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So it's been a while and the latest season of A Game of Thrones was garbage, but Warrior's House Grallner Quest has gotten me interested in both quests and ASOIAF again. So let's play some SIFRP.

Instead of creating a custom house in Westeros however, we'll be using the Night's Watch sourcebook from SIFRP to create a custom tribe of wildlings that live in the lands beyond the Wall. Chivalrous knights and scheming courtiers have no place in the Far North. The life of the Free Folk is one of savagery, mysticism, freedom and hardship.

Here's a list of relevant PDF documents:
https://www.mediafire.com/folder/6sar1o14399xv/SIFRP

So, who's interested?
>>
>>2126014
Hai Plasma
>>
>>2126017
Hey there. I'll wait for one or two people before I'll begin. One person house/tribe creation is as dull as dishwater.
>>
>>2126034
But they might vote on things i dont want! Dont you realise how horrible that would be ?!
>>
>>2126034
Let's do it!
>>
>>2126014
reporting in
>>
>>2126040
I'm sure you'll manage. I'll start anyway and folks can vote when they come in.

First of all, we need to decide the region our tribe is found in.

Usually this is decided by a chance roll, but I believe this has such a big impact on the theme of the game that it should be decided by the players instead.

Mountain Valleys
As one of the constituent clans of the Thenns, your tribe will not be too different from a noble house of the Seven Kingdoms. You will be the most civilized of the Free Folk, armed and armoured with bronze and possessing both lords and laws.

Frozen Shore
I advise against this one but I'll present the option anyway. Relying on the bounty beneath the ice for survival, your tribe's existence will be full of isolation and mysticism. The Frozen Shore is as strange as it is inhospitable.

Haunted Forest
As close to the Wall as the Free Folk can get, a tribe of the Haunted Forest will be seeing frequent interaction with Night's Watch. You've also got a greater chance of getting South of the Wall than more isolated tribes.

Frost Fangs
Despite being harsh and unforgiving, this mountain range is as populous as the Haunted Forest. A tribe's existence in the Frost Fangs is defined by conflict with neighbouring tribes over habitable land and food supply.

Storrhold's Point
Due to its location, Storrhold's Point is the most likely area to see foreign interaction. It isn't uncommon for a tribe of this region to encounter merchants and slavers from Essos, pirates of the Narrow Sea and more.

Just one not regarding Storrhold's Point, the Night's Watch sourcebook was written before A Dance of Dragons. It depicts the settlement of Hardhome as a thriving township, whereas it canonically was destroyed six hundred years before the War of Five Kings. I will be going with the canonical version, so Hardhome will be little more than an overgrown ruin in this quest.

Roll Anyway
I think it's smarter if you choose the region which interests you the most but if you really want to commit to random generation, I won't stop you. If we get more votes for this option than any other, we'll go ahead and roll for a starting region on the chart.
>>
>>2126045
Voting Frost Fangs
>>
>>2126045
Storrhold's Point
>>
>>2126045
>Haunted Forest
>>
>>2126045

Storrhold's Point
>>
>>2126050
>>2126047
>>2126046
seems we are at an impasse until someone else votes
>>
>>2126068
>>2126069
never mind lol
>>
>>2126045
>>Haunted Forest
>>
>>2126076
was a little split on Haunted Forest and Storrhold's Point.

>>2126078
lol back to a tie.
>>
>>2126081
I like the idea of being a tough but small Frost Fang tribe plus getting to tame shadowcats is pretty badass

>>2126078
Sleepy is there a quest you aren't part of lol
>>
Narrowing it down to Haunted Forest or Storrhold's Point.

I'll let X66D98RF cast the deciding vote on this one, as their original choice of Frost Fangs isn't getting selected.
>>
>>2126045
Storrhold's Point

Maybe we can inhabit the ruins of Hardhome
>>
>>2126088
I'll go Haunted Forest I guess
>>
>>2126090
As tempting as that idea is, canon says that Hardhome hasn't been settled by the Free Folk since the day of its ruin. It's seen as a damned, foul and outright evil place. Settling Hardhome would be a decision you would have to make over the course of the quest, and it is a decision that would have consequences.
>>2126092
Haunted Forest it will be then. The most vanilla choice of them all, but I wouldn't say there's anything wrong with that.

With our region chosen, the next stage is rolling for our starting attributes. For this, I will require seven separate rolls of 7d6. Each roll will be assigned to their respective attribute. Once I have all of the rolls, I will apply the starting region modifiers.

Roll away.
>>
>>2126088
>>2126090
>>2126092
what if we went frost fangs as a surprise, just to be random
>>
>>2126097
>>
Rolled 4, 4, 2, 6, 3, 5, 4 = 28 (7d6)

>>2126097
I partakke of quests that catch my eye and a PLASMA quest definately catches it!
>>
Rolled 35, 4, 30, 18, 24, 57, 42 = 210 (7d60)

>>2126097
>>
Rolled 3, 1, 4, 5, 1, 5, 6 = 25 (7d6)

>>2126097
>>
Rolled 4, 3, 3, 6, 5, 6, 1 = 28 (7d6)

>>2126097
>>
>>2126103
That's cheating.
>>
Rolled 3, 3, 6, 4, 1, 2, 2 = 21 (7d6)

>>2126097
Let's hoe this does not die like Grallner.
>>
Rolled 1, 4, 1, 1, 5, 6, 1 = 19 (7d6)

>>2126097
>>
Rolled 5, 4, 4, 3, 1, 2, 5 = 24 (7d6)

>>2126103
what?
>>2126097
re roll...
>>
>>2126108
well erm, you see... my fingers slipped
because the were greasy....
with lard lube....
from cooking motor/fish?
>>
One last roll of 7d6 required.
>>
Rolled 6, 5, 2, 5, 6, 3, 4 = 31 (7d6)

>>2126115
rollin?
>>
>>2126102
>28 - 10 = 18
Our tribe's Defense is 18.
>>2126105
>25 + 5 = 30
Our tribe's Influence is 30.
>>2126106
>28 + 20 = 48
Our tribe's Land is 48.
>>2126110
>21 - 5 = 16
Our tribe's Law is 16.
>>2126111
>19 - 5 = 14
Our tribe's Population is 14.
>>2126112
>24 + 5 = 29
Our tribe's Power is 29.
>>2126120
>31 - 10 = 21
Our tribe's Wealth is 21.

Not bad for the starting roll, as long as the Law and Population aren't hit worse than they are already are.

The random generation isn't over yet. Next, we have to roll for tribal history. Like our starting attributes, this isn't too different from rolling for the history of a house in the Seven Kingdoms.

First of all, I'll need a roll of 2d6 to determine roughly how old the tribe is. Over the course of its history, the tribe might have gone extinct a number of times but for every time it has died, a new tribe has risen to take its name and carry on its legacy.

Once the age of the tribe has been rolled, please follow that up with a roll of 1d6. Then we can apply the modifier from the tribe's age to the result in order to determine the number of noteworthy historical events this tribe has endured.

So, I need one person rolling 2d6 for me and then another rolling 1d6. Once this gets done, we can start fleshing the tribe out and giving these numbers some meaning.
>>
Rolled 5, 4 = 9 (2d6)

>>2126130
>>
Rolled 2 (1d6)

>>2126132
>>
>>2126132
Thank you. So our tribe is recently formed, likely within the last century or two. This applies a -1 modifier to our 1d6 roll, which has a result of...
>>2126135
>2 - 1 = 1

So that's one historical event we have to roll for, which is also the event that led to the founding of our tribe roughly a century ago. Now we need to determine what this event is. For this, I'll need just one roll of 3d6 which will be compared to this chart.

Keep in mind what was mentioned in the image of >>2126130. Our tribe wasn't founded by some noble lord rewarded us, our tribe was formed by its founder breaking off the previous tribe. If it was because of a good event like a victory, perhaps our founder was responsible for the victory and led those loyal to him away from his previous clan to forge a new one. If it was a bad event like a defeat, perhaps our founder refused to live beneath a chieftain that was responsible for such a defeat and fled, with others of a similar mindset.

So, let's see that roll. 3d6.
>>
Rolled 2, 2, 5 = 9 (3d6)

>>2126145
Hoping for the best
>>
Rolled 6, 3, 6 = 15 (3d6)

>>2126145
>>
>>2126146
>Growth
Not the best, but at least there's nothing negative about it. Not to mention we avoided >>2126147. That would've been a bit more uncertain.

Before we roll the two separate 1d6s, I'd like suggestions. Considering our current attribute values as listed in >>2126130, what would you like the Growth event to contribute to?

Select any two of the following:
>Defense
>Influence
>Land
>Law
>Population
>Power
>Wealth

I'll choose the two which are most voted for. Once that is done, we can expand on the flavor of the event.
>>
>>2126154
Population
>>
>>2126154
law
>>
>>2126169
>>2126171
Just letting you guys know, you can pick two. Not just one, any two.
>>
>>2126174
Pop and law(k)
>>
>>2126154
Population and Defense

We can fluff it as an offshot of a major tribe that grew too large and decided to set up in an ancient fortress or the like.
>>
>>2126154
pop and defense
>>
>>2126179
>>2126182
I'll go with this then. I'll accept two rolls of 1d6, the first for Population and the second for Defense.

So what do you guys think of the suggestion in >>2126179? Do all agree with the idea of a group leaving their original tribe when the population grew too large to sustain, leaving it to inhabit an ancient, ruined fortress? In addition, I'll post a selection of super-tribes that ours could have originated from, before they moved into their new fortress-home.

But I will need those two 1d6 rolls.
>>
Rolled 5 (1d6)

>>2126191
>>
Rolled 2 (1d6)

>>2126191
>>
The major tribes of the Far North which ours could have originally come from include:

Cannibal Clans of the Ice River
A collection of tribes that has ritualized the consumption of flesh, these primitive folk typically revere animal totems that they use to represent their tribes. They dwell by the Ice River that flows from the Frost Fangs through the Frozen Shore, bitter foes of the Men of the Frozen Shore, their lives dictated by their strange ceremonies.

Cave Dweller Clans
At the lower reaches of the Frost Fangs, these tribes inhabit the numberless caves that pock the foot of the mountains. Typically marking themselves with various dyes and paints, they claim to be the descendants of Gorne, a King-Beyond-the-Wall who led the Free Folk through a system of tunnels to the other side of the Wall.

Hornfoot Men
Peculiar nomads, the Hornfoot Men are noticeable due to their lack of footwear. This has led to the soles of their feet becoming blackened and horny, hence the name. Hardy and enduring, they are one of the most migratory tribes that can be found throughout the Far North, except in the territory of the Nightrunners.

Ice Wives
A matriarchal clan supposedly found by Kala, the wife of Gorne, they are most famous for their bond with the snow bears of the Far North. Each ice wife bonds with a bear for life and in their eyes, almost nothing is more sacred than this bond. They are usually found migrating around their territories by the Milkwater

Nightrunners
Once known for their frequent trips over the Wall at night, the Nightrunners have gradually become more sedentary. They make their homes at the Southernmost reaches of the Haunted Forest and live in permanent settlements, rather than migrate. They have a vicious feud with the more nomadic Hornfoot Men.

Thenn Tribes
The mountain valley of Thenn possesses an almost temperate climate and is home to the most disciplined, civilised tribes of the Far North. Considering themselves the last of the First Men and utterly devoted to the Magnar, their living god, these bronze-wielding clansmen are the greatest military force beyond the Wall.

Men of the Frozen Shore
Isolated tribes that live off of the bounty of the Frozen Shore and its waters, they ride in peculiar chariots shaped from whalebone and use the versatile substance for a great deal of their equipment. Adorning themselves with the remnants of animals, only interacting with other tribes to steal wives and supplies from them.

