House Frey of the Cape
All the facts for the game!
House Frey of the Cape
One of the many Freys of the Twins, Aldred left for the free cities at young age, when his options in Westeros were to serve his brothers and elders or take the black. Always a restless mind, he had little patience to serve, and was quickly dazzled by the tales of grand knights and ladies in distress, and the mysteries of unknown lands. All of this combined to encourage him to elope with a troupe of wanderers and singers that made a quick stay in Frey lands, before departing in the dark of the night to the free cities. Little is known of what he did in the free cities, but when he returned more than twenty years later, he was almost unrecognizable to his own family, obviously had a fair amount of gold, and returned to Westeros with a legion of mercenaries, hailing from the free cities, that caused not little commotion upon landing near to the neck in the middle of the Greyjoy rebellion. As the King's troops marched to meet this new force, he was quick to seek the King’s acceptance and to offer his unlimited assistance to deal with the Ironmen. It took a skilful Walder Frey intervention to prevent Robert from marching against this unknown force. Walder saw the return of his lost grandson as a chance to promote the Freys with the King. Not that he trusted his newly arrived relative, nor did he like the prospect of a Frey with a reasonable military force parading himself in the neck, but for all of this he could not miss the prospect of some self-promotion, in an obvious attempt of presenting this unknown force as a masterful ‘trick up in the sleeve’ by himself. He was far from guessing the turn events would take, and still grumbles to this day not having allowed Robert to deal with the ‘stranger’ as he has taken to call his grandson. In any case, with a good measure of suspicion and much counseling against it from his Lords, Robert decided to take this force into his, as fighting men are never enough in a war, taking the precaution of keeping this yet unknown element split in small companies spread as far apart as possible and under the watchful eye of his allies. Robert was rumored to have said with great pragmatism that ‘a probable ally with chests of gold is much than a certain enemy with chests of gold’. He sent this new self-proclaimed Lord to be watched by the Greatjon himself, and it was under the watchful eye of the northern Lord that he made a name for himself at the head of the cavalry companies of the forces he brought from the free cities. So much so that the Greatjon was rumored to have been the first to voice the idea of sending him and all his companies as the van of the attack against the Ironmen. It wouldn’t be a problem as, the Greatjon pointed out , squashed between the Ironmen and Robert’s forces there was not much hope for survival if they proved to be traitors.
As events would prove the Greatjon, if indeed he was the proponent, was correct. The future Lord of Cape of Eagles showed a never imagined martial prowess in pushing the Ironmen back to the sea at Seaguard, losing in the process more than half of his force. His forces went with such gusto against the Ironmen that even Robert was impressed by their bravery in war. With their Lord pressing ahead in his quite unique colored charger, the companies pushed forward relentlessly, until their forces were virtually exhausted and the enemy lay at the mercy of the bulk of King Robert’s forces. As things happened he ended up meeting with Lord Jason Mallister, coming from Seaguard, and still helped with the final push to free the city, despite his exhausted and bloodied force.
Drunk with victory and always happy to reward good martial entertainment King Robert, on his way to assault the Iron Islands, rewarded him with a keep and a small stretch of land, near the place where he made a name, in the Cape of Eagles, with a mission to keep an eye on Ironmen raiding. At the time this raised quite an argument with his Captains, many objections being raised against this bizarre precedent being set, especially with someone who, for better or for worst was not known to them. Again to the rescue came the ever skillful Walder Frey, who steered a rather inebriated (and far away from his Queen…) Robert into proclaiming one of his many grandsons as Lord of the Cape of Eagles, with such cunning arguments as the fact that much of the land to be given was his in any case. The potential benefits for Frey were obvious, provided he could exercise influence over his grandson, which was an unknown but worthy risk. This was a fact also not lost on the Mallisters and Tullys. Most of all they were keen to avoid a neck split coast to coast by the Freys. In the end Robert prevailed over the worries and complains, completely oblivious to the political complexity he was creating with this large handed gesture, and assigned and signed the fief to his new Lord, making him a banner Lord to the Tullys.
