The Game of Crusading Thrones, Self-Insert Edition (GoT CK2)

You recall it had ash of some kind in it, so you burn a few trees and experiment. And you find ironwood ash makes concrete much stronger. Actions unlocked.
The Romans used volcanic ash, which has a high percentage of rock, minerals, and silicates. Normal ash might not work out quite right, being mostly calcium carbonate, though if Westrosi Ironwood has some special properties I could buy it working as a substitute. In real life "ironwood" is just a term for woods with a reputation for their hardness, so ASOIAF may have special breeds of it that actually incorporate iron or something.

The volcanic ash actually forms a sort of lattice inside the concrete, providing strength the same way steel rebar does. It also actually hardens and gains strength over time, which is why Roman buildings are still standing while our modern concrete starts to fail much faster. But also specifically because it gains strength over time -- like, on the order of centuries -- you might not see a huge improvement over steel reinforced concrete when you initially pour it.

Also, even with Roman concrete, you'll want to use rebar reinforcement anyway if you expect to pour large areas of the stuff. Like a building foundation, or a wall. Pouring smaller amounts and using them as bricks could get around that, though at the obvious disadvantages of making and using bricks.
 
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Turn 4 Results
Military:
- Guard Equipment: 1d100+22 = 103. Second Roll: 1d100+3 = 67. Steel is expensive, especially when it comes in the form of weapons and armor. But you are insistent that your personal guard will only have the finest of weapons and armor, and you scour the lands for smiths. Several move to Winterfell to take advantage of the increased workload that will be coming out of your castle, some of them offering reduced prices in exchange for your support. The streets of Winter-town ring with hammers. At the end of the season, the three hundred men of your guard stand equipped in identical weapons and armor: one-handed steel axes, broad shields, steel helmets and breastplates and greaves carved with runes of the First Men and images of direwolves. They are an imposing sight. Winterfell guard best-equipped soldiers in the North, reduction in difficulty and cost of Expanding the Forges.

- Royal Stables: 1d100+22 = 119. 1d100+19 = 94. Most of the land around Winterfell is not really suitable for horses, but a short ride away takes you to some open plains that will serve adequately. Once you have found suitable terrain, you send a letter to House Dustin about how you are interested in establishing a royal horse-breeding program, and they practically fall over themselves to get involved, sending a third son who is apparently their best horseman, a herd consisting of a dozen different breeds, (horses have breeds?) and gold and foremen to ensure the construction of a heated stable and enclosed pastures. Using some of your gold, horses from the Reach and Dorne are both purchased and placed into the stables. All of this comes together with astonishing quickness. Royal stables established, -10 gold per turn, new options, bonus to all horse-related actions.

Diplomacy:
- Speak to Kings (Kingdom of the Vale): 1d100+19 = 75. The Vale is a kingdom of arrogance, in your opinion. The place where the Andals made their landing, where the Griffin King fell to the Arryns, home to haughty knights who preen about their piety and their pure lineage. To your astonishment, they are at least willing to speak with you. Queen Regent Sharra and the boy King Ronnel reply to your letters with cordial terms, not promising anything but not rejecting anything either. They do note that the ironborn are a scourge upon First Men and Andal however. Relations between the Vale and the North are cordial, the Vale is open to cooperation against the ironborn.

- Speak with Vassals (East): 1d100+19 = 97. House Manderly is the first to respond to your ravens, stating that they are always glad to hear from House Stark, and that they are especially heartened by the talks with the Vale. Lord Wylbert is apparently hopeful that trade with Gulltown would bring in substantial wealth. The Flints of Widow's Watch are the next to reply, reaffirming their loyalty and inquiring if you have thought about who you will be fostering at Winterfell. They also ask about the possibilities of additional royal support for watchtowers like those slowly being constructed around Flint's Fingers. House Hornwood is a little slow in their response, and only asks about the possibility of some royal support for mines in the hills around Hornwood. Aware of vassal concerns and vassal opinions.

