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

[X] Plan Autumn

Military
-[] Northern Ghosts: One thing Brandon learned from the wildlings is about another tribe who headed south and vanished into the Wolfswood. By all accounts, they are incredibly skilled at ambushes and tracking, able to walk in fresh snow without leaving tracks and find the path a shadowcat took across stone. Brandon wants to seek them out and learn everything he can from them, and possibly even recruit them into your service. Time: 3 seasons. Cost: 50 gold. DC: 65. Reward: New options unlocked

or

-[X] Wardens of the Road: The beastmen probably aren't a significant threat anymore. Most of the Wardens have had minimal encounters, and there have been no reports of beastmen attacks from any of your subjects, new or old. Have some of them patrol the roads around the Wolfswood and help deal with any bandits of other threats instead. Time: 1 season. Cost: 200 gold. DC: 30. Reward: Potential increase to trade income

Diplomacy

-[X] Speak to Kings (Rock): There are other kings to the south of you. Perhaps you should open up talks with one of them. Though all of them are Andals and ironborn, you doubt any of them would outright refuse you…Time: 1 season. Cost: 50 gold. DC: 50. Reward: Positive diplomatic contact.

-[X] Karstark Investigation: Arnulf Karstark could prove to be tricky to deal with, thanks to both his pride and prickly temperament. And anything which would soothe him might well anger your other lords, making this a delicate balancing act. Still, you have to act, or you may begin to lose the respect of your bannermen. Time: 1 season. Cost: 0 gold. DC: Special. Reward: Interlude.


Learning

-[X] Papermaking: Maester Brynden has been complaining about the cost of paper lately, ever since he started making his library really. The only real papermaking operation is at the Citadel, and there's only a few traders who will bring it all the way to Winterfell. He knows how to do it himself, of course, it's just he lacks the equipment and a supply of rags. Time: 1 season. Cost: 50 gold. DC: 30. Reward: Reduction in cost for writing-related actions.

Intrigue

-[X] Further Assistance: Lord Blackwood has not yet won, so you will spend more Northern lives and Northern gold to aid him, thereby indebting him to you even further, or wasting even more if he loses. Time: 1 season. Cost: 500 gold. DC: 50. Reward: Further aid to Lord Blackwood
--[X] DD in the Blackwood action

Piety
-[X] Less Magical Matters: While the blessings of the Old Gods are potent things, and veneration of them worthy, you want to discuss some of the more mundane matters of faith with Frost. Like what to do about this Sept-Wood Faith, if Green Men can inherit castles, how to prevent more riots in Wintertown…perhaps some manner of conclave should be held. Time: 1 season minimum. Cost: 100 gold. DC: Special. Reward: Interludes.

Personal

-[X] Uplift (Agricultural tools: Seed Drill, Plough) You recall an invention or system, and try to figure out how it worked well enough that someone else can make it a reality. Time: 1 season. Cost: 0. DC: Varies. Reward: New action unlocked

-[X] Family Time: Your daughter is all better now. Your eldest sons are nearly men grown, and acting like it all the time. Your wife seems to have found peace with the blessings of the Old Gods. Your two babes are just beginning to walk. It's good to spend time with them. Time: 1 season. Cost: 0. DC: 50. Reward: You feel better, your family feels better.


I have most of a plan in mind.
For Piety I want to get the succession thing and this new faith done and over with. The longer it takes the worse it is. Rip it out is how I see it. For Intrigue I used the free action to help the Blackwoods with the Riverlands. Harren is giving me anxiety with his magic bullshit. With Learning I did paper making. It is one action and reduces future writing costs which will come in handy after the library comes online next turn. With Diplomacy I want to talk to the Lannisters and the Karstark. If we get a positive relationship with the Lions we might have a future alliance, if not a good neighbour. Open to changing this. The Karstark are non negotiable. They need to be dealt with. No Stewardship because it is all filled obviously. Martial I am thinking either Road Wardens or hunting that lost clan. Which do you guys prefer? Any suggestions?

Edit: Personal actions. uplift for better farming and more family time. After the kids get married I want to start ordering vassals around but not now. Also leaving vote over night.

