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04 Night's Watch.pdf - Chaos Bleeds

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CHAPTER 1: The NIght’s <strong>Watch</strong>The Sworn Brother’s OathWhen sundown comes those of the Faith say their vows before the septon and the first of their order in Castle Black’s sept, while thosewho keep the Old Gods say their oath before a heart tree. Regardless of their persuasion, the oath recited is unchanged from its earliestversions:“Night gathers, and now my watch begins. It shall not end until my death. I shall take no wife, hold no lands,father no children. I shall wear no crowns and win no glory. I shall live and die at my post.I am the sword in the darkness. I am the watcher on the walls. I am the fire that burns against the cold,the light that brings the dawn, the horn that wakes the sleepers, the shield that guards the realms of men.I pledge my life and honor to the Night’s <strong>Watch</strong>, for this night and all the nights to come.”charges, and offers them a final chance to leave the Wall before theyswear their oaths. Those who remain are given until sundown to prepareto take their vows. For all who make it this far it is a solemn time, andeven those who joined as criminals spend their final unsworn day inprayer and contemplation as they await sundown to take their oaths.The Sept at Castle BlackCastle Black, as the seat of the Night’s <strong>Watch</strong>, contains the best-maintainedsept along the wall—large enough to serve as a meeting place forthe heads of the three branches of the <strong>Watch</strong> and their aides. Recruitswho have completed their training are told of their assignments withinthe <strong>Watch</strong> there, and many of the brotherhood make nominal gesturestowards the Faith.Many of the other keeps along the wall once boasted septs, thoughnot all did. With so little of the wall occupied now, these once-holyplaces are abandoned and in disrepair.Despite the heavy influence of northern lords in the Night’s <strong>Watch</strong>,there is no heart tree at Castle Black, and no godswood to contain it.Instead, those who keep faith with the Old Gods travel half a leaguenorth of the Wall. There, on the edges of the Haunted Forest, a grove ofnine weirwoods stand watch. The forest itself is unspoiled, a throwbackto the land when the First Men arrived in Westeros. For those who keepthe old ways, it is often a deeply moving experience.Running a Night’s<strong>Watch</strong> CampaignAt first glance, the stories of the Night’s <strong>Watch</strong> look different from thestories in the rest of the Seven Kingdoms. After all, they are a unifiedforce, facing a known and dangerous enemy. The intrigue and treacheryof the noble Houses have no place on the Wall, and a blade in the darkis more likely to be in the hands of the Others than an ally.Peel back the surface, however, the Night’s <strong>Watch</strong> becomes a portraitof Westeros in miniature. The struggle between duty and family, betweenhighborn and low, between the past and the future, are all presenton the Wall. Rivalries and petty jealousies drive the characters’ actions,and the politics of the Kingdoms shapes their attitudes and desires. Thestories of the <strong>Watch</strong> are the stories of Westeros, with the added pressureof a powerful, implacable enemy waiting for a moment of weakness sothey can sweep over the Wall and into the heart of the Seven Kingdoms.Perhaps the easiest way to run a Night’s <strong>Watch</strong> campaign is to followan arc of development. Begin the players as unsworn recruits, each withtheir own reasons for coming to the <strong>Watch</strong> which they can share or not asfits their characters. Together with one or more Sworn Brothers they undertakethe long journey to the Wall. This gives the players a reason to betogether in the absence of a house, and gives them a goal to achieve early.The trip to the Wall won’t necessarily be uneventful either. It providesan excellent opportunity to highlight the themes that you wantto visit in your campaign. Give your players a chance to see the thingsthey are giving up for the Wall, or the things that they are headingnorth to protect. The long journey is a chance for the players to get toknow each other, to discover things about each of the main charactersin the party.12

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