CHAPTER 1: The Night’s <strong>Watch</strong>Creating Night’s<strong>Watch</strong> CharactersAs with the SIFRP core rules, archetype characters are available onpages 25-28 for you to select should you prefer not to create a characterfrom scratch. Obviously, with so many reasons to come to the Wall,these archetypes can’t begin to encompass the types of characters thatcan be created, but they provide a fast way for you to get started playingand also serve as useful Narrator characters should your Narrator needthem to flesh out a scene.If you do choose to create your own character, you will find that theserules work alongside those established in the SIFRP core rules to helpyou create a complex character, with his own motivations, drives, andflaws. Where appropriate, this book will refer you back to the SIFRPcore rules so that between the two books you will have all the informationyou need to bring you characters to life.Step One: The <strong>Watch</strong>The most obvious difference between creating characters for the Night’s<strong>Watch</strong> and those intended for a standard SIFRP campaign is the absenceof a noble House and lands. The <strong>Watch</strong>, and the castle where thestories are set, replace these elements in the standard campaign. If youhave not already done so, reading the Sworn Brothers section startingon page 13 will give you some insight into the black brotherhood andthe men who compose it. Chapter 2: The Wall and the Gift willgive you additional insight into the remaining occupied castles alongthe Wall, and the areas they control both along the great fortificationand within the Far North.Step Two: Character ConceptJust as with a regular SIFRP chronicle, the background of your characteris the most important part of character creation in a Night’s <strong>Watch</strong>game. These are the experiences, drives and motivations that set yourcharacter apart from the other men of the <strong>Watch</strong>. What happened tobring him to the Wall? Is he running away from something? Or towardssomething? While every moment of your character’s history andconcept doesn’t need to be fleshed out, a character’s drives are muchmore central to the stories told on the Wall, so you should at least havea rough sketch.Determine AgeThe men of the <strong>Watch</strong> are generally older than the average in the restof Westeros. With the exception of the occasional wildling orphan adoptedby the Sworn Brothers, there are no Youths or Adolescents on theWall. A boy cannot officially declare for the <strong>Watch</strong> until he has reachedthe age of majority (16), as before then their oaths are not binding.You can either select an age for your character or use Table 1-1: RandomAge (Night’s <strong>Watch</strong>) if you prefer random selection.Set StatusTable 1-1: Random Age (Night’s <strong>Watch</strong>)3d6 RollStarting Age3-5 Young Adult (16-18 years)6-10 Adult (18-30 years)11-13 Middle Aged (30-50 years)14-16 Old (50-60 years)17 Very Old (70-80 years)18 Venerable (80 or older)Table 1-2: Status Within the <strong>Watch</strong>Status Available Examples6 1 Lord Commander of the Night’s <strong>Watch</strong>5 5Castle Commanders, First Builder,First Ranger, Lord Steward4 25 Other senior members of the <strong>Watch</strong>3 100Veteran members of the <strong>Watch</strong>,Master of Arms, Maesters2 250 Established members of the <strong>Watch</strong>1 unlimited Standard Brother of the Night’s <strong>Watch</strong>A Sworn Brother’s status is a somewhat nebulous thing, especiallycompared to the greater political landscape of Westeros. With the exceptionof a handful of brothers (the Lord Commander, and the commandersof the Shadow Tower and Eastwatch-by-the-Sea) a brotherof the Night’s <strong>Watch</strong> has a status of 1 when dealing with the outsideworld: most assume that the men of the Night’s <strong>Watch</strong> are tainted byshame, defeat, or crime. A player character who chooses to begin withthis rating of Status should gain the standard bonus Experience forpurchasing Abilities.The Wall, however, has a pecking order which status does well toreplicate (See Table 1-2: Status Within the <strong>Watch</strong>). Likewise, thosehigher-ranked members of the <strong>Watch</strong> have more of their time eaten upby the responsibilities of their position. This status, however, is not staticand is not awarded simply as birthright. On the Wall a man earns therespect of his peers through deeds alone.Talk to your Narrator if you want to play a character with a higherstatus within the <strong>Watch</strong> than 2. Such characters are already notablewithin the structure of the <strong>Watch</strong>, and your Narrator may wish yourcharacters to achieve those ranks within the course of the campaign. Ifyour campaign won’t stray far from the Wall, then it is easiest to denoteyour character’s status within the <strong>Watch</strong> as his status, and mark 2 inparentheses afterwards to remind you of his status in the rest of theSeven Kingdoms.Determine RoleJust as in the standard campaign for SIFRP, your character’s role helpsyou define what your character does in the context of the game. It describeshis place within the greater body of characters in the campaignand helps you as a player to focus how the character grows and develops.In the case of a Night’s <strong>Watch</strong> game, a character’s role also helps todefine a little of what sort of person he was before he came to the Wall.29
