04 Night's Watch.pdf - Chaos Bleeds
04 Night's Watch.pdf - Chaos Bleeds 04 Night's Watch.pdf - Chaos Bleeds
CHapter 3: beyond the WallHardhomeThe largest free folk settlement of the Far North, Hardhome sits at theend of Storrhold’s Point north of Eastwatch-by-the-Sea. While thoseof the South would not think much of the makeshift buildings, muddystreets, and primitive docks of Hardhome, among the free folk it is ametropolis. While the population of Hardhome varies through the year, itrarely drops below a hundred, and the town has twenty permanent structures,most made of driftwood, planks from the Haunted Forest, and bitsof salvage, in addition to a continually shifting mass of tents pitched byvisiting tribes. The population of Hardhome shifts throughout the year asdifferent tribes stop in the settlement to trade, each tribe only staying fora few days before moving on again. There are handful of festivals throughthe year when many tribes come to Hardhome, causing it to explode intoa small tent city with a population nearing a thousand. During such celebrationsthere are dozens of parties, duels, deaths, and stolen wives, asone would expect among the free folk. Until Mance Rayder’s army thesegatherings were the largest collections of free folk in the Far North.Hardhome survives by being the only port that regularly trades withthe world beyond the Far North, bringing a steady influx of metal weapons,cloth, and other supplies to the free folk. Most of those outsiderswho come to Hardhome to trade are from the Free Cities, Ibben, orsmugglers from Westeros, though all comers are welcome at Hardhomewith no questions asked. The free folk bring skins, ivory, ambergris, andother goods to trade, though the merchants usually make out betterthan the free folk in these deals. Any visiting merchant who cheats thefree folk is unlikely to survive long enough to leave port if he is caught,so while merchants may push a hard deal, they learn quickly there arelimits. For the most part the free folk get along well with the merchantsand sailors that come to Hardhome since they are usually free spirited,not “kneelers” like the people of Westeros.Hardhome is not controlled by any one tribe, and its value to so manykeeps it from being seized by any one tribe. Several have tried to claimHardhome over the centuries, but all have been dealt with in short orderby other tribes that depend on the settlement. Hardhome has no ruler,but the aged hunter Kaygra the Grayhaired serves as the default leaderof the settlement. Over forty years old, she uses her great cunning andcharisma to keep the peace in Hardhome—or at least keep the violenceto acceptable levels. She holds no official power in the settlement, buteveryone listens to her for fear of her turning the settlement againstthem. Even Mance Rayder treats her as an equal, bringing her a gifteach time he has come to Hardhome.Since the raising of Mance Rayder’s army, Hardhome has all butemptied, with only a handful of merchants staying behind to carry ontrade with foreign merchants who still come. If Mance Rayder’s plansomehow fails, Kaygra the Grayhaired wants to have a backup plan.The Frost FangsOne of the largest geographic features in the Far North, the Frost Fangsdominate the western half of the Far North from the Fist of the FirstMen westward. They reach from the New Gift north to the Wall andbeyond to the Land of Always Winter. The mountaintops of the FrostFangs are continually covered in snow and ice, earning their name withtheir sharp, tooth-like peaks jutting up into the gray skies of the north.The Frost Fangs are extremely dangerous due to a mixture of cold, harshwinds, rock slides—and the free folk who call them home. From afar,there looks to be no reason to ever venture into such an terrible place,but between the austere stone peaks hide some of the most desirableterritory north of the Wall.Hidden among the Front Fangs is a network of fertile mountainvalleys protected from the worst of the storms of the Far North. Thesewildflower-filled valleys are not only suitable for farming but also havesizable deposits of tin and copper, representing the largest mineral wealthin the Far North. Massive waterfalls dot the edges of these valleys, creatingbeautiful vistas for those who survive to see them.These mountain valleys are some of the most verdant and fertile landnorth of the Wall, and much free folk blood has been spilled over them.Currently the largest network of valleys, called Thenn, is controlled by thebronze weapon-wielding Thenn tribes that have lived in the region sincethe Age of Dawn. Smaller tribes have claimed some of the less valuablevalleys, but they must continually fight to keep control of their territory.Since the mountain valleys of the Frost Fangs are the only source of metalweapons in the Far North, their value cannot be overstated.For Warfare, the Frost Fangs should be considered mountains, makingit very difficult for any military units to move through them, withthe mountain valleys counting as hills.The Fist of the First MenLocated on the western edge of the Frost Fangs, the Fist of the FirstMen is the last mountain as one travels east into the flatlands of theHaunted Forest. It stands on the banks of the Milkwater, the highestpoint for leagues in every direction. Even discounting the ruins of the91