As our tribe inhabits the Haunted Forest, they're unlikely to have come from Thenn or the Frozen Shore, but there's always a chance of it. It isn't unknown for migratory tribes to wander a long distance for settling down, somewhere far from their original home.
>>
>>2126200
Thenn Tribes

They are my favourites.
>>
>>2126200
>Nightrunners
>Once known for their frequent trips over the Wall at night, the Nightrunners have gradually become more sedentary. They make their homes at the Southernmost reaches of the Haunted Forest and live in permanent settlements, rather than migrate. They have a vicious feud with the more nomadic Hornfoot Men.
The nightrunners interest me the most out of those choices as coming from the Thenns is unlikely.
>>
>>2126200
Cave Dweller Clans

Um. What about our tribe was originated from migrants that separated from the main tribe because of a high population+ an unforgiving winter?

We might have been able to reach the Forest travelling trhough ancient tunnels, until we found a stronghold that had the markings of Gorne

Eithert that or Nightrunners
>>
>>2126200
Nightrunners sound neat
>>
>>2126200
Thenn Tribes.
Thenn a best.
>>
>>2126213
Just to break the tie, I will choose Thenn
>>
Maybe our original tribe of Thenns grew too numerous and their part of the valley could no longer reasonably support them, so we broke away with some volunteers to found a new tribe elsewhere. Since the rest of the valley was claimed, we wandered into the Haunted Forest.
>>
The Thenns are so vanilla though why not go for something different and unusual?
>>
>>2126194
>14 + 5 = 19
Our tribe's Population is now 19.
>>2126197
>18 + 2 = 20
Our tribe's Defense is now 20.

As for our original tribe, it looks like the Thenns eventually won out, although I was this close to calling it before >>2126225 changed his vote. If this tribe does hail from Thenn, what explanation do we have for them leaving the safety of their temperate valley home? >>2126229 is the most valid explanation I can think of, unless anyone else has anything to offer.
>>
>>2126232
Because they dont have advanced metalworking.
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>>2126229
No problem with that. Also, I can´t really recall, but do Thenns have hereditary succession?

Because I would love to lay with a child ruler for a change. Our father could have been a feared warrior and his name could still garner respect from other Tribes (high Influence) while our people don´t really obey as much because our young age.
>>
>>2126233
That is the most likely for being away from the valleys
>>
>>2126234
How boring just steal the metal from the crows like a real wildling.
>>
>>2126232
>Not wanting a mastery of the Old Tongue
>Not wanting to rule as God-King
>Not wanting to consort with giants and other strange creatures.
>>
>>2126233
Overpopulation made it nesscary to split the tribe.
>>
>>2126233
We attempted to take control of the tribe during a coup but were found out during the planning stages.

A rare birthmark had led the village elders to long proclaim that a great harm would befall whoever harms us.

Rather than tempt the gods, the current chief us exiled along with our supporters and their families.
>>
>>2126245
Our tribe founder is long ago dead. The Blackfyre Rebellion happened a hundred or so years ago
>>
>>2126236
As far as I can tell, they do, yes. Which might conflicted with the established rules of Free Folk inheritance in SIFRP, but I'll handle that when it comes to it. Also:
>Because I would love to lay with a child
You might want to choose your wording more carefully in the future, mate.
>>2126245
The Thenns are ruled by the Magnar, who they see as a living god. The chieftain in question is the god of the Thenns. So I'm going to have to say no to it, although it's a pretty cool idea and it would work in most other scenarios.

So I'm going with an offshoot of the Thenns, who left the valleys of their forefathers as commanded by the Magnar, due to the rampant overpopulation of Thenn. In their search for a new home, your tribe's founder came across a forgotten and abandoned fortress in the Haunted Forest, dilapidated, ruined and uninhabited due to the lack of strategic positioning. Built thousands of years ago, its age and its origin is unknown to the Free Folk. It could be as old as the Wall itself, or perhaps even older. Whatever it once was, your people laid claim to the ruin a century ago and have gradually transformed it into a home for your people since then, a Thenn away from Thenn. Yet your separation from the Magnar has led to cultural divergence, to your tribe challenging the old ways your people once obeyed and becoming little more than the other savages that inhabit the Far North. You will need to ask yourself what your tribe's true identity is. Are you Thenn, as your forefathers were, or are you something new, perhaps something better?

Do you guys approve? If so, I'll move on to the next stage.
>>
Cave Dweller Clans

forgot about this tab.
>>
>>2126270
Guess I'm to late, carry on nothing to see here.
>>
>>2126270
>do you guys approve?
Yes
>>
File: Second.jpg (10 KB, 200x200)
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10 KB JPG
>>2126270
Sounds good.
>>
>>2126270
That sounds good.
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>>2126270
Yeah
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>>2126274
Just too late for that bit, yeah. Tough luck, although you're welcome to take part at the other stages.
>>2126275
>>2126277
>>2126280
>>2126284
In that case...

The next stage is tribal holdings, in which we spend our attributes on various resources. I'll be doing this in a different order than usual, specifically because certain resources are much more valuable than others. Most important of all is land.

A land holding is made up of a terrain type and the features within that terrain. It can only have one terrain type but it can have any number of features. An example of a land holding would be:
>Whitetree: Plains (5) with a Hamlet (20), Light Snow (1) and Light Woods (2). The total cost of this land holding is 28 Land.

Typically, a tribe of the Free Folk only inhabits a single land holding at a time, while its other land holdings are occupied by a handful of scouts that are keeping an eye on the tribe's territory. Life in the Far North tends to be migratory, as resources are scarce and the Free Folk tend to strip the land bare over time. The land can only recover once the tribe has moved on to greener pastures. Rules for this are in the image, under Tribal Fortune.

I am introducing a house rule regarding Communities as well. Communities represent a stable, sedentary lifestyle which contradicts the migratory nature of the Free Folk tribes. Why establish a permanent town or village in one location if you are just going to migrate to another in a few months time? In my eyes, a Community represents a location where resources are renewable, where the Free Folk have achieved some degree of agriculture and are able to live in a sustainable fashion. Communities grant the following bonus:
>If your tribe is occupying a land holding with a Community, you do not suffer the -1 penalty for rolling a 1 once every tribal fortune roll if it is a Hamlet, twice every tribal fortune roll if it is a Small Town and three times every tribal fortune roll if it is a Large Town.

This tribe in particular sounds like it's going to be very sedentary, rather than migratory as most of the Free Folk as. I'd recommend you get Ruins to represent the ruined castle in your territory. Perhaps you'll need a Community as well, in order to support a settlement, if you're not planning on moving around.

You've got 48 Land to spend. Any suggestions?
>>
>>2126289
What about a Hamlet inside an enormous complex of ruins, invaded by the forest?

It would make sense for those ruins to be in some Hills, probably with some water source nearby
>>
>>2126289
Hill's +Dense forest + Light snow +Available food +hamlet + Lake

Plains + stream +Light snow
>>
>>2126289
Lets do...
>Hills (7) with a Hamlet (20), a Ruin (3), and Light Woods (2) It has an Available Food Supply (3) and a small Stream (1) as well.
That's 36 spent so far. Then let's also do...
>Plains (5) with Dense Woods (3) and a Coast (3).
I think that should be a total of 47.
>>
>>2126310
Alternatively...
>Hills (7) with a Hamlet (20), a Ruin (3), and Light Woods (2)
>Plains (5) with Dense Woods (3), a Coast (3), and a Plentiful Food Supply (5).
That's a total of 48, I think.
>>
>>2126289
not sure if I'm doing this right but, I want...
Hills+Food+Coast+water/stream+woods/light
Plains+Food+Plenty+woods/dense
Mountains+water/river+woods+light

So i Have like 7 left over?
>>
>>2126305
>Hills(7)+Hamlet(20)+Ruin(3)+Dense forest(3)+Plentiful Food suppy(5)+River(3)
41
>Mountain(6)+Light Snow(1)
>>
>>2126320
That way we have a strong base which has plentiful food too and a mountain to extract metals from
>>
>>2126316
>>2126320
Due to the fact we're in the Haunted Forest, mountains aren't a valid choice for terrain. Otherwise, you guys got it spot on. Regarding mining, a mountain isn't needed for that. All that we need are hills.

Most of the suggestions seem to lean towards a powerful central holding which you invest most of your Land into, with a secondary holding which contains a utility of some sort, such a river or coast. Out of all of these, the one that I think is most appropriate is >>2126310. It has a ruin to represent the wrecked fortress you inhabit, it has a lot of support for that fort and I like the idea of also having a bit of coastline. The issue with >>2126312 is that you wouldn't gain advantage of the Plentiful Food Supply unless you moved the tribe from the land with the Hamlet to the land with the Food Supply. Otherwise, that would have been good as well. All of these are pretty good but I think >>2126310 represents the best middle ground of all of them, unless anyone would like to make some minor changes to it. It can even have the mine that >>2126322 wants.

Any input, or are you guys happy with that choice? If you are, I'll need names to give both of those land holdings. What's the point of owning territory if it doesn't have a descriptive, thought-provoking name?
>>
>>2126339
Should we put our main base near the coast?

We can have hills as secondary domain to mine from
>>
>mining

OH GREAT THIS SHIT AGAIN.
>>
>>2126346
Depends what everyone else thinks. You're suggesting:
>Plains (5) with a Hamlet (20), a Ruin (3), Light Woods (2), Available Food Supply (3), Coast (3) and a Stream (1). 37 Land Total.
>Hills (7) with Dense Woods (3) and a Stream (1). 11 Land Total.
>37 + 11 = 48 Land = 0 Land Left.
Anything else you'd like to add or move around?
>>2126352
It's a little stale but I promise it won't be the focus.
>>
see potential, am lurking
>>
>>2126362
That looks fine. Although I would exchange the Light Woods for a Plentiful Food Supply

Anons?
>>
>>2126352
We're not mining silver or iron. We need it for tin and copper, in order to make bronze.

>>2126339
I'm just going to throw some names out there.
Ruin:
>Thennstead
>Bronzehome
>Giant's Hovel
>Crow Watch
>Styg's Refuge
Coast:
>Trader's Shore
>Salt Coast
>Frozen Sands
>Dark Water

Also, I'd say maybe add a stream to the coastal province as well just to use up that last point. That way the stream can flow through our lands to the coast, and empty into the ocean.
>>
File: Freefolk_06_Defense.png (103 KB, 306x767)
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>>2126373
I personally like the idea having a light woods around for immediate access to wood, not to mention it aids in the mental image of overgrown ruins. Meanwhile, it doesn't strike me as the place that's overflowing and abundant with food and crops. But it all depends on what the other players think and want.
>>2126378
>Giant's Hovel
>Bronzehome
I like those two especially.

I'll leave the issue of the land alone for now, as it's not attracting much interest.

The next set of holdings we'll decide on is the defences. Due to the lack of infrastructure, the Free Folk aren't able to build castles of any sort and even towers and halls are exceedingly rare, usually found in locations where good, solid stone is available.

The cost of the Stockade was originally 10 but I have lowered to down to 5. There was no mechanical reason to take a Tower over a Stockade, considering that they both house a single unit but the Tower gives three times the protection.

In addition, for each defence holding, please say which land holding you would like it to go in.

You have 20 Defense to spend.

Based on the tribe you've built so far, I'd say you probably want to spend all of your Defense on a Hall, to represent the intact portion of the ruined citadel.
>>
>>2126417
A hall sounds good.