Edit2: Thanks to @Marlin for calculating this.

Plan Autumn costs: 50+200+50+0+50+500+100+0+0 = 800 + 150 = 950 gold
 
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You can certainly try, but there's no guarantee you can come up with something better, or something practical.
Is Uplift (Machine Tools) a valid action? Basically a catch all action that allowed for production of higher quality and quantity, including lathes, mills, drills, presses and so on.

Their development from the mid 18th century onwards helped to make the industrial revolution and the rise of mass production possible, as well as specifically enabling standardisation and interchangeable parts.

Although, after the invention of the steam engine, many were powered that way, there were earlier, manually powered ones as well, and it's these to which I'm mainly referring, with the possible exception of some that could be powered by water or wind.
 
[X] Plan Autumn

Stick with Wardens of the Road. For diplomacy, add in the Watch related action by exchanging with the diplomacy to the Rock, is my two-cent comment. Because if the Watch becomes wrecked then the North will get wrecked.

Edit: Nevermind, stick with the Rock. I overreacted.

Plan Autumn costs: 50+200+50+0+50+500+100+0+0 = 800 + 150 = 950 gold

And Plan Autumn is missing the Double Down applied on an action, place the Double Down in the Intrigue action is my recommendation. Placing the DD on "Karstark Investigation" (has unknown DC) should be considered.
 
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[X] Plan: Wolves in a Row
-[X] Wardens of the Road: The beastmen probably aren't a significant threat anymore. Most of the Wardens have had minimal encounters, and there have been no reports of beastmen attacks from any of your subjects, new or old. Have some of them patrol the roads around the Wolfswood and help deal with any bandits of other threats instead. Time: 1 season. Cost: 200 gold. DC: 30. Reward: Potential increase to trade income

-[X] Speak with Vassals (North): Most of your direct vassals are loyal and trustworthy, but it's good to keep an eye on them all the same. And if any of them have trouble, you might be able to help. Time: 1 season. Cost: 100 gold. DC: 30. Reward: Vassal relations boosted, aware of problems

-[X] Karstark Investigation: Arnulf Karstark could prove to be tricky to deal with, thanks to both his pride and prickly temperament. And anything which would soothe him might well anger your other lords, making this a delicate balancing act. Still, you have to act, or you may begin to lose the respect of your bannermen. Time: 1 season. Cost: 0 gold. DC: Special. Reward: Interlude.

- [X] Improve Roads (Basic): The roads in Winterfell are little more than mud tracks, and you can quite literally drown in them after a spring thaw. It will take extensive time and lots of gold to make them proper roads, but there's plenty of room for improvement. Time: 1 season. Cost: 1200 gold. DC: 50. Reward: Better (but not good) roads around Winterfell.

- [X] New Ink: The ink Maester Brynden purchases from the south doesn't always work properly with the printing press. He wants to do some testing to see what batches work better and why so he can stop having to redo pages because the ink didn't stick again…Time: 1 season. Cost: 300 gold. DC: 45. Reward: Printing press projects reduced in time, difficulty, expense.

- [X] The Horned Men: On the Isle of Faces, it is said that the Horned Man slays all who trespass on that sacred soil. Frost wishes to create a less…brutal version for the North by making an order of thanes. They will be no different from other thanes except for an additional oath: To protect the sacred sites of the Old Gods from those who would do it harm. Time: 2 seasons. Cost: 250 gold. Reward: Order of the Horned Men formed

- [X] Speak to an Advisor (Frost): You want to know more about the people you work with. Time: 1 season. Cost: 0. DC: 50. Reward: Gain knowledge of an advisor, improved opinion.

- [X] Family Time: Your daughter is all better now. Your eldest sons are nearly men grown, and acting like it all the time. Your wife seems to have found peace with the blessings of the Old Gods. Your two babes are just beginning to walk. It's good to spend time with them. Time: 1 season. Cost: 0. DC: 50. Reward: You feel better, your family feels better.
 
The Magic Scool
Duty of Magic

Merlin Snow, son of Hunith, sits in the Maester's Hall waiting for the lesson's to be done and over with. Why King Stark tries to have them be taught how to use letters is beyond him. It's not like they will ever have a need for it. But the fruits are delicious, and it gets him out fieldwork for a while. As the acolyte in charge of teaching them for the day begins winding down his lesson on letters, a knock at the door interrupts him.

