House Frey
Walder Frey, Lord of the Crossing, Vanquisher of Valesmen, Defender of the Faith
Age: 61
Traits: Survival +3, Field Battles +4 (+1 for Retinue), Charisma +3 (+1 for Retinue, +1 for fruit), Scout +2, +2 duel, +2 Capture (retinue), +2 Counterspy (retinue)
Biography: He isn't the most agreeable man. Immensely proud, arrogant. His wife is the daughter of a minor lord of the Riverlands (unimportant who). Walder has ruled at the Twins for over twenty years. Although he is probably at his peak military competency, he has also pursued artistic hobbies. He lacks any talent whatsoever.
Equipment
Full Plate Armor
(+20 hp, +1 Battles, +6 Survival, +5 post-battle condition rolls)
Single Hand Sword
(+2 Duels, +4 Survival, +6 hp)
Lordly Retinue
Seasoned Sellsword: A man who has seen many battles, both on the front line and as a leader of men. Such a man is invaluable during times of war, as he understands the realities of battle and the art of commanding men to fight to the death. +1 Land Battles and Rearguard.
Siege Engineer: A man who has studied the art of siege warfare. He allows his employer to construct advanced siege equipment and build siege weapons
Counter Spy: Spies work by infiltrating your keep, your social circle, your retinue. You don't know every single knight, cook, maid, man-at-arms and hanger-on by heart, do you? Someone whose job it is to keep tabs on everyone privy to your business probably would, though. +2 Counter Spy.
Headhunter: He's good with faces and has a keen eye for them. If you need someone seized against their will, having someone who can pick them out even in a crowded tavern full of screaming people just after you bust down the door is a good investment. +2 Capture.
Orator: He was once a playwrite, spent time in a famous acting troupe in King's Landing, and co-wrote some play that was all the rage in the Free Cities. A man whose profession is to charm and entertain has uses beyond keeping your retinue regailed with tales of heroism and bravery, he's also very useful at teaching you how to come across more convincingly. +1 Charisma.
Edwyn Frey, Lord of Freykeep, Heir to the Twins
Age: 37
Traits: Battles +4, Pathfinder +2, Survival +2, +2 duels, +1 charisma (trade)
Married to Allys Mallister: 32
Áed Frey: 17
Synead Frey: 16
Finn Frey: 15
Balon Frey: 14
Claire: 6
Equipment
Full Plate Armor
(+20 hp, +1 Battles, +6 Survival, +5 post-battle condition rolls)
Greatsword
(+7 Duels, +2 Survival)
Troops
600 Light Infantry
733 Elite AOR Infantry
1,200 Elite AOR Cavalry
Retinue - not added to traits above
Counter Spy: Spies work by infiltrating your keep, your social circle, your retinue. You don't know every single knight, cook, maid, man-at-arms and hanger-on by heart, do you? Someone whose job it is to keep tabs on everyone privy to your business probably would, though. +2 Counter Spy.
Headhunter: He's good with faces and has a keen eye for them. If you need someone seized against their will, having someone who can pick them out even in a crowded tavern full of screaming people just after you bust down the door is a good investment. +2 Capture.
Orator: He was once a playwrite, spent time in a famous acting troupe in King's Landing, and co-wrote some play that was all the rage in the Free Cities. A man whose profession is to charm and entertain has uses beyond keeping your retinue regailed with tales of heroism and bravery, he's also very useful at teaching you how to come across more convincingly. +1 Charisma.
Seasoned Sellsword: A man who has seen many battles, both on the front line and as a leader of men. Such a man is invaluable during times of war, as he understands the realities of battle and the art of commanding men to fight to the death. +1 Land Battles and Rearguard.
Siege Engineer: A man who has studied the art of siege warfare. He allows his employer to construct advanced siege equipment and build siege weapons.
Stevron Frey, Knight of the Bloody Gate, The Grey Knight
Age: 60
The Younger brother of Walder Frey, Stevron is a true military genius and fearsome warrior. Many whisper that he might have made a better Lord of the crossing that Walder himself.
Traits: Battles +3, Duels +3, Survival +3, Rearguard +2, +2 wealth
Siege Engineer
1,200 Dismounted Knights of the Bloody Gate
200 Mounted Knight of the Vale
468 Polearms
His wife, Elenya Arryn (41)
their son, Gendry Frey (18)
their son, Finigan Frey (16)
Lothar Frey, Lord of Wayfarer's Rest
Age: 33
Traits: Rearguard +2, Scout +2, Survival +2, +2 battles
Equipment:
Full Plate Armor
(+20 hp, +1 Battles, +6 Survival, +5 post-battle condition rolls)
Greatsword
(+7 Duels, +2 Survival)
Personal Retinue and Troops
849 Light Infantry
844 Elite AOR Knights
600 archers
600 units light cavalry
Total Upkeep: 10,930
2499 points used
2,349 men total
Retinue - not added to traits above
Counter Spy: Spies work by infiltrating your keep, your social circle, your retinue. You don't know every single knight, cook, maid, man-at-arms and hanger-on by heart, do you? Someone whose job it is to keep tabs on everyone privy to your business probably would, though. +2 Counter Spy.
Headhunter: He's good with faces and has a keen eye for them. If you need someone seized against their will, having someone who can pick them out even in a crowded tavern full of screaming people just after you bust down the door is a good investment. +2 Capture.