CHapter 3: beyond the Wallancient fortifications that rest atop it, the Fist of the First Men still hasstrategic value as it ensures control of the Milkwater.The Fist of the North Men is made of earth and gray stone, with asingle narrow path that winds around the slope. While it is possibleto climb the Fist without using this path, it is far more difficult anddangerous. The top of the Fist is crowned with an ancient, crumblingwall, which is all that remains of the fortress built by the First Men duringthe Age of Dawn, standing as high as a man in most places, with ahandful of places where it has collapsed.The Fist of the First Men has been used in conflicts among the freefolk for centuries, though no one has kept claim on it for long. The areahas come to be seen as cursed by some, and free folk generally avoid it.The Night’s Watch have used it on occasion during larger rangings primarilydue to the fact that free folk avoid it, providing even more reasonfor the free folk to look elsewhere for shelter.For Warfare, the Fist of the First Men is considered a small castle.The GorgeLocated on the far western edge of the Wall, the Gorge reaches from theShadow Tower southwest to the Bay of Ice, forming a massive natural obstaclefor any free folk trying to cross to the South. When the Wall wasconstructed, Bran the Builder left the Gorge to serve as the border betweenWesteros and the Far North, confident that the sheer cliffs on either sideof the Gorge would keep out any intruders. This has been true for the mostpart, but since the Night’s Watch does not station men along the Gorge, itis seen by some free folk as a preferable way to make their way to the South.Traversing the Gorge requires climbing down several hundred feetof nearly sheer stone, crossing a raging river, and then scaling back upthe cliffs on the other side. Some free folk have managed to travel downthe Milkwater via canoe or raft, but the rapids and waterfalls along thelower Milkwater make this process extremely dangerous. Even if suchadventurous free folk survive the Milkwater, the Bay of Ice is even moreinhospitable.For Warfare, the Gorge is considered as mountains, but a militaryunit that wishes to cross the Gorge must pass a Hard (15) Athleticscheck, a process that takes 2 days. Units that fail take 1 point of damagefor each point they failed the Athletics check by, representing membersof the unit lost or wounded due to falls, landslides, and so forth. The unitcan become disorganized or routed as normal from this damage.Ice RiverBorn in the mountain valleys of Thenn, the Ice River is fed by snowmeltthat has carved a deep channel through the Frost Fangs to the lowlands ofthe Haunted Forest. The Ice River eventually merges with the Milkwaterjust north of the Fist of the First Men. While the Ice River is fast-movingamong the Frost Fangs due to the quick change in elevation, once itreaches the Haunted Forest it slows, becoming a broad, ambling river thatis almost always frozen. For most of its expanse the Ice River is frozenyear-round, though not always frozen enough to support those who tryto cross it—dozens of free folk die each year trying to cross the Ice River.Despite being frozen much of the year, the Ice River is a ready sourceof food for the free folk. Many tribes ice fish along its length, but mustdo so carefully because it’s the home of the cannibal clans. Any tribepassing through the region that is not a known ally of the cannibal clansmust keep a constant vigil to avoid falling prey to their ambushes.MilkwaterFlowing from the Frost Fangs through the Haunted Forest, splittingthe Gorge down to the Bay of Ice, the Milkwater is one of the mostimportant rivers of the Far North. It not only provides a ready sourceof food in the form of a variety of fish, but its swift current prevents itfrom freezing over easily. This allows the Milkwater to function as oneof the main trade routes in the Far North, connecting the settlements ofthe Frost Fangs with the tribes of the Haunted Forest.A number of enterprising free folk buy bronze weapons and armorfrom the mountain tribes, which they then transport via the Milkwaterto trade to the tribes of the Haunted Forest for hides, food, and wood,and then these goods are carted back up to the mountain tribes by caravan.Several tribes also use the Milkwater as part of their yearly migratorypatterns, constructing rafts each year to travel to the south beforeworking their way back north over the course of the year. All this travelalong the Milkwater has given birth to a number of raiders along itslength who attempt to use rafts or makeshift dams to catch their prey.The Skirling PassLocated in the middle reaches of the Frost Fangs just south of theMilkwater, the Skirling Pass is a series of winding passes, trails, andvalleys that allow the knowledgeable to travel across the Frost Fangswith relative speed. Only a few among the Night’s Watch and the freefolk know all the twists and turns of the Skirling Pass, though many arefamiliar with certain portions of it. The Skirling Pass is reached fromthe east via the Giant’s Stair, a massive stone formation resembles largestone steps carved into the very mountain.92