We've managed to restore say, half, of the old ruined fortress.
>>
>>2126417
Could we say that the ruin on our lands was once a Hall but now it's been reduced to just a Tower?
>>
>>2126417
yup
>>
File: Freefolk_07_Power.png (357 KB, 618x1429)
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>>2126421
Ruins don't work that way, sadly. Ruins are used to represent crumbling debris that no longer functions as any defensive structure and in warfare, they're good for little more than providing partial cover. In the case of ruins on your land, in my opinion it represents the rest of the castle that wasn't restored. The destroyed ramparts, for example.
>>2126419
>>2126422
A hall it is then. Thankfully, that was an easy step to make. The next one might not be.

Next are the power holdings. Each power holding is a military unit that is constructed in a similar fashion to a land holding. It requires one training type and any number of unit types. The resulting unit has access to all of the key abilities of its unit types and its discipline modifier is equal to the combined discipline modifier of its unit types. It also uses any combination of the equipment of its unit types. An example of a unit would be:
>Trained (3) Dog Runner Infantry (3 + 4). The total cost of this power holding is 10 Power. Its key abilities are Animal Handling, Athletics, Endurance, Fighting and Survival. Its discipline modifier is +3. I can give it any combination of Infantry and Dog Runner equipment.

When creating a unit, you can also spend 1 Wealth to upgrade one of the following from its starting value to its upgraded value. You may do this once for each option:
>Armour Rating
>Fighting Damage
>Marksmanship Damage
In addition to this, all non-cavalry Free Folk units start with the Winter Outfitting upgrade at the bottom of the image for free.

Due to the nature of the Far North, the Free Folk lack access to many standard unit types. Their resources restrict them to a small number of unit types that are listed in the image, as well as some unit types unique to the Free Folk. Here's a few additional rules:
>Bear Riders, Charioteers, Dog Runners and Mammoth Riders count as cavalry for the purpose of movement and terrain.
>Charioteers ride in chariots made out of versatile whalebone that is rare outside of the Frozen Shore. Unless your tribe dwells in the Frozen Shore, the Charioteer unit type also costs 2 Wealth.
>Bear Riders are rarely found outside of the Ice Wives tribe, to whom the training of snow bears is a sacred tradition. You must have 20+ Influence in order to purchase this unit type.
>Giants rarely interact with the Free Folk. It is rarer still that they fight alongside them in combat. You must have 30+ Influence in order to purchase this unit type.

You have 29 Power to spend, 21 Wealth to spend on any upgrades you want to make and 30 Influence, which means you meet all of the prerequisites. You even have enough Influence to purchase giants, if only just.
>>
>>2126434
Elite Infantry Giants
Veteran Scout Dog Runners
>>
>>2126443
I don't think Giants would gain anything mechanically from being combined with Infantry.

I admit, these guys do sound like they'd get along pretty well with Giants. In addition to that, keep in mind you're descended from the bronze-wielding, bronze-wearing Thenns, which makes me think that Infantry might be a good choice too. As this tribe isn't particularly migratory, I don't think they have much need for scouts or any particularly mobile units.
>>
>>2126434
Trained Guerillas
Elite Raiders
Veteran Scouts

Idk how, this okay?
>>
>>2126462
2x Veteran infantry
Trained scouts
Trained raiders

Infantry are our backbone, Raiders occasionally hit people to remind them of our power

Scouts make sure no one is getting uppity.
>>
>>2126462
Oh right, we went the Fancy pants civilized route.

But aren't scouts the only decent range unit we can start off with according to the chart?

Or can we have Infantry equipped with scout gear?
>>
>>2126434
Let's get:
>Elite Raiders (10)
>2x Veteran Infantry (9 each)
That's 28 power.
Let me think about upgrades for a bit.
>>
>>2126477
Upgrade fighting on all units. (3 wealth)
Upgrade armor on the two units of infantry (2 wealth)
>>
>>2126462
If we upgrade the marksmanship ability on a unit without a ranged attack, could they get the ranged stats of (non-upgraded) guerillas? I figure it would represent equipping them with javelins or something similar.
>>
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>>2126496
>>2126475
If you want to give infantry scout gear or an infantry guerilla gear, you need to combine the unit types to create an infantry scout or an infantry guerilla. That's the only way in which you'll be able to give a melee unit ranged gear.
>>2126477
>>2126474
I think it's a choice between these two, which is something we'll come back to later once we've solidified our tribe's identity. But you're getting two veteran infantry for certain. I'll hold off on the upgrades though, in case you want to spend your Wealth on other things. Speaking of which...

Next are the wealth holdings. The number of them which are available is greatly restricted, due to the nature of the Far North and the Free Folk. You will not be able to acquire any septons or maesters, that's for sure.

To make up for that, I added three homebrew options in the form of cohorts. These cohorts do not modify your tribal fortune rolls but they do provide other distinct advantages, from the supernatural gifts and religious significance of a skinchanger to the ancient lore and unmatched strength of a giant.

Should you choose any wealth holdings that feature a static location such as a mine or a port, you need to choose which land holding it goes in. The chosen land holding must meet all of the requirements for that wealth holding.
>>
>>2126522
Port and Marketpalce
>>
>>2126522
>Godswood (5)
I'm really torn between Giant, Warg, and Mine. A port and a marketplace can come later.
I guess a Giant being this far south would be pretty fuckin' odd, so it's between Warg and mine. If we choose Warg, can the Chieftain/Lord potentially be the warg in question?
>>
>>2126533
Well, whatever the case. If the lord can be a warg, then I'll vote for warg. If he can't, then I'll vote for mine. Let's save the leftover wealth for upgrades to our power holdings.
>>
>>2126531
A marketplace cannot be taken, due to not meeting the requisites.
>>2126533
>>2126537
The chieftain can be a warg without taking that option, if you build him to be one. That option just allows you to have an influential member of your tribe that is a warg, a deserter or a giant.
>>
>>2126522
Port and godswood
>>
>>2126546
>>2126533
Well, there's interest in the godswood at least. After that, there's one vote a port and one vote for a mine. I must admit, the mine is probably the better choice considering our tribe is quite specifically descended from a tribe renowned for using bronze. Still, these once-Thenns could certainly use stone weaponry too. I can just imagine them fashioning the masonry of the ruined castle they live into crude axes and hammers.

I'll put that on hold as well, for the time being. Now, moving onto Influence, Law and Population.

Law and Population work exactly as they do in the core SIFRP book and cannot be spent on any holdings, as they simply act as modifiers to tribal fortune rolls.

However, Influence can no longer be spent on heirs. Leadership amongst the Free Folk isn't hereditary, the chieftain of the tribe is the one that earns the right to lead his people and keeps that right through smart decisions. The leader that will come after you is whoever will be able to prove themselves worthy once you die.

As such, Influence does nothing other than determine the maximum Status of the tribe's chieftain and the political power your tribe possesses in the Far North. A tribe with a great deal of Influence is both feared and respected, a valuable ally and a terrible foe that no one dares to wrong. On the other hand, a tribe with very little Influence is either ignored or abused by others. It is still very important and will be used to determine how the first impressions your tribe will make on others.

These are the default rules at least, and I'll stick with them for the time being. I'll hash out the details of this tribe's inheritance laws once we've finished the tribe generation and when I'm doing the prep work for the actual quest.

So, there's nothing for you to choose regarding Law, Population and Influence. Your Influence sits at a comfortable 30 which allows you a maximum Status of 3, your Law gives you a tribe fortune modifier of -5 and your Population gives you a tribe fortune modifier of 0.
>>
Finally, we move onto the details since we're done with the holdings.

Now, the tribes of the Far North do not have family names or sigils. However, it's rare to find one that doesn't have a name of some sort and many of them have totems or signifiers used to represent them. Some tribes have specific animal totems that they revere and name themselves after, while other carry the name of the lands that they inhabit and carry pieces of land with them as talismans. Some go a step further by wearing specific sorts of war paint, or perhaps certain parts of animal and even human carcasses.

So this is the point where we need to decide how our tribe defines itself and presents itself to the rest of the Free Folk. What name do they carry, what odd traditions do they have that define them, are there any symbols, totems or banners that are used to represent them?

Look up everything we've discussed and decided about our tribe so far. What name do you think would appropriate for our ruin-inhabiting descendants of Thenn? What sort of symbol or totem would they use to represent themselves? What sort of peculiar traditions do you imagine them being known for?
>>
>>2126570
Mine for Use!

>>2126575
Hermit Crab, we literally moved into the ruins of what another had made to begin with and as a result have made it our own. Wasn't there also something that we had some coastal shores on our lands as well>
>>
>>2126575
Bronzehome tribe after the ruin we live in. Use bronze weapons and black paint, Another newer symbol for us is a dead crow (bird) hung upside down after since those wall fucks have been harassing us constantly.
>>
In addition, unless anyone has any objections, I'll pick the suggestions that I preferred the most for Land, Power and Wealth.

>Hills (7) with a Hamlet (20), a Ruin (3), Light Woods (2), Available Food Supply (3) and a Stream (1).
>Plains (5) with Dense Woods (3), Coast (3) and a Stream (1).

>Veteran Infantry with Upgraded Weapons (Fighting) and Armour.
>Veteran Infantry with Upgraded Weapons (Fighting) and Armour.
>Trained Raider with Upgraded Weapons (Fighting).
>Trained Scout with Upgraded Weapons (Marksmanship).

>Godswood.
>Mine.

Anyone object to that selection? In addition, I admit I prefer >>2126597's suggestion. Although I understand the hermit crab symbolism, I don't feel like it fits a tribe descended from the Thenn. Unless anyone else has any suggestions to make, I'll likely go with the Bronzehome tribe, known for their bronze weaponry and the black paint they wear, mimicking the stone of the fortress that they inhabit. Any other suggestions?
>>
I feel that Bronzehome sounds kind of weak, considering these are warriors. Bronzehome is a place, not a people.

Maybe a name with Bronze as a modifier to the name. The Bronze Eagles. Bronze Axes. Bronzehammers. Or a identifier related to bronze. Cold, hard, etc. The Bronzmen. The Coldmen. The Hardmen.
>>
>>2126666
I like it. Alternatively Blackstone tribe.
>>2126687
Thenns typically take tribe names after their lands. We are Thenn descended.
>>
>>2126575
Had to pop out for a bit, gimme a tick while I collect a few potential traditions/practices of our people.
>>
>>2126666
Nope, soundsgood to me.

The dead crow is a bet eh, I think we can do better with that - but the rest of it sounds good.
>>
>>2126690
Actually scrap what I said, Blackstone is much cooler.

Supporting that.
>>
>>2126690
>>2126708
How about Bronzestone.
>>
Bronze torcs/body jewelry.
>>
>>2126719
Bronze stone sounds alright to me
>>
>>2126690
Traditionally but it doesn't always have to be the case.
>>2126687
All of the Free Folk are warriors. If they're not elderly, ill or infants, they're expected to fight. Ours are just particularly hardy, perhaps more than most. For that reason, I think you raise a good point.

Possible names:
>The Bronzehome Tribe,
>The Blackstone Tribe.
>The Bronzemen.
>The Far-Thenns.
>The Stonesmen.
>The Stoneskin Tribe.
>The Bronzeskin Tribe.
>The Bronzestone Tribe.
>The Blackbronze Tribe.

Any combination of words like that, really. Far. Bronze, Stone, Black, shove them together in any fashion add on 'tribe' or 'men of the' and you have a suitable name.
>>
>>2126752
>>The Blackstone Tribe.
>The Bronzestone Tribe.
>>
The obvious ones first:
>Headhunting
We believe that the head houses the soul of a man, and so taking the heads of great warriors is to take from them their very soul. We nail the heads of our personal enemies to the walls of our houses or dangle them from the necks of our mounts. Our Chieftain/Lord keeps the heads of his predecessors preserved within recesses along a carved totem, each one embalmed in expensive oils from the Summer Isles. The severed heads of those we slay in battle are worth more to us than their weight in gold.

