Thane Thricewise
Portrayed by Kevin McKidd
Name: Thane
Alias: Thane Thricewise,
Thane Manderly
Status: Maester
Rank/Title: Archmaester
Occupation: Valyrian Steel Archmaester
Faction: The Citadel
Birthplace: White Harbor, The North
Goal: Knowledge
Motivation: Fear
Virtue: Honest
Vice: Intolerant
A Song of Ice and Fire
Thane-Thricewise_01.jpg
Thane before Asshai

Description

Tall and imposing, with a solid build, a steely gaze, and calloused hands, this man would never be mistaken for a maester if not for the grey robes and distinctive chain around his neck. A shaggy mane of shoulder-length ginger hair and a scruffy beard frame a chiseled face lined with years of toil and travel. One of his blue-grey eyes has turned milky and white, the flesh around it marked with some kind of ritual scarification. There is nothing soft about this particular scholar. When he speaks, his accent easily gives him away as a son of the North, though he has long since left behind the elocution and proper speech of a nobleman.

As a maester, Thane is adorned in plain grey robes. His are a bit heavier than most, but they serve well to shield against the cold ocean breezes, even as tattered and threadbare as they are. Around his neck is a maester's collar; a chain made of links forged of various metals. To the learned eye, those links tell the tale of his scholarly achievements. Among the more notable links are those crafted of copper (for history), black iron (for ravenry), silver (for medicine), and rarest of all, Valyrian steel (for knowledge of magic and the occult).

He is rarely without three particular accoutrements — a weirwood walking staff carved with a face reminiscent of the heart trees themselves, a battered and worn leather satchel slung across his torso, and a large black raven perched upon his shoulder.

Background

Timeline

  • 80 A.L. - Born Thane Manderly in White Harbor.
  • 85 A.L. - Began having Green Dreams.
  • 89 A.L. - Sent to the Citadel.
  • 92 A.L. - Predicted the death of Maester Gregor.
  • 94 A.L. - Predicted theft of an artifact from the Citadel.
  • 98 A.L. - Foresaw a shipwreck containing invaluable Valyrian scrolls, and retrieved them. Dubbed "Thricewise".
  • 100 A.L. - Earned first Valyrian Steel link.
  • 108-113 A.L. - Departed on "pilgrimage" to learn about magic and religion out in the world. Spent five years roaming Westeros, periodically returning to the Citadel for study and certification.
  • 113-116 A.L. - Crossed the Narrow Sea to study Essosi magic and faith.
  • 116 A.L. - Fled Essos, but only after receiving a prophecy that would lead him to the frozen north.
  • 117 A.L. - After reporting back to the Citadel, rode north to Castle Black, and convinced the Lord Commander to let him travel with a party of rangers. The rangers are ambushed and killed by wildlings, but Thane is spared due to his red hair. A greenseer of their tribe claimed that one kissed by fire and bound by chains would appear in the company of Crows.
  • 117-120 A.L. - Trained with Roragh One-Eye to advance his greensight and learn to be a skinchanger.
  • 120 A.L. - Returned to Oldtown.
  • 121 A.L. - Appointed as Valyrian Steel Archmaester. Departed for Essos on a research mission.
arms_House-Manderly.png
Thane was born a Manderly, but renounced his title to become a maester of the Citadel

Born Thane Manderly, the man who would one day be known as "Thricewise" was a source of consternation for his father. Unlike other Northern houses, the Manderlys take the Seven as their gods. So Thane's father was beside himself when his son's green dreams began. Though ignorant of greenseers, it was clear from the content of Thane's dreams that the Old Gods were meddling with House Manderly. When it became evident that the dreams would not fade on their own, the choice was made to send Thane to the Citadel to become a maester.

Thane could not help but be fascinated by the dreams. Still, the words of the septons and his father rang in his ears, insisting that to embrace the dreams would be an offense to the Seven. He tried to be a dutiful son, ignoring the dreams as best he could, and when he couldn't, he found that a drunken stupor seemed to banish the visions (or, at least, it left him so hazy that he could not remember them).

Companion

Thane is rarely seen without his avian companion, a raven to whom he has never given a name, addressing him merely as "raven".

Raven.jpg

But the Old Gods would not be denied, and neither would Thane's curiosity. Amidst his other studies, he learned all that he could about the Old Gods and the Children of the Forest. References to greenseers were sparse at best, but Thane was possessed of a cunning mind and began to piece together the puzzle on his own. Within a few years, he had rejected the Seven, and taken the Old Gods as his own, now confident that he had some role to play.