Stewardship:
- Purchase Livestock: 1d100+18+10 = 56. Horses and oxen are both expensive beasts, but although the treasury is being strained you manage to shake enough gold loose to buy plenty of both, along with a few sheep and goats the mountain clans are happy to send you. The beasts are distributed among the smallfolk, where they are variously milked, sheared, and put to work pulling plows and powering mills. More land is plowed and planted, and the wool serves both to keep people warm and as an extra trade good. New options unlocked, food surplus increases to Small+, +50 gold(farming) and +20 gold(trading).

- Survey the Mountains: 1d100+18= 95. By the Old Gods, you wonder why no one had thought of this before! It was such a simple course of action…look for ores in the massive mountain range! How had every Stark before you not thought of it? Well, no matter. You did. After several weeks of extensive surveying, climbing, and searching, your men found (Mineral presence roll 1d100+?? = 104. Second Roll 1d100+4 = 44) iron, gold, copper and tin, silver, coal, limestone, and a few extremely hard to reach patches of gems. And that is just in what sections of the mountains are in your lands. There's likely to be more in the mountain clan's land, although that will be less accessible. New options unlocked, a frankly ridiculous amount of mineral wealth located. Much is difficult to reach.

Learning:
- Woodwitches and Midwives: The knowledge has been gathered from what seems like dozens of smallfolk healers from across your lands. Even Rivers contributed with what he recalled from his mother, who apparently held a similar position among the crannogmen. It's been organized, examined for efficacy, and written into a big book with Maester Brynden's name on it. Apparently the Citadel is curious about some of the assertions he made. Bonus to healing efforts in Winterfell.

- Grinding Grain: Now the actual construction begins. It is delayed first by the river briefly freezing during a sudden cold snap, then by the need to establish cofferdams, but it does eventually progress, and the wheel slowly takes shape, rising from above the riverbank. You can see it's wooden skeleton growing increasingly solid every time you ride down to inspect it's progress. "That's the easy part done." Brynden tells you one day. "Now we have to connect it to the mill." Locked 1 Season.

Piety:
- The Sword Crown: 1d100+25 = 46. While your visit to Castle Green proved informative, they did not know everything. Frost spends the season traveling north and south, visiting Umber and Dustin lands, and comes back with a final scrap of information. In addition, the powers he already mentioned, the crown was said to have two more gifts: it was said to allow the bearer to occasionally access the strength or skill of their ancestors, and it could supposedly reject hostile magic. There are other runes on the crown as well, but they are unknown to everyone Frost has asked. He remarks they are probably nonsense. Definitely nonsense. The Sword Crown supposedly had at least five powers, new options unlocked.

- Ancient Rites: 1d100+25 = 73. Frost spends most of the rest of his time in Castle Green, speaking to his compatriots. They discuss the marriage rite, the making of thanes, offerings to the gods, gratitude for blessings, and a thousand thousand other things. It is dizzying in complexity and scope, for each Green Man has heard of rites for every conceivable activity from birth to death. From these discussions, a few ideas and proposed courses of action emerge. New options unlocked.

Intrigue:
- Of the Vale: 1d100+16 = 104. Second Roll: 1d100+4 = 102. Third roll: 1d100+2 = 87. You are genuinely uncertain about what to think of Rivers. On the one hand, he generally acts like a total moron. An imbecile. A cretin. On the other hand, he is clearly brilliant when it comes to secrecy, deception, and the million other skills a good spy or spymaster needs. On the third hand, that's only true when his regular idiocy doesn't rule him. On the fourth hand…sometimes his idiocy proves a boon. You are not exactly sure what happened this time, but apparently things went well at first. Rivers made some friends in Gulltown and on the Three Sisters, and they funneled rumors towards you. Which is how you heard of a mysterious masked man stealing several prized heirlooms from noble families around Gulltown, being chased by a half dozen knights who he defeated with a single thrown rock, finding some sort of long-forgotten treasure, accidentally dropping it, being hailed by the Stone Crows as a hero for returning their chief's ancient crown…at this point, you stop listening. It just gets unbelievable. About a week later Rivers returns with a very sheepish grin, some gold, and the news that he has cultivated an incredibly extensive network of spies, made a positive impression on the mountain clans of the Vale, and that he may have fallen in love with a noblewoman from a cadet branch of the Royces and would you please maybe consider legitimizing him pretty please? Spy Network (The Vale) established, costs partially recouped, new options unlocked.