>Amazons
Many among the free folk are accepting of shieldmaidens, and have fought side by side with the fairer sex. Our tribe takes it further. A man may not take a wife unless he can best her in a context of skill and strength, and until a woman is married all are required to contribute to the defense of the tribe. Most of our scouts, and a significant portion of our raiders and infantry, are women.

>Scarification and Branding
Upon coming of age, all members of our tribe are marked with a brand, runes of protection carved into their flesh. Members of our tribe who accomplish great deeds or reach some milestone in life (killing an enemy, getting married, killing a bear, coming of age, reaching old age, et cetera) are further marked to represent these accomplishments.
>>
>>2126719
>>2126744
>>2126779
Bronzestone could work, especially considering its potential as a euphemism. Expect many bawdy jokes from other Free Folk about the 'bronze stones' of this tribe.
>>
>>2126752
The Low-Thenn?
>>
>>2126837
I like the sound of that, actually.
>>
>>2126793
Are you trying to remake the norsca Anon, I swear if your being a cheeky fuck...
>>
>>2126793
Preserving them sounds cool. But there's no way a tribe of Thenn could get oils from the other side of the world.

But they could bronze the skulls. Similar to the Golden Company? The skulls of the former Chieftans have been bronzed and sit around the throne?
>>
>>2126844
We are the Bronzestone, the Low-Thenn of Blackstone, and you are the dead!
>>
>>2126865
We really should just decide on one, especially if we're going with the Thenn tradition of tribe-is-named-after-the-location-it-is-in
>>
>>2126870
The Bronzestone, with Low-Thenn as an identifier of who they are? Such as Northmen or Sistermen. We are Thenn, but not of The Thenn.
>>
>>2126870
how about our enemies call us the low Thenn because they see us as stealing the land which is a low move while we call ourselves the Bronzestone tribe.
>>
>>2126892
And because we're lower down in the country than The Thenn.
>>
>>2126885
That is fair. The Thenn are known for their laws and traditions among the Free Folk. A multitude of names for themselves is exactly the sort of thing that suits a tribe descended from the Thenn, even if it might confuse other tribes. Very well then, the ruins they inhabit are called Bronzestone, therefore they call themselves the Bronzestones, although in ethnic terms they consider themselves Low Thenn.
>>2126793
I must admit, >>2126853 has a point. While the lord of one of the many houses of the Seven Kingdoms might be able to purchase exotic, expensive oils, this is the sort of thing that the Free Folk could never get their hands on. Their lives are ones of hardship and even bronze armaments are considered a luxury. This tribe is likely considered one of the wealthiest outside of the Thenns themselves.

Regarding amazons, most Free Folk practice the tradition of spearwives. It's really not that uncommon to see women fighting at all, although they are expected to settle down and care for children once they bear them. In addition to this, the most common way of acquiring a wife among the Free Folk is actually kidnapping. A man comes across a woman from another tribe that catches his eye, he goes to plan with his mates and then with their help, he snatches her from her own tribe so he can make her his wife. Taking wives in this fashion is common, it's even encouraged in order to avoid inbreeding.

Scarification is certainly an option though, even if it makes our tribe an awful lot like the show Thenns. If I have to choose any of these, I'd probably go with this one over the others. These are a lot of unique traditions to develop however, especially after only a century of separation from the Thenns.

So, this tribe of bronze-wielding warriors call themselves the Bronzestones, after the ruined castle that they inhabit. They are known for painting their clothes with wood tar to mimic the oily black stone of their home, as well as recording their achievements and transgressions through elaborate ritual scarification.

If everyone's happy with how things have gone so far, we can move on to creating our chieftain.
>>
>>2127018
yay
>>
>>2127018
Yep yep bring out the cheif!
>>
>>2127018
I do really like the idea of bronzing the skulls of former Chieftans.
>>
>>2127085
And seeing as this branch has been around about a century, they'd probably have what, 3-10 of them depending on how long a person would rule.
>>
>>2127085
That can be done.
>>2127042
>>2127070
In which case, let's begin. First of all, I'll post this in order to illustrate the process of character creation. First of all, we'll start with determining age. At the same time, we'll determine gender.
>>
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>>2127111
So, here's that step. Choose one of the ages listed here, also choose when you'd like the character to be male or female.

The older a character is, the more ability experience they start to represent their experience. However, older characters also have more flaws to represent how body slowly falls apart with age, as well as less destiny points with which they can purchase benefits.
>>
>>2127130
Young Adult
Male
>>
>>2127130
Adolescent, I wanna see our tribe grow while we rule.
>>
>>2127130
Young adult male.
>>
>>2127130
Young Adult male
>>
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>>2127133
>>2127153
>>2127163
Well, this is interesting. I imagine there's going to be quite a few people that are unhappy about a whelp being the one with all the power. Let's hope that our boy's tough enough to hold onto his position as chieftain. In fact, to make sure that he isn't alone, I'll give him a younger brother and sister. I expect his mother's probably still alive as well.

Due to the fact our tribe's Influence is 30, this means our young chieftain has Status 3, so that's sorted. We'll determine the boy's role once we've given him more fleshed-out stats, although I expect that he's most likely going to be a Leader.

So that leaves his background to determine. Usually, this is rolled but I find that rolling this background usually ends up with a mess of conflicting traits that don't form a coherent character. So I'll leave the decision in your hands.

Let's start with our chief's goal, the top table in this image. What does he seek to obtain? If you wish to roll it instead of suggest something, simply say so and if we've got enough people pushing for rolling, we can roll.
>>
>>2127196
I wanna say security, he's young, amongst a tribe of older folks that may or may not have the best interests in his mind
>>
>>2127196
What is the best in life...to crush your enemies, to see them fall at your feet -- to take their metal and goods and hear the lamentation of their women. That is best.
>>
>>2127196
He seeks to gain power to conquer the soft southerners
>>
>>2127221
I'll uh, take that as a vote for 'Power.'
>>
>>2127251
seemed like power to me as well
>>
>>2127196
Definitely Power.
>>
We shall travel south of the wall to take one of their kneeler lords daughter for a wife!
>>
>>2127301
Now you're thinking like a wildling a nice stark girl for our bed!
>>
>>2127237
>>2127221
>>2127300
In which case, our chieftain seeks power. He wants to bolster his authority, to acquire more strength and influence over the Far North. Perhaps the boy even daydreams of being King-Beyond-the-Wall, his generation's Bael the Bard.

But what drives him? What motivates him to seek power over others? Does he feel like it is his duty to rule over others? Does he do it out of hatred for a particular enemy he wishes to crush? Does he do it to bring about peace to the Far North? What is his motivation? Choose an option from the second table.
>>
>>2127318
Excellence. Every singer at every campfire beyond the wall shall know of us.
>>
>>2127318
Duty
He sees the north as his domain and wishes to unite all of it under his rule to protect it and show those beyond the wall the might of the North
>>
>>2127318
Excellence
>>2127326
If we are going to seek power we must be the best at everything we do!
>>
>>2127318
I'm Headed to bed but before I go I thought maybe to add what I would vote for for the next two votes.

Courageous
Arrogant
>>
>>2127318
Duty, the north must be united as one tribe!
>>
>>2127397
>>2127352
>>2127349
>>2127326
I require a tie breaker.

Does our young chieftain seek to gain power because it is his duty, bestowed upon his bloodline by the Magnar himself? Or does he do it for his own sake, to prove that he truly is the perfect leader he was born and bred to be, greater even than the Magnar?
>>
>>2127408
ill go with excellence then, our chieftain will rival even the gods
>>
>>2127408
Can it be a mix of both?
>>
>>2127408
Excellence
>>
>>2127432
One most ultimately trump the other. What comes first, his duty to lead or his thirst for excellence? After >>2127426 changed his vote, it seems like it's the latter. His lust for power is motivated by a desire for excellence, for self-improvement and personal greatness.

Next, we need to decide what the most positive trait of this ambitious, power-hungry chieftain is. What virtue is strongest within him? Choose one from the third table of >>2127196.
>>
>>2127458
Wise.
>>
>>2127458
Courageous of course.
>>
>>2127458
Courageous, i wanna say he's gonna be the reckless hell scream type
>>
>>2127474
>>2127473
>>2127394
Well, that was decided pretty quickly. The chieftain of Bronzestone is courageous, so devoted to his thirst for power that he is willing to ignore threats to his life in order to acquire more power and protect his domain from any encroaching threat. What sort of leader cowers when someone challenges him?

Finally, what sort of flaw does this lad possess? What is his weakness, what vice does he have that others can exploit? Choose one from the final table.
>>
>>2127458
Wise or duty
>>
>>2127503
Wrathful or Arrogance.
>>
>>2127503
Arrogance or Prejudiced. Its not okay to be whitewalkers.
>>
>>2127503
Wrathful
>>
>>2127503
>>2127508
I'd go with this, since it makes the other tribesmen being concerned about us being in charge actually logical.
>>
>>2127517
>>2127508
I am kinda leaning towards Arrogance. I see him as a bit of a Alexander the Great type.
>>
>>2127503
Wrath
>>
>>2127503
arrogance
>>
>>2127503
Arrogant
>>
e can grow out of some of these traits right? or are we stuck with them permanently forever?
>>
Cuz I don't want to be stuck arrogant when we are in our middle age.
>>
>>2127545
aww anon thinks we'll reach middle age and not die gloriously in combat with a Polar Bear just as our child becomes old enough to rule.
>>
>>2127394
>>2127508
>>2127512
>>2127520
>>2127517
>>2127523
>>2127535
This character is arrogant before he is wrathful or any other negative trait. Blind to his own flaws and his own errors, this boy leader is convinced of his innate superiority and finds it hard to believe that he could ever do wrong. After all, he is meant to rule, to be a greater ruler than any other and lead the Low Thenn to glory as no one else could. This is what he was born and raised for, how could he ever fail?
>>2127545
>>2127539
Yes, a character's background can change over time. For the time being however, these are the traits that define our character.

He seeks power, in the pursuit of excellence. He is as well known being courageous as he is for being arrogant. This is a boy that will either become one of the greatest leaders his tribe has ever known or doom himself and his tribe to a swift and terrible demise in his foolishness.
>>
>>2127563
i think you accidentally typed "his tribe" instead of "History"
>>
>>2127563
I'd rather change to wrathful then.
>>
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Now back to mechanics. We need to decide what abilities we want our boy to have.

A character starts with every ability at 2. This is the average for every person. You may increase an ability from 2 to 3 for 10 experience. After 3, every increase costs 30 experience.

You may also decrease an ability to 1 in order to gain 50 experience. You may only do this once. If 2 represents an ability that an individual is average, 1 represents an ability that an individual is incapable of. Brandon Stark has Athletics 1 after he is crippled. Hodor has Cunning 1 due to his simple mind. Etcetera. Having an ability at 1 is a genuine flaw and if you take this option, I will make sure that it comes up in the quest at some point.

Important abilities for combat:
>Agility
>Athletics
>Awareness
>Endurance
>Fighting
>Marksmanship

Important abilities for socializing:
>Awareness
>Deception
>Persuasion
>Will

If you're curious about what any particular abilities are good for, feel free to ask. Otherwise, feel free to suggest abilities you want our boy chieftain to take. Ignore the specialties for the time being, we'll choose those next.