During his time at the Citadel, Thane had many powerful prophetic dreams. Among them, he foresaw the accidental death of an esteemed maester at the Citadel. Naturally, once word got out that he knew it would happen, suspicion was cast his way. A second vision predicted the arrival of an injured man who would steal a priceless artifact from the Citadel. Thane tried to warn his fellow maesters, but was ignored until after the incident occurred. Sometime later, he dreamt of a shipwreck from across the sea that would contain treasures of great interest to the Citadel. This time, he set out on his own to find the ship, and surely enough, he discovered it being picked clean by salvagers, who sold him several chests of ancient Valyrian scrolls for a modest price. Finally, his visions had brought something good to the Citadel, and he earned the nickname "Thricewise" for his three prophecies.

In spite of his gift to the Citadel's library, and such accomplishments as forging a Valyrian steel link to his chain, many still viewed him as something unnatural, and this was no secret to Thane. He eventually made the choice to leave the Citadel on a sort of pilgrimmage, setting out to follow his visions and learn more about his place in the world. For many years he wandered Westeros, developing a reputation in some circles as a mysterious hedge wizard. He was content with this mantle, as it kept the fearful away, and the curious were often willing to part with their coin to have their fortune told or some "magic spell" cast for them.

Inevitably, his quest took him back to the North, and even Beyond the Wall to learn more about that which haunted him. He nearly paid for this knowledge with his life on several occasions. But when he returned to Castle Black, he was a changed man. He had learned of the secrets of skinchanging, and though a novice practitioner, had found the talent within himself.

The very night of his return from the Lands Beyond the Wall, Thane received a vision of the Citadel. He knew immediately that he was being called back. He established himself in a rickety tower of the Citadel, used mainly for storage. There he had the privacy to engage in his study of magic without interference. In short time, he became known as an expert on the subject of the mystical, and some months later he was appointed the Valyrian Steel Archmaester, making him the foremost authority on magic in all of Westeros.

Thane's studies would take him abroad again, this time for nearly two years across the sea and as far as the lands of Asshai. What he experienced there, he does not speak of. But he returned from that shadowy place marked, both physically and spiritually. The Archmaester Thane that returned from Essos is more mysterious and unpredictable than ever.

Sessions

Relationships

Name

Name

{$Title}

{$Relationship}

Character Sheet

Rewards

Total Experience Current Experience Total Glory Current Glory
{$totalExperience} {$currentExperience} {$totalGlory} {$currentGlory}

Destiny

Destiny Points Spent Burned
{$destinyPoints} {$spent} {$burned}

Abilities and Specialties

Ability Rank Specialties
Agility 2
Animal Handling 3 Charm: 1B, Train: 1B
Athletics 2
Awareness 3
Culture 3 Breeding: 1B
Cunning 5
Deception 3
Endurance 3
Fighting 3
Healing 4
Knowledge 4 Education: 2B, Research: 2B
Marksmanship 1
Persuasion 3 Intimidate: 1B
Stealth 3
Survival 3
Thievery 3
Warfare 2
Will 4 Dedication: 2B

Status

Status 5 Reputation ++1

Languages

  • Common Tongue
  • Old Tongue

Benefits & Drawbacks

Benefit Type Description
Warg Dreams Fate

Whenever you sleep, roll 1d6. On a result of 1–5 you have a normal night of sleep. A result of 6 indicates you slipped into the skin of your Animal Cohort, filling your mind with strange sensations and experiences. While wearing its skin, you can attempt to influence the creature by making an opposed Will test. If you win, you take control of the animal. You may act normally, but you use the beast’s statistics in place of your own.

If the animal wins, it retains control, but you can see through its eyes and experience what it experiences. In either case, you cannot free yourself from the animal unless you succeed on another Challenging (9) Will test. You may test just once per hour you occupy the animal. An ally can give you another test before this time is up by shaking you vigorously. If the animal takes any Damage while this is happening, you are snapped back to your own body and gain a point of Fatigue from the experience.

Finally, each time you have an out-of-body experience, you must succeed on a Challenging (9) Will test (Dedication applies). If you succeed, you suffer no ill effect. On a failure, you take –1D on all Persuasion tests until you next sleep. If you ever fail two consecutive Will tests after two nights of skinchanging, you permanently reduce your Cunning by 1 rank.

Should you die, a part of yourself enters your Animal Cohort, making it more intelligent, with emotional ties to people, places, and events inherited from you.

Greensight Fate

You have two kinds of dreams: premonitions and portents. When you sleep, roll 1d6. On a 6, you experience one or the other.

Premonitions are simple dreams, more emotion and feeling than concrete images. They are warnings of trouble in your personal life and provide inspiration and strength to make it through those events. In game terms, you may choose any single test the following day to gain a +1D on, reflecting a sudden insight into the difficulty and how to navigate it best. Another way that premonitions might be employed is when spending or burning a point of Destiny to edit a scene, allowing you to have retroactively dreamt of this situation. In such a situation, the scene editing results from the character gaining insight from the dream.