Aldred Frey, Lord of the cape of Eagles
Motto : 'No one attacks me with impunity'
Shield : A wavy field, with a red sea denoting the blood of the ironmen, and the black above for the Legion of the Dead. A rampant horse for the cavalry charge that routed the pretender king, signified by the crown in the red field.
The Legion of the Dead was a notorious mercenary outfit on the free cities. Its history started when a series of minor Lords grouped after losing their lands, but not their armies in the on-going scuffles between the state cities. The Legion was grouped into a series of companies, divided between the heavy infantry, light infantry and cavalry. The bulk of the Legion were the 4 companies of heavy infantry, followed by 2 of light infantry and 2 of cavalry. The Legion becomes notorious by his high standard of training and men, and by the fact that they delivered the intended results irrespective of the cost. Their costs also grew exponentially, but such was their fame, that usually the fact they were present on a side became enough to determine the outcome without a single battle being fought. This was also to be their doom. Some of the cities begun to grew restless at this power and concerted to make a, seldom seen, unified move against it. Not even the fabled Legion of the Dead was enough to withstand this combined power, and thus the Legion was routed in battle, with several of its components running in different directions and beginning their own history.
And this is where Aldred took the reins of one of the spin-offs of the remains of the Legion, which he also called Legion of the Dead and organized along similar lines, but with a much reduced complement of men, virtually no auxiliaries, but supported by the chests of gold of the original Legion. Even this much reduced outfit was to be virtually reduced to nothing at Seagard, what would remain of it was a small cavalry squadron and one of the heavy infantry companies that were later further split into two small detachments of light infantry and one of heavy infantry. And thus the history and traditions of the Legion of the Dead came to an end.
Overview map of the Cape of Eagles
Political map of the Cape of Eagles
Map of the Castle of the Mists
A - Castle of the Mists
B - Garrison House
C - White cliffs
D - Temple of the Seven
E - Crossroads
F - Harbour
G - The swamps
H - Andal Way to Moorhunt Crossing
I - South Woods
J - Andal Way to Andal Beacon
Map of Moorhunt Crossing
A - Inn
B - Andal Temple
C - Andal Way to the East
D - Andal Way to Castle of the Mists
E - Blacksmith
Castle of the Mists - ground floor plan and key
Castle of the Mists - first floor plan and key
The vital statistics of the House.
Starting realm : Riverlands
Starting attributes :
Defense 25 - Defensible, with at least one fortified town or castle. Roads and trails are present, and rivers or ports are likely.
Influence 23 - A small minor house. Examples include House Mormont and House Westerling.
Lands 27 - A modest stretch of land or medium-size island, such as House Frey.
Law 29 - The typical level of Law throughout much of Westeros. Crime is common but not out of control.
Population 32 - Modest population. At least one town and several small hamlets.
Power 32 – A trained force of soldiers, including cavalry and possibly ships. You may have the service of a banner house.
Wealth 26 - Common. Your family has enough to get by.
First founding: Recent - Greyjoy Rebellion
Historical events: Infrastructure (defense and power), Scandal (influence, lands, power), Victory (defense, influence, power).
Defense - Hall (Investment: 20 Time: 60+10d6 Months)
Lands - Ironman's bay - Cape of Eagles (small town, plains, coast, hamlet, road, grassland, ruin)
Power - cavalry (20, veteran) , garrison (100, trained), infantry (100, trained), mercenaries (100, elite), scouts (100, trained)
Wealth (6 left) - Maester , Port
Lord : Aldred Frey
How old is the lord? Late thirties.
Did he participate in any wars? Yes, the Greyjoy rebellion
If so, for whom did he fight? The King
Did he distinguish himself in these wars ? Yes, he showed a never imagined martial prowess in pushing the Ironmen back to the sea at Seaguard, losing in the process more than half of his legion’s forces.
What is his relations hip with his liege? The Tullys tolerate him due to the fact that he is a noble and in the good graces of Robert Baratheon. But hold no love for him as he is a Frey, and his reputation as mercenary in the free cities has reached their knowledge.
