CHapter 3: beyond the WallAgility 4AbilitiesAnimal Handling 2 Ride 1BAthletics 4Endurance 4 Stamina 1BFighting 4 Long Blades 1B, Shields 1BMarksmanship 3 Bows 1BSurvival 2 Forage 1BWill 3QualitiesBenefits: Blood of First Men, Armor Mastery, HardyCombatDefenseDrawbacks: NoneAttributes10 (8 in armor;+2 w/ shield,+1 w/ dagger)IntrigueDefenseHealth 14 Composure 9Destiny Points 2Movement 4, Sprint 16 (with armor: 3, Sprint 11)Awareness 2, Passive 8Arms & ArmorRingmail Armor: AR 5 ❂ AP –2 ❂ Bulk 1Shield: 4D+1B 2 Damage Defense +2Longsword 4D+1B 5 DamageLongbow 3D+1B 6 DamageLong Range, Piercing 1,Two-Handed, UnwieldyDagger 4D Damage 2 Defensive +1, Off-hand +1The Flown CrowYoung Adult FighterWhile a noble task, some men chafe under the discipline and privation of such a life, particularly in an age in which the <strong>Watch</strong> is seen as themidden of the Seven Kingdoms, a place to dump those for whom society has no other use. To be caught in the Seven Kingdoms after having takenthe black is worth one’s life, but life for these “flown crows” north of the Wall is not easy. The free folk have no love for the kneelers and those whodefend them, and many would as soon kill a crow as treat with him.Knowing this, you must have had good reason to fly down from the Wall. Was it the love of a wildling girl that drew you, or a tale of treasuredeep in the Haunted Forest? Perhaps a cruel or foolish superior in the <strong>Watch</strong> left you (by your lights) no choice, or did you dream of a life as yourown master, beholden to no one? Whatever the reason, you know you can never return to your former brothers, and should expect that you’ll haveto prove to any free folk you fall in with that you’re no crow any longer.The free folk will care even less about your history before you came to the Wall than your formerbrothers did, but you should know at least how you came to join the Black Brotherhood. Were you aconvicted criminal, or the superfluous son of a noble house?A brother of the Night’s <strong>Watch</strong> might be a Ranger, a Builder, or a Steward. You were that bane ofthe free folk, a Ranger.6PersonalGearBlack rough-spun breeches and tunic, black sleeveless leatherjerkin, black heavy wool cloak, black high leather boots,black ringmail hauberk and coif, shield, longsword, dagger,longbow with 24 arrows, garron with saddle and tack101
CHapter 3: beyond the WallCreating Wildling CharactersThe following system is intended to be utilize to create wildling charactersfrom scratch. It is similar to the core character creation system inthe SIFRP core book, with differences noted below.Step One: Tribe & LandsInstead of belonging to noble houses, the free folk belong to tribes.These tribes are created using the same process as creating houses. SeeTribe Creation, page 107. If your character is part of a different organization,such as a wildling in the service to a noble house, use the normalrules for than organization.Step Two: Character ConceptCreating the character concept for a free folk character is at its heart thesame procedure as coming up with a character concept for charactersfrom other regions, only the parts used in building that concept are different.Gone are concepts like exuberant squires, shifty seneschals, andhaggard hedge knights, replaced with wise hunters, savage berserkers, ordaring raiders. The intrinsically savage and violent nature of life in theFar North colors any character who comes from there.Determine AgeFree folk have a shorter life expectancy that the people of Westeros,with almost none making it past fifty years of age. Very Old and Venerablecharacters are possible, but they are people who suffer the effectsof their hard lives rather than the grip of old age. Among the people ofthe Far North children are expected to contribute to the survival of theirpeople early on and thus are put to work at an early age. By adolescencemost free folk are adequate hunters and can survive the harsh climate oftheir homeland alone for some time if need be.If you wish to determine your character’s age randomly use the followingtable instead of Table 3-1: Random Age on page 42 of the SI-FRP core book.Set StatusThe free folk put precious little stock in the idea of social status andrank, making Status a less important ability among them. Even Mance3d6 RollTable 3-1: Random AgeStarting Age3 Youth4 Adolescent5-7 Young Adult8-13 Adult14-15 Middle Age16 Old17 Very Old18 VenerableRayder, the leader of the largest collection of free folk, only has a Statusof 4. The limits on Status due to a character’s tribe are more stringentthan in the South and no character of the free folk can have a Statushigher than 4.The leader of the tribe is assumed to have a Status of 3, with most ofthe rest of the tribe having a Status of 1, with respected elders at a Status2. While there are positions of respect within a tribe aside from theleader, such as the tribe’s best hunter or warrior, but these do not havea pronounced effect in the same way that being a lord’s master of huntsor a knight do in the south. The free folk also do not select heirs in thesame fashion as in Westeros, thus heirs have no special status within thetribe except that which they earn.Determine RoleThe same five roles exist among the people of the Far North, though invastly different proportion. Nearly all the free folk can be consideredfighters, leaders, or rogues; there are a few experts in the form of herbalists,trackers, or craftsmen, and schemers are those who learn to live bytheir wits and silver tongues as traders, storytellers and the like. Roguesare uncommon due to the free folk lack of subtlety, but are known.Fighter is by far the most common role among the free folk due to thevalue they place on cunning and strength.Determine BackgroundThe process of determining your background remains the same, exceptuse Table 3-2: Background Events, below, instead of the table of thesame name in the SIFRP core book on page 45. The other tables fordetermining goals, motivations, etc are equally suited to the people ofthe Far North.2D6 Roll2Table 3-2: Background EventsResultsYou encountered the Othersand lived to tell the tale.3 You were involved in the stealing of a wife.4 You fought in a major battle between tribes.567You took part in a battle against the Night’s<strong>Watch</strong> or the people of the south.You were kidnapped as a childand raised in another tribe.You achieved a significant deed, such as savingyour tribal chief or helping Mance Rayder.8 You kept the company of giants.9 You climbed the Wall and traveled to Westeros.10 You were involved in a treacherous plot.1112You were outcast from your tribeafter being wrongly accused of cowardlyor wasteful behavior.You had dealings with merchants of thesouth at Hardhome or across the Wall.102