Portents are prophetic dreams, powerful visions of what is to come—or of what is happening now. The dreams are filled with symbolic meaning, images, and metaphors. The meaning behind the dreams is not always obvious, but once you have experienced one, you will see the fulfillment of your visions in the unfolding of the events around you. You may also choose the nature of a portent. By spending a point of Destiny, you may choose the symbolism and meaning of a portent dream, granting you a +1D that may be used toward making that dream come true. Unlike premonitions, this bonus remains for longer than a single day, waiting until it is used. If your Narrator has a portent ready, when you experience a green dream, you receive that portent. Otherwise, such dreams are assumed to be premonitions.

Master of Ravens Fate You may dispatch ravens to bear your messages. The Narrator makes a secret Routine (6) Animal Handling test on your behalf (the Charm specialty applies). Success means the raven delivers the message to the appointed destination while failure means the message (and possibly the raven) goes astray. Additional degrees of success may allow you to coax some extra speed or distance out of your birds, at the Narrator’s discretion, or get a message through dangerous or difficult weather or the like.
Animal Cohort Fate You have a {$detail1} that is extremely loyal to you and fights on your behalf. Whenever you roll Fighting tests in combat and your animal is nearby, add +1D to your Fighting test. You need never test Animal Handling to control your animal.
Knowledge Focus: Alchemy Ability When testing Knowledge: Alchemy, convert your Education bonus dice into test dice. You may select this quality multiple times. Each time, select a new area of expertise. Expertise options: alchemy, architecture, astronomy, geography, heraldry, history and legends, magic, nature, religion, or underworld.
Drawback Description
Flaw (Athletics) You take –1D on all tests involving Athletics. When calculating your passive test result with {$ability}, you treat your ability as being 1 point lower. You also reduce any derived characteristics (such as Intrigue Defense or weapon damage) by 1.
Bound to the Bottle You turn to alcohol in times of stress or hardship, drinking away your worries. Whenever you are faced with a troubling situation, you must succeed on a Formidable (12) Will test or turn to alcohol to calm your nerves, drinking until you are drunk. While intoxicated, reduce all test results by –2. If you were drinking with other drinkers, such as at a tavern, you become roaring drunk, instead, and take –2D on all tests. The penalties remain until you get a good night’s sleep. Each hour after drinking, you are entitled to an Endurance test to sober up. A successful Challenging (9) Endurance test reduces this penalty by –1 (or –1D).
Disturbing Habit Thane tends to stare, making people uncomfortable. When recognized and using Persuasion to Intimidate, you gain +1D. In all other uses of Persuasion, however, you take a –1D on Persuasion tests.
Threatening During an intrigue, if your first Persuasion test does not use Intimidate, you take a -2 penalty to Intrigue Defense until the end of the scene. In addition, you take –2D on Charm and Seduce attempts.

Intrigue

Initiative Intrigue Defense Composure
3 {$intrigueDefense} 12
Awareness (Empathy) Awareness + Culture + Cunning Will Rank x 3

Combat

Initiative Combat Defense Health
2 {$combatDefense} 9
Agility (Quickness) Agility + Athletics + Awareness Endurance Rank x 3

Armor

Armor Type Armor Rating Armor Penalty Bulk
Soft Leather 2 0 0
Reduce Damage by Rating Apply to Agility Test Results and Combat Defense Reduces Movement

Weapons

Weapon Test Damage Qualities
Quarterstaff 3(+1D*) Athletics Fast, Two-handed
Dagger 3(+1D*) Agility+2 Defensive +1, Off-hand +1

*When raven cohort is near.

Movement

Base Movement Burdened Movement Sprint Burdened Sprint
4 {$burdened} 16 {$burdenedSprint}
4 (3 if Athletics 1) Yards +1 per 2B in Run -1 yard per 2 points of Bulk Base Movement x 4 -1 yard per point of Bulk

Gear & Belongings

Maester's kit Lantern Flask
Myrish lens Flint and steel Waterskin
Candles (6) Oil (4 pints) Weirwood staff
Poisons
Firemilk x4 Myrish Fire x5 Tansy (mild) x5
Milk of the Poppy (small) x5 Pennyroyal (mild) x10 Greycap x5
Milk of the Poppy (large) x 5 Sweetsleep x5 pinches

Animal Companion

None Raven
Abilities Specialties
Agility 4 Quickness 1B
Athletics 1
Awareness 3 Notice 1B
Cunning 1
Endurance 1 Stamina 1B
Fighting 1
Combat
Combat Defense 8
Health 3
Armor None: AR 0, AP 0, Bulk 0
Movement 1, fly 6
Attacks Attack Effect
Beak 1D 1 damage
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