- Deeper Secrets: After that excitement, it's nice to see something simple happen. Rivers finishes developing his network, and regular reports appear on your desk, usually with some rather colorful commentary in the margins and occasional musings about what he would take as his name if he was legitimized. Simple Spy Network (The North) established, new options unlocked.

Personal:
- Uplift (Roman-style Roads): 1d100+10 = 67. You know roads are important. You know the Romans built some of the best roads ever. The trouble is figuring out how. You know it involved concrete, and they were topped with gravel…or was it cobblestone? Drainage is important as well. It will take some time and effort to figure out. New options unlocked.

- The Beast of the Wolfswood: See interlude.
 
we should take all our vassals who want there children to be fostering with us and do it so they can be friends
 
@notbirdofprey Hey, I just caught up with the quest - it's good so far, and has a lot of potential. One thing I would like to suggest though is that you include the numbers for our treasury and current income in the post for each new turn. Having the information be right there, rather than having to check the information tab, would be a lot more convenient.
 
he may have fallen in love with a noblewoman from a cadet branch of the Royces and would you please maybe consider legitimizing him pretty please?
After everything that he did in the Vale we can only mentally throw our hands up in the air and say sure. If there aren't legends centuries from now about what this man did I will eat my foot. As for what he should call himself my money is for the Scottish word for spy: brathadair. I got this from an online translator so this could be wrong.
Here is the site if anyone wants to double check it: h t t p s://glosbe.com/gd/en/brathadair
 
Damn impressive turn.

Military:
- Guard Equipment: 1d100+22 = 103. Second Roll: 1d100+3 = 67. Steel is expensive, especially when it comes in the form of weapons and armor. But you are insistent that your personal guard will only have the finest of weapons and armor, and you scour the lands for smiths. Several move to Winterfell to take advantage of the increased workload that will be coming out of your castle, some of them offering reduced prices in exchange for your support. The streets of Winter-town ring with hammers. At the end of the season, the three hundred men of your guard stand equipped in identical weapons and armor: one-handed steel axes, broad shields, steel helmets and breastplates and greaves carved with runes of the First Men and images of direwolves. They are an imposing sight. Winterfell guard best-equipped soldiers in the North, reduction in difficulty and cost of Expanding the Forges.
Very good news! Well equipped, and more smiths in our general area. Very happy about the reduced cost, makes sense.

- Royal Stables: 1d100+22 = 119. 1d100+19 = 94. Most of the land around Winterfell is not really suitable for horses, but a short ride away takes you to some open plains that will serve adequately. Once you have found suitable terrain, you send a letter to House Dustin about how you are interested in establishing a royal horse-breeding program, and they practically fall over themselves to get involved, sending a third son who is apparently their best horseman, a herd consisting of a dozen different breeds, (horses have breeds?) and gold and foremen to ensure the construction of a heated stable and enclosed pastures. Using some of your gold, horses from the Reach and Dorne are both purchased and placed into the stables. All of this comes together with astonishing quickness. Royal stables established, -10 gold per turn, new options, bonus to all horse-related actions.
...Okay, I am happy two hugely important Military actions both crit'ed, but this is a bit much. Not complaining though. Horses will be a huge deal, we'll need to get as many breeding ASAP.

Diplomacy:
- Speak to Kings (Kingdom of the Vale): 1d100+19 = 75. The Vale is a kingdom of arrogance, in your opinion. The place where the Andals made their landing, where the Griffin King fell to the Arryns, home to haughty knights who preen about their piety and their pure lineage. To your astonishment, they are at least willing to speak with you. Queen Regent Sharra and the boy King Ronnel reply to your letters with cordial terms, not promising anything but not rejecting anything either. They do note that the ironborn are a scourge upon First Men and Andal however. Relations between the Vale and the North are cordial, the Vale is open to cooperation against the ironborn.
Nice, glad to see that alliances against mutual enemies only makes sense. Rather have the Vale as my neighbors than the damn Ironborn.