As a young adult, we've got 180 points to spend and the highest we raise an ability to is 5.
>>
>>2127601
Where dat sexy Warging
>>
>>2127594
It was a pretty overwhelming push for arrogance.
>>
>>2127605
Warging isn't handled in this section but if you want to make him a warg, you'll want Animal Handling 3 and Will 5. I'm not sure that's a smart direction to take this lad in though.
>>
>>2127601
Charimastic Warrior Leader type is what i am thinking
>>
>>2127601
Agility 3
Animal handling 4
Athletics 4
Awareness 3
Cunning 2
Deception 2
Endurance 3
Fighting 4
Healing 2
Knowledge 1
Language 2
Marksmanship 3
Persuasion 4
Stealth 3
Survival 3
Thievery 2
Warfare 3
Will 2

Our boy, while he respects his elders, he doesn't hold their knowledge as valuable, and so he ignored all the accumulated knowledge his tribe had while growing up. His Arrogance causes him to refuse to admit this failing and try to correct it.
>>
>>2127601
In addition, I'll point out that the Far North has two languages, the Common Tongue and the Old Tongue. The Old Tongue is typically spoken by older, isolated tribes such as the Thenns, as well as giants. Meanwhile, those tribes closer to the Wall tend to be able to speak the Common Tongue, to the point of speaking it primarily.

I'll say that this tribe probably speaks the Old Tongue primarily, due to its origins. As such, the Old Tongue is your default language. If you want to be able to speak the Common Tongue, you will have to spend 10 to raise it to 1 and speak it crudely or 40 to raise it to 2 and speak it fluently.
>>
>>2127607
Agility 3
Animal Handling 2
Athletics 4
Awareness 3
Cunning 2
Deception 2
Endurance 3
Fighting 4
Healing 2
Knowledge 1
Language 2
Marksmanship 3
Persuasion 4
Stealth 3
Survival 3
Thievery 2
Warfare 4
Will 3
>>
>>2127601
Agility 3
Animal handling 4
Athletics 4
Awareness 3
Cunning 2
Deception 2
Endurance 3
Fighting 4
Healing 2
Knowledge 2
Language 2
Marksmanship 3
Persuasion 4
Stealth 3
Survival 3
Thievery 1
Warfare 3
Will 2


Similar to other anons, but modified. Dropping Knowledge for a 1 in thievery which is mechanically useless unless we're a pickpocket or a thief. I figure we're much more the "Smash and Grab" type.
>>
>>2127617
>>2127624
Just pointing out a 1 knowledge make us about as smart as Hodor.
>>
>>2127632
You are mistaking knowledge for cunning. Knowledge is book learning, cunning is natural intelligence.
>>
>>2127628
I'd be fine with this set up
>>
>>2127617
Interesting selection. This is pretty good and Knowledge 1 is actually a common choice for Wildlings, due to the fact that they're not a very knowledgeable people. I'm curious as to why you went with Animal Handling 4 though, considering that this tribe does very little with beasts due to their isolated nature.
>>2127624
I can't point out any faults with this.
>>2127628
Thievery is one of the favorites for munchkins when it comes to dump stats. All I'll say is that Thievery covers a lot of manual dexterity. If you take Thievery 1, you will have extremely clumsy fingers. Even tying a simple knot in a rope will be a difficult, awkward task for you.
>>2127632
Knowledge 1 represents not knowing anything about the world around you. You're completely uneducated and only aware of information that's relevant to your life as you're living it. That's not Hodor's problem. Hodor is Cunning 1 and incapable of any complex thought. His issue isn't that he doesn't know anything, it's that he's too simple to ever put anything he learns to use. >>2127636 is correct.

So, anyone got any preferences out of the builds posted so far? I personally like >>2127624 the best.
>>
>>2127652
I forgot we were in haunted forest so had little to do with beasts. new suggestion to help with our Conan esque theme, Fighting to 5, and will to 3
Agility 3
Animal handling 2
Athletics 4
Awareness 3
Cunning 2
Deception 2
Endurance 3
Fighting 5
Healing 2
Knowledge 1
Language 2
Marksmanship 3
Persuasion 4
Stealth 3
Survival 3
Thievery 2
Warfare 3
Will 3
>>
>>2127652
>>2127624
Changing Knowledge to 2 and Healing to 1 Instead
>>
>>2127663
Having healing at 1 is a bad idea. We don't have maesters, and if are isolated on a hunting trip. I'd like to do basic first aid.
>>
>>2127664
>>2127663
I was thinking with knowledge 2 we can at least try to teach ourselves some basic healing and try to get it up to 2
>>
>>2127665
Knowledge is book learning and history. Healing is separate from that completely. Also, we would still need to spend xp to get our healing up. There is a reason why Inuit tribes don't have universities, and its mainly because knowledge, as the system has it is worthless.
>>
>>2127669
Worthless to a tribe of northern semi-nomadic people.
>>
>>2127669
>>2127624
Yeah that actually makes sense will just go with this then since OP likes it
>>
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Here's what the book has to say on the matter of Knowledge 1 and the Free Folk.

I'm happy with either >>2127662 or >>2127624. However, keep in mind what I said in >>2127618. You don't automatically speak the same language as the Southernmost wildlings and the kneelers South of the Wall. In both of these distributions of stats, you haven't put any points into learning the Common Tongue so you won't be able to speak it and will require a translator. I'm just reiterating this to make sure you're okay with it.

Otherwise, which out of those two do you guys like the most?
>>
>>2127712
We gotta be able to speak southern common
>>
>>2127732
We can make it our first purchase once we start dealing with the more southernly people. Its only 10 xp. At the start though, its not immediately important
>>
I really think we need to be able to speak common. It seems really important to be able to speak to out neighbors.
>>
>>2127838
Our direct neighbours speak the same language as us. its only the further away places that we need common for. Hence my first purchase idea
>>
>>2127838
Late to tribe creation but I also want to emphasize obtaining common tongue speaking ability. Despite what >>2127850 says, Haunted Forest is
>As close to the Wall as the Free Folk can get
so its only natural for most tribesmen to be able to speak it, including their leader.

I see redistributing points from persuasion 4 towards it and other things.
>>
Not being able to speak the common tongue might be why the Watch tolerated/will tolerate and favor Craster more than this tribe.
>>
Pick a fucking stat to be max. Be broken in one aspect. A fighter 7 can literally kill entire armies solo with certain perks.
>>
>>2128007
We can only go to 5, since Plasma uses that houserule which makes characters actually halfway realistic.
>>
>>2128022
gayyyy

next thing you are going to tell me there will not be any tech development?
>>
>>2128007
This is fucking stupid.
>>
>>2128029
I personally think that going past 5 requires a plot explanation.
Being a master fighter already requires a bit of an explanation as you already are champion material.

Pushing past that limit is a bit harder thing to do, harder still for Wildlings, excepting maybe endurance.
>>
>>2128063
yeah I agree. I just always feel sad when my min maxer strat gets killed.
>>
>>2128063
I've always been of the opinion that the Asoiaf system is a high lethality system and that despite being able to get fight that is statistically on level with Jaime Lannister you are likely to die all the same due to the line between good and great isn't that big.

though I have heard claims it gets hard to kill them in anything other than a 10/1 ratio or with poison or whatever else circumvents the fighting mechanics
>>
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That was a much needed nap. Sorry it was unannounced.

If you want to be able to speak the Common Tongue, my personal suggestion would be an alteration of >>2127662, reducing Fighting from 5 to 4 and Stealth from 3 to 2, making it:
>Agility 3
>Athletics 4
>Awareness 3
>Endurance 3
>Fighting 4
>Knowledge 1
>Language (Common) 2
>Language (Old) 2
>Marksmanship 3
>Persuasion 4
>Survival 3
>Warfare 3
>Will 3
Alternatively, you could either keep your Fighting at 5 or bring up a Rank 3 ability to 4 and just have Language (Common) 1, which means:
>Your simple understanding allows you to convey basic concepts through speech only.

So the question is, do we want our young, arrogant chieftain to:
>Not be able to understand the Common Tongue at all and rely on others to translate. This means you save points for more practical abilities.
>Be able to speak the Common Tongue very roughly, enough for basic communication. This is the bare minimum you can spend on learning a language.
>Be able to speak the Common Tongue well enough to the point you'll be able to understand most kneelers and they'll be able to understand you. This will take the most points out of all the options and hit your more practical abilities.

In addition to making this choice, let's talk about specialties. That'll be in the next post.
>>
>>2128151
>Be able to speak the Common Tongue very roughly, enough for basic communication. This is the bare minimum you can spend on learning a language.
I'll vote for the second option. Drop Stealth down by 1, and have an ability to understand roughly the common tongue. Keep fighting at 5.
>>
So, each ability comes to specialties. A character might have Fighting 4 but is that character best at wielding Axes, Long Blades or Spears? This is what specialties determine.

The available specialties are listed under their respective abilities in >>2127601. As a young adult, you have 60 specialty experience to spend on bonus dice, with each bonus die costs 10 experience. So essentially, you've got 6 bonus dice to distribute between the various specialties.

No specialty can have more bonus dice than the rank of the core ability. So for example, a character with Fighting 4 cannot get more than 4 bonus dice in any one Fighting specialty.

In addition, keep in mind the recommendations of >>2127111. Fencing, Long Blades, Pole-Arms, Crossbows, Siege, Breeding, Tournaments and Pick Locks are all specialties which aren't recommended for the Free Folk, either due to how rare their associated equipment is or due to how irrelevant those skills are for survival in the Far North.

So, you have 6 bonus dice to distribute. What are the specialties that capture your eye?
>>
>>2128151
>>Be able to speak the Common Tongue well enough to the point you'll be able to understand most kneelers and they'll be able to understand you. This will take the most points out of all the options and hit your more practical abilities.

How much XP is >Language (Common) 2?
20? Why does it require reducing both Fighting and Stealth then? Isn't fighting 5->4 30 XP?
>>
>>2128154
Strength 1B
Notice 1B
Resillience 1B
Axe or Spear 1B
Intimidate 1B
Hunt or Track 1B

Might remove Intimidate and put a second die in the fighting slot.
>>
>>2128154
>>2128157
Is there a screencap of specialties?
>>
>>2128156
You start with 0 in a new language and must buy the first die at 10 and the second at 30.
>>
>>2128157
I'd say take Axes at 2B. Spears are fine, but Axes get the benefit from Strength due to powerful.
>>
>>2128158
https://www.mediafire.com/folder/6sar1o14399xv/SIFRP#6sar1o14399xv
The rulebook is in there, it'll explain a lot better.
>>
>>2128154

Strength 1B
Notice 1B
Resillience 1B
Axe 2B
Hunt 1B
>>
>>2128158
See >>2127601, as I mentioned. For everyone's sake though, I'll repost the list here.
>>2128156
Languages are the one ability that is upgraded in a different fashion. Getting a new language and increasing its rank from 0 to 1 costs the same as increasing any other ability's rank from 2 to 3. Increasing that language's rank from 1 to 2 costs the same as increasing any other ability from 3 to 4, and so on.
>>
>>2128157
supportan axes
>>
>>2128164
>>2128167
Thanks. Its just that 4chan removed the preview picture for abilities in the post for whatever reason and I couldn't find it.

As for specs, I vote for
Strength 1B
Notice 1B
Resillience 1B
Axe 2B
Intimidate 1B

Don't think hunt or track are all important for the chieftain at this point as there are scouts to do just that for him.
>>
>>2128169
I was thinking that a Wilding that can't hunt is a bad wildling, but if you can scare people into it, why not. Sure I'll change my vote to this.
>>
>>2128170
That's right. I pictured him as the man who even for a wildling is already high enough on the social ladder to have others hunt for him if he wishes so. Basic survival (with luck) could be covered by rank 3 alone and as a young adult we don't have much to spare.
Ideally I wanted to propose making him a more cunning, shifty guy (reflected in abilities) but its probably too late for that at this point. Seems more fun than a brute.
>>
>>2128172
If it helps, Im thinking of him as a paragon not a brute. Hes someone who due to social status and natural talent has been able to become one of the best fighters in his clan. Hes not brutish, hes just very dangerous.
>>
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So I think we should aim for a wintery version of this era Conan.
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>>2128173
In that case it sucks that Fighting seems to be going down a point.