Orator: He was once a playwrite, spent time in a famous acting troupe in King's Landing, and co-wrote some play that was all the rage in the Free Cities. A man whose profession is to charm and entertain has uses beyond keeping your retinue regailed with tales of heroism and bravery, he's also very useful at teaching you how to come across more convincingly. +1 Charisma.
Seasoned Sellsword: A man who has seen many battles, both on the front line and as a leader of men. Such a man is invaluable during times of war, as he understands the realities of battle and the art of commanding men to fight to the death. +1 Land Battles and Rearguard.
Siege Engineer: A man who has studied the art of siege warfare. He allows his employer to construct advanced siege equipment and build siege weapons.
His bastard son: Podrick Rivers (10)
His trueborn son: Walder Frey (6) and Jayson Frey(5)
Ryker Frey, Lord Commander of the Kingsguard
Age: 29
Traits: Duel +4, Survival +3, +1 Battles
Equipment:
Full Plate Armor
(+20 hp, +1 Battles, +6 Survival, +5 post-battle condition rolls)
Partial Plate
(+20 hp, +4 Duels, +2 Survival)
Bastard Sword
(+4 Duels, +4 Survival)
Tommen Frey
Age: 28
Traits: Duel +2, Survival +2, Battle +3
Frey extended family
Lady Georgina Frey: aged 52
Janis Frey: 31, daughter of Walder Frey
Jenna Frey: 29 daughter of Walder Frey, married to Warrick Tully
Waller Frey: 11
Twins Upgrades
- The Crossing: Consisting of two identical castles straddling the Green Fork, The Twins is not a pretty fortress, but it is a fortress nonetheless, and a vital one, for it controls one of the few river crossings. +3 to siege defense.
- Toll: Due to the influx of merchants and lords who cross the twins, House Frey has made a pretty penny on crossing fees. +5% to income.
Trade Resources of the Twins
Grains: +1,200 Militia points.
1. Furs: +5% Income, +1 to any rolls to convince an AI character to do something (Includes calling your vassals to war)
2. Grains: +1,200 Militia points.
3. Perfumes: +2 charisma
I
Keep Expansions: +25% castle garrison size permitted
Militia Armoury: +500 Militia Points
Market Square: +10% income
Wall Reinforcements: +1 Siege Defence rolls
City Watch Quarters: 400 Light Infantry permanently stationed in your home territory. Cannot be moved elsewhere.
(River provinces only) Small Riverport: +10% income, mutually exclusive with the Coastal Dockyards
Mounted Light Ballistae: Increases dragon death chances by +1, in siege battles, increases defender archery rolls by +1
II
Town Watch: +1,000 Militia Points, 5% cheaper professional troop hire.
Merchant's Square: +10% province income
Keep Expansions: +50% castle garrison size permitted
Citadel Towers: +1 Siege Defence rolls
City Watch Barracks: 200 Archers permanently stationed in your home territory. Cannot be moved elsewhere.
(River provinces only) Large Riverport:+5% income
Mounted Medium Ballistae: Increases dragon death chances by +1, in siege battles, increases defender archery rolls by +1
III
Barracks: +1,000 Militia Points, 10% cheaper professional troop hire.
Trade Hub: Allows owners of the province to gain an additional trade route.
Keep Expansions: +100% castle garrison size permitted.
Holdfast: +1 Siege Defence rolls. Holdfast acts as a second castle within the first, which has the basic +siege bonus plus the Tier I and Tier II bonuses. Will survive a 6 month (3.5 day) siege from when the outer castle falls
Whisper House: -2 on Spying and Assassination rolls in this province when conducted by enemies, +2 when conducted by province owner.
City Watch Fortifications: +2 to detection rolls against enemy armies entering your home territory. 100 Heavy Infantry permanently stationed in your home territory. Cannot be moved elsewhere.
IV
Army Barracks: Professional unit cap increased by +2,000 points.
Frey Levies
Frey Levy - 5,500 Levy Points
6,000 Light Infantry
2,250 Archers
Frey Militia - 4,900 Militia Points (+2,000 full edicts)
Light Infantry:0
Polearms: 653
Archers: 490
Heavy Infantry: 980
Light Cavalry: 700
Heavy Cavalry: 327
Frey Professional Soldiery - 7,000 Points
1,000 Elite AOR Heavy Infantry (3,000 points)
1,142 Elite AOR Heavy Cavalry (4,000 points)
Frey Vassals
Cape of Eagles - House Haigh, Knights The of Cape of Eagles
Levy
Light Infantry: 563
Archers: 188
Militia
Polearms: 100
Archers: 75
Heavy Infantry: 38
Light Cavalry: 38
Heavy Cavalry: 13
Mistlewood - House Charlton of Mistlewood
Levy
Light Infantry: 563
Archers: 188
Militia
Polearms: 100
Archers: 75
Heavy Infantry: 38
Light Cavalry: 38
Heavy Cavalry: 13
Erenford - House Erenford, Knights of Erenford
Levy
Light Infantry: 563
Archers: 188
Militia
Polearms: 100
Archers: 75
Heavy Infantry: 38
Light Cavalry: 38
Heavy Cavalry: 13
Freylands - House Nayland, Knights of Hag's Mire.
Levy
Light Infantry: 563
Archers: 188
Militia
Polearms: 100
Archers: 75
Heavy Infantry: 38
Light Cavalry: 38
Heavy Cavalry: 13






Reply With Quote