CHAPTER 1: The NIght’s <strong>Watch</strong>Sisters of the Night’s <strong>Watch</strong>Throughout this book, the masculine pronoun is used to refer to the men who serve in the Night’s <strong>Watch</strong>, and according to theiroriginal charter women are not allowed to serve within the <strong>Watch</strong> or swear the Oath. It is possible that women have taken the black inthe past, and certainly the idea of disguise is well accepted. In the books, the wandering crow Yoren disguises Arya Stark as a boy andhides her among a batch of recruits bound for the Wall. The black brotherhood is sparsely populated, and a woman in disguise might beable to hide her true gender with little difficulty, though she would want to avoid gaining too much authority, and thus draw attentionto herself. Of course, the grim tale of Danny Flint stands as a warning to those women of the fate that may befall them on the Wallshould their deceit be revealed.A schemer, for example, is more likely to have taken the black as a resultof a failed intrigue while a leader may have come to the Wall with morenoble aspirations (even if the character is lowborn). A fighter may havecome to defend the Wall, or in the wake of the destruction of his house,or as a way out of the hangman’s noose.Use the roles presented on page 44 of the SIFRP core rules, anddetermine a role for your character.Determine BackgroundBackground is perhaps the most important part of a character’s conceptin a Night’s <strong>Watch</strong> game. In addition to defining the importantelements of his life before taking the Black, it also explains how yourcharacter came to join the <strong>Watch</strong> in the first place. It describes howsome members of the <strong>Watch</strong> will feel about your character, and shapeshis overall outlook towards his duties on the Wall.A character’s social background—is he highborn, lowborn or a criminal?—isperhaps the most fundamental element of his background. Itis this social background that colors the events of your characters life,and shapes both how he views others at the Wall and how they interactwith him. A Night’s <strong>Watch</strong> campaign subverts the normal assumptionsof SIFRP in that a majority of the members of the brotherhood are nothighborn. In its current incarnation, as a dumping place for the undesirablesfrom the rest of Westeros, close to half of the population have acriminal background of some variety. Keep this in mind when choosinga social background for your character, or if you prefer, roll a randomsocial background using Table 1-3.The Events of your character’s life, prior to his journey to the Wallalso shape how he approaches the world. As with a normal SIFRP character,you should create at least one formative event that helped moldyour character, though it is recommended that you develop one for eachage category your character has above youth. For highborn characters,Table 3-3: Background Events in the SIFRP core rulebook works wellto randomize these events. Lowborn and criminal characters can usethe tables presented in this book for inspiration or to randomly generatetheir results.What motivated your character to join the <strong>Watch</strong>? If they weren’tsent as criminals, what made them choose ice and stone over a life southof the Wall? Criminal characters have come to the Wall as part of theirsentencing, but you should think about the crime your character wasfound guilty of, and why the wandering crows pulled him from stocksrather than leave him to his fate.A character’s goals are different on the Wall than they are in the restof the world—leaving the <strong>Watch</strong> is not an option, but many brothershave personal goals that they can achieve within the black brotherhood.These goals are important for your character as your Narrator will usethem to underscore the stories you tell together, so be certain to selecta goal that you feel challenges your character and one which you as aplayer won’t mind visiting repeatedly.Your character’s motivation for achieving his goal should also beconsidered: why does your character want what he wants? Ideally, youshould try and connect this to the events of your character’s life sothat everything works together to help shape who your character isas a person. If you need ideas, or would prefer to randomize yourcharacter’s motivation, feel free to use Table 3-5: Motivation in theSIFRP core rules.Just as with a more standard SIFRP character, your character hasvirtues and vices that surface when they are at their best (or worst).These flashes of personality are typically also tied back to your characterbackground, as it is those events that helped make your character the30