CHapter 3: beyond the WallTable 3-3: New BenefitsQuality Requirement EffectsBorn of the Thenn Tribes Blood of the First Men You were raised among the Thenn tribes.Born of the Cannibal Clans Blood of the Wildlings You were raised among the Cannibal Clans of the Ice RiverBorn of the Walrus Men Blood of the Wildlings You were raised among the Walrus Men.Born of the Hornfoot Tribes Blood of the Wildlings You were raised among the Hornfoot tribes.Born of the Cave Dweller Clans Blood of the Wildlings You were raised among the cave dweller clans.Born of the Nightrunners Blood of the Wildlings You were raised among the Nightrunner tribes.Born of the Ice Wives Blood of the Wildlings You were raised among the Ice Wives.Giant Friend Blood of the Wildlings, Language (Old Tongue) 1 +2B in all intrigue with giants.No Kneeler Blood of the Wildlings You have suffered too much to scare easily.Provider Blood of the Wildlings, membership in a wildling tribe You are a great hunter for your tribe.Spearwife Blood of the Wildlings, female You throw those unused to warrior women off balanceTerrifying — Your demeanor alone scares others.Well-Equipped Blood of the Wildlings You have access to the goods of the South.Winter-Touched Blood of the Wildlings or Blood of the First Men Ice flows in your veins.Finally you start with a number of doses of poison equal to your Survival.These can be selected from greycap, nightshade, wasting potion,widow’s blood, and wolfsbane.Born of the NightrunnersYou grew up near the Wall in the settlementsand tribes of the Nightrunners.Requirements: Blood of the WildlingsFateWhen testing Deception or Persuasion against non-wildlings you mayadd your Will to the results. Also when testing Status (Stewardship)you may reroll a number of 1s equal to your Survival.Born of the Ice WivesYou were born and raised in the bear-ridingIce Wives tribe of the Haunted Forest.FateYou gain +2B on any Deception or Persuasion tests involving giants.Giants will also be at worst Indifferent to you on first meeting.No KneelerYou kneel to no one.Requirements: Blood of the WildlingsSocialWhen the target of Bargain, Charm, Convince, or Intimidate techniquesin an intrigue your Intrigue Defense increases by your Will.When defeated in combat you can always choose to die instead of acceptingthe victor’s consequences.ProviderAbilityYou are a skilled hunter or gatherer who provides for his people.Requirements: Blood of the Wildlings, membership in awildling tribeRequirements: Blood of the Wildlings, femaleWhen testing Animal Handling you may add your Will to the result.When testing Fighting while mounted you reroll a number of 1s equalto your Animal Handling.Finally if you gain the Animal Cohort benefit you can select a snowbear as your animal cohort.Giant FriendYou are known among the giants, having spent timeamong them or having done them some great service.Requirements: Blood of the Wildlings,Language (Old Tongue) 1SocialWhen your tribe makes a tribal fortunes roll you may add your Survivalskill to the total. A single tribe may only gain this bonus from a numberof people equal to the Coordinate specialty of the tribal leader with aminimum of one.SpearwifeYou are a warrior woman of the free folk,causing those of other realms to underestimate you.Requirements: Blood of the Wildlings, femaleFateYou receive a +1D bonus to Fighting against enemies from culturesaside from the wildlings for the first five rounds of combat. Also yourIntrigue Defense increases by +1 against such opponents.105
CHapter 3: beyond the WallTerrifyingSocialYour obvious strength, skill at arms, or bearing causes others toquake with fear.When using the Intimidate technique in an Intrigue you may add yourAthletics, Fighting, Marksmanship, Status, or Will to the result. Theskill used is chosen when you select this benefit. You add the same skillto your Intrigue Defense when targeted by the Intimidate technique.Well-EquippedFateThrough trade, combat, or deceit you have gained access to thegoods of Westeros.Requirements: Blood of the WildlingsYou begin play with weapons and armor worth a number of gold dragonsequal to a Cunning, Deception, or Persuasion test. This money canonly be spent on goods from Westeros of any quality. At the start ofeach month you can make a Routine (6) Cunning, Deception, or Persuasiontest to acquire southron goods valued at 100 silver stags perdegree of success.Winter-TouchedFateIce runs in your veins, making you extremely resistant to theterrible cold of the Far North.Requirements: Blood of the Wildlingsor Blood of the First MenWhen wearing normal clothes you are considered to be wearing sufficientclothes to protect you from extreme cold. You add +2 to Endurancetests to resist the effects of extreme cold.Table 3-4: Trade Goods Values of the Far NorthGoodsAmbergris (per pound)Bear HideDeer HideMountain GoatPreserved Meat (per pound)Shadowcat HideWhale Bone (per pound)Price30ss15ss1ss2ss4cp10ss1ssTable 3-5: Goods & ServicesGoodsBone ChariotDog SledCost400ss50ssWildling GoodsThough the average kneeler below the Wall doesn’t know it, he lives in alap of luxury compared to the lives of the wildlings. As such, the majorityof the goods available to most Westerosi are relatively rare or evenwholly unknown north of the Wall. Use the following tables for thosegoods in the lives of the Free Folk.Note that though values are given in coin, the use of actual coinageis almost wholly unknown north of the Wall. Trade is the order of theday, and most peoples’ wealth is measured in the number of trade goodsthey own and can bring to trade.Weapon QualityWeapons in the Far North are usually constructed of wood, bone, andstone, with bronze weapons common among the Thenn tribes. Steelweapons are the results of trading with foreign merchants in Hardhome,plunder from raids over the Wall, or gained from the Night’s <strong>Watch</strong>.Mechanically most weapons that would normally be steel but aremade with other materials are considered Poor quality weapons, thoughsome of the better bronze weapons of the Thenns are considered Commonor even Superior weapons. Poor weapons cost half as much asCommon weapons, thus meaning many cash-strapped free folk charactersmay be starting with poor weapons until they can acquire somethingbetter.See the Weapons section of Chapter 7: Equipment in the SIFRPcore book for more information on weapons and their quality.Goods & ServicesBone ChariotThese vehicles are built by the Walrus Men and are designed to carrytwo passengers when pulled by eight sled dogs. These chariots are designedfor both travel and combat, having both storage space and racksfor javelins. Bone chariots are built with interchangeable wheels andskis.Dog SledUsed by many of the tribes of the Far North, dog sleds carry one or twopassengers and are generally pulled by six to eight dogs. Dog sleds aredesigned solely for travel and are not very effective in combat, but theydo allow travel over the deepest snows quickly.Sled DogsThere are a number of longhaired dog breeds used by the free folk forguard, hunting, and sled dogs but they are very similar. They use thestats for Hounds but have a +4 bonus to all Endurance tests to resistextreme cold.Snow ShoesSled DogSnow Shoes15ss20cpDeveloped by the tribes of the Haunted Forest, these wide-bottomedshoes allow the wearer to move across snow without suffering a movementpenalty.106