However we could invest in furthering his Axe spec later, though I am not sure how much worse the gains are versus a point in Fighting.

>He seeks power, in the pursuit of excellence. He is as well known being courageous as he is for being arrogant. This is a boy that will either become one of the greatest leaders his tribe has ever known or doom himself and his tribe to a swift and terrible demise in his foolishness.

Actually he does sound more like a paragon than a brute.
>>
>>2128178
His fighting is still at 5, he'll probly be able to 1v1 any wildling fighter, and most of the crows. It was his stealth that dropped, so hes not going to be sneaking over the Wall any time soon.
>>
>>2128178
>>2128179
Whether his Fighting is at 4 or 5 depends on whether you want to want to your Language (Common) to be 2 or 1. If he speaks the Common Tongue fluently, we'll need to reduce his Fighting from 5 to 4 or another ability from 4 to 3. If he speaks it poorly, we don't need to cut anything other than Stealth.
>>2128169
This looks good. I'll just go over what these choices mean in terms of mechanics and narrative, to make sure you're all happy with your choices.

>Strength
This specialty assists you in Athletics rolls that require you to lift or move great weights. In addition to this, Strength increases the damage of heavy-hitting two-handed weapons.
>Notice
This specialty assists you in Awareness rolls that require you to physically spot something, usually something that is purposefully hidden or that is far enough away that it's difficult to see.
>Resilience
Whenever you are exposed to a hazard such as cold, poison or disease, you roll Endurance with bonus dice from Resilience.
>Axes
This is self-explanatory; whenever you attack with an axe, you get to use the bonus dice from the Axes specialty.
>Intimidate
This specialty of Persuasion is used whenever you seek to bully, browbeat or force someone into doing what you want through threats and well, intimidation.

Does this sound good to you?
>>
>>2128184
Sure
>>
>>2128184
>Whether his Fighting is at 4 or 5 depends on whether you want to want to your Language (Common) to be 2 or 1. If he speaks the Common Tongue fluently, we'll need to reduce his Fighting from 5 to 4 or another ability from 4 to 3. If he speaks it poorly, we don't need to cut anything other than Stealth.
I've got this feeling the current ability score distribution overlooks the leaderly aspect of the character somewhat. Language (C) 2 would be a move in the right direction.

From what I recall most southern wildlings communicate in common and its highly unlikely for them to speak the old tongue. As the leader of the tribe we're expected to perform diplomacy, strike deals etc. Can't bully everybody into doing what you want with your two-handed double axe.
>>
>>2128188
But that is the point of the character. He isn't good at being a leader, he's arrogant and self-assured that he can do it, to the point of overconfidance. He wants to become a legend, in true Wildling fashion, so preferring to speak in the old tongue and scorning the "southern" common tongue is a sure fire way of starting down that path. We only need him to just communicate, if we need him to speak it fluently, we can get it later. Whereas 5 fighting will be useful from day 1 in far more situations, and its easier to work around the language barrier than being merely equivalent of most Wildling champions as opposed to exceeding them.
>>
>>2128189
Alright, your description makes sense to me, I can get behind it. Mental picture adjusted!

>>2128151
>Be able to speak the Common Tongue very roughly, enough for basic communication. This is the bare minimum you can spend on learning a language.
>>
>>2128190
Arguing this has now made me see him as a horrible cross between Conan and Ash Ketchum, since he wants to be the very best....
>>
>>2128184
5 fighting sounds good. Screw those southern dogs.
>>
>>2128184
Looks good to me
>>
Well then, I'll go with this build:

>Agility 3
>Athletics 4, Strength 1B
>Awareness 3, Notice 1B
>Endurance 3, Resilience 1B
>Fighting 5, Axes 2B
>Knowledge 1
>Language (Common) 1
>Language (Old) 2
>Marksmanship 3
>Persuasion 4, Intimidation 1B
>Survival 3
>Warfare 3
>Will 3

But depending on how you guys feel about this next stage, we can always swap those around, as we're moving onto Destiny Points.

Destiny Points can be spent to provide minor benefits during the quest. Once spent, they can be replenished through story progression.
You can also burn Destiny Points to provide massive benefits during the quest. Once burned, they cannot be replenished and the only way to acquire more Destiny Points is through spending experience.
Finally, Destiny Points can be invested in Qualities. These Qualities grant specific boons to the character. Once invested in a Quality, a Destiny Point cannot be spent or burned. A Destiny Point invested in this fashion can be lost if something happens that causes you to lose the Quality.

As a young adult, our chieftain has 5 Destiny Points and he may have up to 3 Qualities. I'll use this post to show what you can do when you spend and burn Destiny Points, then I'll move onto the Qualities that you can choose.
>>
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As you are one of the Free Folk, you acquire the Blood of the Wildlings Quality for free, along with its benefits.

In addition, the Free Folk do not have access to a great deal of Qualities that Southerners can use. That's why there are so many empty spaces.

Our chieftain must meet the requirements for any Quality that you wish to give him. In addition, I understand that the 'Effects' column doesn't provide much of a description. So if you want to know more about a Quality, please let me know and I will post what it does for you. Do not choose these blindly.

With that said, which of these Qualities are you most interested in? What would suit our young braggart of a chieftain the most?
>>
Oh, and one last thing I forgot to mention on >>2128212, our chieftain automatically has Status 3. Keep that in mind for any quality requirements.
>>
>>2128215
Can I get the descriptions for Provider, Terrifying, Winter-Touched, and No Kneeler? The new benefits look interesting af.
>>
>>2128215
Axe Fighter I is a must, that line of qualities are excellent.

Charismatic might be a good pick if we're planning on becoming a King Beyond the Wall. Gotta convince those Giants somehow.

Cohort, Armor Mastery, Beserker are all great picks.
>>
>>2128220
Absolutely, here you go.

Just a few notes:
>I will not be using the Intrigue system, as I find it awkward and it ruins the pacing of quests. Instead, I'll go for a simpler rolling system. However, any Qualities that refer to intrigues will grant very similar benefits.
>Regarding No Kneeler, typically when you lose a fight by being reduced to Health 0, your opponent decides your fate. This can include being imprisoned, humiliated or enslaved. No Kneeler allows you circumvent this by choosing death over any other fate.
>Mechanically, Terrifying is an exceptionally good choice, considering your massive Fighting rank and your focus on Intimidate as your specialty already. However, I'd need an explanation as to why a 14 to 18 year old lad is, well, terrifying.

>>2128223
I'll post the options you're planning on picking next.
>>
>>2128225
>Provided gives a +3 to tribe fortune rolls. I think it is a must.
>Born of the Thenn tribes goes very well with our background and our Arrogant trait, as its permits us to have an stronger Will.
>Terrifying. This can be explained as having a gruesome scar, probably from a bear or maybe a wildcat. If you want to go edgy, we could have tortured a rival to death or do some taboo that made us into someone you don´t want to mess up with.
>Winter touched is anice adition, but we only can have three traits.

Can you post Charismatic and Axe Fighter. Feel free to add any suitable trait you think is worthwhile
>>
>>2128225
I love the idea of acquiring Terrifying. In the north, Intimidation will be a much bigger factor than in any other campaign. There are no feudal laws protecting us. Any tribe bigger than us can come knocking at any point to seize our shit on pain of death. Terrifying allows us to be really good at not only resisting this but doing it.

As for how it would come about, perhaps we came into power in a VERY bloody fashion. Our father's reign as tribal leader was marked with a lot of success but culminated in a disaster of a succession. All of his subordinates basically attempted to seize power and instead of letting them take our rightful throne, we just butchered them. All of them. Thus spreads the reputation after this massacre. Welcome to any other ideas tho.
>>
These are the qualities being suggested by >>2128223. Again, a few notes:
>I'm not too sure about how good Axe Fighter I is for this particular character. You'd be sacrificing 2 bonus dice to inflict 2 extra damage and that's only if you hit that opponent. It's up to you if you think that's worth-while, although I do like the flavor of it.
>Cohort will require us to go through the creation of a whole new character that's utterly loyal to our young chieftain here. I'm willing to do this, I'm just warning you in advance that this is what we'll need to go through if you pick Cohort. It's a very, very strong choice, I admit.
>You'll need to pick one out of Bargain, Charm, Convince, Incite, Intimidate, Seduce or Taunt if you choose Charismatic. I'd suggest picking Intimidate as you've already specialized in it but if you're going with that option, you'd rather go with the Terrifying quality instead as it will give you a +5 to Intimidate instead of a +2.
>>
Guys, do Theenites have runes? Because having the ability to read them would be a major status mark.
>>
>>2128237
I'll make an argument for cohort.

So what I'm thinking is using the cohort to fill in our weaknesses, primarily knowledge, stealth and tracking, and the more cunning skills. So rather than a second warrior maybe more of a skilled spy that gives us the leg up on the other tribes. Maybe even a flown crow that gives us Intel on Watch patrols, the weaker parts of the Wall for southron raiding, when there are crows looking for trade or something similar, when to avoid the coasts for fear of Essosi slavers, etc.

He'd likely have to be kept a secret, and is probably the one that taught the MC the common tongue. But the MC is able to gather further support because of this intimate and otherwise unobtainable knowledge leading to greater raids and plunder.
>>
Axe fighter is only good if we get up to Axe fighter 2, so spending it there is a bit pointless. So while I called for the bonus dice in axes, we would need to be far better at axes to use axe fighter properly.
>>
>>2128246
You can also make his Cohort the woman who he kidnapped in his teens and now is his wife. A young noble from the south or possibly somewhere even more exotic?
>>
>>2128233
That's one idea, although it's a little too eventful. Such a huge coup would have likely popped up as a historical event.

One possibility is the scarification referenced in >>2126793. Anyone covered in enough strange scars is certain to be scary to behold, no matter how young they are. Alternatively, perhaps they carry some sort of intimidating talisman that strikes fear into the hearts of those around him, like the bronzed skulls of his ancestors - including his father.
>>2128242
The runic language of the First Men is no longer practiced. It's a dead language that there's very little point in being able to read. Occasionally it can be found carved into ancient, weathered stones, on the walls of old fortresses (such as the one you inhabit) and other places. Some individuals know how to read and write in runes of the First Men and to this day, they're still inscribed on equipment but it's not a skill that has any practical use.

Still, if you like, you could always move from your 3 from Marksmanship or something over to Language (Old Tongue) instead. Perhaps the ritual scarification of the Bronzestones involves scarring themselves with First Men runes?
>>
>>2128246
>>2128237
>>2128247
>>2128242

I would be down to lock in Cohort and Terrifying to handle our intrigue and diplomatic side. If Axe Fighter 1 isn't that good though, I still think we need a combat quality to give us that edge. I like the sound of berserker but I am unsure on what is actually good in this system.
>>
>>2128258
We should totally take Berserker. Here it is

Each time you take an injury or wound, you may make a Fighting attack as a Free Action against an adjacent enemy. You gain no bonus dice for this test. In addition, you can continue fighting even when you should be defeated. At the end of your turn, if you have taken wounds sufficient to defeat you, you may make a Formidable (12) Will test to continue fighting. The penalty dice gained from wounds do not apply. You may make a number of such tests equal to your Endurance rank. After this time, you are defeated as normal.
>>
>>2128265
To put it in perspective, this gives us free attacks every time we take an injury (which imposes a -1 to our roll). I have successfully created an Ironborn who took on 4 decent knights at once and won thanks to it.
>>
>>2128257
Why not both? I like the idea of carrying around our father's bronzed skull on a chain. Some real fine bling. That combined with a teenager who looks like he is more scars than man could make for a terrifying sight.