Murmurs ripple through the hall as very rarely does anyone interrupt their lessons. The Wildling girl sitting next to him seems to perk up and become excited. "It's a Green Man I know it." She whispers practically jumping in her chair.

"It could be the king you know," Merlin says only to get a dismissive snort from the girl. Despite everything that the king did, there were still Wildling holdouts who still called him the "Kneeler King" *.

It was then that he realized that the Acolyte seemed to be having a heated discussion* at the door. Right as it looked like it would come to blows, his posture freezes and becomes more submissive. Turning around the acolyte leads not only High Speaker Frost into the room but also King Torrhen.

Many of the Small Folk, including himself, couldn't believe their eyes. In many inns and taverns, peasants would raise their cups in honor of the king. Tales are still told of how he fought the Beastman scourge and drove them north of the Wall. Or how the Old Gods favor him and struck down the Wildling Chief who broke his bond.

Yet for all the stories Merlin was shocked by just how non-descript the king is. The only thing that draws the eyes is the steel like glint in his eyes. As though he is weighing his every move, and seeing how far he can push. In the blink of an eye though this all changed.

Gone was the Maester's Hall where they were learning their letters. Now they knelt before the Weirwood tree in Winterfell. The first generation of the Seid to graduate. The King and his family stand in front of them. While High Speaker Frost guides them through the oaths.

"By the Old Gods, before whom we take this oath, I will be to the Stark's of Winterfell faithful and true. We shall fight for the North, be it against man, or other darker beasts we shall hold true. In the knowledge that the Stark of Winterfell will protect, and guide our strength with an even hand."

The King nods his head in acceptance before bidding them rise. "I accept your fealty, and in turn vow to ensure the safety and prosperity of you all. For you will all be remembered for good or for ill." At this, he gestures with a smile to Merlin. "From Merlin the Wise, who was born a bastard, but whose even-tempered hand helped bind the despairing Sept woods into a cohesive whole. May your dreams always have a tint of green, and the call of the Elk."

The king then laughs before gesturing to the woman to his right. "To you Morgan of the Fey, the Wildling girl who stole the heart of the Lord of the Bronze Hunt, and who has healed and cursed many a Reacher man and woman who has tried to take yours. May your dreams always have a tint of purple, and the flapping of the Raven's wings."

At this, the king sighs before staring in sorrow at the living shadow that stood to Merlin's left. "To you Mordred, you who came down from the mountains. You who in your darkest hour we took in, and made one of our own. You who will devour the flaming heart of the East. Who will fight against the King in Red. May your dreams always have a tint of blue, and know that the Wolf will always welcome you home."



With a start Merlin woke up, Hunith gently shaking his shoulder while smiling down to him. "Oh, my sweet little Mer, if you don't get out of bed the entire day will go by." She says shaking her head, "Alright, wash your face, and be on your best behavior I don't want to hear anything about you sleeping in the Maester's Hall again."

AN: Welp here's another Omake, tried to go with the Arthurian legend because hey who doesn't want to have a wizard named Merlin on their team. All of these were just to represent differing magic. Merlin with the Green Dream and what could be considered Old Gods magic, Morgan with the more elemental magic. And Mordred with magic that could be considered dark yet still in the service of the Old Gods. That and the animal motifs to differentiate paths.

Also fun fact I found out while working on another Omake for those Wood septs. Martin never set up a calendar system or the names of days for the world of Westeros.

For both of the * parts that was just me trying to get into the idea that there still should be some grumbling for the Wildlings. And the Maesters are known to be anti-magic so an acolyte would probably not be all that enthused by this new age of magic.

And for those wondering Seid is an anglicized version of the old Norse word for magic.
 