- Speak with Vassals (East): 1d100+19 = 97. House Manderly is the first to respond to your ravens, stating that they are always glad to hear from House Stark, and that they are especially heartened by the talks with the Vale. Lord Wylbert is apparently hopeful that trade with Gulltown would bring in substantial wealth. The Flints of Widow's Watch are the next to reply, reaffirming their loyalty and inquiring if you have thought about who you will be fostering at Winterfell. They also ask about the possibilities of additional royal support for watchtowers like those slowly being constructed around Flint's Fingers. House Hornwood is a little slow in their response, and only asks about the possibility of some royal support for mines in the hills around Hornwood. Aware of vassal concerns and vassal opinions.
Okay, more support for fostering, so I'm thinking we should aim for that next turn. And more interest in watchtowers too, good options for expansion. We'll have to delay helping Hornwood with their mines bc of our own survey crit, we'll be funneling a lot of resources into building up our own lands instead.

Stewardship:
- Purchase Livestock: 1d100+18+10 = 56. Horses and oxen are both expensive beasts, but although the treasury is being strained you manage to shake enough gold loose to buy plenty of both, along with a few sheep and goats the mountain clans are happy to send you. The beasts are distributed among the smallfolk, where they are variously milked, sheared, and put to work pulling plows and powering mills. More land is plowed and planted, and the wool serves both to keep people warm and as an extra trade good. New options unlocked, food surplus increases to Small+, +50 gold(farming) and +20 gold(trading).
Good, much better foundations for agriculture. We needed this.

Hmm...that's an idea...agricultural specialization would be a good research item. Like, seperate herds, say one of cattle bred for just meat, and one for milk. That wasn't done that often in the Middle Ages if at all, due to lack of overall resources, but being a king we could push for this and our vassals would have to obey it. And we're generating such good results, so it will be easier to convince the vassals to say yes. Research will have to be done, though.

- Survey the Mountains: 1d100+18= 95. By the Old Gods, you wonder why no one had thought of this before! It was such a simple course of action…look for ores in the massive mountain range! How had every Stark before you not thought of it? Well, no matter. You did. After several weeks of extensive surveying, climbing, and searching, your men found (Mineral presence roll 1d100+?? = 104. Second Roll 1d100+4 = 44) iron, gold, copper and tin, silver, coal, limestone, and a few extremely hard to reach patches of gems. And that is just in what sections of the mountains are in your lands. There's likely to be more in the mountain clan's land, although that will be less accessible. New options unlocked, a frankly ridiculous amount of mineral wealth located. Much is difficult to reach.
Damn fine stuff! Iron+coal=expanded steel and industry. Tin+copper=bronze in larger amounts if need be. Gems are always a good trade resource, as is silver. Limestone will make good building material, great to hear.

We might also want to help the Mountain Clans with surveying their lands, I'm sure they'd like some wealth of their own too. Be a good way to subversively uplift them to greater quality of life, as well as further tie them to the throne.

Learning:
- Woodwitches and Midwives: The knowledge has been gathered from what seems like dozens of smallfolk healers from across your lands. Even Rivers contributed with what he recalled from his mother, who apparently held a similar position among the crannogmen. It's been organized, examined for efficacy, and written into a big book with Maester Brynden's name on it. Apparently the Citadel is curious about some of the assertions he made. Bonus to healing efforts in Winterfell.
Awesome, greater healing is critical in this kind of world.

- Grinding Grain: Now the actual construction begins. It is delayed first by the river briefly freezing during a sudden cold snap, then by the need to establish cofferdams, but it does eventually progress, and the wheel slowly takes shape, rising from above the riverbank. You can see it's wooden skeleton growing increasingly solid every time you ride down to inspect it's progress. "That's the easy part done." Brynden tells you one day. "Now we have to connect it to the mill." Locked 1 Season.
Awesome, great progress.