>>2128265
Sounds great to me.
>>
>>2128255
Keep in mind, the lad is still in his teens. He's 17 at the oldest. Even among the Free Folk, he's probably considered barely an adult. I doubt he's kidnapped his wife yet and I hope that he hasn't, considering that would be an interesting process to go through in the quest.
>>2128246
I'm willing to go through with making a Cohort for you guys, as long as you're all ready to go through the rigors of making another character.

So it seems like people are into Terrifying and Cohort as well, which leaves an opening for the third option. If we went with Wrathful as our vice, I'd agree with Berserker but as it is, I don't see it fitting too well with the arrogant princeling we've made. Besides, he is meant to be the perfect leader and the perfect leader is the perfect warrior. Would the perfect warrior ever allow himself to be struck by a foe? If enough people are interested in Berserker though, I'm willing to accept it.

Other options include:
>Blood of the Thenn Tribes
Flavorful and makes you almost impervious to being influenced with others, as well as granting you a lot of coin to spend on starting gear.
>Expertise
This gives you +1D to rolls of any one specialty. It's a bit of a gamey choice but it allows you to really bolster one of your choices.
>Winter-Touched
This gives some cool flavor of being able to endure the chill of the Far North without having to wear heavy furs, allowing for a Conanesque look if that's what you're after.
>Sinister
During the first round of combat (and in intrigues), opponents take -1D on rolls to attack you or influence you. This shares flavor with Terrifying.

I'll admit, with our boy's Fighting at 5, we don't exactly need any Qualities to make him any better at it. He's already pretty damn good. You guys are the players however, so the decision lies in your hands.
>>
Rolled 1 (1d2)

>>2128276
I like both winter-touched and blood of the thenns s gonna roll for it

1winter-touched
2blood of the thenns
>>
>>2128276
If we going by flavor, I would love to grab Winter-Touched. Scarification + Bling Skull + Winter-Touched = A truly terrifying sight slowly walking towards in the freezing cold.

If we going for the best character, I like the sound of the blood quality. Gives us perfect social defense and we get some actually good equipment.
>>
>>2128276
I gotta go with Blood of the Thenn Tribes, just makes sense.
>>
>>2128276
All for winter touched. It isn't great mechanicly but the flavor is fun
>>
Okay Im going to put my vote for
Terrifying (with fighting as the skill)
Cohort (some sort of person to be nice for us)
Winter-touched (Fighting naked in the snow? yes Please)

Also, I have just realised, we have made Sigvald the Magnificant
>>
>>2128276
Doubling down for Winter-Touched. The Image is too awesome to pass up.
>>
>>2128289
We don't need to be charming when for the negotiation we turn up half naked walking barefoot through the snow!
>>
>>2128283
>>2128279
>>2128281
>>2128285
>>2128287
>>2128289
In that case, looks like we're going with:
>Cohort
>Terrifying
>Winter-Touched
And due to the fact that you're Thenn, I'll also be changing your free Blood of the Wildlings to Blood of the First Men, as I forgot that Thenns are First Men more than they are Free Folk.

Normally, we would be assigning Drawbacks next but as our young chieftain is a Young Adult, he isn't required to take any Drawbacks. The advantages of youth.

One final question regarding the runes that >>2128242 brought up. Do we want our lad to be able to read and write them? If so, we can reduce our Marksmanship or another ability that is at 3 to 2, in order to raise our Language (Old Tongue) from 2 to 3, which would allow the boy to read the runes of the First Men.

Are you guys in favor of that or do runes not matter in your eyes? Once that's done, we can move on to equipment and the final stages of character creation.
>>
>>2128296
I don't want to read runes. I want a shaman as our cohort who does.
>>
>>2128296
That change actually makes it so we are immune to Cold Endurance tests which is lit.

>>2128298
Lets do this.
>>
>>2128298
>>2128299
I'll go with this then.

Please roll 3d6, I'll accept the best of three and then multiply that result by 100. That's the expendable cash you'll start with, without drawing from the tribe's wealth.
>>
Rolled 6, 6, 2 = 14 (3d6)

>>2128305
>>
Rolled 2, 5, 6 = 13 (3d6)

>>2128305
>>
Rolled 2, 1, 5 = 8 (3d6)

>>
>>2128298
I'd much rather build a practical character like the Night's watch deserter with actual tangible reliable information rather than a shaman that would more than likely end up a greenseer and we have to interpret everything she says which can be hit or miss with the sight.
>>
>>2128312
I wonder if we could have a giant as a cohort?
>Look thoughtfully up into the sky...
>>
>>2128312
We can buy a deserter cohort with ten wealth at literally any time we want. We should get something unique with our Cohort Quality and just buy the wealth holding at the first available opportunity.
>>
>>2128315
Giant sage! Giant Loremaster, who remembers the old ways and tells us stories of the First Thenns
>>
>>2128315
Wealth isn't easy enough to come by to use that logic. Tribe Fortunes are going to be rough.

And the quality cohort deserter would be objectively better than the holding one. The former being a primary Character with benefits rather than the likely secondary character the holding would be. With the right set up we'll know everything going on south of us with actual fact not smoke.
>>
>>2128307
>>2128308
>>2128311
>14.

You have 1400 silver stags to spend. I'll assemble a few tables to help illustrate what you can buy with that.

>>2128312
>>2128314
>>2128316
I'll just make one thing clear. You guys had the option to buy a Deserter, Giant or Warg Cohort with Wealth earlier on but you decided against that. As such, you will not have any deserts, giants or wargs among the Bronzestones. Therefore you won't be able to make your Cohort any one of those options.

Unless you wish to reallocate your Wealth in order to purchase one of those particular Cohort options, your Cohort will have to be a more mundane tribesman that fits none of those options.
>>
>>2128319
That kind of sucks. I wouldn't have pushed to use the benefit on cohort had I known that. I'd argue the destiny point is worth more than the wealth investment as well but alright.
>>
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You have 1400 ss to spend. Let's start with weaponry first.
Your weapon-relevant skills include:
>Fighting 5, Axes 2B
>Marksmanship 3

If you require any information about any of the weapon qualities, please ask.

>>2128321
I understand that it feels a little restrictive, but it would be like taking Cohort in the ordinary game to acquire a Maester or a Septon without paying the Wealth cost required to get a Maester or Sept for your house.
>>
>>2128319
Anyone up then to shift one point of Markmanship to Language so we can be able to read runes?
>>
>>2128328
Not really.
>>
>>2128325
I'd say a Longaxe, Shield, Battleaxe and mail. Maybe we found a very lucky, then very unlucky ranger. Or we had a very generous Thenn smith.
>>
>>2128332
Thats
500 Longaxe
50 Battleaxe
30 Shield
800 Maille
Leaves us with 20 Silver Stags to make into a cool decoration or necklace.
>>
>>2128325
Get a long axe and some hand axes for throwing, maybe a shield just in case of archers.
>>
>>2128328
We already bought the cohort quality, lets just get a shaman who can read the runes. It shores up our vulnerability, knowledge, and gives us a advantage that most wildlings don't have, knowledge. Give him some actual intrigue skills beyond intimidation and we have a great second-in-command.
>>
>>2128336
That looks like a good compromise. >>2128333 equipment is also alright.
>>
>>2128339
Beautiful image of Nights watch going ranging. They fight several parties of wildlings wearing standard wildling gear, then fully armored wildling knight marches towards them in the middle of a blizzard.
>>
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>>2128332
>>2128333
>>2128334
>>2128339
Here's the table for armor costs and armor values. Again, if you've got any questions about the details, just let me know.

The longaxe is an extremely expensive weapon and it will take one of our boy's bonus dice away if he wields it, due to its training requirement. Yet it also inflicts a huge amount of damage relative to the other weapons.
>>
>>2128333
>>2128332
Might just be me, but I can't see the 800ss maille you're referring to on the table.
>>
>>2128346
What version are you running off of. I might be using the un-errata'ed version
>>
>>2128346
My copy is just labelled ASOIAF RPG rulebook, cause I didn't put what version it was on.
>>
>>2128341
I think the breastplate is best. Only costs 600, gives same AC as Mail, and it has less bulk.
>>
>>2128349
*costs 800, misread
>>
>>2128349
Err breastplate has more bulk man.
>>
>>2128355
Yeah, I fucked up typing that entire sentence desu. I'd rather the breastplate but the mail is fine too. It has the same armor rating so one or other doesn't really matter.
>>
>>2128359
Bulk is far nastier than armour penalty. Bulk means we move slower and can't be as quick. Armour penalty makes it easier to hit us, but we are pretty good at defending already.
>>
>>2128341
If we are using thsi table, I'll change my equipment list to
500 Longaxe
50 Battleaxe
30 Shield
600 Scale
>>
>>2128363
Supporting
>>
>>2128363
This but add some hand axes so we can use our 3 marksmanship
>>
>>2128372
Sure we can get 7 thanks to Sleepys baller rolling.
>>
>>2128375
>>2128363
>>2128372
As long as he doesn't wade into battle carrying his bronze scales, his shield, a longaxe, a battle axe and seven hand axes all at once. Certainly he's got a variety of axes to choose from, to the point of excess. Seven is likely too many when it comes to hand axes; I imagine he'll never need to throw more than three or four in a single conflict.

Now, we've decided all of the character's mechanics, he looks something like this:

Abilities and Specialties:
>Agility 3
>Athletics 4, Strength 1B
>Awareness 3, Notice 1B
>Endurance 3, Resilience 1B
>Fighting 5, Axes 2B
>Knowledge 1
>Language (Common) 1
>Language (Old) 2
>Marksmanship 3
>Persuasion 4, Intimidation 1B
>Survival 3
>Warfare 3
>Will 3

Qualities
>Blood of the First Men
>Cohort (Undecided)
>Terrifying
>Winter-Touched

Equipment
>Longaxe
>Battle Axe
>Shield
>Scale Mail
>7(?) Hand Axes

Statistics
>Combat Defense = 7 without shield, 9 when wielding shield.
>Health = 11.
>Armor Rating = 6.
>Armor Penalty = -3.
>Bulk = 2.
>Longaxe = 5D+1B to hit, deals 8 damage.
>Battle Axe = 5D+2B to hit, deals 4 damage when one-handed, 5 damage when two-handed.
>Hand Axe (Fighting) = 5D+2B to hit, deals 3 damage.
>Hand Axe (Marksmanship) = 3D to hit, deals 4 damage.

If everyone's happy with this final result, we need to work our boy's fluff.

What is his name? All that we need for this is a simple first name, there's no need to be over-elaborate with it yet.

What does he look like? Keep in mind his various abilities and qualities when deciding this. Is he a tall, muscled young Conan-like figure or is he stockier and more compact than that?

What's his age? We know he's a young adult, tending towards his middle to later teens but is he on the cusp of being a true adult or is he a little younger than that?

If there's any other details you'd like to add to our boy chieftain, feel free to suggest them. Additionally, if there's any changes you'd like to make, go ahead and announce 'em as well.
>>
>>2128416
Aethan.