Interlude: King Loren's Rise
King Loren put his sword through the heathen's throat as his army advanced, singing a hymn to the Seven. Behind him strode a wedge of Warrior's Sons and Blessed Ones, men loyal to one so favored by the Seven-Who-Are-One. The remainder of his foes gave ground, their foul magic faltering in the presence of holy men like the Blessed. One of the petty hill clans in the Westerlands died there, protecting their weirwood grove. The bodies were tossed into a pile and soaked in oil, and as Septon Tybold solemnly prayed, they were burned, the cursed white wood burning with them. King Loren gave a satisfied nod, turning to Lord Crakehall and Lord Westerling, who had accompanied him with some of their men. The two lords looked pale and unsettled by the strength of those who followed him. As they should, for they have been lax in their faith and lax in the duties ordained by the Seven. As the trees burned behind him, he sat on the blood-soaked earth. "Now, my lords, before we return to Casterly Rock, I wish to revisit the matter of allowing the Blessed Ones to patrol your lands without interference…" Loren grinned sharply, his grin like that of the lion on his shield. "Surely you can see the benefits when malcontents and heathens threaten the peace of our lands, and fouler things come from the Reach and the Iron Islands."

The two lords glanced at each other. "Your Grace, while I would be glad of any aid in keeping my lands safe and ordered, but I must be mindful of my own obligations under the Seven. I cannot allow others to execute or punish my smallfolk without judging them myself." King Loren's smile faded slightly. Despite the false piety on Lord Crakehall's face, he saw this for what it was: a ploy to try and keep power. No matter, the Seven would aid him here, as they aided him since Septon Tybold and Devout Tyrion fled the Starry Sept for the Golden. "Perhaps if your armsmen were to accompany the Blessed Ones?" He suggested, and both lords agreed. King Loren's smile grew once more, for the Blessed Ones were most persuasive, and their armsmen would remember the importance of faith and the peril every man's soul was in soon enough.

They rode back to Casterly Rock on the newly improved roads. Heathens who had bent the knee were laboring in the fields alongside it under the watchful eyes of septons and Poor Fellows, doing penance for their years of foolishness and faithlessness during the day and learning the ways of the true gods at night. Perhaps if his lords continued to defy the will of one crowned by the Seven-Who-Are-One and the will of the Seven themselves, they would soon join them, King Loren thought. But he would have to be careful, for many of his lords would balk if he attempted such a thing without cause even the most faithless of them could accept, for they were a proud lot, and protective of their privileges, not realizing that such things were irrelevant before the Seven. Perhaps another talk with Septon Tybold when he reached Casterly Rock, before he returned to the tedious business of petitions and plans which made up most of his work. Perhaps he could steal a few hours to pray, or to see to the education of his heir as well…

Though he continued to chatter with Lord Crakehall and Lord Westerling and Lord Captain Willem, his mind was elsewhere, back in the sept, surrounded by incense and the light and glory of the gods. And he did not notice the looks his lords exchanged when he mentioned his desire to build a new and grand sept on the site of this victory. He did not notice the contempt in their eyes whenever they glanced at the steadfast Lord Captain. Fortunately, he later though, Septon Tybold had a sharp eye and ear for such things and was always happy to help him keep an eye on unruly vassals, especially ones he lacked the proper respect for the servants of the gods.

(Since you will be completing the rumor mill for the Westerlands this turn, I thought I would show you a bit about the situation there. The idea of there being First Men hill clans in the Westerlands I got from another quest on Spacebattles, although mine are somewhat different.)
 
Oh well....fuck. A goddamm zealot in the Rock. And one that is cutting down weir woods. Okay so abandoning the notion of any positive relationship with him...got it. Cool. Also the crazy kind of zealot who thinks he is crowned by the Seven...nice.

Edit: A theocratic monarch...lovely. Chances are he might try for a crusade northward...once he gets his realm cleaned up.
 
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Been awhile since I checked here, but we now we got super zealous king. God, the thing I hate the most are religious zealots (well, one of the thing I hate the most).
 
Oh well....fuck. A goddamm zealot in the Rock. And one that is cutting down weir woods. Okay so abandoning the notion of any positive relationship with him...got it. Cool. Also the crazy kind of zealot who thinks he is crowned by the Seven...nice.

Edit: A theocratic monarch...lovely. Chances are he might try for a crusade northward...once he gets his realm cleaned up.
naaa he is more likely to attack the iron islands
 
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