Does he have any extended family? Yes, the Freys are an extensive family.
What was his relationship with his father? Lukewarm. He is more appreciated by his grandfather, Walder, than by his father.
Does your lord have any rivals or enemies ? All the Ironmen, Lord Mallister of seaguard is particularly cautious as he believes that he is part of a larger Frey plot to control all of the neck, which also puts him under eye of the Tullys.
Any strong allies ? The Freys, and under the good auspice of Robert Baratheon.
Did he have bastards? No known bastards.
Did he have any moments of failure or shame? None known in Westeros, but it is becoming known he and his legion were the legion of the dead, of notorious ill fame.
Did he have any moments of glory or greatness? Helping clear the threat of the ironmen, shortly after arriving in westeros.
How is he perceived in your realm? As an adventurer.
What does he look like? Mid height, older for his years, looks more like a man at ease in a war campaign than in a tournament.
Name one ambition? To control all of the Frey lands.
Describe one mannerism. Tumbling his fingers when deep in thought.
Describe one virtue and one flaw. Loyal but merciless.
Character Creation Rules
The game will use Chaosium's Basic Roleplaying set of rules.
Human players have 48 points to spend on starting characteristics.
- As per above, accepted races are Human.
- Accepted professions are Artist, Assassin, Criminal, Healer (Doctor), Explorer, Farmer, Hunter, Merchant, Noble, Priest, Sailor, Scholar, Shaman, Soldier, Thief, Tribesman, Warrior and Wizard.
- Personality, Culture and Skill Bonuses are not used.
- Education is in use, roll 2d6+6.
- Hit points location are in use.
- Fatigue is in use, STR+CON is the starting value.
- Hit Points are determined using the formula CON + SIZ = total HP.
- Skils : For this game , players can distribute 250 points among their selected skills (Normal Level).
- Characters cannot have Powers.
The DM reserves the right to veto any characters not deemed adequate for the adventure envisaged, and players are wise to consult with the DM regarding any character ideas prior to full character creation.
A character sheet is available on this thread for pasting onto the character info.
There is no set minimum posts, though, in order to enhance the role playing experience , players are welcome to post as much as they can and want.
If a player is executing a well defined action (example : character tries to spot hidden clues in a room), they can roll for that skill. Other actions may be rolled by the DM, in order to enhance the flux of the game.
As a general convention, unspoken thoughts should be shown in italics , OOC text in orange. Spoken sentences should be shown in a colour of the players choice, in order to make them more visible in the message text.
Height: Weight: Hair: Eyes:
Characteristics & Rolls
STR DEX INT
CON APP POW
Hit Location / Hit Point Value
Location AP HP
[ ] Appraise (15%):
[ ] Bargain (05%):
[ ] Climb (40%):
[ ] Command (05%):
[ ] Dodge (DEX*2%):
[ ] Etiquette (05%):
[ ] Fast Talk (05%):
[ ] Fine Manipulation (05%):
[ ] First Aid (30%):
[ ] Gaming (INT+POW):
[ ] Hide (10%):
[ ] Insight (05%):
[ ] Jump (25%):
Knowledge ( %):
[ ] Own Region
Other Language (0%)
Own Language (INTx5%)
[ ] Listen (25%):
[ ] Literacy ( %)
[ ] Martial Arts (01%):
[ ] Medicine (05%):
[ ] Navigate (10%):
[ ] Persuade (15%):
[ ] Projection (DEXx02%):
[ ] Sense (10%):
[ ] Sleight of hand (05%):
[ ] Spot (25%):
[ ] Swim (25%):
[ ] Stealth (10%):
[ ] Throw (25%):
[ ] Track (10%):
melee % damage hnd rng #att hp
[ ] Brawl (25%) 25% 1D3+db 1 close 1 n/a
[ ] Grapple (25%) 25% special 2 close 1 n/a
[ ] ________ ____ ______ __ _____ ____ ____
[ ] ________ ____ ______ __ _____ ____ ____
[ ] ________ ____ ______ __ _____ ____ ____
type AP Skill Mod
[ ] ________ ____ ______