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CHapter 3: beyond the Wallancient fortifications that rest atop it, the Fist of the First Men still hasstrategic value as it ensures control of the Milkwater.The Fist of the North Men is made of earth and gray stone, with asingle narrow path that winds around the slope. While it is possibleto climb the Fist without using this path, it is far more difficult anddangerous. The top of the Fist is crowned with an ancient, crumblingwall, which is all that remains of the fortress built by the First Men duringthe Age of Dawn, standing as high as a man in most places, with ahandful of places where it has collapsed.The Fist of the First Men has been used in conflicts among the freefolk for centuries, though no one has kept claim on it for long. The areahas come to be seen as cursed by some, and free folk generally avoid it.The Night’s <strong>Watch</strong> have used it on occasion during larger rangings primarilydue to the fact that free folk avoid it, providing even more reasonfor the free folk to look elsewhere for shelter.For Warfare, the Fist of the First Men is considered a small castle.The GorgeLocated on the far western edge of the Wall, the Gorge reaches from theShadow Tower southwest to the Bay of Ice, forming a massive natural obstaclefor any free folk trying to cross to the South. When the Wall wasconstructed, Bran the Builder left the Gorge to serve as the border betweenWesteros and the Far North, confident that the sheer cliffs on either sideof the Gorge would keep out any intruders. This has been true for the mostpart, but since the Night’s <strong>Watch</strong> does not station men along the Gorge, itis seen by some free folk as a preferable way to make their way to the South.Traversing the Gorge requires climbing down several hundred feetof nearly sheer stone, crossing a raging river, and then scaling back upthe cliffs on the other side. Some free folk have managed to travel downthe Milkwater via canoe or raft, but the rapids and waterfalls along thelower Milkwater make this process extremely dangerous. Even if suchadventurous free folk survive the Milkwater, the Bay of Ice is even moreinhospitable.For Warfare, the Gorge is considered as mountains, but a militaryunit that wishes to cross the Gorge must pass a Hard (15) Athleticscheck, a process that takes 2 days. Units that fail take 1 point of damagefor each point they failed the Athletics check by, representing membersof the unit lost or wounded due to falls, landslides, and so forth. The unitcan become disorganized or routed as normal from this damage.Ice RiverBorn in the mountain valleys of Thenn, the Ice River is fed by snowmeltthat has carved a deep channel through the Frost Fangs to the lowlands ofthe Haunted Forest. The Ice River eventually merges with the Milkwaterjust north of the Fist of the First Men. While the Ice River is fast-movingamong the Frost Fangs due to the quick change in elevation, once itreaches the Haunted Forest it slows, becoming a broad, ambling river thatis almost always frozen. For most of its expanse the Ice River is frozenyear-round, though not always frozen enough to support those who tryto cross it—dozens of free folk die each year trying to cross the Ice River.Despite being frozen much of the year, the Ice River is a ready sourceof food for the free folk. Many tribes ice fish along its length, but mustdo so carefully because it’s the home of the cannibal clans. Any tribepassing through the region that is not a known ally of the cannibal clansmust keep a constant vigil to avoid falling prey to their ambushes.MilkwaterFlowing from the Frost Fangs through the Haunted Forest, splittingthe Gorge down to the Bay of Ice, the Milkwater is one of the mostimportant rivers of the Far North. It not only provides a ready sourceof food in the form of a variety of fish, but its swift current prevents itfrom freezing over easily. This allows the Milkwater to function as oneof the main trade routes in the Far North, connecting the settlements ofthe Frost Fangs with the tribes of the Haunted Forest.A number of enterprising free folk buy bronze weapons and armorfrom the mountain tribes, which they then transport via the Milkwaterto trade to the tribes of the Haunted Forest for hides, food, and wood,and then these goods are carted back up to the mountain tribes by caravan.Several tribes also use the Milkwater as part of their yearly migratorypatterns, constructing rafts each year to travel to the south beforeworking their way back north over the course of the year. All this travelalong the Milkwater has given birth to a number of raiders along itslength who attempt to use rafts or makeshift dams to catch their prey.The Skirling PassLocated in the middle reaches of the Frost Fangs just south of theMilkwater, the Skirling Pass is a series of winding passes, trails, andvalleys that allow the knowledgeable to travel across the Frost Fangswith relative speed. Only a few among the Night’s <strong>Watch</strong> and the freefolk know all the twists and turns of the Skirling Pass, though many arefamiliar with certain portions of it. The Skirling Pass is reached fromthe east via the Giant’s Stair, a massive stone formation resembles largestone steps carved into the very mountain.92