Tall. Blond haired handsome. Lean but muscled thinking around 17 years old.
>>
>>2128418
This but there is something very disturbing about his appearance. Maybe his eyes are a very dark blue or something, or his skin is very pale due to Winter-touched. He looks scary, not just knows how to act on it.
>>
>>2128428
We decided on scars as a cultural trait so I'm sure we have a lot of them with a bent towards inspiring as much fear as possible when seen. Lets some freakishly blue eyes to signify our Winter-Touched and we'll look like a fucking wight in of ourselves as we bound through the snow half-naked.
>>
>>2128416
We don't need 7 hand axes. Let's just get 2 and have some dosh leftover.
>>
>>2128449
We can only spend it on metal gear. Hence the stupid overspending. Also, I completely agree with Plasmas decison to nerf thenns, since it allows thenns to be better equipped than most starting knight characters..
>>
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>>2128416
I kind of imagine the MC as a young Logen Ninefingers. If we'd gone the Berserker route it'd be perfect.
>>
>>2128455
Im mean in character we are this guy without the plate armour. And some leather instead of greaves.
>>
>>2128418
>>2128428
>>2128432
>>2128449
I agree on all points my dudes.
>>
>>2128449
>>2128452
Get 4 axes and some knives and a dirk.
>>
You are Aethan, the Voice of the Magnar, chieftain of Bronzestone and the Low Thenn people. From the moment you were born, you have lived for no reason other than to rule over the crumbling citadel of black stone that your people call home. Your father always told you that it was your destiny to succeed him, to take his place as a conduit for the Magnar's will and finally, this fate has come to pass.

Yet even before the runes of mastery and dominion are carved into your skin, it is clear that the Bronzestones are divided. There are those that are still loyal to the Magnar above all others, who stand by the traditions of Thenn that your people brought with them a century ago. Then there are others who disagree and no longer believe that the Lord and God of the First Men watches over them, or that he is anything more than a man at all. Another faction believes that there is no reason to stand by the ancient laws, no reason why a whelp should rule solely because his dead father did. Finally, there are those among the Low Thenn people that look on you with fear and apprehension, who believe you speak for something far darker than the Magnar.

Perhaps they have good reason to think this, for you are not like other mortal men. The chill of the winter has never touched you and your fair hair and pallid complexion has led to rumors, that the White Walkers swapped the true son of your father with one of their own. No one would dare say it to your face however, thanks to the fear you strike into the hearts of mortal men and the skill with which you wield an axe. No, these cowards preserve their lives by hiding from you and whispering their doubts among those sympathetic to them.

With the father's death, winter has passed and summer has begun. The elders say that it shall be a long one. What better time to put an end to these dissenters and solidify your rule over the Bronzestones? In time, your dominion shall stretch across all of the Far North and maybe, just maybe, beyond the Wall and into the fertile South as well. Your father always told you that it was your destiny to rule and you intend to prove him right, to become King-Beyond-the-Wall. It is your birthright.

... So, what do you guys think of that as a basic summary for the quest? Is that something all of you would be interested in, now that we're done building it? If you like the sound of it, we can move onto the Cohort you've selected. I'll try and make the character creation process a little quicker though.
>>
>>2128521
Definitely mate.
>>
>>2128521
I am hype
>>
>>2128521
Looks good
>>
>>2128528
>>2128536
>>2128538
In which case, let's hear what sort of character you want Aethan's cohort to be. There were a few suggestions earlier of either some sort of scout and survivalist, or some sort of shaman.

Second of all, in order to speed up the process, I can build the character for you. Would you happy with this? I'd present the final product to you at the end in order to make sure that you're happy, or so you can make whatever changes you want. After all, the primary advantage of the Cohort quality is that it allows you to make a secondary character that's entirely loyal to the first one, so you deserve input in the character creation.
>>
>>2128521
Sounds great.
>>
>>2128543
A shaman/mentor would probably be useful for young prideful chief.
>>
>>2128543
Shaman/mentor dude who helps keep him in line out of loyalty to his dead da
>>
>>2128553
>>2128559
No one protested me constructing the mentor figure for you, so I'll go ahead with that. It might take a little bit but I'll see what I can do.
>>
>>2128566
yeah we need someone who filled our head with this idea of destiny.
>>
>>2128579
A hot milf shaman ?
>>
>>2128579
That was most likely your father, who was possibly a man obsessed with his legacy and projected it onto his son in the hopes that--
God damn it Plasma, shut the fuck up. Not every quest needs to feature daddy issues.
>>
In any case, I'm likely going with a middle-aged character and unless anyone really wants to push for making her female, I'll say that this particular shaman is male.
>>
>>2128590
Make her female. To limit the amount of daddy issues that can arise.
>>
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>>2128566
>>2128590
A older man is ok, maybe an uncle?
>>
>>2128590
I would like a female. Maybe a grandmother or just an elder seer of the tribe.
>>
>>2128590
Keep him male.
>>
>>2128590
I'd vote for a woman. To avoid doing the same set up you had in Harrock
>>
>>2128590
Keep the elder male
>>
It's divided down the middle but ultimately, >2128591 and >>2128608 make some valid points. This is a chance to do something fresh from my perspective so I'll go ahead and make our wise elder a woman.
>>
>>2128613
Just realized, she could be our actual mother potentially.
>>
>>2128613
Maybe a grandmother or great-grandmother

Someone who has reached the age to be considered venerable
>>
>>2128613
Milf with big ol tities
>>
>>2128619
>>2128625
I vote for somewhere inbetween
>>
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>>2128619
See image regarding age. It's rare that any of the Free Folk live over fifty or so. It's a hard, vicious life in the Far North that almost inevitably ends in death through violence, exposure or starvation.

I'll go with the middle ground and make her Old. She's unlikely to be a relative, although her various skills make her important to the tribe regardless of the blood. The Bronzestones are still of the Free Folk after all, even if they consider themselves Low Thenns. Skill is more valuable than blood relation.
>>
>>2128645
"She is The Wise Woman. The Bronze flows through her veins."
>>
>>2128700
Nice line
>>
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So if I'm guessing right based upon the long summer line, I think we'll be in ~288AC-299AC. The other GoT quests over the years have sent various people to the wall or have had people take the black willing, off the top of my head.

>Ser Damien Clawwater, House Karban.
>Oskar Stone, House Bordain.
>Ser Gerold Stone & Ser Cyrol Grallner(willingly), House Grallner.
>Piles and piles of rogues, cutthroats, murderers, rapists, PoWs, sellswords, etc., from various Houses.

That's just off the top of my head, I don't remember if House Harrock or Malroy had any high profile people taking the black. But it's kind of neat to think that those characters are off and about doing their thing on the Wall as we build towards the title of King-Beyond-the-Wall. Assuming my general timeframe is correct.
>>
>>2128806
Poor Plasma. Having go through all of Malroy to find who we sent to the wall.
>>
>>2128806
Our wife was related to the Night's watch commander in Malroy.
>>
>>2128910
>>2128904
>>2128806
I accept the challenge.

In the meantime, what do you guys think of...

Magda, Old Expert

Goal:
Security
Motivation:
Duty
Virtue:
Wise
Vice:
Cowardly

Abilities and Specialties:
Awareness 3, Empathy 1B
Language (Common) 2
Language (Old) 3
Cunning 3, Memory 3B
Deception 3
Endurance 3
Fighting 3
Healing 4, Diagnosis 2B
Knowledge 4, Education 2B
Persuasion 4, Bargain 1B, Incite 1B
Survival 4
Will 3

Qualities:
Eidetic Memory
Miracle Worker

Drawbacks:
Haunted
Flaw (Agility)

Equipment:
Quarterstaff, robes, clothing (furs and skins equivalent to Northern Garb) and herbs and supplies suitable for the treatment of minor injuries and ailments.

An outsider of unknown lineage, Magda came to your clan over forty years ago. During the time of your grandfather's rule, scouts found her stumbling along the coastline of your territory, terrified and alone, clad in broken shackles. One of the scouts took a shine to her and brought her back to Bronzestone as his wife, where they had many children. Although her husband died in battle long ago, Magda has proven her worth to the clan a hundred times over. You know of no greater healer among the Bronzestones, nor anyone that holds as much wisdom as she does. Despite her undying loyalty to the clan that took her in, Magda hasn't spoken of her origins to this day. Whenever her mind is allowed to wander the old crone has a habit of staring into space, rubbing at the wrists that manacles once bit into. Whatever happened to her all those decades ago, it haunts her to this very day.
>>
>>2128933
I approve of this
>>
>>2128933
Yeah that's sick.
>>
>>2128910
Oh yeah according to Father's dispositions spreadsheet his name was Quentus Qorgyle. Wiki says Joer Mormont becomes LC in 288AC though, so maybe he'll show up at the very end of his term as LC? Or we'll kill him. Depends on when the quest starts.

>>2128933
I like it.
>>
In that case, that about wraps up the tribe generation. I have all the information I need to begin writing for the actual quest, which I am planning on running at some point soon, hopefully next week.

I currently don't have my schedule at hand so I'll need to get back to you guys tomorrow, once I know when I'm able to run. If you want to discuss the tribe that we've made, what direction you want the quest to go in or anything else, let me know.

I'll also be using the Twitter account I used for House Harrock, if anyone wants to follow that for updates on when I'll be running, when I'll be cancelling sessions and when I'll be inevitably putting the quest on indefinite hiatus.

https://twitter.com/HouseHarrock
>>
>>2129136
Thanks for setting this up Plasma! With Wardad being dead you're going to be my AsoiaF quest fix.
>>
>>2129141
Warrior's not dead, he's just gotten a promotion and has an extremely demanding job. Considering I dropped House Harrock when I got a job, I don't blame him at all for taking it slow.

He'll come back when he's ready.
>>
>>2129153
I know he got a job and is busy. But he missed his quest appointment and has said nothing on twitter, and- *checks twitter* Nevermind.

But seriously though thanks for setting this up, even though I missed parts of it I am excited.
>>
>>2129153
As someone who has spent a considerable amount of time in a dreary classroom binge-reading the House Harrock archives, I am extremely excited to have been in the first thread. Thanks for the fun, will tune in next time if possible.
>>
>>2128933
If there's not at least one hard choice of rape or not rape I will be dissapointed
>>
When are we going full Bjorn Ironside and getting a Hot Dornish Wife???
>>
>>2128521
>>2128933
This is just perfect. I am loving it!
>>
Hey Plasma, really great to see you back at it. This looks fun as hell.

Completely unrelated and because I'm curious and sure many others are, could you give us what you viewed as the canon end for Harrock? Just want to know if Brock ever got the girl.
>>
Damm i miss it
>>
Plain huntress from our tribe
>Fine. Go south to find a soft noble lady to kidnap but dont come crying to me when she give you soft children that wont survive the winter ba-baka!
>>
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>Mfw this thread

I am excite
>>
So the closest night I can put to one side, while allowing myself enough time to prepare some notes and do the necessary research, is the 16th of December, 20:00 GMT again.
>>2130454
The canon end of House Harrock is still unfolding. Pay attention to House Grallner and you'll occasionally see references. What I will confirm is that Brock did end up marrying Lorenna, of House Egen.
>>2129835
>>2130139
>>2131165
Feel free to read the archived House Harrock threads if you want some idea of how dry my writing is. Any smut is bound to be dull. Besides, wildling romance doesn't have much in the way of courting and marriage. Instead, kidnapping wives from rival tribes is all the rage. Watch the following for some crude idea of what it's like:
https://www.youtube.com/watch?v=DKAusMNTNnk
>>
>>2131593
having read Harrock when it first ran I have little hope of smut, that said rape fuelled by MCs egotism is entirely feasiable given the cultural norm of wife kidnapping and the general brutallity of the wild lands of the far north
>>
Glad to see you back, Plasma.
>>
>He kneels before his king




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