Piety:
- The Sword Crown: 1d100+25 = 46. While your visit to Castle Green proved informative, they did not know everything. Frost spends the season traveling north and south, visiting Umber and Dustin lands, and comes back with a final scrap of information. In addition, the powers he already mentioned, the crown was said to have two more gifts: it was said to allow the bearer to occasionally access the strength or skill of their ancestors, and it could supposedly reject hostile magic. There are other runes on the crown as well, but they are unknown to everyone Frost has asked. He remarks they are probably nonsense. Definitely nonsense. The Sword Crown supposedly had at least five powers, new options unlocked.
That's some nice abilities, there. One is a anti-magic/protection buff, and the other sounds like it could be really fun to mess with, though I wouldn't want to do a Children of Dune and get possessed by my/our ancestors or something.

- Ancient Rites: 1d100+25 = 73. Frost spends most of the rest of his time in Castle Green, speaking to his compatriots. They discuss the marriage rite, the making of thanes, offerings to the gods, gratitude for blessings, and a thousand thousand other things. It is dizzying in complexity and scope, for each Green Man has heard of rites for every conceivable activity from birth to death. From these discussions, a few ideas and proposed courses of action emerge. New options unlocked.
Awesome. Needed more options, should open up a lot of doors.

Intrigue:
- Of the Vale: 1d100+16 = 104. Second Roll: 1d100+4 = 102. Third roll: 1d100+2 = 87. You are genuinely uncertain about what to think of Rivers. On the one hand, he generally acts like a total moron. An imbecile. A cretin. On the other hand, he is clearly brilliant when it comes to secrecy, deception, and the million other skills a good spy or spymaster needs. On the third hand, that's only true when his regular idiocy doesn't rule him. On the fourth hand…sometimes his idiocy proves a boon. You are not exactly sure what happened this time, but apparently things went well at first. Rivers made some friends in Gulltown and on the Three Sisters, and they funneled rumors towards you. Which is how you heard of a mysterious masked man stealing several prized heirlooms from noble families around Gulltown, being chased by a half dozen knights who he defeated with a single thrown rock, finding some sort of long-forgotten treasure, accidentally dropping it, being hailed by the Stone Crows as a hero for returning their chief's ancient crown…at this point, you stop listening. It just gets unbelievable. About a week later Rivers returns with a very sheepish grin, some gold, and the news that he has cultivated an incredibly extensive network of spies, made a positive impression on the mountain clans of the Vale, and that he may have fallen in love with a noblewoman from a cadet branch of the Royces and would you please maybe consider legitimizing him pretty please? Spy Network (The Vale) established, costs partially recouped, new options unlocked.
His adventures would make a great tv show, it sounds like. Glad it worked though.

- Deeper Secrets: After that excitement, it's nice to see something simple happen. Rivers finishes developing his network, and regular reports appear on your desk, usually with some rather colorful commentary in the margins and occasional musings about what he would take as his name if he was legitimized. Simple Spy Network (The North) established, new options unlocked.
Yay, we know what our vassals are doing better!

Personal:
- Uplift (Roman-style Roads): 1d100+10 = 67. You know roads are important. You know the Romans built some of the best roads ever. The trouble is figuring out how. You know it involved concrete, and they were topped with gravel…or was it cobblestone? Drainage is important as well. It will take some time and effort to figure out. New options unlocked.
Hey, better than nothing for certain, and future development makes sense.

- The Beast of the Wolfswood: See interlude.
Sweet, the Interludes have been really fun so far.
 
I think this turn inspired me to put a fun little song to signify how our situation just got a hell of a lot better in so many ways. This entire turn for me has been...

 
Probably a good idea to finish the crop rotation next turn. Introducing our vassals to it would be good for our income if nothing else.
 
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The Wolfswood Hunt Pt.1
You have just a few matters to attend to before finishing off a problem which has troubled the North for some months now. You skim through River's report on the fire in Gulltown, frowning at the note in the margins that said "I had left there long ago. Don't blame me. It was most definitely not my fault." With a sigh, you put it down, although you note that there may be an opportunity there. You suspect the Vale lacks for trees, at least to some extent. Rising to your feet, you pick up the bow and sling the quiver of arrows over your shoulder, then stride to the courtyard.

