowth. Early Ghiscari emperors planted colonies like Zamettar and Gorosh, but these withered due to disease; Valyrians thrice attempted settlements at Basilisk Point, only to abandon them after plagues and attacks. The Rhoynar, fleeing Valyrian conquest, briefly sought refuge there but were driven off by fevers and native raids. Tales from Summer Islanders speak of golden empires and monstrous perils in the deep south, underscoring the continent's enduring mystery and lethality to outsiders.

Ulthos

Ulthos is the most enigmatic and least explored landmass in the world of A Song of Ice and Fire, positioned as a small or possibly an extensive chain to the east of Sothoryos and south of the Shadow Lands associated with Asshai. This southeastern region remains almost entirely unknown to the civilizations of Westeros and Essos, with its existence primarily inferred from fragmented sailor accounts and ancient cartography rather than direct exploration. Geographically, Ulthos is characterized by dense, impenetrable jungles teeming with leeches and other perilous fauna, alongside vast stretches of unmapped coastlines that have deterred even the boldest navigators. No definitive settlements or landmarks are recorded, but persistent rumors among Summer Islanders and Qartheen sailors describe isolated "cannibal isles" where human inhabitants allegedly practice ritual consumption, as well as enigmatic "monkey cities" purportedly built and occupied by intelligent apes. These tales, often dismissed as embellishments born of fever and isolation, underscore the region's aura of untamed wilderness and existential threat. The inhabitants of Ulthos, if they exist in the forms described, represent a profound unknown, with no verified encounters to confirm their nature or societies. Speculation suggests primitive tribes akin to the basilisk-hunting brigands of Sothoryos, subsisting amid constant peril from disease, wildlife, and environmental hostility, though such parallels remain unproven due to the absence of surviving expeditions. This isolation fosters a cultural void in known histories, positioning Ulthos as a frontier beyond the reach of trade, conquest, or scholarly inquiry. In terms of history, Ulthos eludes even the expansive lore of Yi Ti, the easternmost empire of Essos, where maesters and god-kings alike acknowledge its obscurity. Ancient Valyrian texts and Summer Island scrolls reference it obliquely as the "farthest east," a mythic boundary marking the limits of the world as understood by pre-Conquest explorers, with no records of colonization or significant events tied to its shores. Its proximity to the distant eastern fringes of the Plains of Jogos Nhai hints at potential overland routes obscured by the intervening mountains and wastes, yet no such paths have been charted.

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