There you meet Brandon, Frost, and Sebane, your huntmaster. With them are a half-dozen hunters, a man from the kennels with a pack of mastiffs, and Rivers. The last causes you to frown slightly, both as a reflex and because you have no idea what he is doing here, just that it probably means something has come up which requires your attention. "Your grace…" He begins, seeming nervous, rolling a frog-spear in his thin fingers. "I was wondering if you would do me the honor of allowing me to accompany you. I am something of an accomplished hunter…" Sebane's eye twitches just slightly when he says that.

Frost has something to say as well. "If I may, your grace, I am aware you plan to kill this creature. However, whatever it possesses uncanny intelligence, and it clearly has some way of deciding who it attacks and who it avoids and who it spares. Perhaps we should simply attempt to seek its whereabouts and not harm it yet…" Brandon cuts him off. "That may be a risk you are willing to take, but I am not. It may be intelligent, or perhaps it had a full belly when it decided not to kill. Either way, it is a savage thing! I saw the bodies, they were torn apart! Mutilated!" He doesn't quite shout – not even Brandon is willing to risk upsetting Lady Stark by being too loud too early – but his voice rises and he looms over Frost, using every inch of height he can muster, which is quite a lot. Brandon towers over most men, and Frost is far smaller than most. "We should simply ride into the woods, track it, and slay the damn thing where we find it."

Rivers decides to speak again. "In the Neck, we do not follow lizard lions into their lairs. If we want to kill them, we offer bait and let them come to us. Saves on walking, and you are less likely to get bitten by something nasty this way. Spill some blood and let it follow the trail, then deal with it however you choose when it comes out."

You glance at Sebane, who shrugs. "Your grace, all these plans have merits. I am sorry to say I don't have enough information to suggest which is the best approach. I don't even know what kind of beast it is. It could be a direwolf, or a shadowcat, or a bear, or something stranger. Some of the wounds and marks it left behind are entirely unfamiliar…" Frost glances in the direction of the godswood at those words. They seem to have discomfited him. "Perhaps we should pray in the godswood before we go." He suggests. As he speaks, you feel a comforting sensation of weight and then it is ripped away. You briefly see a man, see yourself tearing his throat out, see your claws burying themselves in his guts as your beak caves in his skull…suddenly both sensations are gone, leaving you unnerved but unharmed. Many others seem to have been similarly affected, even Frost. He, at least, seems unbothered. "Perhaps we should visit the godswood." He repeats.

[][PRAY] Visit the godswood. This may call attention to you. Something happened at the first mention of it. Perhaps it will calm your minds and drive away memories of that…disturbance. More mundanely, this will cost you time, although not a great deal of it.
[][PRAY] Let's just go. Whatever happened has driven away all desire to pray. It was unnatural, and disgusting, and terrifying, and just downright strange. You don't have the time to spare if you want to do a proper job of this hunt.
[][RIVERS]Allow Rivers to accompany you. He's oddly lucky, by his own account, and he is quite good at tracking. He's also a fairly capable fighter. There's little enough harm he could do and he might well be of assistance.
[][RIVERS] Have Rivers stay. Rivers is theoretically an intelligent individual. He just has the oddest impulses at the oddest times, and he always listens. You have seen him decide to walk around with a duck's beak on his head for a week straight. Although he is a brilliant spymaster, he is too erratic for you to want him around in an environment with dangerous animals and sharp objects.
[][PLAN] Brandon's Plan. Enter quietly, hunt the beast down wherever it is, and then kill it. Simple and direct, and relies mostly on the skill of your huntsman and the dogs. And it will most definitely end the threat in whatever form it takes. It's a bit risky though, considering the cunning it has shown.
[][PLAN] Frost's Plan. Much like Brandon, Frost wants your whole group to enter the wood and track the beast. Unlike his plan, he wants you to be obvious about your entry and focus on communicating with the beast instead of killing it. It's just as risky as Brandon's plan, but if the creature really is a message from the Old Gods you would do well not to harm it.
[][PLAN] Rivers' Plan. Rivers doesn't care if you kill the beast, talk to it, or dance with it. He suggests that you lure the beast out of the woods and deal with it as you please. If it really is a message from the Old Gods, it will probably come to you. If it's not, then this could easily prove a waste of time.
 
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